Difference between revisions of "Age 73"

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(Added age 73 filler page)
 
(Updated with Age 73 details)
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{{Infobox_Age
 
{{Infobox_Age
|name= The Era of Venerated Bastions
+
|name= The Next Age
|number= 72
+
|number= 73
|status= Finished
+
|status= Current
 
|owner= [[Arcadia Games]]
 
|owner= [[Arcadia Games]]
|start= 20 May 2017
+
|start= 11 Aug 2017
|end= 10 Aug 2017
+
|end=  
|duration= 12 weeks
+
|duration=  
 
}}
 
}}
'''The Era of Venerated Bastions''' (Age 72) - finished [[Age]] on [[World of Legends]] server.
+
'''The Era of Venerated Bastions''' (Age 73) - current [[Age]] on [[World of Legends]] server.
  
 +
= Mechanics Changes =
 +
*New Features
 +
**Interactive Player Sign-Up: We are developing a method through which Kingdom Monarchs will have a better opportunity to have players join their Kingdom that fit what they are looking for, and respectively new players will have a better opportunity to join Kingdoms that fit what they are looking for in terms of experience, competitiveness, and play style
 +
**Log-In Statistics: Once logged into your Master Account, on the World Chooser page there will be a display of your current age log-in statistics which will include the amount of times you've logged in and the total minutes you've been active in Utopia. There may also be a "Most Log-Ins" & "Most Minutes in Game" displaying the information of the highest stats acheived at that time.
 +
**In-Game Mail: There will be a search function added to the in-game mail area to allow you to search keywords. Messages displayed will be increased from 10 to 25 (or 50)
 +
**Utopia-Game.com Landing Page: The landing page will show the total users currently logged into the game
 +
**New Log-In Bonuses: To encourage activity there will be a new log in bonus (in addition to the 5 free acres) that will be based on activity throughout the entire day. The bonus will vary based on your activity, with 3 possible bonuses available, 50% income, 100% income, 200% income of one hours income. The bonus will provided will be based on your previous day's activity and will be generated on your first log in of the day (Utopian day). Example, if you qualify for 100% income for activity throughout January Yr 0 you will receive an instant bonus of 100% your current income for that hour the first time you log in on during February Yr 0.
  
= Changes in brief =
+
*Rituals
 
+
**New rituals added and adjustments made to existing rituals to balance the effects
== Mechanics Changes ==
+
***Onslaught: +10% OME, +15% enemy casualties on attacks, +20% honor gains
 
+
***Barrier: +10% DME & Spell/Thief damage -10%
*Kingdom Rituals
+
***Affluent: +10% Income, +15% Draft Speed, +20% Birth Rates, +5% BE
**Kingdom Rituals (KR) are a new mechanic that serves as a kingdom-wide bonus.
+
***Havoc: +15% OTPA & +15% OPWA & +5% Spell/Thief damage
*** The Monarch or Steward will select one of 3 rituals the kingdom will begin (similar to the starting of a dragon)
+
**Rituals Length - Rituals will have a minimum length of 48 hours (120 max remains)
*** To complete the ritual the Kingdom must cast a new 'ritual spell' 100 times within 48 hours of the ritual being started
+
**Ritual Life - Rituals will now be destroyable. There will be a new spell used specifically for Ritual destruction. The spell will be in the upper tier of difficulty and will reduce strength of the Ritual by a flat rate of 2%. A Ritual destruction spell can only be cast on a single province a maximum of 10 times such that in order to destroy a Ritual from 100% to 0% you would need to cast the spell 10x on 5 different provinces. Once a Ritual reaches 0% strength it will be removed, unless it has not reached it's minimum duration of 48 hours, at which point it will remain until the 48th tick and be removed at that time.
*** The ritual spell will have a very expensive rune casting cost; and have a difficulty similar to the most difficult self spell
 
*** A successful KR will last for 120 hours
 
*** Only one KR can be active, another KR can be started before the active KR ends, very similar to Dragons. Once the KR is completed, the previous KR will be replaced
 
*** All users will have a KR page; on this page only you will have the KR spell available to help initiate the KR
 
*** The KR page will also display various information such as: current KR status (type and strength), whether a new ritual is being cast, how many more successful casts are necessary
 
*** For enemies: an active KR will be displayed via Spy on Throne, where you will see which KR is active and current strength
 
***There are three kinds of KRs, we do not yet have names for them, and the numbers are likely to change drastically:
 
****1) Barrier - Increases defensive TPA and WPA by 25%; reduces gains via attacks against the kingdom by 10% (similar to Guard Stations); +10% DME
 
****2) Affluent (WAR ONLY) - Increases income by 25%, Birth Rate by 20%, and draft speed by 25%
 
****3) Onslaught - Increases OME by 10% and enemy casualties on your offensive attacks by 15%
 
**Note: The Prosperity KR can be initiated and completed at any time regardless of your stance (relations) however, if it is active and you are NOT in war you will receive no effects from it.
 
  
 
*Other bits and pieces
 
*Other bits and pieces
**NW Changes - Peasants will now be 0.25 NW, and soldiers will be 0.5 NW and 1/1.
+
**Mana Costs - Flat cost - 3% self spell, 3% offensive spell (2% with relations) & 2% flat rate for all Paladin self spells on others & Ritual Spell casts will also be a flat cost of 2%
**SOT change - we are considering adding a 'last seen' line to SOTs that will show most recent activity in addition to displaying information related to any active Kingdom Ritual
+
**Stealth Costs - Flat cost - 3% stealth (2% with relations), 2% intel (1% SoT)
**Scientists - generated on a flat ratio similar to wizards instead of via RNG.
+
**Paladin Spells - Increase all Paladin only spell durations
**Explore pool - remove kingdomwide explorepool and replace it with province level exploration pools.
+
**Paladin Self Spells - The formula used to calculate success rate will be adjusted to make casting self spells on your allies easier. A WPA vs WPA calculation will still be made which will require Paladins to have WPA but the new formula will make it so that all Kingdom members have an opportunity to receive the self spell bonuses from their Paladins. In other words, a significant increase in the success rate of Paladin spells, although you still need WPA it won't be as significant a part of the formula as previously.
**Paradise - will still consume explore pool, will be available only to Mystic or Rogue personality (Not Faery)
+
**Fortified Stance Removed - A new stance called "Prosperous" will replace it. Prosperous stance will be almost identical to Fortified. The main difference will be: Attacks into Prosperous will have no gains penalty; Attacks while your Kingdom is Prosperous will have reduced gains of -20% (instead of -50%) and scientists will gain experience during Prosperous.
**Gains - Replace Networth Based Gains (NWBG) with a hybrid Land Based Gains (LBG) system that incorporates NW.
+
**Gains Throttling will be significantly more effective - Once the meter variance between Kingdoms is 50 points, each point over 50 will reduce gains by 1% up to a maximum of 75% at a variance of 125 meter points. Max meter will remain at 150
**Networth Protection - Significantly reduced for spells and sabotage operations.
+
**Auto-CeaseFire (Surrender) - Once a meter variance of 100 points occurs between 2 Kingdoms, the Kingdom with lower meter points will have the option to Surrender to the aggressor Kingdom. This will create an in-game CeaseFire between both kingdoms that cannot be cancelled by either side for a minimum of 7 days. The surrendering Kingdom will be required to not have any attacks for at least 12 hours similar to the restriction on Withdraw during War. You must also be OUT of war declaration range in order to have this button available to you.
**Op success rate - Success rates made significantly easier to achieve
+
**War Gains Formula - The top-feed minimum gains is being reduced slightly to accommodate the LBG top-feed bonuses from Age 72 (note this is only for Top Feed gains, all other gains remain the same)
**OOW honor gains - Significantly reduced.
+
**Elite Longevity - Elite losses via NightStrike will be closer to losses of Specialists seen now. Elites that go into retraining from Nightmare will also increase closer to that of specialists. Propaganda has also seen an increase to elite damage closer to that of Specialists. Military Casualties will be unchanged.
**WW Chart Chains - In order to incentivize conflict between top WW kingdoms, we have altered the formula to provide additional WW points (scaling from the current if the kingdom you war is outside of the top 50 for land, honor, NW, and warwins) to double the current points.
+
**Universities - Effects from Universities will be reduced to a maximum reduction of 50%, and the rate of effect will begin at 2.5%
**WW Bonus - Additionally, we are adding a new set of WW bonuses. Kingdoms will receive recognition on their kingdompage based on the number of WW points they achieve. Each additional 'tier' that they obtain will also increase their WW bonus -- land, honor, credits, etc -- by 10%. This is capped at a WW bonus that is 50% larger than the baseline bonus.
+
**Aid Explorable Acres - Explorable acres will now have the option to be sent to other members of your Kingdom. 75% of the acres transferred will be destroyed. Acres will not be available for transfer during protection. Acres will have a Trade Balance cost of 500 gc each.
**Finally the WW bonus will scale with kingdom size under 20 provinces to reduce the potential for abuse with kingdoms that remain intentionally small in the number of provinces.
+
**Science Caps - Science will no longer have a hard maximum for all categories. The purpose of this is to allow players more freedom to make your province unique and provide further bonuses to the areas you choose. Science will scale in a linear fashion similar to Age 72 up to the previously stated maximums as normal. Once this point is reached additional scientists will yield diminishing returns.
**The War Win bonus will also include a provision of additional land to every province's individual explore pool in both kingdoms, this is mainly aimed at helping provinces that are destroyed in war to have a chance to grow back to a functional size.
 
**WAR - Exploration during End Of War Cease-Fire will have reduced cost penalties (from 500% to 250% of normal cost).
 
**Explore Penalty - Kingdoms smaller than 10 provinces will see an increased explore penalty.
 
**Several New Spells dedicated to the Paladin Personality Only
 
  
 
= Races =
 
= Races =
Line 74: Line 66:
 
| 1a = Avians
 
| 1a = Avians
 
| 1b =  
 
| 1b =  
* Attack time -25%
+
* -25% Attack travel time
* Birth Rate +40%
+
* +40% Birth Rate
 
* Can Train Elites with Credits
 
* Can Train Elites with Credits
 
| 1c =  
 
| 1c =  
* Battle Gains -10%
+
* -5% Combat Gains
* Can't Use Stables
+
* -2000 Starting Credits
* Minus 2000 Starting Spec Training Credits
+
* -20% Training Credits
* 20% fewer credits generated
+
* Cannot Use War Horses
  
 
| 1d = Fanaticism, Greater Protection, Blood Lust
 
| 1d = Fanaticism, Greater Protection, Blood Lust
| 1e = Elite: 11/4, 775GC, 10.5NW
+
| 1e = Elite: 9/4, 775gc, 10.5 NW
  
| 2a = Dwarves
+
| 2a = Bocans
 
| 2b =  
 
| 2b =  
* +25% Building Efficiency
+
* Ignores Watchtowers
* -100% Construction Cost
+
* +1 Stealth per tick
* -50% Construction Time
+
* +50% Effects from Honor
* Use Credits to Raze
 
* Access to Greater Arson
 
 
| 2c =  
 
| 2c =  
* Can't use Accelerated Construction
+
* -15% Sabotage Damage
* +100% food consumption
 
  
| 2d = Mystic Aura
+
| 2d = Invisibility
| 2e = Elite: 8/9, 900GC, 10NW
+
| 2e = Elite: 4/6, 450gc, 7 NW
  
| 3a = Elves
+
| 3a = Dark Elves
 
| 3b =  
 
| 3b =  
* +25% Instant Spell Damage
+
* +1 Offensive Specialist strength
* +35% WPA
+
* +25% Spell Success (WPA)
* +20% Towers Efficiency
+
* +30% Combat Instant Spell Damage
* +2 def spec strength
+
* 35% Runes Refunded on Successful Spells
 
| 3c =  
 
| 3c =  
* +50% Military Wages
+
* -1 Defensive Spec Strength
  
| 3d = Clear Sight
+
| 3d = Nightmare, Mage's Fury
| 3e = 9/7, 1000GC, 10NW
+
| 3e = 4/7, 750gc, 10 NW
  
| 4a = Faeries
+
| 4a = Dryads
 
| 4b =  
 
| 4b =  
* All Spells (Including Tree of Gold; Excluding Paradise & Paladin Spells)
+
* All land produces food
 +
* Mercenaries & Prisoners 7/0
 +
* War Horses 3/0
 
| 4c =  
 
| 4c =  
* -10% Income
+
* +25% Attack Travel Time
* -5% Max Population
+
* -15% Enemy Military Casualties
  
| 4d = All Spells (Including Tree of Gold; Excluding Paradise & Paladin Spells)
+
| 4d = Aggression, Quick Feet
| 4e = Elite: 5/10, 1050GC, 11NW
+
| 4e = Elite: 12/2, 950gc, 11 NW
  
| 5a = Halflings
+
| 5a = Dwarves
 
| 5b =  
 
| 5b =  
* +10% Max Population
+
* +20% Building Efficiency
* -50% Thief Cost
+
* Free Building Construction and Can Use Credits to Raze Buildings
* +40% TPA
+
* -50% Building Construction Time
* +1 Extra Stealth
+
| 5c =
* +1 ospec Strength
+
* Can't use Accelerated Construction
 +
* +100% Food consumption
  
| 5c =
+
| 5d = Mystic Aura
* -5% Building Efficiency
+
| 5e = Elite: 7/4, 900gc, 10 NW
* -10% Birth Rate
 
| 5d = Mage's Fury, Aggression
 
| 5e = Elite: 6/8, 700GC, 9NW
 
  
| 6a = Humans
+
| 6a = Faeries
 
| 6b =  
 
| 6b =  
* +30% Income
+
* All Spells (Except Paladin Only & Paradise)
* Immune to Income Penalties
 
* Increase Scientist Generation Rate +25%
 
* +1 general
 
 
| 6c =  
 
| 6c =  
* -10% Spell Success (WPA)
+
* -15% Income
* +50% Rune Cost
 
  
| 6d = Greater Protection, Quick Feet
+
| 6d = All Spells (Excluding Paradise & Paladin Spells)
| 6e = Elite: 11/5, 1050GC, 11NW
+
| 6e = Elite: 2/8, 900gc, 10.5 NW
  
| 7a = Orcs
+
| 7a = Humans
 
| 7b =  
 
| 7b =  
* +20% Battle Gains
+
* +30% Income
* -100% Draft Cost
+
* -25% Wages
* +15% Enemy Casualties on Attack
+
* Immune to Income Penalties
 +
* +25% Increase Sci Spawn
 
| 7c =  
 
| 7c =  
 +
* -15% Spell Success (WPA)
 +
* +30% Rune Costs
 +
 +
| 7d = Greater Protection
 +
| 7e = Elite: 8/3, 900gc, 10 NW
 +
 +
| 8a = Orcs
 +
| 8b =
 +
* +30% Battle Gains
 +
* Free draft
 +
* +20% Enemy casualties when attacking
 +
| 8c =
 
* +10% Military Casualties
 
* +10% Military Casualties
* -10% TPA
+
* -15% Thievery Effectiveness (TPA)
| 7d = Reflect Magic, Blood Lust
+
| 8d = Reflect Magic, Blood Lust
| 7e = Elite: 12/1, 1000GW, 11.5NW
+
| 8e = Elite: 10/1, 900gc, 9.5 NW
  
| 8a = Undeads
+
| 9a = Undeads
| 8b =  
+
| 9b =  
* Carries & Immune to Plague
+
* -50% Offensive losses on attacks you make
 +
* Spreads and is Immune to The Plague
 
* No Food Required
 
* No Food Required
* -50% Offensive Casualties
+
* Successful land attacks convert Offensive Specialists into Elites
* Def Troop Losses 50% to solds
+
* Defensive losses automatically convert to soldiers(Permanent Animate Dead)
* Convert Specs to Elites
+
* +2 Offensive Specialist strength
* +2 Ospec strength
+
* +1 Mana per tick
* +1 Mana
+
| 9c =  
| 8c =  
+
* Basic Thievery (Intel Operations Only)
 +
* No Elite Training
 
* -15% Science Effectiveness
 
* -15% Science Effectiveness
* Can't Train Elites
+
| 9d = Town Watch, Nightmare
* Basic Thievery Only
+
| 9e = Elite: 11/2, 10.5 NW
| 8d = Town Watch, Nightmare
 
| 8e = Elite: 11/3, 11.5NW
 
 
}}
 
}}
  
Line 204: Line 202:
 
* -35% Your Military Casualties (on attack or defense)
 
* -35% Your Military Casualties (on attack or defense)
 
* Immune to The Plague
 
* Immune to The Plague
 +
* +15% Population Science Effectiveness
 
* Spell Book: Animate Dead, Greater Protection
 
* Spell Book: Animate Dead, Greater Protection
  
Line 210: Line 209:
 
| 2a = Heretic
 
| 2a = Heretic
 
| 2b =   
 
| 2b =   
* +20% Magic Science Effectiveness
+
* +15% Spell and Operation Damage
* +20% Thievery Science Effectiveness
+
* +10% Magic Science Effectiveness
* +20% Spell Success (WPA)
+
* +10% Thievery Science Effectiveness
* +35% Runes Refunded on Spell Success
 
 
* No wizards killed from failed spells
 
* No wizards killed from failed spells
* No thieves lost on failed ops
+
* -50% thieves lost on failed ops
 
* Spell Book: Nightmare, Blizzard and Revelation
 
* Spell Book: Nightmare, Blizzard and Revelation
  
* Starts with +100 Wizards and +200 thieves
+
* Starts with +150 wizards and +300 thieves
  
 
| 3a = Mystic
 
| 3a = Mystic
Line 224: Line 222:
 
* All Guilds are 100% more effective
 
* All Guilds are 100% more effective
 
* +75% Magic Science Effectiveness
 
* +75% Magic Science Effectiveness
* Spell Book: Meteor Showers, Chastity, Revelation
+
* +20% Spell Damage
 +
* Spell Book: Meteor Showers, Chastity, Revelation and Paradise
  
* Starts with +600 Wizards
+
* Starts with +800 Wizards
  
 
| 4a = Paladin
 
| 4a = Paladin
 
| 4b =  
 
| 4b =  
 
* Can Cast Fading Self Spells on Kingdom Members (success will be based on WPA)
 
* Can Cast Fading Self Spells on Kingdom Members (success will be based on WPA)
* Troops attacks dragon with 20% more strength
+
* Troops attacks dragon with 25% more strength
 
* Spell Book: Fool's Gold, Paladin's Inspiration, Scientific Insights, Illuminate Shadows, Wrathful Smite, Divine Shield, Magic Ward, Barrier of Integrity
 
* Spell Book: Fool's Gold, Paladin's Inspiration, Scientific Insights, Illuminate Shadows, Wrathful Smite, Divine Shield, Magic Ward, Barrier of Integrity
 
   
 
   
* Starts with 800 elites
+
* Starts with +400 soldiers, +400 specialist credits and +400 wizards
  
 
| 5a = Rogue
 
| 5a = Rogue
Line 242: Line 241:
 
* Thieves Dens are 50% more effective
 
* Thieves Dens are 50% more effective
 
* +50% Thievery Science Effectiveness
 
* +50% Thievery Science Effectiveness
* Spell Book: Gluttony and Revelation
+
* Spell Book: Gluttony, Paradise and Revelation
  
* Starts with +400 thieves
+
* Starts with +800 thieves
  
 
| 6a = Sage
 
| 6a = Sage
 
| 6b =  
 
| 6b =  
 
* Protect 30% of scientists on abduct attack
 
* Protect 30% of scientists on abduct attack
* Scientists are 25% more effective
+
* Scientists are 30% more effective
 
* Spell Book: Amnesia
 
* Spell Book: Amnesia
  
* Starts with 25% extra scientists
+
* Starts with 50% extra scientists
  
 
| 7a = Tactician
 
| 7a = Tactician
 
| 7b =  
 
| 7b =  
* -20% Attack Time
+
* -15% Attack Time
 
* Accurate Espionage
 
* Accurate Espionage
 
* Spell Book: Clear Sight
 
* Spell Book: Clear Sight
Line 264: Line 263:
 
| 8a = Warrior
 
| 8a = Warrior
 
| 8b =  
 
| 8b =  
* +5% Offensive Military Efficiency
+
* +10% Offensive Military Efficiency
* +10% Offensive Military Efficiency in war
+
* +15% Military Science Effectiveness
* Enhanced Conquest range
+
* Full Conquest Access (Regardless of NW range)
 
* Spell Book: Fanaticism
 
* Spell Book: Fanaticism
  
Line 273: Line 272:
 
| 9a = War Hero
 
| 9a = War Hero
 
| 9b =  
 
| 9b =  
* Converts some Specialists into Elites on successful land attacks (increasing this amount by ~20%)
+
* Converts some Specialists into Elites on successful Traditional March attacks
 
* Immune to Dragon
 
* Immune to Dragon
 
* Income penalty effects
 
* Income penalty effects
Line 294: Line 293:
 
! width="25%" | Normal
 
! width="25%" | Normal
 
! width="25%" | Aggressive
 
! width="25%" | Aggressive
! width="25%" | Fortified
+
! width="25%" | Prosperous
  
 
|- bgcolor="#f9fafb" style="vertical-align: top; text-align:left"
 
|- bgcolor="#f9fafb" style="vertical-align: top; text-align:left"
Line 306: Line 305:
 
* +10% Military losses  
 
* +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% Military training time and cost
 
* +40% draft speed
 
* +40% draft speed
Line 314: Line 311:
 
<br>
 
<br>
 
* 72 hours maximum duration (with 96 hour cooldown)
 
* 72 hours maximum duration (with 96 hour cooldown)
* -50% gains hitting out
+
* -20% gains hitting out
* -50% gains on magic and thievery ops out
+
* -20% gains on magic and thievery ops out
 
* +500% Explore costs
 
* +500% Explore costs
 
* No Paradise spell available
 
* No Paradise spell available
* No scientist progression and no new scientists
 
  
 
|}
 
|}

Revision as of 17:49, 11 August 2017

Age 73
Name:

The Next Age

Number:

73

Official Information
Server:

World of Legends

Status:

Current

Owner:

Arcadia Games

Dates
Start:

11 Aug 2017

End:
Duration (in days):

The Era of Venerated Bastions (Age 73) - current Age on World of Legends server.

Mechanics Changes

  • New Features
    • Interactive Player Sign-Up: We are developing a method through which Kingdom Monarchs will have a better opportunity to have players join their Kingdom that fit what they are looking for, and respectively new players will have a better opportunity to join Kingdoms that fit what they are looking for in terms of experience, competitiveness, and play style
    • Log-In Statistics: Once logged into your Master Account, on the World Chooser page there will be a display of your current age log-in statistics which will include the amount of times you've logged in and the total minutes you've been active in Utopia. There may also be a "Most Log-Ins" & "Most Minutes in Game" displaying the information of the highest stats acheived at that time.
    • In-Game Mail: There will be a search function added to the in-game mail area to allow you to search keywords. Messages displayed will be increased from 10 to 25 (or 50)
    • Utopia-Game.com Landing Page: The landing page will show the total users currently logged into the game
    • New Log-In Bonuses: To encourage activity there will be a new log in bonus (in addition to the 5 free acres) that will be based on activity throughout the entire day. The bonus will vary based on your activity, with 3 possible bonuses available, 50% income, 100% income, 200% income of one hours income. The bonus will provided will be based on your previous day's activity and will be generated on your first log in of the day (Utopian day). Example, if you qualify for 100% income for activity throughout January Yr 0 you will receive an instant bonus of 100% your current income for that hour the first time you log in on during February Yr 0.
  • Rituals
    • New rituals added and adjustments made to existing rituals to balance the effects
      • Onslaught: +10% OME, +15% enemy casualties on attacks, +20% honor gains
      • Barrier: +10% DME & Spell/Thief damage -10%
      • Affluent: +10% Income, +15% Draft Speed, +20% Birth Rates, +5% BE
      • Havoc: +15% OTPA & +15% OPWA & +5% Spell/Thief damage
    • Rituals Length - Rituals will have a minimum length of 48 hours (120 max remains)
    • Ritual Life - Rituals will now be destroyable. There will be a new spell used specifically for Ritual destruction. The spell will be in the upper tier of difficulty and will reduce strength of the Ritual by a flat rate of 2%. A Ritual destruction spell can only be cast on a single province a maximum of 10 times such that in order to destroy a Ritual from 100% to 0% you would need to cast the spell 10x on 5 different provinces. Once a Ritual reaches 0% strength it will be removed, unless it has not reached it's minimum duration of 48 hours, at which point it will remain until the 48th tick and be removed at that time.
  • Other bits and pieces
    • Mana Costs - Flat cost - 3% self spell, 3% offensive spell (2% with relations) & 2% flat rate for all Paladin self spells on others & Ritual Spell casts will also be a flat cost of 2%
    • Stealth Costs - Flat cost - 3% stealth (2% with relations), 2% intel (1% SoT)
    • Paladin Spells - Increase all Paladin only spell durations
    • Paladin Self Spells - The formula used to calculate success rate will be adjusted to make casting self spells on your allies easier. A WPA vs WPA calculation will still be made which will require Paladins to have WPA but the new formula will make it so that all Kingdom members have an opportunity to receive the self spell bonuses from their Paladins. In other words, a significant increase in the success rate of Paladin spells, although you still need WPA it won't be as significant a part of the formula as previously.
    • Fortified Stance Removed - A new stance called "Prosperous" will replace it. Prosperous stance will be almost identical to Fortified. The main difference will be: Attacks into Prosperous will have no gains penalty; Attacks while your Kingdom is Prosperous will have reduced gains of -20% (instead of -50%) and scientists will gain experience during Prosperous.
    • Gains Throttling will be significantly more effective - Once the meter variance between Kingdoms is 50 points, each point over 50 will reduce gains by 1% up to a maximum of 75% at a variance of 125 meter points. Max meter will remain at 150
    • Auto-CeaseFire (Surrender) - Once a meter variance of 100 points occurs between 2 Kingdoms, the Kingdom with lower meter points will have the option to Surrender to the aggressor Kingdom. This will create an in-game CeaseFire between both kingdoms that cannot be cancelled by either side for a minimum of 7 days. The surrendering Kingdom will be required to not have any attacks for at least 12 hours similar to the restriction on Withdraw during War. You must also be OUT of war declaration range in order to have this button available to you.
    • War Gains Formula - The top-feed minimum gains is being reduced slightly to accommodate the LBG top-feed bonuses from Age 72 (note this is only for Top Feed gains, all other gains remain the same)
    • Elite Longevity - Elite losses via NightStrike will be closer to losses of Specialists seen now. Elites that go into retraining from Nightmare will also increase closer to that of specialists. Propaganda has also seen an increase to elite damage closer to that of Specialists. Military Casualties will be unchanged.
    • Universities - Effects from Universities will be reduced to a maximum reduction of 50%, and the rate of effect will begin at 2.5%
    • Aid Explorable Acres - Explorable acres will now have the option to be sent to other members of your Kingdom. 75% of the acres transferred will be destroyed. Acres will not be available for transfer during protection. Acres will have a Trade Balance cost of 500 gc each.
    • Science Caps - Science will no longer have a hard maximum for all categories. The purpose of this is to allow players more freedom to make your province unique and provide further bonuses to the areas you choose. Science will scale in a linear fashion similar to Age 72 up to the previously stated maximums as normal. Once this point is reached additional scientists will yield diminishing returns.

Races

 Avians  Bocans  Dark Elves  Dryads
  • -25% Attack travel time
  • +40% Birth Rate
  • Can Train Elites with Credits
  • Ignores Watchtowers
  • +1 Stealth per tick
  • +50% Effects from Honor
  • +1 Offensive Specialist strength
  • +25% Spell Success (WPA)
  • +30% Combat Instant Spell Damage
  • 35% Runes Refunded on Successful Spells
  • All land produces food
  • Mercenaries & Prisoners 7/0
  • War Horses 3/0

Fanaticism, Greater Protection, Blood Lust

Invisibility

Nightmare, Mage's Fury

Aggression, Quick Feet

  • -5% Combat Gains
  • -2000 Starting Credits
  • -20% Training Credits
  • Cannot Use War Horses
  • -15% Sabotage Damage
  • -1 Defensive Spec Strength
  • +25% Attack Travel Time
  • -15% Enemy Military Casualties

Elite: 9/4, 775gc, 10.5 NW

Elite: 4/6, 450gc, 7 NW

4/7, 750gc, 10 NW

Elite: 12/2, 950gc, 11 NW

 
 Dwarves  Faeries  Humans  Orcs
  • +20% Building Efficiency
  • Free Building Construction and Can Use Credits to Raze Buildings
  • -50% Building Construction Time
  • All Spells (Except Paladin Only & Paradise)
  • +30% Income
  • -25% Wages
  • Immune to Income Penalties
  • +25% Increase Sci Spawn
  • +30% Battle Gains
  • Free draft
  • +20% Enemy casualties when attacking

Mystic Aura

All Spells (Excluding Paradise & Paladin Spells)

Greater Protection

Reflect Magic, Blood Lust

  • Can't use Accelerated Construction
  • +100% Food consumption
  • -15% Income
  • -15% Spell Success (WPA)
  • +30% Rune Costs
  • +10% Military Casualties
  • -15% Thievery Effectiveness (TPA)

Elite: 7/4, 900gc, 10 NW

Elite: 2/8, 900gc, 10.5 NW

Elite: 8/3, 900gc, 10 NW

Elite: 10/1, 900gc, 9.5 NW


Personalities

 Cleric  Heretic  Mystic
  • -35% Your Military Casualties (on attack or defense)
  • Immune to The Plague
  • +15% Population Science Effectiveness
  • Spell Book: Animate Dead, Greater Protection
  • Starts with +800 soldiers and +800 specialist credits
  • +15% Spell and Operation Damage
  • +10% Magic Science Effectiveness
  • +10% Thievery Science Effectiveness
  • No wizards killed from failed spells
  • -50% thieves lost on failed ops
  • Spell Book: Nightmare, Blizzard and Revelation
  • Starts with +150 wizards and +300 thieves
  • All Guilds are 100% more effective
  • +75% Magic Science Effectiveness
  • +20% Spell Damage
  • Spell Book: Meteor Showers, Chastity, Revelation and Paradise
  • Starts with +800 Wizards
 
 Paladin  Rogue  Sage
  • Can Cast Fading Self Spells on Kingdom Members (success will be based on WPA)
  • Troops attacks dragon with 25% more strength
  • Spell Book: Fool's Gold, Paladin's Inspiration, Scientific Insights, Illuminate Shadows, Wrathful Smite, Divine Shield, Magic Ward, Barrier of Integrity
  • Starts with +400 soldiers, +400 specialist credits and +400 wizards
  • +1 Stealth recovery per tick
  • Access to all thievery operations
  • Thieves Dens are 50% more effective
  • +50% Thievery Science Effectiveness
  • Spell Book: Gluttony, Paradise and Revelation
  • Starts with +800 thieves
  • Protect 30% of scientists on abduct attack
  • Scientists are 30% more effective
  • Spell Book: Amnesia
  • Starts with 50% extra scientists
 
 Tactician  Warrior  War Hero
  • -15% Attack Time
  • Accurate Espionage
  • Spell Book: Clear Sight
  • Starts with +800 soldiers and +800 specialist credits
  • +10% Offensive Military Efficiency
  • +15% Military Science Effectiveness
  • Full Conquest Access (Regardless of NW range)
  • Spell Book: Fanaticism
  • Starts with +800 soldiers and +800 specialist credits
  • Converts some Specialists into Elites on successful Traditional March attacks
  • Immune to Dragon
  • Income penalty effects
  • +5% Battle Gains
  • +100% Honor Bonuses
  • Spell Book: War Spoils, Pitfalls
  • Starts with 800 elites


Stances

Stances
Normal Aggressive Prosperous
  • No Effects
  • +10% Combat Gains
  • -15% Lower Attack Time


  • +30% Military Wages
  • +10% Military losses
  • -40% Military training time and cost
  • +40% draft speed
  • -50% Construction time and cost
  • +200% Birth Rate


  • 72 hours maximum duration (with 96 hour cooldown)
  • -20% gains hitting out
  • -20% gains on magic and thievery ops out
  • +500% Explore costs
  • No Paradise spell available

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