Difference between revisions of "Age 56"

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|name= Strength in Union
 
|name= Strength in Union
 
|number= 56
 
|number= 56
|status= online
+
|status= finished
 
|owner= [[Arcadia Games]]
 
|owner= [[Arcadia Games]]
 
|start= 16 November 2012
 
|start= 16 November 2012
|end= not yet
+
|end= 12 February 2013
|duration=  
+
|duration= 88
 
}}
 
}}
  
'''Strength in Union''' - current [[Age]] on [[World of Legends]] server.
+
'''Strength in Union''' (Age 56) - finished [[Age]] on [[World of Legends]] server.
  
 
=Changes in brief=
 
=Changes in brief=
 
==Race's Changes==
 
==Race's Changes==
  
 +
* Dwarves
 +
** Spells: Fanaticism, Fools Gold, Clearsight (removed QuickFeet)
 +
 +
* Elves
 +
** Spells: Pitfalls, Mages Fury, Amnesia, Nightmare, Quick Feet
 +
 +
* Faeries
 +
** + 20% WPA and TPA
 +
** - 50% effects from honor
 +
** (lost population penalty)
 +
 +
* Halflings
 +
** -10% birthrate (down from -15%)
 +
** Invisibility, Town Watch, Aggression
 +
** Elite: 4/5, 400gc, 5NW
 +
 +
* Humans
 +
** +10% Population (up from 5%)
 +
 +
* Orcs
 +
** + 30% Gains (up from +20%)
 +
** Spells: Bloodlust, Fanaticism, Reflect Magic (lost Aggression)
 +
** Elite: 7/1, 800gc, 5.75NW
 +
 +
* Undead
 +
** - 20% science effectiveness (down from -25%)
  
 
==Personality's Changes==
 
==Personality's Changes==
Line 21: Line 47:
 
** (Lost plague immunity)
 
** (Lost plague immunity)
  
*The Cleric
+
* The Cleric
 
** (Lost revives dead troops)
 
** (Lost revives dead troops)
  
The War Hero
+
* The War Hero
 
** Immune to dragon effects  
 
** Immune to dragon effects  
 
** (Lost ambush protection)
 
** (Lost ambush protection)
Line 364: Line 390:
 
|}
 
|}
  
 
 
{{Ages}}
 
 
=Changes in brief=
 
 
Start of Age 56 Freeze: Tuesday 13th November, 18.00 GMT
 
Start of Age 56 Protection: Friday 16th November, 18.00 GMT
 
End of Age 56 Protection: Monday 19th November, 18.00 GMT
 
 
 
Race
 
Avians - no change
 
- 30% attack time
 
+20% Sabotage damage
 
 
- 10% attack gains
 
No Access to Stables
 
 
Town Watch, Vermin, Mystic Aura
 
Elite: 6/3, 700gc, 5.25NW
 
 
Dwarves
 
+ 20% Building Efficiency
 
Free Building Construction
 
Can use credits to raze buildings
 
+ 30% Spell Damage (Instant Spells)
 
 
+50% Food Consumption
 
Can't use Accelerated Construction
 
 
Fanaticism, Fools Gold, Clearsight (removed QuickFeet)
 
Elite: 6/2, 650gc, 5NW
 
 
Elves
 
+ 1 Mana Recovery in War
 
+ 50% WPA
 
+ 1 defence specialist strength
 
 
Pitfalls, Mages Fury, Amnesia, Nightmare, Quick Feet
 
Elite: 5/3, 650gc, 4.75NW
 
 
 
Faeries
 
+ 30% Spell Damage (Instant Spells)
 
+ 20% Sabotage damage
 
+ 20% WPA and TPA
 
 
- 3 generals
 
- 50% effects from honor
 
(lost population penalty)
 
 
Access to All Racial Spells
 
Elite: 3/6, 800gc, 6NW
 
 
 
Halflings
 
+50% TPA
 
+1 stealth
 
- 50% thief cost
 
 
-10% birthrate (down from -15%)
 
 
Invisibility, Town Watch, Aggression
 
Soldiers: 2/2**; Elite: 4/5, 400gc, 5NW
 
 
 
Humans
 
+10% Population (up from 5%)
 
+ 30% Sabotage damage
 
+ 40% Spell Damage (Instant Spells)
 
+ 1 Offense specialist strength
 
 
Tree of Gold, Fountain of Knowledge, War Spoils
 
Elite: 4/4, 600gc, 4NW
 
 
 
Orcs
 
+ 30% Gains (up from +20%)
 
Earns Elite Credits
 
 
-75% Combat Instant Spell Damage and Duration
 
-75% Sabotage Damage
 
 
Bloodlust, Fanaticism, Reflect Magic (lost Aggression)
 
Elite: 7/1, 800gc, 5.75NW
 
 
 
Undead
 
-50% Offensive losses on attacks you make
 
Converts some Specialists into Elites on successful land attacks
 
Spreads and is Immune to The Plague
 
No Food Required
 
 
- 20% science effectiveness (down from -25%)
 
 
Greater Protection, Town Watch, Animate Dead, Chastity
 
Elite: 7/2, 1000gc, 6NW
 
 
Personality Changes
 
 
The Merchant - no change
 
+30% Income
 
-50% Money Losses on Plunder Attacks
 
Immunity to all Income Penalties (Riots, Plagues, etc.)
 
 
 
The Sage
 
+ 30% Science effectiveness
 
-66% Losses on Learn Attacks
 
Generates 1 point of science for every 4 acres
 
(Lost plague immunity)
 
 
 
The Rogue - no change
 
+1 Stealth recovery per tick
 
Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
 
Thieves Dens are twice as effective (subject to DBE)
 
 
The Mystic - no change
 
Access to Meteor Showers
 
All Guilds and Towers are twice as effective
 
+50% Spell Duration (For Duration Spells Only)
 
+1 mana per tick in War
 
 
The Warrior - no change
 
+1 General
 
+15% OME in war
 
Enhanced Conquest range
 
 
The Tactician - no change
 
Gain 50% more Specialist and Building Credits
 
-15% Attack Time
 
Accurate Espionage (in war)
 
 
The Cleric
 
- 50% Your Military Casualties (on attack or defense)
 
(Lost revives dead troops)
 
 
 
The War Hero
 
+50% more bonuses from honor
 
-50% draft cost
 
-50% train time
 
Immune to dragon effects
 
(Lost ambush protection)
 
 
Mechanic Changes/Features
 
 
The explore formula will be tweaked to relate to the size of the kingdoms provinces. The more you are over the median the more expensive it will be to explore. If you are the only province in your kingdom it will be more expensive.
 
 
Paradise will remove acres from the explore pool, which will now grow 5 times faster (i.e 100 acres an hour) and also decay .5% an hour. This decay will not occur during war or end of war ceasefire.
 
 
Winning a war and selecting land as a reward will grant a minimum of 5k acres to the kingdom.
 
 
Players will be able to abandon and leave their province to the kingdom even if that kingdom has no invitations left.
 
 
The war room will be updated to better help players calculate their attacks. I'll provide more detail on this when I have it.
 
 
Espionage operations will be completely accurate if players send 10% of their thieves. This accuracy will be conveyed in some way to the player (yet to be decided but probably via the espionage message, updates will follow when they are available).
 
 
Espionage operations will be able to be conducted through in game ceasefires.
 
 
Monarch bonuses will be removed
 
 
Monarchs can set a fellow kingdom mate as their Steward (replaces Chamberlain). The Steward can conduct diplomacy such as extend/accept ceasefires, declare war and update the throne room messaging for the kingdom as well as the old Chamberlain options.
 
 
The Anonymity spell has been modified. This spell will result in minus attack gains rather than additional attack time. Apart from this the spell works as before.
 
 
Honor phase-in at age start has had the amount per tick doubled and the overall time halved.
 
  
  
 
{{Ages}}
 
{{Ages}}

Latest revision as of 17:06, 10 September 2013

Age 56
Name:

Strength in Union

Number:

56

Official Information
Server:

World of Legends

Status:

finished

Owner:

Arcadia Games

Dates
Start:

16 November 2012

End:

12 February 2013

Duration (in days):

88


Strength in Union (Age 56) - finished Age on World of Legends server.

Changes in brief

Race's Changes

  • Dwarves
    • Spells: Fanaticism, Fools Gold, Clearsight (removed QuickFeet)
  • Elves
    • Spells: Pitfalls, Mages Fury, Amnesia, Nightmare, Quick Feet
  • Faeries
    • + 20% WPA and TPA
    • - 50% effects from honor
    • (lost population penalty)
  • Halflings
    • -10% birthrate (down from -15%)
    • Invisibility, Town Watch, Aggression
    • Elite: 4/5, 400gc, 5NW
  • Humans
    • +10% Population (up from 5%)
  • Orcs
    • + 30% Gains (up from +20%)
    • Spells: Bloodlust, Fanaticism, Reflect Magic (lost Aggression)
    • Elite: 7/1, 800gc, 5.75NW
  • Undead
    • - 20% science effectiveness (down from -25%)

Personality's Changes

  • The Sage
    • Generates 1 point of science for every 4 acres (was 0)
    • (Lost plague immunity)
  • The Cleric
    • (Lost revives dead troops)
  • The War Hero
    • Immune to dragon effects
    • (Lost ambush protection)

Game mechanic changes

  • The explore formula will be tweaked to relate to the size of the kingdoms provinces. The more you are over the median the more expensive it will be to explore. If you are the only province in your kingdom it will be more expensive.
  • Paradise will remove acres from the explore pool, which will now grow 5 times faster (i.e 100 acres an hour) and also decay .5% an hour. This decay will not occur during war or end of war ceasefire.
  • Winning a war and selecting land as a reward will grant a minimum of 5k acres to the kingdom.
  • Players will be able to abandon and leave their province to the kingdom even if that kingdom has no invitations left.
  • The war room will be updated to better help players calculate their attacks. I'll provide more detail on this when I have it.
  • Espionage operations will be completely accurate if players send 10% of their thieves. This accuracy will be conveyed in some way to the player (yet to be decided but probably via the espionage message, updates will follow when they are available).
  • Espionage operations will be able to be conducted through in game ceasefires.
  • Monarch bonuses will be removed
  • Monarchs can set a fellow kingdom mate as their Steward (replaces Chamberlain). The Steward can conduct diplomacy such as extend/accept ceasefires, declare war and update the throne room messaging for the kingdom as well as the old Chamberlain options.
  • The Anonymity spell has been modified. This spell will result in minus attack gains rather than additional attack time. Apart from this the spell works as before.
  • Honor phase-in at age start has had the amount per tick doubled and the overall time halved.

Races

 Avians  Dwarves  Elves  Faeries
  • - 30% Attack Time
  • + 20% Sabotage Damage
  • + 20% Building Efficiency
  • Free Building Construction
  • Can use credits to raze buildings
  • + 30% Spell Damage (Instant Spells)
  • + 1 Mana Recovery / Tick in war
  • + 50 % WPA
  • + 1 Defence Specialist Strength
  • + 30 % Spell Damage (Instant Spells)
  • + 20 % Sabotage Damage
  • + 20 % WPA and TPA

Town Watch, Vermin, Mystic Aura

Fanaticism, Fools Gold, Clearsight

Pitfalls, Mages Fury, Amnesia, Nightmare, Quickfeet

Access to All Racial Spells

  • - 10% Attack Gains
  • No Access to Stables
  • + 50% Food Consumption
  • Can't use Accelerated Construction
  • - 50% effects from honor
  • - 3 Generals

Elite: 6/3, 700gc, 5.25NW

Elite: 6/2, 650gc, 5NW

Elite: 5/3, 650gc, 4.75NW

Elite: 3/6, 800gc, 6NW

 
 Halflings  Humans  Orcs  Undead
  • + 50 % TPA
  • + 1 Stealth Recovery / Tick
  • - 50 % Thief Cost
  • Soldiers: 2/2 (3NW)
  • + 10 % Population
  • + 30 % Sabotage Damage
  • + 40 % Spell Damage (Instant Spells)
  • + 1 Offense Specialist Strength
  • + 30 % Gains
  • Earns Elite Credits
  • - 50% Offensive losses on attacks you make
  • Converts some Specialists into Elites on successful land attacks
  • Spreads and is Immune to The Plague
  • No Food Required

Invisibility, Town Watch,Aggression

Tree of Gold, Fountain of Knowledge, War Spoils

Bloodlust, Fanaticism, Reflect Magic

Greater Protection, Town Watch, Animate Dead, Chastity

  • - 10 % Birthrate
  • - 75 % Combat Instant Spell Damage and Duration
  • - 75 % Sabotage Damage
  • - 20% science effectiveness

Elite: 4/5, 400gc, 5NW

Elite: 4/4, 600gc, 4NW

Elite: 7/1, 800gc, 5.75NW

Elite: 7/2, 1000gc, 6NW


Personalities

 Merchant  Sage  Rogue  Mystic
  • + 30 % Income
  • - 50 % Money Losses from Plunders
  • Immunity to Income Penalties
  • + 30 % Science Effectiveness
  • - 66 % Losses on Learn Attacks
  • Every 4 acres generate 1 science point
  • + 1 Stealth Recovery / Tick
  • Access to all Thievery Operations
  • Each Thieves' Den functions as Two
  • Access to Meteor Showers spell
  • All Guilds and Towers are twice as effective
  • + 50 % Spell Duration (For Duration Spells Only)
  • + 1 mana per tick in War
 
 Warrior  Tactician  Cleric  War Hero
  • + 1 General
  • + 15% OME in war
  • Enhanced Conquest range
  • Gain 50 % more Specialist and Building Credits
  • - 15% Attack Time
  • Accurate Espionage (in war)
  • - 50% Own Casualties
  • + 50% more bonuses from honor
  • - 50% draft cost
  • - 50% train time
  • Immune to all dragon effects


Stances

Stances
Normal Aggressive Fortified
  • No Effects
  • +10% Combat Gains
  • 10% Lower Attack Time


  • +30% Military Wages
  • +10% Military losses
  • -50% gains hitting in (slides in over a period of 24 hours)
  • -50% gains and effectiveness on magic and thievery ops in (slides in over a period of 24 hours)
  • -25% Military training time and cost
  • +25% draft speed
  • -25% Construction time and cost


  • 4 days maximum duration
  • -50% gains hitting out
  • -50% gains and effectiveness on magic and thievery ops in
  • +100% Explore costs
  • No Paradise spell available
  • Science limited to "Active"

Relations

Inter-Kingdoms' Relations
Ceasefire Normal Unfriendly Hostile War
  • Prohibits any Attacks
  • Prohibits any Spells
  • Prohibits any Thievery Operations
  • Annul Hostile Meter



End Of War Ceasefire

+

  • Min 12 U-Days
  • Max 96 U-Days
  • +500% birth rate
  • 30% reduction in training costs of all troops.
  • Draft cost reduced 50%
  • Combined with War Relations
  • Separate annul the Relations (War and CF)
  • All land currently out with armies at war end returns home immediately.
  • Instant population growth of 20% of your max pop if you are under 50% of your max pop


  • No Effects

To opposite Kingdom :

  • Unlocks (Unfriendly/Hostile/War) spells
  • Unlocks (Unfriendly/Hostile/War) thievery operations
  • +10% Combat Gains
  • Increases the Networth Range of the Conquest Attack
  • Mana costs for offensive spells reduced to 2%
  • Stealth costs for offensive ops reduced to 2%

Immediate Effects

  • Annul Hostile Meter with everyone

Benefits

  • -10% Attack Time
  • Enhanced Massacre Destroys Buildings
  • +10% Combat Gains
  • Mana costs for offensive spells reduced to 2%
  • Stealth costs for offensive ops reduced to 2%

Penalties

  • +100% Exploration Costs
  • No Paradise spell available
  • Science limited to "Active"


After 12 Hours (12 Utopian Days)

Benefits

  • -20% Attack Time


After 24 Hours (1 Utopian Month)

Benefits

  • -25% Military Losses
  • -25% Military Training Time
  • No Distance Penalties for Attacks
  • -75% Gains and Effectiveness for operations to and from other Kingdoms (this fades in from war start)

Dragon's Table

Dragon Type
Emerald Sapphire Gold Ruby

+15% Combat Losses -15% Gains

-30% Thievery & Magic Effectiveness

-25% from Building Efficiency

-8% from Military Efficiency

All dragons result in 10% lower income and the loss of 20% of new draftees.


Ages
Ages 1998 - 1999 : The first generation of Utopia (1)  • The Second Age of Utopia (2)  • The Third Age of Utopia (3)  • The Fourth Age of Utopia (4)  • The Fifth Age of Utopia (5)  • The Sixth Age of Utopia (6)  •

2000 - 2001 : The Seventh Age of Utopia (7)  • The Age of Chaos (8)  • The Renaissance Age (9)  • The Age of Conflict (10)  • The Age of Nobility (11)  • The Era of Magic (12)  • The Era of Mystery (13)  • The Era of Strife (14)  •

2002 - 2003 : The Age of Valour (15)  • The Age of Discovery (16)  • The Age of the People (17)  • The Age of Heroes (18)  • An Era of Hope (19)  • An Age of Dreams (20)  • An Age of Wonders (21)  • An Age of Conquerors (22)  • The Revolution (23)  •

2004 - 2005 : An Age of Glory (24)  • An Age of Tranquility (25)  • An Age of Turmoil (26)  • An Age of Courage (27)  • An Age of Intrigue (28)  • An Age of War (29)  • An Age of Unity (30)  •

2006 - 2007 : An Age of Reason (31)  • An Age of Kings (32)  • An Age of Prosperity (33)  • The Age of the Dragon (34)  • An Age of Triumph (35)  • An Age of Bravery (36)  • The Age of Darkness (37)  •

2008 - 2009 : The Age of Angels (38)  • The Age of the Scholar (39)  • The Awakening (40)  • The Age of Renewal (41)  • The Age of Hope (42)  • The Age of Rebirth (43)  • The Age of Change (44)  • The Age of Light (45)  •

2010 - 2011 : The Age of Distinction (46)  • The Age of Justice (47)  • The Age of Peril (48)  • The Age of Conspiracy (49)  • The Age of Resurrection (50)  • The Age of Domination (51)  • An Era of Supremacy (52)  •

2012 - 2013 : The Age of Havoc (53)  • A Call to Arms (54)  • Veil of Shadows (55)  • Strength in Union (56)  • Relentless Onslaught (57)  • Art of War (58)  • An Honorable Proposition (59)  • A Battle Joined (60)  •

2014 - 2015 : Age of Destruction (61)  • Books of War (62)  • Iron Walls, Iron Heart (63)  • The Spoils of War (64)  • The Isles of Legion (65)  • Thunder and Bedlam (66)  •

2016 - 2017 : The Age of Perception (67)  • The Age of Heresy (68)  • The Age of Scholars and Scoundrels (69)  • The Age of Daunting Judgement (70)  • The Metamorphosis (71)  • The Era of Venerated Bastions (72)  • The Age of Tricksters and Mischief (73)  • The Age of Affinity (74)  •

2017 - 2018 : The Age of Empowering Enchantments (75)  • The Age of the Empyrean Advent (76)  • The Age of Accession and Abrogation (77)  • The Age of Insight (78)  • The Age of Vanguards Acquiescence (79)  •

2019 - 2020 : The Age of Reconnaissance (80)  • The Emergence (81)  • The Grimoires of Glory (82)  • Age of Adjudication (83)  • Bethink the Fray (84)  • Intuition (85)  • Global Viction (86)  • Age of the Sword (87)  • Swift Strife (88)  • Reformation (89)

2021 - 2022 : Age of Exile 90  • Age of Remembrance 91  • Age of Ancestry 92  • Occult Ordination 93  • Ascent 94  • Age of the Omen 95  • The Eternal Rift 96  • Dominance 97  • Keen Transformation 98  •

2023 - 2024 : Crossing Boundaries 99  • Equilibrium 100  • Crusades 101  • Godsend 102  • Unbound Dominion 103  • Renascence 104  • Devout Fervor 105