Age 69

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Age 69
Name:

Scholars and Scoundrels

Number:

69

Official Information
Server:

World of Legends

Status:

finished

Owner:

Arcadia Games

Dates
Start:

9 Aug 2016

End:

9 Dec 2016

Duration (in days):

17 weeks

The Age of Scholars and Scoundrels (Age 69) - finished Age on World of Legends server.


Changes in brief

Race Changes

Avian
-35% Attack Time
+40% Birth Rate
Ambush Immunity
Elite: 9/3, 650gc, 8.75NW
Spellbook: Fanaticism, Greater Protection
Dwarf
Free Building Construction and Can Use Credits To Raze Buildings
-50% Building Construction Time
-50% Food Consumption
+1 offensive specialist strength
+1 defensive specialist strength
Can’t use Accelerated Construction

Spellbook: Mystic Aura, Clear Sight
Elite: 8/6, 700gc, 8NW
Elf
+40% Spell Success
+2 defensive specialist strength
+50% land effect from Towers
Spellbook: Fools Gold, Pitfalls, Invisibility
Elite: 7/6, 750gc, 8.5NW
Faery
+20% Combat Instant Spell Damage
+20% Sabotage Operation Damage
+1 mana per tick in war
+1 stealth per tick
Spellbook: All racial spells and Tree of Gold
Elite: 6/8, 1000gc, 10NW
Halfling
+30% Thievery Operation Success (TPA)
-50% thief cost
Double effect from Thieves Dens
Spellbook: Aggression, Mage's Fury
Elite: 8/4, 700gc, 8NW
Human
+30% Income
Immune to income penalties
-50% defensive losses
-15% Spell success
Spellbook: Revelation, Quick Feet
Elite: 9/4, 750, 9NW
Orc
+20% Battle Gains
Free draft
+25% Enemy casualties when attacking
-10% science effectiveness
Spellbook: Reflect Magic
Elite: 12/2, 900gc, 10.5NW
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: 11/3, 1150gc, 10NW


Personality Changes

The Cleric
-35% Your Military Casualties (on attack or defense)
Immune to The Plague
Access to Pitfalls
Starts with +800 soldiers and +800 specialist credits
The Heretic
Wizards do not die on failed spells
Thieves do not die on failed operations
Successful spell casts get 40% of rune cost refunded
+25% Spell Success
+25% Magic and Thievery Science Effectiveness
Access to Nightmares and Blizzard
Starts with +100 Wizards and +200 thieves
The Mystic
All Guilds are twice as effective
+50% Magic Science Effectiveness
Access to Meteor Showers, Chastity
Starts with +200 Wizards
The Rogue
+1 Stealth recovery per tick
Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
+75% Thievery Science Effectiveness
Access to Gluttony
Starts with +400 thieves
The Sage
Protect 50% of scientists on abduct attack
Scientists are 30% more effective
Access to Amnesia
Starts with 10% extra scientists
The Tactician
-15% Attack Time
Accurate Espionage
Access to Clear Sight
Starts with +800 soldiers and +800 specialist credits
The Warrior
+10% Offensive Military Efficiency
Enhanced Conquest range
+1 General
Access to Bloodlust
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 and Income Penalties
Access to War Spoils
Starts with 400 elites 


Mechanics Changes

  • Dragons
    • Ruby Dragon slightly more expensive, a lot more health
    • Sapphire Dragon a lot cheaper, health reduced significantly
    • Gold Dragon cost unchanged, health slightly reduced
    • Emerald Dragon a lot more expensive, health increased significantly
  • Networth
    • Building networth will be modified to move the balance of networth onto the acre itself, rather than the building.
    • Soldier networth will be reduced.
  • New spell: Blizzard
    • Reduces the building effectiveness of a province by 10%, does not stack, medium cost and difficulty, short duration.
  • Attack speed
    • Reduction in war buffed from -20% to -25%.
  • Forums+ wiki
    • Upgrading to a better server and migrating the forums and wiki to it. May be some forum downtime while we do this over the weekend.
  • Fortified
    • 72 hours max, 96 hour cooldown.
  • Science

Books of science and learning have been removed. You can no longer invest in science to create books, nor allocate them to different sciences. As a consequence, books no longer contribute to net worth, and book are no longer given as part of end of war bonuses.

    • Instead of books, each province starts out with about 18 scientists, each of whom are are assigned to a random category of science, but which you can reassign at will. Every province has a chance of having a new scientists emerge on each game day, such that an average province will have about 80 - 120 by the end of the age, depending on mods. You will get a message in your province news whenever a new scientist emerges. Scientists do not take up population space.
    • Each scientist makes an impact on the the science they are assigned to, such as + population or + food. The impact that each scientist makes mainly depends on their level: novice make a small impact, graduates make a larger impact and professors make double the impact of novices. The total impact of scientists is capped, depending on the science category. You would need about 120 professors to cap out every kind of science.
    • Scientists skill up the longer you leave them assigned to the same science category, and drop back down to novice whenever you reassign them. It takes 72 game days (3 real days) to level up to graduate, and 168 game days (one real week) to reach professor. The number of game days required for each scientist to reach the next level is displayed on the science page.
    • Scientists also make a contribution to net worth based on their skill level. Every game day of experience that your scientists have is valued at 2.6gc, meaning that 100 professors would contribute about 44K gc.
    • Learns attacks are now replaced with Abduct attacks, which capture a number of random Scientists from your opponent. These scientists are captured intact with their experience, allocated science and name.
    • The Amnesia spell has also been updated to make your opponent’s scientists lose a number of game days worth of experience. For some this will delay them reaching the next level, while it will effectively demote some others to the previous level.
    • Fountain of Knowledge previously increased book production for a while. This spell is now gone, and is replaced by the Revelate spell. The revelate spell increases the probability of a new scientist emerging on each affected game day by 30% while it is cast.
    • The Spy on Science op has been updated, and will steal a report on the total number of scientists assigned to each science type, along with their total effect (but you cannot steal specifics like how many professors there are).
    • Libraries, used to create a bonus towards every science effect, including the science of tools, which in turn created a bonus on each land type except libraries, since that would mean that libraries and tools would have a circular effect on each other. Libraries are now gone, along with the circular effect of libraries on other types of buildings. Knowledge of tools, which helps building efficiency, is governed solely by how many scientists you have allocated to it.
    • A new building type, Laboratories, now helps generate more Scientists, increasing the probability that a new scientist will emerge on any given game day.
    • Schools used to provide a home for books, having a dual effect of reducing the cost of producing books and protecting books from learn attacks. Schools are now gone. In their place are Universities, which provide refuge for Scientists from Abduction attacks.
    • In short, laboratories help create scientists, while universities keep them safe from abduction and amnesia.
    • The Sage personality previously had special advantages with books. Sages are still somewhat protected from learn attacks and enjoy sole access to the amnesia spell, but instead of their land spontaneously generating books, their scientists are 30% smarter. Instead of their books being protected from Learn attacks, their scientists have 50% reduced losses on Adbuct attacks. Also, instead of starting with more books, they start with 10% extra scientists.
    • The Fortified stance previously had the effect of capping the research rate on books. This has now been changed. While in fortified, all scientific progress stops, as you have cut yourself off from the world. During fortified no new scientists will emerge, and your existing scientists will not progress in skill level.

Races

 Avians  Dwarves  Elves  Faeries
  • -35% Attack travel time
  • Cannot be ambushed
  • +40% Birth rates
  • Free Building Construction and Can Use Credits To Raze Buildings
  • -50% Building Construction Time
  • -50% food consumption
  • +1 offensive specialist strength
  • +1 defensive specialist strength
  • +2 defensive specialist strength
  • +40% Spell Success
  • +50% land effect from Towers
  • + 20% Combat Instant Spell Damage
  • + 20% Sabotage Operation Damage
  • +1 mana per tick in war
  • +1 stealth per tick


Fanaticism, Greater Protection


Clear Sight, Mystic Aura


Fool's Gold, Pitfalls, Invisibility


Access to All Racial Spells and Tree of Gold

  • Can't use Accelerated Construction

Elite: 9/3, 650gc, 8.75 NW

Elite: 8/6, 700gc, 8NW

7/6, 750gc, 8.5NW

Elite: 6/8, 1000gc, 10NW

 
 Halflings  Humans  Orcs  Undeads
  • +30% Thievery Operation Success (TPA)
  • -50% thief cost
  • Double effect from Thieves Dens
  • +30% income
  • Immune to Income Penalties
  • -50% defensive losses
  • +20 % Battle 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


Mage's Fury, Aggression


Revelation, Quick Feet


Reflect Magic


Town Watch, Animate Dead

  • -15% Spell Success
  • -10% science effectiveness
  • Basic Thievery (Intel operations only)

Elite: 8/4, 700gc, 8NW

Elite: 9/4, 750gc, 9NW

Elite: 12/2, 900gc, 10.5NW

Elite: 11/3, 1150gc, 10NW


Personalities

 Heretic  Sage  Rogue  Mystic
  • Wizards do not die on failed spells
  • Thieves do not die on failed operations
  • Successful spell casts get 40% of rune cost refunded
  • +25% Spell Success
  • +25% Magic and Thievery Science Effectiveness.
  • Access to Nightmares and Blizzard
  • Starts with +100 Wizards and +200 thieves
  • Protect 50% of scientists on abduct attack
  • Scientists are 30% more effective
  • Access to Amnesia
  • Starts with 10% extra scientists
  • +1 Stealth recovery per tick
  • Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
  • +75% Thievery Science Effectiveness
  • Access to Gluttony
  • Starts with +400 thieves
  • All Guilds are twice as effective
  • +50% Magic Science Effectiveness
  • Access to Meteor Showers, Chastity
  • Starts with +200 Wizards
 
 Warrior  Tactician  Cleric  War Hero
  • + 10% OME
  • Enhanced Conquest range
  • Access to Bloodlust
  • +1 General
  • 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)
  • 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 and Income Penalties
  • Access to War Spoils
  • Starts with 400 elites


Stances

Stances
Normal Aggressive Fortified
  • No Effects
  • +10% Combat Gains
  • -15% 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, 96 hour cooldown
  • -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 72 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

  • -25% 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

-10% 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)