Difference between revisions of "Age 65"

From The Utopian Encyclopedia
Jump to: navigation, search
(Created page with "=Changes in brief= No changes proposed yet. {{Ages}}")
 
m
 
(23 intermediate revisions by 3 users not shown)
Line 1: Line 1:
=Changes in brief=
+
{{Infobox_Age
 +
|name= Isles of Legion
 +
|number= 65
 +
|status= finished
 +
|owner= [[Arcadia Games]]
 +
|start= 11 May 2015
 +
|end= 30 August 2015
 +
|duration=
 +
}}
 +
'''Age of Isles of Legion''' (Age 65) - finished [[Age]] on [[World of Legends]] server.
 +
 
 +
 
 +
= Changes in brief =
 +
 
 +
== Race Changes ==
 +
 
 +
Avians
 +
-25% Attack Time
 +
+30% Birth Rate
 +
-30% Building Construction Time
 +
-30% Military training time
 +
+1 offensive specialist strength
 +
 
 +
Cannot Use Stables
 +
 
 +
Spellbook: Fanaticism, Greater Protection
 +
Elite: 6/2, 600gc, 5NW
 +
 
 +
 
 +
Dwarves
 +
+30% Building Efficiency
 +
Free Building Construction and Can Use Credits To Raze Buildings
 +
 
 +
Can’t use Accelerated Construction
 +
+ 50% food consumption
 +
 
 +
Spellbook: Fools Gold, Mystic Aura, Pitfalls
 +
Elite: 6/3, 800gc, 5.25NW
 +
 
 +
 
 +
Elf
 +
+ 30% Combat Instant Spell Damage
 +
+ 30% Sabotage Operation Damage
 +
+ 30% Spell Duration
 +
+1 mana per tick in war
 +
+1 defensive specialist strength
 +
 
 +
Spellbook: Nightmares, Pitfalls, Mages Fury
 +
Elite: 5/4, 700gc, 5.75NW
 +
 
 +
 
 +
Faery
 +
+30% WPA
 +
+30% TPA
 +
 
 +
Spellbook: All racial spells
 +
Elite: 3/5, 950gc, 5.25NW
 +
 
 +
 
 +
Halflings
 +
+ 1 Stealth
 +
- 50% thief cost
 +
+ 15% population
 +
 
 +
-10% Gains
 +
 
 +
Spellbook: Invisibility, Aggression
 +
Soldiers 2:2 Elite: 4/4, 350gc, 5NW
 +
 
 +
 
 +
Human
 +
+ 15% Offensive Military Efficiency In War
 +
- 30% defensive losses
 +
Every 3 acres generates 1 book of science
 +
 
 +
+ 30% Cost of Science
 +
 
 +
Spellbook: Tree of Gold, Fountain of Knowledge, Quick Feet
 +
Elite: 6/3, 1100, 6.5NW
 +
 
 +
 
 +
Orcs
 +
+30% Attack Gains
 +
Free draft
 +
+25% Enemy casualties when attacking
 +
 
 +
-10% science effectiveness
 +
 
 +
Spellbook: Reflect Magic, Clear Sight
 +
Elite: 7/1, 800gc, 5.75NW
 +
 
 +
 
 +
Undead
 +
-75% Offensive losses on attacks you make
 +
Spreads and is Immune to The Plague
 +
No Food Required
 +
 
 +
Basic Thievery (Intel operations only)
 +
 
 +
Spellbook: Town Watch, Animate Dead
 +
Elite: 7/2, 900 gc, 6.25NW
 +
 
 +
== Personality Changes ==
 +
 
 +
The Merchant
 +
Gain 50% more Specialist and Building Credits
 +
Immune to Income Penalties
 +
Access to Tree of Gold
 +
Starts with +1600 specialist credits
 +
 
 +
 
 +
The Sage
 +
+40% Science Effectiveness
 +
Access to Amnesia
 +
Starts with 40000 science books
 +
 
 +
 
 +
The Rogue
 +
+1 Stealth recovery per tick
 +
+ 100% land effect from Thieves Dens
 +
Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
 +
+75% Thievery Science Effectiveness
 +
Access to Vermin
 +
Starts with +400 thieves
 +
 
 +
 
 +
The Mystic
 +
All Guilds are twice as effective
 +
+1 mana per tick in War
 +
+50% Magic Science Effectiveness
 +
Access to Meteor Showers, Chastity, Nightmares
 +
Starts with +200 Wizards
 +
 
 +
 
 +
The Warrior
 +
+1 General
 +
+10% Offensive Military Efficiency
 +
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
 +
-40% Your Military Casualties (on attack or defense)
 +
Immune to The Plague
 +
Access to Pitfalls
 +
Starts with +800 soldiers and +800 specialist credits
 +
 
 +
 
 +
The War Hero
 +
 
 +
+100% Honor Effects
 +
Converts some Specialists into Elites on successful land attacks
 +
Immune to Dragon effects
 +
Access to War Spoils
 +
Starts with 400 elites
 +
 
 +
== Mechanic Changes ==
 +
 
 +
*Kingdom and Islands
 +
** Kingdoms will fill to 22 players, rather than 20
 +
** Kingdom allocation per island will increase
 +
** Discovery of islands will be every 2 hours after OOP, rather than every 3 hours
 +
* Vacation Mode
 +
** Cannot interact with a dragon for 24 hours after leaving VM. Cannot send aid for 24 hours after leaving VM.
 +
* Admin
 +
** Lots of admin interface improvements and fixes
 +
* Protection duration for invited provinces
 +
**Fixed a subtle bug causing the duration to be incorrect for certain provinces.
 +
 
 +
= 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 =
 +
* - 25% Attack Time
 +
* + 30% Birth Rate
 +
* - 30% Building Construction Time
 +
* - 30% Military training time
 +
* + 1 offensive specialist strength
 +
| 1c =
 +
* No Access to Stables
 +
 
 +
| 1d = Fanaticism, Greater Protection
 +
| 1e = Elite: 6/2, 600gc, 5NW
 +
 
 +
| 2a = Dwarves
 +
| 2b =
 +
* + 30% Building Efficiency
 +
* Free Building Construction
 +
* Can use credits to raze buildings
 +
| 2c =
 +
* Can't use Accelerated Construction
 +
* + 50% food consumption
 +
| 2d = Fools Gold, Pitfalls, Mystic Aura
 +
| 2e = Elite: 6/3, 800gc, 5.25NW
 +
 
 +
| 3a = Elves
 +
| 3b =
 +
* + 30% Combat Instant Spell Damage
 +
* + 30% Sabotage Operation Damage
 +
* + 30% Spell Duration
 +
* + 1 mana per tick in war
 +
* + 1 defensive specialist strength
 +
| 3c =
 +
 
 +
| 3d = Nightmares, Pitfalls, Mages Fury
 +
| 3e = 5/4, 700gc, 5.75NW
 +
 
 +
| 4a = Faeries
 +
| 4b =
 +
* + 30% WPA
 +
* + 30% TPA
 +
| 4c =
 +
| 4d = Access to All Racial Spells
 +
| 4e = Elite: 3/5, 950gc, 5.25NW
 +
 
 +
| 5a = Halflings
 +
| 5b =
 +
* + 1 Stealth
 +
* - 50% thief cost
 +
* + 15% population
 +
 
 +
| 5c =
 +
* - 10% Gains
 +
| 5d = Invisibility, Aggression
 +
| 5e = Soldiers 2/2, Elite: 4/4, 350gc, 5NW
 +
 
 +
| 6a = Humans
 +
| 6b =
 +
* + 15% Offensive Military Efficiency In War
 +
* - 30% defensive losses
 +
* Every 3 acres generates 1 book of science
 +
| 6c =
 +
* + 30% Cost of Science
 +
| 6d = Tree of Gold, Fountain of Knowledge, Quick Feet
 +
| 6e = Elite: 6/3, 1100gc 6.5NW
 +
 
 +
| 7a = Orcs
 +
| 7b =
 +
* + 30 % Attack Gains
 +
* Free draft
 +
* + 25% Enemy casualties when attacking
 +
| 7c =
 +
* - 10% science effectiveness
 +
| 7d = Reflect Magic, Clear Sight
 +
| 7e = Elite: 7/1, 800gc, 5.75NW
 +
 
 +
| 8a = Undead
 +
| 8b =
 +
* - 75% Offensive losses on attacks you make
 +
* Spreads and is Immune to The Plague
 +
* No Food Required
 +
| 8c =
 +
* Basic Thievery (Intel operations only)
 +
| 8d = Town Watch, Animate Dead
 +
| 8e = Elite: 7/2, 900gc, 6.5NW
 +
}}
 +
 
 +
<!-- 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
 +
* Immune to Income Penalties
 +
* Access to Tree of Gold
 +
 
 +
* Starts with +1600 specialist credits
 +
 
 +
| 2a = Sage
 +
| 2b =
 +
* +40% Science Effectiveness
 +
* Access to Amnesia
 +
 
 +
* Starts with 40000 science books
 +
 
 +
| 3a = Rogue
 +
| 3b =
 +
* + 1 Stealth Recovery / Tick
 +
* Access to all Thievery Operations
 +
* +75% Thievery Science Effectiveness
 +
* Access to Vermin
 +
 
 +
* Starts with +400 thieves
 +
 
 +
| 4a = Mystic
 +
| 4b =
 +
* All Guilds are twice as effective
 +
* + 1 mana per tick in War
 +
* + 50% Magic Science Effectiveness
 +
* Access to Meteor Showers, Chastity, Nightmares
 +
 
 +
* Starts with +200 Wizards
 +
 
 +
| 5a = Warrior
 +
| 5b =
 +
* + 1 General
 +
* + 10% OME
 +
* 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 =
 +
* - 40% Your Military Casualties (on attack or defense)
 +
* Immune to The Plague
 +
* Access to Pitfalls
 +
 
 +
* Starts with +800 soldiers and +800 specialist credits
 +
 
 +
| 8a = War Hero
 +
| 8b =
 +
* + 100% Honor Effects
 +
* Converts some Specialists into Elites on successful land attacks
 +
* Immune to all Dragon effects
 +
* 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)
 +
* -40% Military training time and cost
 +
* +40% draft speed
 +
* -50% Construction time and cost
 +
* +200% Birth Rate
 +
<br>
 +
* 72 hours 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 23:52, 25 July 2016

Age 65
Name:

Isles of Legion

Number:

65

Official Information
Server:

World of Legends

Status:

finished

Owner:

Arcadia Games

Dates
Start:

11 May 2015

End:

30 August 2015

Duration (in days):

Age of Isles of Legion (Age 65) - finished Age on World of Legends server.


Changes in brief

Race Changes

Avians
-25% Attack Time
+30% Birth Rate
-30% Building Construction Time
-30% Military training time
+1 offensive specialist strength
Cannot Use Stables
Spellbook: Fanaticism, Greater Protection
Elite: 6/2, 600gc, 5NW


Dwarves
+30% Building Efficiency
Free Building Construction and Can Use Credits To Raze Buildings
Can’t use Accelerated Construction
+ 50% food consumption
Spellbook: Fools Gold, Mystic Aura, Pitfalls
Elite: 6/3, 800gc, 5.25NW


Elf
+ 30% Combat Instant Spell Damage
+ 30% Sabotage Operation Damage
+ 30% Spell Duration
+1 mana per tick in war
+1 defensive specialist strength
Spellbook: Nightmares, Pitfalls, Mages Fury
Elite: 5/4, 700gc, 5.75NW


Faery
+30% WPA
+30% TPA
Spellbook: All racial spells
Elite: 3/5, 950gc, 5.25NW


Halflings
+ 1 Stealth
- 50% thief cost
+ 15% population
-10% Gains
Spellbook: Invisibility, Aggression
Soldiers 2:2 Elite: 4/4, 350gc, 5NW


Human
+ 15% Offensive Military Efficiency In War
- 30% defensive losses
Every 3 acres generates 1 book of science
+ 30% Cost of Science
Spellbook: Tree of Gold, Fountain of Knowledge, Quick Feet
Elite: 6/3, 1100, 6.5NW


Orcs
+30% Attack Gains
Free draft
+25% Enemy casualties when attacking
-10% science effectiveness
Spellbook: Reflect Magic, Clear Sight
Elite: 7/1, 800gc, 5.75NW


Undead
-75% Offensive losses on attacks you make
Spreads and is Immune to The Plague
No Food Required
Basic Thievery (Intel operations only)
Spellbook: Town Watch, Animate Dead
Elite: 7/2, 900 gc, 6.25NW

Personality Changes

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


The Sage
+40% Science Effectiveness
Access to Amnesia
Starts with 40000 science books


The Rogue
+1 Stealth recovery per tick
+ 100% land effect from Thieves Dens
Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
+75% Thievery Science Effectiveness
Access to Vermin
Starts with +400 thieves


The Mystic
All Guilds are twice as effective
+1 mana per tick in War
+50% Magic Science Effectiveness
Access to Meteor Showers, Chastity, Nightmares
Starts with +200 Wizards


The Warrior
+1 General
+10% Offensive Military Efficiency
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
-40% Your Military Casualties (on attack or defense)
Immune to The Plague
Access to Pitfalls
Starts with +800 soldiers and +800 specialist credits


The War Hero
+100% Honor Effects
Converts some Specialists into Elites on successful land attacks
Immune to Dragon effects
Access to War Spoils
Starts with 400 elites

Mechanic Changes

  • Kingdom and Islands
    • Kingdoms will fill to 22 players, rather than 20
    • Kingdom allocation per island will increase
    • Discovery of islands will be every 2 hours after OOP, rather than every 3 hours
  • Vacation Mode
    • Cannot interact with a dragon for 24 hours after leaving VM. Cannot send aid for 24 hours after leaving VM.
  • Admin
    • Lots of admin interface improvements and fixes
  • Protection duration for invited provinces
    • Fixed a subtle bug causing the duration to be incorrect for certain provinces.

Races

 Avians  Dwarves  Elves  Faeries
  • - 25% Attack Time
  • + 30% Birth Rate
  • - 30% Building Construction Time
  • - 30% Military training time
  • + 1 offensive specialist strength
  • + 30% Building Efficiency
  • Free Building Construction
  • Can use credits to raze buildings
  • + 30% Combat Instant Spell Damage
  • + 30% Sabotage Operation Damage
  • + 30% Spell Duration
  • + 1 mana per tick in war
  • + 1 defensive specialist strength
  • + 30% WPA
  • + 30% TPA

Fanaticism, Greater Protection

Fools Gold, Pitfalls, Mystic Aura

Nightmares, Pitfalls, Mages Fury

Access to All Racial Spells

  • No Access to Stables
  • Can't use Accelerated Construction
  • + 50% food consumption

Elite: 6/2, 600gc, 5NW

Elite: 6/3, 800gc, 5.25NW

5/4, 700gc, 5.75NW

Elite: 3/5, 950gc, 5.25NW

 
 Halflings  Humans  Orcs  Undead
  • + 1 Stealth
  • - 50% thief cost
  • + 15% population
  • + 15% Offensive Military Efficiency In War
  • - 30% defensive losses
  • Every 3 acres generates 1 book of science
  • + 30 % Attack Gains
  • Free draft
  • + 25% Enemy casualties when attacking
  • - 75% Offensive losses on attacks you make
  • Spreads and is Immune to The Plague
  • No Food Required

Invisibility, Aggression

Tree of Gold, Fountain of Knowledge, Quick Feet

Reflect Magic, Clear Sight

Town Watch, Animate Dead

  • - 10% Gains
  • + 30% Cost of Science
  • - 10% science effectiveness
  • Basic Thievery (Intel operations only)

Soldiers 2/2, Elite: 4/4, 350gc, 5NW

Elite: 6/3, 1100gc 6.5NW

Elite: 7/1, 800gc, 5.75NW

Elite: 7/2, 900gc, 6.5NW


Personalities

 Merchant  Sage  Rogue  Mystic
  • Gain 50% more Specialist and Building Credits
  • Immune to Income Penalties
  • Access to Tree of Gold
  • Starts with +1600 specialist credits
  • +40% Science Effectiveness
  • Access to Amnesia
  • Starts with 40000 science books
  • + 1 Stealth Recovery / Tick
  • Access to all Thievery Operations
  • +75% Thievery Science Effectiveness
  • Access to Vermin
  • Starts with +400 thieves
  • All Guilds are twice as effective
  • + 1 mana per tick in War
  • + 50% Magic Science Effectiveness
  • Access to Meteor Showers, Chastity, Nightmares
  • Starts with +200 Wizards
 
 Warrior  Tactician  Cleric  War Hero
  • + 1 General
  • + 10% OME
  • 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
  • - 40% Your Military Casualties (on attack or defense)
  • Immune to The Plague
  • Access to Pitfalls
  • Starts with +800 soldiers and +800 specialist credits
  • + 100% Honor Effects
  • Converts some Specialists into Elites on successful land attacks
  • Immune to all Dragon effects
  • 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)
  • -40% Military training time and cost
  • +40% draft speed
  • -50% Construction time and cost
  • +200% Birth Rate


  • 72 hours 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