Difference between revisions of "Age 61"

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{{Infobox_Age
 
{{Infobox_Age
|name= not named yet
+
|name= Age of Destruction
 
|number= 61
 
|number= 61
|status= conceivable
+
|status= finished
 
|owner= [[Arcadia Games]]
 
|owner= [[Arcadia Games]]
|start= not yet
+
|start= 21 March 2014
 
|end=
 
|end=
 
|duration=  
 
|duration=  
 
}}
 
}}
  
 +
'''Age of Destruction''' (Age 61) - finished [[Age]] on [[World of Legends]] server.
  
(Age 61) - next nearest [[Age]] on [[World of Legends]] server.
 
  
 +
= Changes in brief =
  
=Changes in brief=
+
== Race Changes ==
 +
 
 +
Avians
 +
-35% Attack Time
 +
+25% Birth Rate
 +
 
 +
No Access to Stables
 +
-10% gains on attacks
 +
 
 +
Fanaticism, Greater Protection
 +
Elite: 6/2, 500gc, 5NW
 +
 
 +
 
 +
Dwarves
 +
+30% Building Efficiency
 +
Free Building Construction
 +
Can use credits to raze buildings
 +
 
 +
Can't use Accelerated Construction
 +
+ 75% food consumption
 +
 
 +
 
 +
Fools Gold, Quick Feet, Mystic Aura
 +
Elite: 6/3, 700gc, 5.5NW
 +
 
 +
Elf
 +
+30% wpa
 +
-50% defensive losses
 +
+1 defensive specialist strength
 +
 
 +
Nightmares, Pitfalls, Mages Fury
 +
Elite: 5/4, 800gc, 5.75NW
 +
 
 +
 
 +
Faery
 +
+30% Spell damage (instant spells)
 +
+30% Sabotage damage
 +
+1 mana per tick in war
 +
 
 +
All racial spells
 +
Elite: 4/5, 650gc, 5.5NW
 +
 
 +
 
 +
Halflings
 +
+10% population
 +
+50% TPA
 +
-50% thief cost
 +
+1 offensive specialist strength
 +
 
 +
-25% Birth Rate
 +
 
 +
Invisibility, Town Watch, Aggression, Animate Dead
 +
Elite: 4/4, 450gc, 4NW
 +
 
 +
 
 +
Human
 +
+20% Science Effectiveness
 +
+20% income
 +
 
 +
-5% population
 +
 
 +
Tree of Gold, Fountain of Knowledge
 +
Elite: 6/4, 1000gc 5.5NW
 +
 
 +
 
 +
Orcs
 +
+25% Attack Gains
 +
Free draft
 +
+25% Enemy casualties when attacking
 +
 
 +
-15% science effectiveness
 +
 
 +
Reflect Magic
 +
Elite: 7/1, 750gc, 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
 +
 
 +
Basic Thievery (Intel operations only)
 +
 
 +
Town Watch
 +
Elite: 7/2, 600gc, 6NW
 +
 
 +
== Personality Changes ==
 +
 
 +
The Merchant
 +
Gain 50% more Specialist and Building Credits
 +
Access to Tree of Gold
 +
Starts with +1600 specialist credits
 +
 
 +
 
 +
 
 +
The Sage
 +
Every 3 acres generates 1 book
 +
-30% cost of science
 +
Protect 30% of science from the Learn attack.
 +
Access to Amnesia
 +
Starts with 40000 science books
 +
 
 +
 
 +
The Rogue
 +
+1 Stealth recovery per tick
 +
Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
 +
Access to Vermin
 +
Starts with +400 thieves
 +
 
 +
 
 +
The Mystic
 +
All Guilds are twice as effective
 +
+1 mana per tick in War
 +
Access to Meteor Showers, Chastity, Nightmares
 +
Starts with +200 Wizards
 +
 
 +
 
 +
The Warrior
 +
+1 General
 +
+10% OME in war
 +
Enhanced Conquest range
 +
Access to Bloodlust
 +
Starts with +800 soldiers and +800 specialist credits
 +
 
 +
 
 +
The Tactician
 +
-15% Attack Time
 +
Accurate Espionage
 +
Access to Clear Sight
 +
Starts with +800 soldiers and +800 specialist credits
 +
 
 +
 
 +
The Cleric
 +
-35% Your Military Casualties (on attack or defense)
 +
Access to Pitfalls
 +
Starts with +800 soldiers and +800 specialist credits
 +
 
 +
 
 +
The War Hero
 +
-50% train time
 +
Immune to Dragon effects
 +
Immune to The Plague
 +
Access to War Spoils
 +
Starts with 400 elites
 +
 
 +
== Mechanic Changes ==
 +
 
 +
*Dragons:
 +
** Sapphire:
 +
*** 25% lower magic effectiveness
 +
*** 25% lower thievery effectiveness
 +
*** 10% lower income
 +
*** the loss of 20% of new draftees
 +
** Emerald:
 +
*** 20% Higher military losses in combat
 +
*** 15% lower attack gains
 +
*** 10% lower income
 +
*** the loss of 20% of new draftees
 +
*** Troops will slay a dragon at their individual strength. A race with +1 offensive strength will slay at 5 points, an elite will slay at its highest elite value. You cannot oversend when slaying any more.
 +
 
 +
* Shop items:
 +
** Taunts: Price reduced by 50% to 5 credits. Added additional checks to avoid taunting your own kingdom.
 +
** Kingdom hostile meter: Price reduced by 50% to 10 credits a week.
 +
* Buildings
 +
** Homes: Increase population by 10
 +
** Stables: Hold 80 horses per stable, draft 2 horses an hour.
 +
* Attacks:
 +
** Massacre: Raze element in war removed. Damage in war increased.
 +
** Raze: Damage in war to buildings significantly increased.
 +
* War Win chart formula: TBC, no change has been decided yet.
 +
 
 +
= Races =
 +
 
 +
<!-- IMPORTANT - DO NOT EDIT THIS TABLE WITHOUT READING THIS:
 +
The rtt (Race-table template) number must be equivalent to the total number of races.
 +
For example: if there are 8 races, use rtt 8
 +
Using the wrong template number will result in either extra or absent cells.
 +
The Race-table templates can be used to display up to 12 races only.
 +
Template Parameters:
 +
in the format #-,
 +
where # is a whole number from 1 to 12,
 +
and - is a letter from a to e.
 +
 
 +
Each number corresponds to a major cell position reading left-right, top-bottom
 +
Each letter corresponds to segments within each cell, which should be organised as follows:
 +
  #a = Race's name
 +
  #b = Race's advantages
 +
  #c = Race's disadvantages
 +
  #d = Race's spell book
 +
  #e = Race's elite strength and cost
 +
 
 +
When listing advantages/disadvantages, make sure to start a new line for each and precede each with a * and space, to ensure consistent formatting.
 +
-->
 +
 
 +
{{rtt 8
 +
| 1a = Avians
 +
| 1b =
 +
* - 35% Attack Time
 +
* + 25% Birth Rate
 +
| 1c =
 +
* No Access to Stables
 +
* -10% gains on attacks
 +
| 1d = Fanaticism, Greater Protection
 +
| 1e = Elite: 6/2, 500gc, 5NW
 +
 
 +
| 2a = Dwarves
 +
| 2b =
 +
* + 30% Building Efficiency
 +
* Free Building Construction
 +
* Can use credits to raze buildings
 +
| 2c =
 +
* Can't use Accelerated Construction
 +
* + 75% food consumption
 +
| 2d = Fools Gold, Quick Feet, Mystic Aura
 +
| 2e = Elite: 6/3, 700gc, 5.5NW
 +
 
 +
| 3a = Elves
 +
| 3b =
 +
* + 30% WPA
 +
* - 50% defensive losses
 +
* + 1 defensive specialist strength
 +
| 3c =
 +
 
 +
| 3d = Nightmares, Pitfalls, Mages Fury
 +
| 3e = 5/4, 800gc, 5.75NW
 +
 
 +
| 4a = Faeries
 +
| 4b =
 +
* + 30% Spell Damage (Instant Spells)
 +
* + 30% Sabotage Damage
 +
+1 mana per tick in war
 +
| 4c =
 +
| 4d = Access to All Racial Spells
 +
| 4e = Elite: 4/5, 650gc, 5.5NW
 +
 
 +
| 5a = Halflings
 +
| 5b =
 +
* + 10% population
 +
* + 50% TPA
 +
* - 50% Thief Cost
 +
* + 1 offensive specialist strength
 +
 
 +
| 5c =
 +
* - 25% Birth Rate
 +
| 5d = Invisibility, Town Watch, Aggression, Animate Dead
 +
| 5e = Elite: 4/4, 450gc, 4NW
 +
 
 +
| 6a = Humans
 +
| 6b =
 +
* + 20% Science Effectiveness
 +
* + 20% income
 +
| 6c =
 +
* - 5% Population
 +
| 6d = Tree of Gold, Fountain of Knowledge
 +
| 6e = Elite: 6/4, 1000gc 5.5NW
 +
 
 +
| 7a = Orcs
 +
| 7b =
 +
* + 25 % Attack Gains
 +
* Free draft
 +
* + 25% Enemy casualties when attacking
 +
| 7c =
 +
* - 15% science effectiveness
 +
| 7d = Reflect Magic
 +
| 7e = Elite: 7/1, 750gc, 5.75NW
 +
 
 +
| 8a = Undead
 +
| 8b =
 +
* - 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
 +
| 8c =
 +
* Basic Thievery (Intel operations only)
 +
| 8d = Town Watch
 +
| 8e = Elite: 7/2, 600gc, 6NW
 +
}}
 +
 
 +
<!-- IMPORTANT - DO NOT EDIT THE ABOVE TABLE WITHOUT READING THE NOTICE ABOVE -->
 +
 
 +
= Personalities =
 +
 
 +
<!-- IMPORTANT - DO NOT EDIT THIS TABLE WITHOUT READING THIS:
 +
The ptt (Personality-table template) number must be equivalent to the total number of personalities.
 +
For example: if there are 8 personalities, use ptt 8
 +
Using the wrong template number will result in either extra or absent cells.
 +
The Personality-table templates can be used to display up to 12 personalities only.
 +
Template Parameters:
 +
in the format #-,
 +
where # is a whole number from 1 to 12,
 +
and - is a letter from a to b.
 +
 
 +
Each number corresponds to a major cell position reading left-right, top-bottom
 +
Each letter corresponds to segments within each cell, which should be organised as follows:
 +
  #a = Personality's name
 +
  #b = Personality's attributes
 +
 
 +
When listing attributes, make sure to start a new line for each and precede each with a * and space, to ensure consistent formatting.
 +
-->
 +
 
 +
{{ptt 8
 +
| 1a = Merchant
 +
| 1b = 
 +
* Gain 50% more Specialist and Building Credits
 +
* Access to Tree of Gold
 +
 
 +
* Starts with +1600 specialist credits
 +
 
 +
| 2a = Sage
 +
| 2b =
 +
* - 30% cost of science
 +
* Protect 30% of science from the Learn attack
 +
* Every 3 acres generates 1 science point
 +
* Access to Amnesia
 +
 
 +
* Starts with 40000 science books
 +
 
 +
| 3a = Rogue
 +
| 3b =
 +
* + 1 Stealth Recovery / Tick
 +
* Access to all Thievery Operations
 +
* Access to Vermin
 +
 
 +
* Starts with +400 thieves
 +
 
 +
| 4a = Mystic
 +
| 4b =
 +
* All Guilds are twice as effective
 +
* + 1 mana per tick in War
 +
* Access to Meteor Showers, Chastity, Nightmares
 +
 
 +
* Starts with +200 Wizards
 +
 
 +
| 5a = Warrior
 +
| 5b =
 +
* + 1 General
 +
* + 10% OME in war
 +
* Enhanced Conquest range
 +
* Access to Bloodlust
 +
 
 +
* Starts with +800 soldiers and +800 specialist credits
 +
 
 +
| 6a = Tactician
 +
| 6b =
 +
* - 15% Attack Time
 +
* Accurate Espionage
 +
* Access to Clear Sight
 +
 
 +
* Starts with +800 soldiers and +800 specialist credits
 +
 
 +
| 7a = Cleric
 +
| 7b =
 +
* - 35% Your Military Casualties (on attack or defense)
 +
* Access to Pitfalls
 +
 
 +
* Starts with +800 soldiers and +800 specialist credits
 +
 
 +
| 8a = War Hero
 +
| 8b =
 +
* - 50% train time
 +
* Immune to all dragon effects
 +
* Immune to The Plague
 +
* Access to War Spoils
 +
 +
* Starts with 400 elites
 +
}}
 +
 
 +
<!-- IMPORTANT - DO NOT EDIT THE ABOVE TABLE WITHOUT READING THE NOTICE ABOVE -->
 +
 
 +
= Stances =
 +
 
 +
{| {{GreenTable}}
 +
|- {{DarkGreenRow}}
 +
! width="100%" colspan="3" | Stances
 +
 
 +
|- {{LightGreenCell}}
 +
! width="25%" | Normal
 +
! width="25%" | Aggressive
 +
! width="25%" | Fortified
 +
 
 +
|- bgcolor="#f9fafb" style="vertical-align: top; text-align:left"
 +
|
 +
* No Effects
 +
|
 +
* +10% Combat Gains
 +
* 10% Lower Attack Time
 +
<br>
 +
* +30% Military Wages
 +
* +10% Military losses
 +
|
 +
* -50% gains hitting in (slides in over a period of 24 hours)
 +
* -50% gains 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
 +
<br>
 +
* 4 days maximum duration
 +
* -50% gains hitting out
 +
* -50% gains on magic and thievery ops out
 +
* +500% Explore costs
 +
* No Paradise spell available
 +
* Science limited to "Active"
 +
 
 +
|}
 +
 
 +
= Relations =
 +
 
 +
{| {{GreenTable}}
 +
|- {{DarkGreenRow}}
 +
! width="100%" colspan="5" | Inter-Kingdoms' Relations
 +
 
 +
|- {{LightGreenCell}}
 +
! width="15%" | Ceasefire
 +
! width="10%" | Normal
 +
! width="20%" | Unfriendly
 +
! width="25%" | Hostile
 +
! width="30%" | War
 +
 
 +
|- bgcolor="#f9fafb" style="vertical-align: top; text-align:left"
 +
|
 +
* Prohibits any Attacks
 +
* Prohibits any Spells
 +
* Prohibits any Thievery Operations
 +
* Annul Hostile Meter
 +
<br /><br />
 +
'''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%
 +
 
 +
|
 +
<p style="text-align:center;">'''Immediate Effects'''</p>
 +
* 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''
 +
* +500% Exploration Costs
 +
* No Paradise spell available
 +
* Science limited to "Active"
 +
<br />
 +
<p style="text-align:center;">'''After 12 Hours (12 Utopian Days)'''</p>
 +
''Benefits''
 +
*-20% Attack Time
 +
<br />
 +
<p style="text-align:center;">'''After 24 Hours (1 [[Utopia_Time|Utopian Month]])'''</p>
 +
''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 ==
 +
 
 +
{| {{GreenTable}}
 +
|-
 +
! {{DarkGreenRow}} colspan="4" | Dragon Type
 +
 
 +
|- {{LightGreenCell}}
 +
! width="25%" | Emerald
 +
! width="25%" | Sapphire*
 +
! width="25%" | Gold
 +
! width="25%" | Ruby
 +
 
 +
|- bgcolor="#f9fafb" style="vertical-align:top"
 +
|
 +
+20% Military losses in combat &
 +
-15% Attack gains
 +
|
 +
-25% Thievery & Magic Effectiveness
 +
|
 +
-25% from Building Efficiency
 +
|
 +
-8% from Military Efficiency
 +
 
 +
|-
 +
| bgcolor="#f9fafb" colspan="4" | All dragons result in 10% lower income and the loss of 20% of new draftees.
 +
|}
  
No changes proposed yet.
 
  
  
 
{{Ages}}
 
{{Ages}}

Latest revision as of 19:28, 28 May 2017

Age 61
Name:

Age of Destruction

Number:

61

Official Information
Server:

World of Legends

Status:

finished

Owner:

Arcadia Games

Dates
Start:

21 March 2014

End:
Duration (in days):


Age of Destruction (Age 61) - finished Age on World of Legends server.


Changes in brief

Race Changes

Avians
-35% Attack Time
+25% Birth Rate
No Access to Stables
-10% gains on attacks
Fanaticism, Greater Protection
Elite: 6/2, 500gc, 5NW


Dwarves
+30% Building Efficiency
Free Building Construction
Can use credits to raze buildings
Can't use Accelerated Construction
+ 75% food consumption


Fools Gold, Quick Feet, Mystic Aura
Elite: 6/3, 700gc, 5.5NW
Elf
+30% wpa
-50% defensive losses
+1 defensive specialist strength
Nightmares, Pitfalls, Mages Fury
Elite: 5/4, 800gc, 5.75NW


Faery
+30% Spell damage (instant spells)
+30% Sabotage damage
+1 mana per tick in war
All racial spells
Elite: 4/5, 650gc, 5.5NW


Halflings
+10% population
+50% TPA
-50% thief cost
+1 offensive specialist strength
-25% Birth Rate
Invisibility, Town Watch, Aggression, Animate Dead
Elite: 4/4, 450gc, 4NW


Human
+20% Science Effectiveness
+20% income
-5% population
Tree of Gold, Fountain of Knowledge
Elite: 6/4, 1000gc 5.5NW


Orcs
+25% Attack Gains
Free draft
+25% Enemy casualties when attacking
-15% science effectiveness
Reflect Magic
Elite: 7/1, 750gc, 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
Basic Thievery (Intel operations only)
Town Watch
Elite: 7/2, 600gc, 6NW

Personality Changes

The Merchant
Gain 50% more Specialist and Building Credits
Access to Tree of Gold
Starts with +1600 specialist credits


The Sage
Every 3 acres generates 1 book
-30% cost of science
Protect 30% of science from the Learn attack.
Access to Amnesia
Starts with 40000 science books


The Rogue
+1 Stealth recovery per tick
Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
Access to Vermin
Starts with +400 thieves


The Mystic
All Guilds are twice as effective
+1 mana per tick in War
Access to Meteor Showers, Chastity, Nightmares
Starts with +200 Wizards


The Warrior
+1 General
+10% OME in war
Enhanced Conquest range
Access to Bloodlust
Starts with +800 soldiers and +800 specialist credits


The Tactician
-15% Attack Time
Accurate Espionage
Access to Clear Sight
Starts with +800 soldiers and +800 specialist credits


The Cleric
-35% Your Military Casualties (on attack or defense)
Access to Pitfalls
Starts with +800 soldiers and +800 specialist credits


The War Hero
-50% train time
Immune to Dragon effects
Immune to The Plague
Access to War Spoils
Starts with 400 elites

Mechanic Changes

  • Dragons:
    • Sapphire:
      • 25% lower magic effectiveness
      • 25% lower thievery effectiveness
      • 10% lower income
      • the loss of 20% of new draftees
    • Emerald:
      • 20% Higher military losses in combat
      • 15% lower attack gains
      • 10% lower income
      • the loss of 20% of new draftees
      • Troops will slay a dragon at their individual strength. A race with +1 offensive strength will slay at 5 points, an elite will slay at its highest elite value. You cannot oversend when slaying any more.
  • Shop items:
    • Taunts: Price reduced by 50% to 5 credits. Added additional checks to avoid taunting your own kingdom.
    • Kingdom hostile meter: Price reduced by 50% to 10 credits a week.
  • Buildings
    • Homes: Increase population by 10
    • Stables: Hold 80 horses per stable, draft 2 horses an hour.
  • Attacks:
    • Massacre: Raze element in war removed. Damage in war increased.
    • Raze: Damage in war to buildings significantly increased.
  • War Win chart formula: TBC, no change has been decided yet.

Races

 Avians  Dwarves  Elves  Faeries
  • - 35% Attack Time
  • + 25% Birth Rate
  • + 30% Building Efficiency
  • Free Building Construction
  • Can use credits to raze buildings
  • + 30% WPA
  • - 50% defensive losses
  • + 1 defensive specialist strength
  • + 30% Spell Damage (Instant Spells)
  • + 30% Sabotage Damage

+1 mana per tick in war

Fanaticism, Greater Protection

Fools Gold, Quick Feet, Mystic Aura

Nightmares, Pitfalls, Mages Fury

Access to All Racial Spells

  • No Access to Stables
  • -10% gains on attacks
  • Can't use Accelerated Construction
  • + 75% food consumption

Elite: 6/2, 500gc, 5NW

Elite: 6/3, 700gc, 5.5NW

5/4, 800gc, 5.75NW

Elite: 4/5, 650gc, 5.5NW

 
 Halflings  Humans  Orcs  Undead
  • + 10% population
  • + 50% TPA
  • - 50% Thief Cost
  • + 1 offensive specialist strength
  • + 20% Science Effectiveness
  • + 20% income
  • + 25 % Attack Gains
  • Free draft
  • + 25% Enemy casualties when attacking
  • - 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, Animate Dead

Tree of Gold, Fountain of Knowledge

Reflect Magic

Town Watch

  • - 25% Birth Rate
  • - 5% Population
  • - 15% science effectiveness
  • Basic Thievery (Intel operations only)

Elite: 4/4, 450gc, 4NW

Elite: 6/4, 1000gc 5.5NW

Elite: 7/1, 750gc, 5.75NW

Elite: 7/2, 600gc, 6NW


Personalities

 Merchant  Sage  Rogue  Mystic
  • Gain 50% more Specialist and Building Credits
  • Access to Tree of Gold
  • Starts with +1600 specialist credits
  • - 30% cost of science
  • Protect 30% of science from the Learn attack
  • Every 3 acres generates 1 science point
  • Access to Amnesia
  • Starts with 40000 science books
  • + 1 Stealth Recovery / Tick
  • Access to all Thievery Operations
  • Access to Vermin
  • Starts with +400 thieves
  • All Guilds are twice as effective
  • + 1 mana per tick in War
  • Access to Meteor Showers, Chastity, Nightmares
  • Starts with +200 Wizards
 
 Warrior  Tactician  Cleric  War Hero
  • + 1 General
  • + 10% OME in war
  • Enhanced Conquest range
  • Access to Bloodlust
  • Starts with +800 soldiers and +800 specialist credits
  • - 15% Attack Time
  • Accurate Espionage
  • Access to Clear Sight
  • Starts with +800 soldiers and +800 specialist credits
  • - 35% Your Military Casualties (on attack or defense)
  • Access to Pitfalls
  • Starts with +800 soldiers and +800 specialist credits
  • - 50% train time
  • Immune to all dragon effects
  • Immune to The Plague
  • Access to War Spoils
  • Starts with 400 elites


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 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 on magic and thievery ops out
  • +500% 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

  • +500% 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

+20% Military losses in combat & -15% Attack gains

-25% 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