Age 79

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Age 79
Name:

Vanguards Acquiescence

Number:

79

Official Information
Server:

World of Legends

Status:

Complete

Owner:

Muga Gaming

Dates
Start:

Nov 2018

End:

31 Jan 2018

Duration (in days):

12 weeks

Vanguards Acquiescence - finished Age on World of Legends server.

Mechanics Changes

Attacks & Relations

  • KD vs KD Throttle
    • The throttle that was put in place to deter continued attacks on the same Kingdom by reducing gains based on Meter variance will be removed
  • Attack Time
    • Attack times will increase by ~10% (you may recall several ages ago the Island attack time reduction was expanded to the entire server, this is now being removed completely)
  • Hostile Meter & War
    • The Hostile Meter will now be affected by Thief and Sorcery Operations
    • Unfriendly Thief/Sorcery Operations will require authorization by the Kingdom Monarch or Steward before those operations will become available
    • Bounces will affect the meter based on offense vs defense sent (i.e. a failed attack with 100% offense sent would move the meter equivalent to 50% of a successful Traditional March)
    • If both Kingdoms are Hostile, either Kingdom may declare War
    • If a Kingdom has authorized Unfriendly T/M operations, the option to CF after 3 ticks of no attacks will no longer be available UNTIL relations decay to Normal
    • A defending Kingdom can enter into Cease-Fire with the aggressor Kingdom if there have been no attacks by defender for at least 3 ticks AND defender relations are not Hostile (i.e. not Unfriendly or Hostile)
    • War Win rewards will only be provided if Kingdoms are in range at declare (range moved to 80% - 125%)
    • MAP change in war will be adjusted to roughly be in the middle of where it was in Age 77 and Age 78
    • If Kingdoms enter war while out of range, Surrender will be available much sooner than traditionally (i.e. 12 hours after start of war, these wars will have adjusted EoWCF length based on the amount of hours of war i.e. for each tick of war there will be 2 ticks of EoWCF)
    • The aggressor Kingdom can enter into Cease-Fire with defending Kingdom if there has been no attacks made by aggressor for at least 1224 ticks.
    • Cease-Fires as described above will be unbreakable for 72 hours
    • I've seen some confusion about the 72 hour CF mentioned here and regular EoWCF, in range wars will still have 96 hours of EoWCF
    • Thief/Sorcery operations that increase the meter will be shown in the Kingdom News
    • There will remain a requirement of at least 3 provices within a Kingdom to perform operations on the aggressor Kingdom for War to be declared. However, authorization of Unfriendly Operations will negate this requirement
    • To remove confusion, the definition of aggressor Kingdom shall mean the Kingdom with higher hostility meter
  • Learn Attack
    • Base amount of stolen allocated books will be reduced
    • Troop losses on Learn defense will be reduced by 50%
  • End of War Cease-Fire
    • Birth Rate will be increased by current effects only for the first 2436 hours
    • Troop/Thief cost reduction will be removed
    • All credits (Specialist/Build) will be lost upon exit of End of War Cease-Fire
    • Land & Honor rewards to the winner will be reduced
    • A small amount of science will be awarded to the winner

Spells

  • Amnesia
    • The minimum effectiveness reduction from this spell will be increased

Science

  • Scientists will generate faster
  • Science effects will be adjusted
  • Book generation rate will be reduced
  • Artisan will include a reduced construction cost
  • Inactive provinces will not produce books

Rituals

Stats listed here considered 'base effectiveness'

  • Affluent: Income +20% & Draft Speed +25%
  • Barrier: +10% DME & -20% Spell/Thief damage & +15% Defensive TPA & +15% Defensive WPA
  • Expedient: -20% Military Train time & -25% Training Costs (including Thieves) & -20% Construction Time & -25% Construction Costs
  • Expropriation: +10% Combat Gains & +20% Honor Gains on Attacks
  • Godspeed: 10% Reduced Attack Time & 15% Less Military Casualties on Offense
  • Havoc: +30% Offensive TPA & +30% Offensive WPA & +10% Spell/Thief damage
  • Onslaught: +10% OME & +15% enemy casualties on attacks

Miscellaneous

  • Overpopulation
    • Desertions due to overpopulation WILL remove soldiers first, up to a maximum of 50% of the total desertions
    • Desertions due to overpopulation per tick will increase
  • Building Raze page will have the Use Credits checkbox NOT checked by default

Bug Fixes

  • Learn allocation of unallocated books to proper categories

Races

 Avians  Dwarves  Elves  Faeries
  • -20% Attack travel time
  • +30% Birth Rate
  • +30% Specialist Credits from Attacks
  • +20% Building Efficiency
  • Free Building Construction
  • -50% Building Construction Time
  • +25% Wizardry Effectiveness (WPA)
  • +30% Tower Effectiveness
  • +1 Defensive Specialist Strength
  • +30% Self Spell Duration (will not affect spells on others)
  • +20% Sabotage Operation Damage
  • +15% Instant Spell Damage

Fanaticism, Greater Protection

Mystic Aura, Inspire Army

Inspire Army

Animate Dead, Greater Protection, Mystic Aura, Tree of Gold

  • Cannot Use War Horses or Stables
  • -5% Battle Gains
  • Can't use Accelerated Construction
  • +75% Food consumption
  • +30% Wages
  • -10% Income

Elite: 8/1, 900gc, 9 NW

Elite: 7/4, 925gc, 9 NW

Elite: 8/2, 950gc, 9.5 NW

Elite: 3/8, 1100gc, 10.0 NW

 
 Halflings  Humans  Orcs
  • +25% Thievery Effectiveness (TPA)
  • +5% Population
  • -50% Thief Costs
  • +1 Offense/Defense Soldiers
  • +30% Income
  • Income Penalty Protection
  • +20% Building and Specialist Credits from Attacks
  • +20% Battle Gains
  • -75% Draft Costs
  • +15% Enemy casualties when attacking


Aggression, Town Watch


Greater Protection, Inspire Army, Quick Feet


Reflect Magic

  • -5% Building Effectiveness
  • +20% Spell Rune Cost
  • +10% Military Casualties
  • -20% Science Effectiveness

Elite: 5/7, 900gc, 9.5 NW

Elite: 8/3, 1000gc, 9.5 NW

Elite: 9/1, 925gc, 9.0 NW


Personalities

 Heretic  Mystic  Paladin  Rogue
  • +100% Guilds Effectiveness
  • Wizards do not die on failed spells
  • -66% Thieves lost on failed ops
  • +35% Channeling and Crime Science Effectiveness
  • +25% Cunning Science Effectiveness
  • Access to Blizzard, Chastity, Fool's Gold and Nightmare
  • Starts with +400 wizards and +400 thieves
  • +150% Guilds Effectiveness
  • +75% Channeling Science Effectiveness
  • +1 Mana per tick
  • Access to Chastity, Mage's Fury, Meteor Showers, Paradise and Revelation
  • Starts with +800 wizards
  • Can cast support spells on Kingdom mates
  • +50% Guilds Effectiveness
  • +30% Dragon-slaying Unit Strength
  • +25% Valor Science Effectiveness
  • Access to all Paladin-Only Spells
  • Starts with +400 soldiers, +400 specialist credits and +400 wizards
  • +50% Guilds Effectiveness
  • +50% Thieves' Dens Effectiveness
  • +50% Crime Science Effectiveness
  • +1 Stealth per Tick
  • Access to all thievery operations, including 3 unique to Rogues: Greater Arson, Assassinate Wizards and Propaganda
  • Spell Book: Gluttony, Invisibility, Paradise and Revelation
  • Starts with +800 thieves
 
 Tactician  Undead  War Hero  Warrior
  • -15% Attack Time
  • +20% Siege Science Effectiveness
  • Accurate Espionage
  • Access to Clear Sight and Fanaticism
  • Starts with +800 soldiers and +800 specialist credits
  • Spreads and is Immune to The Plague
  • -35% Military Casualties in Combat
  • Access to Animate Dead and Greater Protection
  • Starts with +800 soldiers and +800 specialist credits
  • +1 Offense Specialist Strength
  • +100% Honor Bonuses
  • +25% Heroism Science Effectiveness
  • Immune to Dragons
  • Converts Specialists into Elites on successful Traditional Marches
  • Access to Pitfalls and War Spoils
  • Starts with 800 elites
  • +10% Offensive Military Efficiency
  • +10% Strategy Science Effectiveness
  • Full Conquest Access (Regardless of Networth range)
  • Access to Bloodlust
  • Starts with +800 soldiers and +800 specialist credits

Rituals

Kingdom Rituals
Ritual Description
Affluent
  • +20% Income, +25% Draft Speed
Barrier
  • +10% Defensive Military Efficiency, -20% Enemy Spell/Op Damage, +15% Defensive WPA/TPA
Expedient
  • -20% Military Training Time, -25% Training Costs (includes Thieves), -20% Construction Times, -25% Construction Costs
Expropriation
  • -10% Combat Gains, +20% Honor Gains on Attacks
Godspeed
  • -10% Attack Time, -15% Offensive Casualties
Havoc
  • +30% Offensive WPA/TPA, +10% Spell/Op Damage
Onslaught
  • +10% Offensive Military Efficiency, +15% Offensive Enemy Casualties

Dragons

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