Difference between revisions of "Age 69"

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(Adding page for age 69)
 
(Major Age 69 changes added)
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  Avian
 
  Avian
  -25% Attack Time
+
  -35% Attack Time
  +30% Birth Rate
+
  +40% Birth Rate
 
  Ambush Immunity
 
  Ambush Immunity
+ 1 General
 
  
  Elite: 9/3, 725gc, 8.75NW
+
  Elite: 9/3, 650gc, 8.75NW
 
  Spellbook: Fanaticism, Greater Protection
 
  Spellbook: Fanaticism, Greater Protection
  
Line 27: Line 26:
 
  Free Building Construction and Can Use Credits To Raze Buildings
 
  Free Building Construction and Can Use Credits To Raze Buildings
 
  -50% Building Construction Time
 
  -50% Building Construction Time
  -50% food consumption
+
  -50% Food Consumption
 +
+1 offensive specialist strength
 +
+1 defensive specialist strength
  
 
  Can’t use Accelerated Construction
 
  Can’t use Accelerated Construction
 
   
 
   
 
  Spellbook: Mystic Aura, Clear Sight
 
  Spellbook: Mystic Aura, Clear Sight
  Elite: 7/7, 700gc, 10NW
+
  Elite: 8/6, 700gc, 8NW
  
 
  Elf
 
  Elf
  + 30% Spell Success (WPA)
+
  +40% Spell Success
 
  +2 defensive specialist strength
 
  +2 defensive specialist strength
-30% defensive losses
+
  +50% land effect from Towers
  +100% land effect from Towers
 
  
 
  Spellbook: Fools Gold, Pitfalls, Invisibility
 
  Spellbook: Fools Gold, Pitfalls, Invisibility
Line 44: Line 44:
  
 
  Faery
 
  Faery
  + 20% Combat Instant Spell Damage
+
  +20% Combat Instant Spell Damage
  + 20% Sabotage Operation Damage
+
  +20% Sabotage Operation Damage
+ 20% Spell Duration
 
 
  +1 mana per tick in war
 
  +1 mana per tick in war
 
  +1 stealth per tick
 
  +1 stealth per tick
  
 
  Spellbook: All racial spells and Tree of Gold
 
  Spellbook: All racial spells and Tree of Gold
  Elite: 5/9, 1200gc, 11NW
+
  Elite: 6/8, 1000gc, 10NW
  
 
  Halfling
 
  Halfling
  +50% Thievery Operation Success (TPA)
+
  +30% Thievery Operation Success (TPA)
 
  -50% thief cost
 
  -50% thief cost
  +12% population
+
  Double effect from Thieves Dens
+2 offensive specialist strength
 
  
  Spellbook: Aggression, Mages Fury
+
  Spellbook: Aggression, Mage's Fury
  Soldiers 3/3 Elite: 6/6, 500gc, 8.5NW
+
  Elite: 8/4, 700gc, 8NW
  
 
  Human
 
  Human
  + 30% Income
+
  +30% Income
 
  Immune to income penalties
 
  Immune to income penalties
 +
-50% defensive losses
  
  - 15% Spell success
+
  -15% Spell success
  
  Spellbook: Fountain of Knowledge, Quick Feet
+
  Spellbook: Revelation, Quick Feet
  Elite: 9/4, 750, 9.25NW
+
  Elite: 9/4, 750, 9NW
  
 
  Orc
 
  Orc
Line 79: Line 78:
  
 
  Spellbook: Reflect Magic
 
  Spellbook: Reflect Magic
  Elite: 12/2, 800gc, 10.5NW
+
  Elite: 12/2, 900gc, 10.5NW
  
 
  Undead
 
  Undead
Line 89: Line 88:
  
 
  Spellbook: Town Watch, Animate Dead
 
  Spellbook: Town Watch, Animate Dead
  Elite: 11/3, 950gc, 10NW
+
  Elite: 11/3, 1150gc, 10NW
  
  
Line 95: Line 94:
 
   
 
   
 
  The Cleric
 
  The Cleric
  -30% Your Military Casualties (on attack or defense)
+
  -35% Your Military Casualties (on attack or defense)
 
  Immune to The Plague
 
  Immune to The Plague
 
  Access to Pitfalls
 
  Access to Pitfalls
 +
 
  Starts with +800 soldiers and +800 specialist credits
 
  Starts with +800 soldiers and +800 specialist credits
  
Line 103: Line 103:
 
  Wizards do not die on failed spells
 
  Wizards do not die on failed spells
 
  Thieves do not die on failed operations
 
  Thieves do not die on failed operations
  Successful spell casts get 50% of rune cost refunded
+
  Successful spell casts get 40% of rune cost refunded
  +30% Magic and Thievery Science Effectiveness.
+
  +25% Spell Success
  Access to Nightmares
+
+25% Magic and Thievery Science Effectiveness
 +
  Access to Nightmares and Blizzard
 +
 
 
  Starts with +100 Wizards and +200 thieves
 
  Starts with +100 Wizards and +200 thieves
  
Line 112: Line 114:
 
  +50% Magic Science Effectiveness
 
  +50% Magic Science Effectiveness
 
  Access to Meteor Showers, Chastity
 
  Access to Meteor Showers, Chastity
 +
 
  Starts with +200 Wizards
 
  Starts with +200 Wizards
  
 
  The Rogue
 
  The Rogue
 
  +1 Stealth recovery per tick
 
  +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
 
  Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
 
  +75% Thievery Science Effectiveness
 
  +75% Thievery Science Effectiveness
 
  Access to Gluttony
 
  Access to Gluttony
 +
 
  Starts with +400 thieves
 
  Starts with +400 thieves
  
 
  The Sage
 
  The Sage
  Protects 75% of science on attacks
+
  Protect 50% of scientists on abduct attack
  Every 2 acres generates 1 book of science
+
  Scientists are 30% more effective
 
  Access to Amnesia
 
  Access to Amnesia
  Starts with 40000 science books
+
 
 +
  Starts with 10% extra scientists
  
 
  The Tactician
 
  The Tactician
Line 132: Line 136:
 
  Accurate Espionage
 
  Accurate Espionage
 
  Access to Clear Sight
 
  Access to Clear Sight
 +
 
  Starts with +800 soldiers and +800 specialist credits
 
  Starts with +800 soldiers and +800 specialist credits
  
 
  The Warrior
 
  The Warrior
  +15% Offensive Military Efficiency
+
  +10% Offensive Military Efficiency
 
  Enhanced Conquest range
 
  Enhanced Conquest range
 +
+1 General
 
  Access to Bloodlust
 
  Access to Bloodlust
 +
 
  Starts with +800 soldiers and +800 specialist credits
 
  Starts with +800 soldiers and +800 specialist credits
  
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  Immune to Dragon effects and Income Penalties
 
  Immune to Dragon effects and Income Penalties
 
  Access to War Spoils
 
  Access to War Spoils
 +
 
  Starts with 400 elites  
 
  Starts with 400 elites  
  
Line 150: Line 158:
 
== Mechanics Changes ==
 
== Mechanics Changes ==
  
*Unit Strength: Buffing unit strengths as below
+
*Dragons
**Specialists to 6
+
**Ruby Dragon slightly more expensive, a lot more health
**Mercs/prisoners to 5
+
**Sapphire Dragon a lot cheaper, health reduced significantly
**Horses to 2
+
**Gold Dragon cost unchanged, health slightly reduced
**Soldiers to 2
+
**Emerald Dragon a lot more expensive, health increased significantly
 
+
*Networth
*The Wall:  
+
**Building networth will be modified to move the balance of networth onto the acre itself, rather than the building.
**New monarch option to block randoms provinces from joining a kingdom. Causes kingdoms wages to increase by 20%.
+
**Soldier networth will be reduced.
*War win reward:
+
*New spell: Blizzard
**Not granted if the kingdoms are out of range at war start.
+
**Reduces the building effectiveness of a province by 10%, does not stack, medium cost and difficulty, short duration.
*War declaration:
+
*Attack speed
**Requires 2 different people from each kingdom to have attacked (in such a way that the meter is moved) before war can be declared.
+
**Reduction in war buffed from -20% to -25%.
*Fortified:
+
*Forums+ wiki
**Reduced to 48 hours max duration.
+
**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.
*End of War ceasefire:
+
*Fortified
**Maximum time reduced to 72 hours. Double wizards removed.
+
**72 hours max, 96 hour cooldown.
*Aggressive stance:
+
*Science
**Attack time buffed to -15%.
+
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.
*Draft locked and timer message:
+
**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.
**Will be displayed on the military page around age start.
+
**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.
*Aid page:  
+
**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.
**Will inform you that sending aid counts as an aggressive action.
+
**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.
*In-game target finder:
+
**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.
**Additional filters and sorting added for stance and war status.
+
**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.
*War room:
+
**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.
**Will default to the kingdom you are at war with, if any.
+
**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).
*Anonymity:
+
**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.
**This spell will case the target to lose honor, but the attacker will not gain 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.
*Tree of Gold:
+
**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.
**Reduced amount gained from this spell by 33.333333%, recurring of course.
+
**In short, laboratories help create scientists, while universities keep them safe from abduction and amnesia.
*Vermin:
+
**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.
**Removed.
+
**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.
*Gluttony:
 
**New - Increases food required by 25%.
 
*Guilds:
 
**Unaffected by BE for the purposes of calculating spell duration.
 
*War:
 
**Timer will tick during war for stances and war will override any stance. You can change stances during war so as to exit war in your desired stance.
 
*Empty kingdoms:
 
**I'll be able to create new empty kingdoms to move people into should they wish to start a new kingdom. Minimum 3 people to create a kingdom, 7 free invites provided.
 
  
 
= Races =
 
= Races =
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| 1a = Avians
 
| 1a = Avians
 
| 1b =  
 
| 1b =  
* - 25% Attack Time
+
* -35% Attack travel time
* + 30% Birth Rate
+
* Cannot be ambushed
* Ambush Immunity
+
* +40% Birth rates
* + 1 General
 
 
| 1c =  
 
| 1c =  
  
 
| 1d = Fanaticism, Greater Protection
 
| 1d = Fanaticism, Greater Protection
| 1e = Elite: 9/3, 750gc, 8.75NW
+
| 1e = Elite: 9/3, 650gc, 8.75 NW
  
 
| 2a = Dwarves
 
| 2a = Dwarves
 
| 2b =  
 
| 2b =  
* Free Building Construction
+
* Free Building Construction and Can Use Credits To Raze Buildings
* Can use credits to raze buildings
 
 
* -50% Building Construction Time
 
* -50% Building Construction Time
 
* -50% food consumption
 
* -50% food consumption
 +
* +1 offensive specialist strength
 +
* +1 defensive specialist strength
 
| 2c =  
 
| 2c =  
 
* Can't use Accelerated Construction
 
* Can't use Accelerated Construction
  
 
| 2d = Clear Sight, Mystic Aura  
 
| 2d = Clear Sight, Mystic Aura  
| 2e = Elite: 7/7, 700gc, 10NW
+
| 2e = Elite: 8/6, 700gc, 8NW
  
 
| 3a = Elves
 
| 3a = Elves
 
| 3b =  
 
| 3b =  
* + 30% Spell success
+
* +2 defensive specialist strength
* + 2 Defensive Specialist strength
+
* +40% Spell Success
* - 30% defensive losses
+
* +50% land effect from Towers
* +100% land effect from Towers
 
 
| 3c =  
 
| 3c =  
  
| 3d = Fools gold, Pitfalls, Invisibility
+
| 3d = Fool's Gold, Pitfalls, Invisibility
 
| 3e = 7/6, 750gc, 8.5NW
 
| 3e = 7/6, 750gc, 8.5NW
  
 
| 4a = Faeries
 
| 4a = Faeries
 
| 4b =  
 
| 4b =  
* + 20% Combat Instant Spell damage
+
* + 20% Combat Instant Spell Damage
* + 20% Sabotage Operation damage
+
* + 20% Sabotage Operation Damage
* + 20% Spell duration
+
* +1 mana per tick in war
* + 1 mana per tick in War
+
* +1 stealth per tick
* + 1 stealth per tick
 
 
| 4c =  
 
| 4c =  
 
| 4d = Access to All Racial Spells and Tree of Gold
 
| 4d = Access to All Racial Spells and Tree of Gold
| 4e = Elite: 5/9, 1200gc, 11NW
+
| 4e = Elite: 6/8, 1000gc, 10NW
  
 
| 5a = Halflings
 
| 5a = Halflings
 
| 5b =  
 
| 5b =  
* + 50% TPA
+
* +30% Thievery Operation Success (TPA)
* + 2 offensive specialist strength
+
* -50% thief cost
* - 50% thief cost
+
* Double effect from Thieves Dens
* + 12% population
 
 
 
 
| 5c =  
 
| 5c =  
 
| 5d = Mage's Fury, Aggression
 
| 5d = Mage's Fury, Aggression
| 5e = Soldiers 3/3, Elite: 6/6, 550gc, 8.5NW
+
| 5e = Elite: 8/4, 700gc, 8NW
  
 
| 6a = Humans
 
| 6a = Humans
 
| 6b =  
 
| 6b =  
* + 30% income
+
* +30% income
* Immune to income penalties
+
* Immune to Income Penalties
 +
* -50% defensive losses
 
| 6c =  
 
| 6c =  
* - 15% Spell success
+
* -15% Spell Success
| 6d = Fountain of Knowledge, Quick Feet
+
| 6d = Revelation, Quick Feet
| 6e = Elite: 9/4, 750gc, 9.25NW
+
| 6e = Elite: 9/4, 750gc, 9NW
  
 
| 7a = Orcs
 
| 7a = Orcs
 
| 7b =  
 
| 7b =  
* + 20 % Battle Gains
+
* +20 % Battle Gains
 
* Free draft
 
* Free draft
* + 25% Enemy casualties when attacking
+
* +25% Enemy casualties when attacking
 
| 7c =  
 
| 7c =  
 
* - 10% science effectiveness
 
* - 10% science effectiveness
 
| 7d = Reflect Magic
 
| 7d = Reflect Magic
| 7e = Elite: 12/2, 800gc, 10.5NW
+
| 7e = Elite: 12/2, 900gc, 10.5NW
  
| 8a = Undead
+
| 8a = Undeads
 
| 8b =  
 
| 8b =  
* - 75% Offensive losses on attacks you make
+
* -75% Offensive losses on attacks you make
 
* Spreads and is Immune to The Plague
 
* Spreads and is Immune to The Plague
 
* No Food Required
 
* No Food Required
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* Basic Thievery (Intel operations only)
 
* Basic Thievery (Intel operations only)
 
| 8d = Town Watch, Animate Dead
 
| 8d = Town Watch, Animate Dead
| 8e = Elite: 11/3, 950gc, 10NW
+
| 8e = Elite: 11/3, 1150gc, 10NW
 
}}
 
}}
  
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* Wizards do not die on failed spells
 
* Wizards do not die on failed spells
 
* Thieves do not die on failed operations
 
* Thieves do not die on failed operations
* Successful spell casts get 50% of rune cost refunded
+
* Successful spell casts get 40% of rune cost refunded
* +30% Magic and Thievery Science Effectiveness.
+
* +25% Spell Success
* Access to Nightmares
+
* +25% Magic and Thievery Science Effectiveness.
 +
* Access to Nightmares and Blizzard
  
 
* Starts with +100 Wizards and +200 thieves
 
* Starts with +100 Wizards and +200 thieves
Line 335: Line 333:
 
| 2a = Sage
 
| 2a = Sage
 
| 2b =  
 
| 2b =  
* Protect 75% of science on attacks
+
* Protect 50% of scientists on abduct attack
* Every 2 acres generates 1 book of science
+
* Scientists are 30% more effective
 
* Access to Amnesia
 
* Access to Amnesia
  
* Starts with 40000 science books
+
* Starts with 10% extra scientists
  
 
| 3a = Rogue
 
| 3a = Rogue
 
| 3b =  
 
| 3b =  
* + 1 Stealth recovery per tick
+
* +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
* Access to all Thievery Operations
 
 
* +75% Thievery Science Effectiveness
 
* +75% Thievery Science Effectiveness
 
* Access to Gluttony
 
* Access to Gluttony
Line 354: Line 351:
 
| 4b =  
 
| 4b =  
 
* All Guilds are twice as effective
 
* All Guilds are twice as effective
* + 50% Magic Science Effectiveness
+
* +50% Magic Science Effectiveness
 
* Access to Meteor Showers, Chastity
 
* Access to Meteor Showers, Chastity
  
Line 361: Line 358:
 
| 5a = Warrior
 
| 5a = Warrior
 
| 5b =  
 
| 5b =  
* + 15% OME
+
* + 10% OME
 
* Enhanced Conquest range
 
* Enhanced Conquest range
 
* Access to Bloodlust
 
* Access to Bloodlust
 +
* +1 General
  
 
* Starts with +800 soldiers and +800 specialist credits
 
* Starts with +800 soldiers and +800 specialist credits
Line 377: Line 375:
 
| 7a = Cleric
 
| 7a = Cleric
 
| 7b =  
 
| 7b =  
* - 30% Your Military Casualties (on attack or defense)
+
* - 35% Your Military Casualties (on attack or defense)
 
* Immune to The Plague
 
* Immune to The Plague
 
* Access to Pitfalls
 
* Access to Pitfalls
Line 423: Line 421:
 
* +200% Birth Rate
 
* +200% Birth Rate
 
<br>
 
<br>
* 48 hours maximum duration
+
* 72 hours maximum duration, 96 hour cooldown
 
* -50% gains hitting out
 
* -50% gains hitting out
 
* -50% gains on magic and thievery ops out
 
* -50% gains on magic and thievery ops out
Line 498: Line 496:
 
<p style="text-align:center;">'''After 12 Hours (12 Utopian Days)'''</p>
 
<p style="text-align:center;">'''After 12 Hours (12 Utopian Days)'''</p>
 
''Benefits''
 
''Benefits''
*-20% Attack Time
+
*-25% Attack Time
 
<br />
 
<br />
 
<p style="text-align:center;">'''After 24 Hours (1 [[Utopia_Time|Utopian Month]])'''</p>
 
<p style="text-align:center;">'''After 24 Hours (1 [[Utopia_Time|Utopian Month]])'''</p>

Revision as of 21:08, 5 August 2016

Age 69
Name:

Attitude

Number:

69

Official Information
Server:

World of Legends

Status:

upcoming

Owner:

Arcadia Games

Dates
Start:

9 Aug 2016

End:
Duration (in days):

The Age of Attitude (Age 69) - upcoming 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)  • 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