Changelog

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This page details prior ages Mechanics Changes for quick reference.

Age 105

Age 105

  • General Mechanics
    • Soldiers are now 3/0, 0.75nw*
    • Provinces now start with 3200 Soldiers, 3200 Specialist Credits and 800 Defensive Specialists
    • Massacre Wizard kills reduced (reverted from 6% to 5% base kills)
    • Learn Book damage in War increased from 24% to 30% (from ~12% to ~15% Science Efficiency damage). Book recovery time increased from 24 ticks to 48 ticks
    • Stances have been reintroduced:
      • Minimum duration 24 ticks, maximum duration 48 ticks. A Kingdom will automatically revert to Normal after 48 ticks
      • You may not change your Stance if you have changed it within the last 24 ticks. You cannot change Stance from Normal for 24 ticks after a Stance expiring or early leaving the Stance
      • Stances may not be changed during Protection
      • Stance effects are negated during War
  • Normal:
  • No effects, default
  • Aggressive:
  • +10% Battle (Resource) Gains
  • +30% Credits gained in Combat
  • +10% Self Offensive Military Casualties
  • +20% Military Wages
  • Peaceful:
  • +15% Income
  • +20% Food & Rune Production
  • +20% Birth Rate
  • -10% Military Efficiency
  • -20% Offensive WPA/TPA
  • Buildings
    • Homes - Peasant generation reduced from 0.5 to 0.3 (30% chance to generate a Peasant, this generation works like Guilds generation and is not affected by Production bonuses)
    • Thieves Dens - losses bonus reduced from 4% to 3.6% (90% max)
    • Training Grounds - no longer increase Military Casualties on offense; now also decrease Training Time by 1% (25% max)
  • Operations
    • Spy on Defense - new operation: reveals Defense Points home, difficulty and cost equal to to Spy on Throne
  • Dragons
    • Food cost increased from 15% to 20% of Gold cost
  • Rituals
    • Barrier: -20% Damage from Enemy Instant Magic & Thievery Operations, -10% Battle (Resource) Losses
    • Expedient: +20% Draft Rate, +10% Building Efficiency
    • Haste: -10% Attack Time, -25% Training Time, -25% Construction Time
    • Havoc : +20% Offensive WPA, +20% Offensive TPA, +10% Spell Damage, +10% Sabotage Damage
    • Onslaught: +10% Offensive Military Efficiency, +15% Enemy Military Casualties on Attacks
    • Stalwart: +5% Defensive Military Efficiency, -20% Military Casualties
  • Misc
    • Council page will now provide more information on Overpopulation

Age 94

Age 94

  • Military, Attacking & Defending
    • Learn Attack: no longer captures Science Books in War, it will reduce effectiveness similar to those seen with amnesia: Base gains of 5% effectiveness
    • Massacre Attack: Damage done to peasants increased 50% when in war


  • Thievery
    • Steal horses now requires at least unfriendly


  • Magic
    • Guile: Increases Instant Spell Damage and Sabotage Operation Damage by 15% for the duration. (down from 20%)

Age 93

Age 93

  • Exploration & Buildings
    • Libraries - Base Effect lowered to 1.25%, Max Effect 31.25%
    • Universities - Scientist Generation Base Effect lowered to 2%, Max Effect 50%
  • Science
    • Resilience scaling will be the same as Tactics/Strategy
  • Military, Attacking & Defending
    • Base Military Units values increased (check Race entries for values)
    • Soldiers are .25nw per point
    • Specialists are .4nw per offense point, .5nw per defense point
    • Elites have 0.36*off_points+0.45*def_points nw, rounded to the nearest .25
    • Prisoners are .2nw per offense point
    • War Horses are .3nw per offense point
    • Wizards and Thieves are 5 nw
    • Learn Attack now captures Science Books in War, with reduced Gains (50%)
    • Learn Attack amount of MAP (Multi-Attack Protection) generated increased by 75%
    • Learn Attack Gains adjusted (allocated Book gains decreased ~20% while Gains from unallocated Books roughly doubled)
    • Military Training Time bonus now includes Thieves
  • Relations
    • Unfriendly Relations threshold increased from 10 to 15 points
    • War Win score formula modified
  • Spells
    • Rune Cost formula has been adjusted, resulting in lower costs at small acre size and slightly higher costs at bigger acre size
    • Aggression - adjusted bonus/penalty to +2/-2
    • Amnesia - difficulty and rune cost increased significantly; and successful Casts will display the target's current Science Effectiveness
    • Anonymity - availability changed to All
    • New spell: Mind Focus - increases Wizard Production by 50% (Cost and Difficulty as Patriotism)
  • Dragons
    • Reverted Dragon Cost Mods to previous values (Age 89)
    • Adjusted Dragon HP Mods to previous scaling values: Sapphire 6.375, Topaz 6.375, Amethyst 7.65, Ruby 7.65, Emerald 9.5625

Age 92

Age 92

  • Base Military values and Networth changes
    • All Specialists are now Base 7 points, networth values remain the same (0.8 per offense point, 1 per defense point)
    • Thieves and wizards are now 7 NW
    • Elite net worth values no longer have a fixed value. Elite networth will be calculated using this formula:
    • If (elite offensive strength * 0.8 == elite defensive strength) then Elite NetWorth = ((elite offensive strength * 0.8) / 3) + def strength
    • Otherwise: [The Larger #: (elite offensive strength * 0.8) OR (elite defensive strength)] + [The Smaller #: (elite offensive strength * 0.8) OR (def strength) / 3
    • For example: Elite Value of 13/10 => elite offensive strength * .8 = 10.4, therefore 10.4 + (10/3) = 13.74
    • For example: Elite Value of 9/11=> elite offensive strength * .8 = 7.2, therefore 7.2/3 + 11 = 13.4
    • Horses are 3 points and 2.4gc (0.8 per point)
    • Prisoners are now 5 points and 1nw (0.2 per point)
    • Mercenaries ​are now 5 points and cost 300gc


  • Military training
    • Elite training costs are fixed at 1500 gc
    • All Races convert Specialists into Elites on Successful Traditional Marches
    • Specialist Troops cost 350 gc increased from 300 gc


  • Other Changes
    • All races have access to the spell War Spoils
    • Fireball damage has been increased by 10%
    • Anonymity is available only to Avians
  • Dragons: Cost reduced by 50%
    • Amethyst dragon: Science effectiveness reduction has been lowered from -25% to -7.5% ,
      • Additional new effect; IN WAR Amethyst dragon will slightly reduce the science effectiveness for the duration of the war for all provinces in the Kingdom every 6 ticks
      • This damage will occur at the same time a dragon destroys buildings
      • This damage will reduce your effectiveness similar to what 2 successful casts of amnesia would lower your science effectiveness (this is not an actual cast of amnesia, Amnesia Immunity will not prevent this)
  • End of War Cease Fire: increased from 72 hours to 96 hours
    • End of War Cease Fire: +50% science production during end of war cease fire
  • During WAR: Elite conversion rate on Traditional March attacks will be doubled
  • Attacking: intra-Kingdom attack speed will be reduced by 50%
  • Training Page: Inspire Army will be added to the list of currently active spells
  • The Wall: Monarchs now have the option to block random provinces from joining a kingdom. When The Wall is enabled, it causes kingdom's wages to increase by 20%.
  • Kingdoms will Naturally fill to 22 (instead of 24)
  • Spy on Sciences difficulty will be reduced
  • Spy on Throne is the easiest operation, using this level of difficulty as the base, Spy on Sciences difficulty will be reduced to roughly 3x more difficult than SoT (previously, *SoS was ~5.5x more difficult than SoT). To give a frame of reference, Spy on Military is roughly 4x more difficult than SoT
  • LEARNS: Learn will take more from allocated science books and less from unallocated science books
    • +50% allocated science books over current values
    • -50% unallocated science books over current values

Age 91

Age 91


Exploration & Buildings

  • Universities Scientist Generation rate base effect lowered to 3% (75% max)

Science

  • New Science Type under Military Category: Resilience - lowers all Military Casualties (scaling as Siege)
  • Starting number of Scientists adjusted for late start provinces

Military, Attacking & Defending

  • Specialist Unit cost reduced to 300gc
  • Being unable to pay full Military Wages will adjust down Military Efficiency at a faster rate
  • Relative-Kingdom Networth factor (RKNW) removed

Relations

  • Riots removed upon entering End of War Ceasefire (EoWCF)
  • All troops currently away on attacks against the War opponent return home immediately upon entering EoWCF (Generals are still unavailable for the Attack duration)
  • EoWCF maximum duration reduced to 72 ticks
  • Explore time up to Median reduced by 50% during EoWCF

Spells

  • Gluttony - availability changed to All
  • Guile - effect increased to 20%
  • Quick Feet - type changed to Duration Spell (extremely short), effect increased to 15%
  • Vermin - effect increased to 50%

Dragons

  • Only Monarchs and Stewards may launch a dragon

Miscellaneous

  • Draft calculator will show soldiers expected to be drafted for both aggressive and emergency without needing to change your actual draft rate
  • War Room will have a button to fill your attack for an ambush
  • The build tool will show up on the growth RAZE page for convenience


Bug fixes

  • Crystal Ball will be available thru Non-Aggression-Pact Relations


Age 90

Age 90

Exploration & Buildings

  • Hospitals base effect chance to Cure the Plague increased to 3%
  • Guard Stations now also protect Gold, Food, Runes and Science Books
  • Laboratories removed, effect moved to Universities
  • Libraries max effect increased to 37.5%
  • Universities Book generation base effect lowered to 2% and no longer protect Science Books, now increase Scientist generation rate at a base effect of 4% (effects unaffected by BE)

Science

  • Scientist Generation Rate increased to 1.5%

Military, Attacking & Defending

  • Military values rescaled (see individual Race entries for details)
  • Military Credits earned increased from Defense Points*0.004*RNW to Defense Points*0.008*RNW (in line with Military rescaling)
  • Available Generals lowered to 4, extra General Offense bonus increased to 5%
  • Raze Attack Gains floor lowered to 10 Acres (5 Acres when hitting into War stance)

Relations

  • Dragon Meter Points increased to 30
  • Force Ceasefire time window needed to Surrender reduced to 3 Ticks
  • A Hostile Aggressor Kingdom (the Kingdom with the higher Meter value) will gain access to Declare War button when the Defending Kingdom (the Kingdom with the lower Meter value) reaches 90 Meter Points, up from 75

Spells

  • New Self Spell: Guile - increases Sabotage Operation and Instant Spell Damage by 15% for the spell's duration
  • Aggression - bonus reduced to +1/-1
  • Amnesia - available to everyone
  • Expose Thieves - Damage rescaled from 7%-34% to 10%-20%
  • Fanaticism - Defensive Military Effectiveness penalty increased to 5%
  • Fountain of Knowledge - no longer increases Books reward from War Win
  • Paradise - cannot be Cast during Protection
  • Town Watch - rescaled from every 3 to every 5 Peasants will defend with 1 Defense point (in line with Military rescaling)
  • Vermin - changed to Instant Spell, now destroys up to 40% of target's Food

Operations

  • Assassinate Wizards - Damage and cap reduced by ~15%
  • Free Prisoners - changed from Unfriendly to Any

Dragons

  • Dragon Hit Points reduced by 50% (in line with Military rescaling)

Miscellaneous

  • Kingdom Wall will be available during Freeze and Protection time
  • Starting Draft Target % increased

Age 89

Age 89

Honor

  • Magic Honor gains lowered by 10%
  • Thievery Honor gains increased by 20%

Exploration & Buildings

  • Explore Cost penalty for Kingdoms with <11 provinces removed
  • Libraries base effect increased to 1.5%
  • Dungeons now hold 40 Prisoners

Science

  • Scientist Experience required for advancement lowered from 2400/11040/24480 to 2400/8160/18240
  • Book Decay limit raised to 5000bpa
  • Tactics Science efficiency modifier reduced (now equal to Strategy)

Military, Attacking & Defending

  • Races now have a base Elite that gains strength based on the Personality pick
  • Prisoners and Mercenaries now have 6 Offense
  • Military Casualties on Plunder defense reduced by 50%

Relations

  • Hostile Relations reached at 30 meter points
  • War Points and War Tier values adjusted (similar to Genesis)

Spells

  • Crystal Ball Rune cost reduced
  • Mage's Fury bonus and penalty reduced to 25%
  • Scientific Insights duration slightly increased

Miscellaneous

  • Kingdom Wall removed
  • Kingdoms fill to 24 provinces (maximum Kingdom size unchanged)
  • Kingdoms will be awarded 3 free invites at the start of the Age
  • Newly created Kingdoms will have 1 week to use the 10 provided invites before random provinces can join

Age 88

Age 88

Honor

  • Starting Honor increased to 1440 (Honor increases by 20 Honor per Tick over a period of 3 days)

Exploration & Buildings

  • Explore Pool decay starts at 667 acres
  • Universities - Science Book protection base effect increased from 2% to 2.5%

Military, Attacking & Defending

  • Base Attack Time increased to 16 ticks
  • Elite Wages increased to .75gc
  • Soldiers can prevent up to 100% of Desertions

Relations

  • Force Ceasefire time window needed to Surrender increased from 3 to 6 ticks
  • Force Ceasefire duration reduced to 48 ticks
  • War provides -25% Build Time
  • War Training Time bonus applies on declare (instead of after 24 ticks)
  • War Military Losses reduction bonus removed
  • Mutual Peace free Specialist Credits reward increased to 3 * Median
  • Mutual Peace free Building Credits reward increased to 200%
  • Withdrawal free Building Credits reward increased to 200%
  • Victory free Building Credits reward reduced to 200%
  • War Points formula altered - Land/Networth/Honor Kingdom ranking and Tier will have a significant impact on the points rewarded

Spells

  • Crystal Ball - now available to everyone
  • Mage's Fury - duration decreased
  • Scientific Insights - duration significantly increased

Dragons

  • New Dragon: Amethyst - reduces Science Effectiveness by 25%, strength and cost similar to Ruby
  • Sapphire Dragon Health Factor increased (similar to Topaz)
  • Emerald Dragon Health Factor slightly increased
  • Dragon's Building Damage deferred to 3% every 6 ticks after the Dragon is launched

Age 87

Age 87

  • An overview of important things to note and keep in mind while reviewing the changes:
  • All Races convert Specialists to Elites on Traditional March attacks, elite prices are significantly increased.
  • New Personalities added: Raider and Necromancer. Cleric and Sage Removed.
  • Honor rebalanced. Bonuses start at Knight. Initial amount of Honor reduced.
  • Explore Pool now also decays in War, but overall at a considerably lower rate.
  • Base Attack Time reduced. Most Attack Time bonuses removed.
  • Base number of available Generals increased by 1.
  • Wages have a significantly bigger impact on Military Efficiency. Armies can be sent away on attacks even when Wages were unpaid.
  • Schools removed, their effect added to Universities. Libraries reintroduced.
  • Several End-of-War Ceasefire bonuses and penalties removed.
  • Divine Shield returns as a Support Spell, now decreasing Spell Damage Taken instead of increasing Magic Efficiency.
  • Several Spells had their effects improved and/or durations altered.
  • Some Dragon types are more expensive and/or harder to kill.
  • Several Rituals were altered or improved.

Age 86

Age 86

Dragons

  • Will destroy 1% of buildings per tick

War

  • Bad spells will be removed at the conclusion of war
  • Mutual Peace will provide building credits to each Kingdom in the amount of the median acre size
  • Surrender will provide building credits to the Losing Kingdom in the amount of 1.5x median acre size
  • Surrender will provide building credits to the Winning Kingdom in the amount of 2.5x median acre size
  • The increased book production received from Schools will not affect the books awarded from a War Win
  • The effects from Fountain of Knowledge will affect the books awarded from a War Win
  • Racial and Personality mods that affect book production will increase the books awarded from a War Win

Science

  • Will not generate while your province has less than 25 Defense Per Acre (excluding beginner protection or war)
  • Will begin to decay once you reach 3500 Books Per Acre
  • Science will not decay while at war

Attacks

  • Learn attack damage is significantly increased while in war (+50%)
  • Specialists credits from attacks have been increased by 20%

Buildings

  • Watchtowers base effects increased to 2% / 3% respectively
  • Schools have a maximum effect of 62.5%
  • Universities maximum effect adjust to 67.5%

Thievery/Magic Updates

  • Stealth and Mana can now be used down to 5%, instead of 10%
  • Thievery operations honor has been increased by 20%

Spells

  • New (or revised) Spells:
  • Bloodlust - Increased the amount of self military casualties while the spell is active from 15% to 20%
  • Ghost Workers - Reduce the number of jobs required for max building efficiency by 20% (instead of 15%)
  • Amnesia - Significantly more powerful, unique to Sage (On 11 successful casts you could expect the science effectiveness of the target be reduced to somewhere between ~84% - 72%)
  • Sacred Mist - Changed to a duration spell with short duration
  • Paladins Inspiration - Renamed to Heros Inspiration


Miscellaneous

  • Amnesia removed from all races making it unique to Sage
  • Various text snippets with regards to Dragons have been modified
  • Various text with regards to Ritual durations have been updated

Age 85

Age 85

  • Dark Elf has returned!
  • Sage has returned!
  • A new spell is available called Sacred Mist
  • Income is being increased
  • War will reduce income
  • The daily acre bonus will be moved to the 1st of each month. Acre Bonus increased to 10 acres
  • Some spell effects have changed
  • Dragons have another standard effect for all dragon types
  • Scientist book production has been lowered for higher ranks
  • Personalities will each have a bonus to a book production for a specific science category
  • IntelBot connection to Discord will be 30 credits to purchase for the duration of the age while we continue to improve this feature
  • Kingdom hostile meter is 50 credits to purchase for the duration of the age, you can message DavidC or SassyWolfie on Discord to purchase
  • There will be a new Shop item for Kingdom wide Gold status, this will cost 550 credits. Until this goes into the Shop you may contact DavidC or SassyWolfie in Discord to purchase this (discounts based on accounts that have already purchased Gold will be made)

Dragons

  • Food production will be reduced by 10% while a dragon is ravaging your lands

War

  • Gains going into or out of war are being reduced from -75% to -85%
  • While in War income will be reduced by 10%

Science

  • Recruit Scientists will produce 100 books per tick
  • Novice Scientists will produce 120 books per tick
  • Graduate Scientists will produce 140 books per tick
  • Professor Scientists will produce 160 books per tick

Buildings

  • Stables will produce 2 horses per tick (down from 3)
  • Forts will increase defense by 1.5% (reduced from current amount of 2%)

Spells

  • New (or revised) Spells:
  • Sacred Mist - 10% reduced gains on the next attack made against you (will be triggered on fails)
  • Invisibility - TPA bonus increased to 20%
  • Mage's Fury - WPA bonus and penalty increased to 30%

Age 84

Age 84

An overview of important things to note and keep in mind while reviewing Race and Personality changes:

  • Inspire Army will be on all Races
  • Support Spell durations increased slightly
  • Fanaticism and Invisibility are no longer Support Spells
  • Any Kingdom can declare war if both Kingdoms have at least 75 hostile points on their meter towards each other
  • Force CF mechanics changed a bit
  • Several spells have been modified
  • Mercenary and Prisoner attack value is now 8
  • Genesis Age 120 has REVISED WoL Age 84 changes live, including mechanics
  • Slight adjustments to Ritual effects
  • IntelBot connection to Discord will be 30 credits to purchase for the duration of the age while we continue to improve this feature
  • Kingdom hostile meter is 50 credits to purchase for the duration of the age, you can message DavidC or SassyWolfie on Discord to purchase

Military

  • Mercenary and Prisoner attack value is now 8

Science

  • Artisan Science will now also reduce Raze cost

War

  • War may be declared by EITHER Kingdom if both Kingdoms have at least 75 Hostile Meter points
  • Hostile Meter Cap is increased from 150 to 225
  • End of War build credits awarded will be based on Median province size
  • Build credits awarded to the losing Kingdom will be increased from 50% to 100%
  • War Win science books awarded will be reduced from 72 hours of books to 48 hours
  • While under Median, you are able to explore up to 500 acres (total land area) in a single explore. For example, if you are 50 acres with 0 acres currently being explored then you may explore up to 450 acres all at once which will take you to a total of 500 acres after the explore is complete.

Force Cease-Fire

  • While at war, a Kingdom will now be capable of activating Force CF (Defender only)
  • Force CF duration will increase from 3 days to 5 days

Buildings

  • Dungeons will hold 30 Prisoners maximum

Spells

  • Offensive Spells will have reduced honor gains by 20%
  • New (or revised) Spells:
  • Aggression - Soldier offense will increase by 2 and soldier defense will be reduced by 2
  • Invisibility - Will now also reduce thieves lost during thievery operations by 20% while active
  • Town Watch - While active your peasants will defend your lands at 1 point of defense for every 3 peasants

Age 83

Age 83

An overview of important things to note and keep in mind while reviewing Race and Personality changes:

  • Networth values for military have been adjusted to account for the inflation of values such that you should expect similar networth values for the troops being trained
  • Specialist base military values are now 10 (.4 nw per offense / .5 nw per defense)
  • Soldier base values are now 2
  • War Horses are now 3/0 (.3 nw per offense)
  • Mercenary and Prisoner attack value is now 6 (Prisoners will now have a networth value of .1 per point of offense)
  • Mercenaries will now cost 300 gold each (instead of 350)
  • Genesis Age 113 will have most of the Final WoL Age 83 changes live
  • Slight adjustments to Ritual effects
  • Love and Peace spell effect has a new effect added
  • Invisibility and Fanaticism are now Support Spells
  • IntelBot connection to Discord will be 30 credits to purchase for the duration of the age while we continue to improve this feature

Military

  • Specialist base military values are now 10 (.4 nw per offense / .5 nw per defense)
  • Soldier base values are now 2
  • War Horses are now 3/0 (.3 nw per offense)
  • Mercenary and Prisoner attack value is now 6 (Prisoners will now have a networth value of .1 per point of offense)
  • Mercenaries will now cost 300 gold each (instead of 350)

Dragons

  • Hit Points on all Dragons will increase by 70%

War

  • War win acre maximum bonus will be introduced and set to 10000 acres

Force Cease-Fire

  • This mechanic will no longer cancel dragons that have been started

Buildings

  • Homes max effect will cap at 100%
  • Schools increased to % * 2.5
  • Stables will hold 80 horses and generate 3 per tick
  • Dungeons will hold 40 Prisoners maximum

Spells

  • New (or revised) Spells:
  • Love and Peace - Increase War Horses production by 40% (in addition to existing spell effects)
  • Ghost Workers - Duration will be increased slightly
  • Bloodlust - Effects will be +10% offense, +10% kills to enemy during combat, +15% own losses during combat

Miscellaneous

  • Ambush will no longer be recorded in History as a failed attack (unless you fail)
  • There will be a success / completion message when funding/slaying a dragon or completing a ritual
  • Starting scientists for provinces that create later in the age will be significantly increased to account more closely with the time that was missed
  • Release Prisoners will require Unfriendly
  • Ritual page will display current Ritual effectiveness based on casts performed for all players, not just Monarch & Stewards

Age 82

Age 82

  • Paradise will be available for all races
  • War Declare Range is now: Range == SIZE * .85 < IN RANGE < SIZE / .85 (Max meter wars are still possible)
  • Forced CF will only be available if you are NOT in range for war
  • Military Wages minimum rate is now 10% (Military Efficiency will scale proportionately)
  • Genesis Age 107 will have most of the WoL Age 82 changes live
  • Conversions of Elites on Traditional Marches as seen in Undead or War Hero has historically not scaled based on target range, this will no longer be true. Conversions will scale *once relative size moves out of range similar to land gains
  • Bloodlust and Scientific Insight effects have changed

Mechanics

  • Military Wages
  • Military Wages minimum will be 10% (down from 50%), the low end of Military Efficiency will scale similary

War

  • War declare range is now: (X * .85) to (X / .85)
  • War win acre minimum bonus will be reduced to 2500 acres (from 4000)

Force Cease-Fire

  • Only kingdoms under 85% size can force CF with an aggressor (same requirements for time and attacks remain)
  • Aggressor kingdoms can force CF after 24 hours of no attacks in kingdom news

Buildings

  • Laboratories max effect will be 100%

Spells New (or revised) Spells:

  • Fountain of Knowledge - Increase Book Production by 10% for duration (slightly longer duration than Revelation)
  • Vermin - Food decays at a rate of 6%, up from a base of 1%
  • Scientific Insight - Effect reduced to 5% increase in science book effectiveness
  • Bloodlust - Offensive Military Efficiency reduced to 10%, Enemy Military Casualties reduced to 10%, Self Military Casualties reduced to 20% while active

Miscellaneous

  • Addition of a MAX button or Ratio allocation to your science page to allow for easier allocation
  • You can now see how many ticks you have been logged in with regards to Daily Bonuses by looking at the State Council page

Age 81

Age 81

  • New category of spells (Support - listed in Mechanics section)
  • Gold Account Status will be implemented, full details on the features of this and how they work listed below
  • Artisan has returned
  • Paladin and Cleric have been merged
  • Expose Thieves is now unique to Rogue and Mystic
  • Steal War Horses is now unique to Rogue

Mechanics

Hostile Meter

  • Sending a Dragon will move the Hostile meter by 18 points instantly
  • The meter will decrease by 1/5 on the 1st of each Month, or 3 points whichever is higher

War

  • War Range is now, low end 85% up to ~117.64% (1 / .85)
  • Auto Surrender will be possible after 5 days of war instead of 7 when opponent is 50% or less networth
  • Learn attack effects while in war will be increased from 4% to 8%
  • Out of range wars will yield war points based on relative size at the war start and scale accordingly, for example:

Example: 84.9% range = 100% points

  • 80% range = 85% points
  • 75% range = 65% points
  • 65% range = 20% points
  • < 65% range = 0 points

Force Cease-Fire

  • If you are in war range (85-117.64%) when activating a Forced Cease-Fire your Kingdom will lose up to 3% honor at 95%+ and scale linearly to 1.5% at the bottom of the range (85%)
  • This honor will be lost by the Kingdom pressing Force CF, it will not be transferred to the opponent Kingdom

Spells

  • Ghost Workers will reduce the amount of jobs needed to be filled for maximum Building Efficiency by 15%
  • There is a new category referred to as Support
  • Support Spells are the only spells that can be cast on Kingdom Mates (if your race/personality has the ability)
  • Having the ability to cast Support Spells on Kingdom Mates does NOT grant access to ALL of these spells

Miscellaneous

  • Current Training time duration will be displayed on the Military page
  • Current Kingdom Ritual efficiency will be displayed for all users throughout casting period instead of just Monarch/Stewards
  • Adding Slot # to various drop down menus when selecting provinces in a Kingdom
  • Adding EoWCF duration / end time to various areas (News Event / Throne page)
  • When choosing a sitter, the drop down display will be more intuitive and easier on mobile devices
  • Addition of a MAX button for allocation to your science page to allow for easier allocation

Age 80

Age 80

Mechanics

Hostile Meter

  • Unfriendly will begin at 10 points
  • Hostile will begin at 25 points
  • Sending a Dragon will move the Hostile meter
  • Traditional March, Massacre and Learn will add 3 points to the meter
  • Ambush will add 1.5 meter points
  • Failed attack meter movement will also be increased by ~25%
  • The meter will decrease by 1/6 on the 1st of each Month

Dragons - Saphire HP will be increased

Science System

  • Science effects will be adjusted (more detailed information will be provided in graphs)
  • Book generation rate will be reduced
  • Military Train Time science affects the train time reduction in an odd way and will be adjusted to be more intuitive

Overpopulation

  • Peasant desertions will increase (roughly +50%)
  • The rate at which troops desert from armies away will be reduced by 25%

Spells

  • Bloodlust effects are now:
    • +20% Offensive Military Efficiency
    • +15% Enemy Military Casualties
    • +30% Own Military Casualties

Miscellaneous

  • Sitting days per Province will be increased from 21 to 30
  • Minimum sitting time used by using a sitting credit will reduce from 24 to 12 (for example, if using sitting for less than 24 hours in the past you would use a full 24 hours. Now, if you use less than 12 hours it will remove 12 hours and anything over 12 hours will remove the exact amount of time used)

Age 79

Age 79

Mechanics

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
  • Thief/Sorcery operations that increase the meter will be shown in a new area that Monarch and Stewards only have access to
  • There is a new display on the War Room, Thievery and Sorcery page that provides information on Meter Movement and Status
  • There will remain a requirement of at least 3 provinces within a Kingdom to perform operations on the opposing Kingdom for War to be declared
  • An aggressor Kingdom can enter into a 72 hour unbreakable Cease-Fire with a defending Kingdom if the aggressor has not made military attacks for at least 24 ticks
  • To remove confusion, the definition of aggressor Kingdom shall mean the Kingdom with higher hostility meter points
  • A defending Kingdom may enter into a 72 hour unbreakable Cease-Fire with an aggressor Kingdom if:
  • a) Defender has not made any military attacks for at least 3 ticks, AND;
  • b) Defender relations toward Aggressor are not Hostile
  • c) Aggressor is Hostile with Defender
  • d) Aggressor has been Hostile with defender for at least 3 ticks.
  • If both Kingdoms are Hostile, either Kingdom may declare War (normal Unfriendly v Hostile declares are available)
  • War Win rewards will only be provided if Kingdoms are in range at declare (range moved to 80% - 125%)
  • If Kingdoms enter war while out of range, Surrender will be available much sooner than traditionally (i.e. 16 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)
  • MAP change in war will be adjusted to roughly be in the middle of where it was in Age 77 and Age 78
  • Bounces will affect the meter based on offense vs defense sent (i.e. a failed attack with greater than 75% offense sent would move the meter equivalent to 50% of a successful Traditional March)

Learn Attack

  • Base amount of stolen allocated books will be reduced by about 50%
  • Troop losses on Learn defense will be reduced by 50%
  • In WAR base (effectiveness reduction) will be increased by roughly 50%

Amnesia

  • The minimum effectiveness reduction from this spell will be increased

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

End of War Cease-Fire

  • Birth Rate will be increased by current effects only for the first 36 hours
  • Troop/Thief cost reduction will be removed
  • All credits (Specialist/Build) will be lost upon exit of End of War Cease-Fire
  • A small amount of science will be awarded to the winner

Science System

  • 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

Miscellaneous

  • Building Raze page will have the Use Credits checkbox NOT checked by default

Age 78

  • Learn attack reintroduced
  • Science system overhaul
  • Sage personality removed
  • All races and personalities have access to Amnesia and Revelation
  • Amnesia is now a War only spell, reduces target's science effectiveness
  • Kingdom v Kingdom in range throttle formula slightly adjusted
  • 7 day auto-ceasefire with a larger kingdom mechanic removed
  • War win land and honor bonuses reduced
  • Max GBP gains in war reduced by 25%
  • EoWCF population growth increased
  • Desertion per tick significantly reduced
  • Desertion now removes army both away and at home

Age 77

  • Races: 7 races choices now available to choose from (Bocan, Dark Elf, Dryad have been removed)
  • Attacks: The Abduct attack has been removed
  • Buildings: Universities will now only grant protection against Amnesia
  • Spells: Expose Thieves will now be available only with Unfriendly and higher relations
  • Spells: Support Spells ability moved to Paladin and tweaked slightly to be more difficult in extreme range scenarios
  • Science: Scientist soft cap reduced from 35 to 30 & Increase in base spawn rate
  • Rituals: Rituals have been made more distinct in their functions to add an element of strategy into the choice of ritual
  • Rituals: New ritual type added: Expropriation
  • Rituals: Resilient ritual has been removed from the game
  • Dragons: Dragon send range will be removed when targeting a Kingdom you are at war with
  • Wars: The 10% reduced attack time granted instantly on War Declare will be removed, attack speed reduction will slide in up to -25% over 12 ticks
  • Inactives: The days required for a Monarch to have the option to remove provinces will be reduced from 4 to 3 (48 hours to receive + for inactivity, then 3 days to be capable of manual removal)
  • Bugs: Fix the restoration of normal relations after Cease-Fires are sometimes canceled

Age 76

Age 76

Mechanics

End of War Cease-Fire

  • Explore costs during End of War Cease-Fire will be the same as during war for provinces Median and larger (including incoming explored acres) (500%)
  • Provinces below Median (including incoming explored acres) will have reduced explore costs during End of War Cease-Fire (250%)

Attacks

  • Intra-Island attacks will no longer have reduced attack times
  • Base attack time will be reduced by 10%
  • Attack Gains Formula - Land component of gains formula will be removed and revert to a Networth based gains formula only

Dragons

  • Dragons will not be allowed to be started or sent during an unbreakable Cease-Fire (End of War Cease-Fire included)
  • Dragons that have already begun will be automatically canceled upon entering an unbreakable Cease-Fire (End of War Cease-Fire included)
  • Conquest - Meter will work more consistently with attack mechanics
  • Multi-Attack Protection (MAP) - Will no longer increase from failed attacks
  • Scientists - Scientists required for soft cap will be the same number for all categories at 35
  • Support Spells - Support spells will no longer have the possibility of exploding wizards
  • War Win Points - Bonus war win points will be scaled in through Yr1. Currently points are calculated normally through Yr0 and bonus points are awarded beginning in Yr1,instead we will scale this transition evenly through Yr1 with full points being awarded beginning in Yr2. So for clarity, Yr 0 will have no bonus points awared and Yr 1 will scale bonus points in each Utopian Month.
  • Cease-Fire - During ANY Cease-Fire espionage operations will be allowed (including End of War Cease-Fire) on the Kingdom you are in Cease-Fire with
  • Self News - There will be a new section added that will show ALL of your own actions in game. For example, training of units, constructing acres, performing operations (with results including attacks) so that you will have your own log of your own actions.
  • Abolish Ritual - There will be more transparency on the amount of successful casts already performed on any particular target and also the amount of successful casts on the target Kingdom.

Miscellaneous

  • Inactive Removal - The days required for a Monarch to have the option to remove provinces will be reduced from 5 to 4
  • Stewards - Monarch will be allowed to elect 2 Stewards instead of 1
  • Networth - Wizard and Thief Networth will be increased from 4 to 5

Bug Fixes

  • Rituals were not allowed to have the 'Complete Ritual' button pressed unless you had sufficient mana/runes. This will be fixed.
  • Various issues with Espionage page will be fixed (random things when provinces die or defect and reflected spells showing incorrectly)
  • Allow sending of Cease-Fires while you are in End of War Cease-Fire

Age 75

Age 75

Mechanics

  • Abduct - Gains reduced
  • Meter Throttling - Adjusted to be based more accurately on the enemy size relation to you (not based purely on networth)

Buildings

  • Watchtower rate at which protection is granted will be increased slightly. Maximum effect will remain the same.
  • University science protection rate will be increased slightly
  • Dungeons will be adjusted to hold more Prisoners and Prisoners will generate slightly more gc and increase the rate at which dungeons fill from battle (2/3 fill 1/3 deaths compared to the current 50/50 fill/deaths)
  • Guardstations will now ONLY protect land (no longer protect scientists on abduct and resources on plunders)

Scientists

  • Scientist Max networth will be adjusted

Rituals

  • Ritual Strength (will be renamed to Effectiveness for purposes of clarity) is active and affecting the bonuses received from the Ritual
  • Ritual will no longer 'require' 80 casts to complete (although 80 will provide the full strength of bonuses listed)
  • Once the Ritual is started it can be 'completed' at any time after 40 successful casts by the Monarch pressing a new button to Activate the Ritual immediately based on the number of successful casts at that time
  • The Monarch or Steward can see the effectiveness of the ritual as it is being cast
  • Ritual will automatically cast on the expiration of 48 hours and effects will be based on the number of successful casts at that time
  • Ritual strength(effectiveness) will scale based on the amount of casts: 40-80 casts is a linear growth from 40% to 100% effectiveness (accurate); over 80 casts will have diminishing returns.
  • Abolish Ritual will remain in its current state (50 casts overall required to destory enemy ritual)
  • Ritual Casts will be displayed on the Throne so that you know how 'strong' the base effect of the Ritual is

Spells

  • Some Paladin Only spell durations adjusted slightly higher
  • All Instant Sorcery Spells will have damage reduced by 5%

Merging of Kingdoms

  • Kingdoms will merge weekly starting after Yr 1. Eligible Kingdoms to merge will be in the lowest 1/3 of the server and will merge similarly as is performed during the end of age reset such that Kingdoms with very few provinces will have a chance to play with other active players in a normal size Kingdom. Kingdoms that will be merged will be handled on a case by case basis and contacted directly via Game Administration. Kingdoms will have the option not to merge if they so choose as we test the effectiveness of this feature. We encourage Kingdoms who would like to merge to contact DavidC in Kingdom 1:1 via Private Message or UtopiaSupport
  • Relative Kingdom Networth - Currently this is a part of the gains formula and is based entirely on the overall size of your Kingdom vs the Opponent Kingdom. This will change to be based on the average province size of your Kingdom to be a more accurate representation of the Kingdom strength
  • War Win Bonus - The minimum war win acres bonus will be reduced to 4000 acres (from 5000)
  • War Range - War Ranges will be determined by either land or networth, for example you will be IN war range if either land or Networth is within range of your target
  • Thief/Mage Operations - A slight reduction in damage will be made on the effectiveness of operations performed the farther out of range a province is (this will be affected in both directions, small vs large and large vs small)
  • Massacre - The damage of massacre will be reduced by roughly 10%
  • Conquest - Gains from Conquest attacks will be increased. The amount of offense required to break your opponent will remain the same but yield a higher gain
  • Assassinate Wizards - The damage of Assassinate Wizards will be reduced by roughly 10%
  • Aiding Explorable Acres - The amount of acres lost when aiding will be reduced from 75% to 50%

Force Cease-Fire

  • There will be an option for an aggressor Kingdom in a conflict to force both parties into a binding 7 Utopian Month cease-fire period. We are still working on the best method by which to implement the functionality on this, but the currently designed way for it to work has several components to it:
  • The aggressor Kingdom (the KD looking to Force Cease-Fire) will need to have 100 or more meter disparity on the 1st of each Utopian Month for 3 consecutive Months
  • The 'Force Cease-Fire' button for the aggressor Kingdom will be available beginning on the 12th of the 3rd Month
  • The defending Kingdom will be able to stop the forced cease-fire in several ways: a) Reduce the meter disparity between Kingdoms to under 100; or b) make at least 5 successful attacks during the Month of which the aggressor is capable of forcing the cease-fire (example: if you are the defending Kingdom and don't want the aggressor to receive the button at all, you must make 5 successful attacks between the 1st and 12th otherwise the aggressor will have the force cease-fire button until 5 attacks are successfully completed)
  • If the defending Kingdom prevents a button on the 3rd consecutive day of 100+ meter by making 5 attacks, the defending Kingdom will have the same task of prevention on the following day: either reduce the disparity to less than 100 or make 5 attacks on the 1st - 12th
  • The only way to reset the 3 day counter is to reduce the meter disparity below 100, at that point the aggressor must satisfy the first requirement which is 3 consecutive days of 100 or more meter disparity
  • There is no wait period for the aggressor to press the button, once it becomes available on the 12th it can be pressed at any time
  • More clarity on how this will work to come...please provide feedback/thoughts on this in the suggestions thread.



Miscellaneous

  • Dragons - The Dragon page will be available at all times (instead of only when you are funding or have a dragon) and will display the stats of each dragon similar to the way the Ritual Status page works now for Rituals.
  • Spells Attempted/Successful - We will add more stats to the History page that will detail the attempts/success for self spells & sorcery

Age 74

Age 74

Mechanics

  • Night Strike - Damage dealt by night strike will be reduced by approximately 20%.
  • Inspire Army/Paladin's Inspiration - Both of these spells are capable of being cast on a Province, however, while PI is cast it's effects will prevail until it wears off. Therefore, the bonuses from each of these spells will not stack, only 1 will be applied if both are present.
  • Abduct Military Casualties - Defensive military casualties on abducts has been reduced by 50%
  • Multi-Attack Protection (MAP) - The rate at which this metric increases for abducts has been adjusted to be a more adequate representation of the resources lost. Additionally, this metric has been revised slightly in other areas to be a better representation of damage that occurs in an attack.
  • Meter Throttling - Adjusted to reduce operation damage against Kingdoms that have gains throttled on you. Also there will be a reduction to throttling that occurs within declare range.
  • Ceasefires - There is a new feature with Cease-Fires that allows you to choose a date until which the Cease-Fire cannot be broken. The farthest date in the future that can be chosen is 3 Utopian Years.

Buildings

  • Watchtower rate at which protection is granted has been reduced. Maximum effect will remain the same.
  • Allow Cancel of buildings under construction (no gc refunded)
  • War Proposals - Limit of 3 proposals that can be oustanding at any given time
  • EoWCF Duration - Increased to 96 hours from 72 hours.
  • Stances - Removed
  • War Win Points - Point calculations will no longer be boosted based on rankings during YR 0.
  • IP Restrictions - We have overhauled the anti-cheat system. IP restrictions have been modified to rely more on heuristic methods than automated prevention. The effectiveness of these efforts will be carefully and extensively monitored and adjusted accordingly.
  • Dragons - All Dragon costs reduced by 25%. Additionally, you will now have the ability to name your dragon! Is yours Sophia? That's Dave's!

Scientists

  • You can now choose which category your next scientist will spawn into (random is also an option)
  • Scientist Experience will now show on your Science page and in the Spy on Sciences. This will allow for calculation of scientist networth to ultimately provide a method for determining wizard population. We feel that Wizards should have some mystery and require a bit of knowledge and pursuit to discover rather than have accurate information handed out in a single successful operation.

Rituals

  • Reduced to 80 casts
  • Mana cost will actually be 2% instead of 3% (this was left out of Age 73 code but is now in place for Age 74)
  • Support Spell History - There will be a new area in the History section of your province that records your casts and successful casts of spells on Kingdom mates
  • Self Kingdom Espionage - There will be an Espionage Page added that will show your own Kingdom's Support Spells. This page will only show Support spells that have been cast by others, it will not show spells you've cast on yourself.

Train/Build Credits

  • Can use building credits to raze acres will be a standard ability
  • There will be an option on all pages to provide use of building credits that will allow the option to NOT use your credits for your current purchase. For example: You would like to train 1000 specialists and have 500 specialist credits but you would prefer not to use your credits, there will be a checkbox that will designate the option to NOT use the credits.
  • Immediately upon exit of End of War Cease-Fire all Credits will decay by 1/3 instantly
  • Building Credits will decay at a rate of 20% per Month if Credits > Land * 15%
  • Training Credits will now decay at a rate of 20% per Month

Spells

  • Some Paladin Only spell durations tweaked slightly higher
  • Nature's Blessing - The chance to cure plague will be increased to 1/3 up from 1/5

Age 73

Age 73

Mechanics

  • 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)
  • 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.
  • 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.

NEW Features

  • These don't necessarily fall under Mechanics changes but are new to the game:
  • 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.

Age 72

  • NW Changes: Peasants will now be 0.25 NW, and soldiers will be 0.5 NW and 1/1.
  • 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
  • Scientists: generated on a flat ratio similar to wizards instead of via RNG.
  • Explore pool: remove kingdom-wide explore pool and replace it with province level exploration pools.
  • Gains: Replace Networth Based Gains (NWBG) with a hybrid Land Based Gains (LBG) system that incorporates NW.
  • Networth Protection: Significantly reduced for spells and sabotage operations.
  • Op success rate: Success rates made significantly easier to achieve
  • Wars and wins: Significantly reduced.
  • Wars and wins: 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 war wins) to double the current points.
  • Wars and wins: Additionally, we are adding a new set of WW bonuses. Kingdoms will receive recognition on their kingdom page 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.
  • Wars and wins: 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.
  • Wars and wins: 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.
  • Wars and wins: 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.
  • Kingdom Rituals: KRs are a new mechanic that serves as a kingdom-wide bonus.
  • Kingdom Rituals: The Monarch or Steward will select one of 3 rituals the kingdom will begin (similar to the starting of a dragon)
  • Kingdom Rituals: To complete the ritual the Kingdom must cast a new 'ritual spell' 100 times within 48 hours of the ritual being started
  • Kingdom Rituals: The ritual spell will have a very expensive rune casting cost; and have a difficulty similar to the most difficult self spell
  • Kingdom Rituals: A successful KR will last for 120 hours
  • Kingdom Rituals: 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
  • Kingdom Rituals: All users will have a KR page; on this page only you will have the KR spell available to help initiate the KR
  • Kingdom Rituals: 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
  • Kingdom Rituals: For enemies: an active KR will be displayed via Spy on Throne, where you will see which KR is active and current strength
  • Kingdom Rituals: 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.
  • Spells: Inspire Army is no longer a baseline spell, it is being replaced by a Paladin-only spell called Paladin's Inspiration and has ~25% increased effects (low difficulty;moderate/high duration)
  • Spells: Paradise will still consume explore pool, will be available only to Mystic or Rogue personality (Not Faery)
  • Spells: Scientific Insights (Paladin Only) - This spell will increase the science effectiveness of target province by +10% (moderate difficulty/short duration)
  • Spells: Illuminate Shadows (Paladin Only) - Provide target with -20% damage from thievery operations (moderate/high difficulty;moderate duration)
  • Spells: Wrathful Smite (Paladin Only) - Attacks against province while this spell is active will result in higher casualties for the attacker (moderate difficulty;low/moderate duration)
  • Spells: Divine Shield (Paladin Only) - Increase magic defense of target (will stack with Magic Shield;low/moderate difficulty;moderate duration)
  • Spells: Magic Ward (Unf Only) (Paladin Only) - Increase target's spell cost in runes by 25% for duration (moderate difficulty)
  • Spells: Barrier of Integrity (Unf Only) (Paladin Only) - Stops all drafting that would normally take place in target province (moderate/high difficulty;very short duration)

Age 71

  • Science: Scientist Recruit rank reduced from 6 hours to 3 hours
  • Science: Scientist Spawn rate lowered slightly
  • Science: Food Science will now be Production Science, and it will increase both Food and Rune production
  • Science: Production Science maximum will be 120%, down from 200%
  • Science: Magic Science will no longer increase Wizard Production
  • Science: Approximately +50% Scientists will be required to reach maximum effects (We want there to be a strategic choice as to what science effects you have by reducing the spawn rate & increasing required scientists to reach max)
  • Spells: Revelation will increase scientist spawn rate by 30%, down from 100%
  • Spells: Revelation duration will be lowered
  • Spells: Fanaticism was modifying attack gains by -10% this has been removed
  • Spells: Blood Lust will provide +10% Offensive Military Efficiency & +15% Higher Military Losses for the caster & +10% Military Losses for the enemy
  • Wars and wins: Anonymity will no longer destroy honor during war
  • Wars and wins: The Raze attack's damage while in war has been increased
  • Wars and wins: The attack gains formula has been adjusted slightly to discourage bottom-feeding and reduce the penalties for top-feeding
  • Wars and wins: The in-war attack gains formula has also been adjusted to increase minimum gains in both directions, with a larger increase for attacking larger targets
  • Wars and wins: The War Win bonus choice of 'Land' or 'Honor' will be removed. All War Wins will yield a single bonus, which will be an increased amount of both Land and Honor. Similar to the minimum land bonus, a minimum honor bonus will also be added.
  • Wars and wins: Immediately upon entering End of War Cease-Fire any provinces affected by plague will have it removed instantly.
  • Wars and wins: Upon entering End of War Cease-Fire, the losing kingdom will receive 50% of their land as free building credits, while the winning kingdom will receive 150% of their land as free building credits. We would like to stimulate the ability for both kingdoms to recover from war such that both the losing kingdom has a better chance at coming out of war recovered and ready to fight again and more importantly, the winning kingdom has an opportunity to defend their land better upon exiting war.
  • Bugs: We have fixed a few discrepencies we found in the code that had not been brought to the attention of previous owners. The term bug may not be accurate in that the code was not 'wrong' except that the game was not working as documented. Such fixes include:
  • Bugs: Aggressive stance military casualties was affecting both sides, instead of only the Aggressive kingdom

Age 70

  • Science: Higher initial scientists
  • Science: Abduct rate boosted
  • Science: Spawn rate boosted
  • Science: Spawn rate increases each tick you do not get a scientist
  • Science: Laboratories boosted
  • Science: Revelation spell will double spawn rate
  • Science: Additional scientist rank Recruit- no effects, takes 6 hours to move up to Novice
  • Science: Professors will not accumulate experience past 72 hours
  • Science: Messaging on science page when you are in fortified and so not gaining scientists
  • Spells: Blizzard duration increased
  • Kingdom: Intra-kd robbing of runes will incur a resource loss
  • News: Starving will have a province news event
  • Preferences: Updated Vacation Mode messaging around war and exiting VM
  • Preferences: Embarrassing invitation text modified.

Age 69

  • Science: Science and learning removed and replaced with scientists
  • Dragons: Each Dragon type will have different health and cost.
Ruby - Slightly more expensive, a lot more health
Sapphire - A lot cheaper, health reduced significantly
Gold - Cost unchanged, health slightly reduced
Emerald - 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.
  • Networth: Soldier networth will be reduced.
  • Spells: New spell: Blizzard

Reduces the building effectiveness of a province by 10%, does not stack, medium cost and difficulty, short duration.

  • Wars and wins: 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.
  • Stances: 72 hours max fortified, 96 hour cooldown between forts.

Age 68

  • Kingdom Preferences: The Wall: New monarch option to block randoms provinces from joining a kingdom. Causes kingdoms wages to increase by 20%.
  • Wars and wins: End of War ceasefire: Maximum time reduced to 72 hours. Double wizards removed.
  • Wars and wins: War win reward: Not granted if the kingdoms are out of range at war start.
  • Wars and wins: 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.
  • Wars and wins: War declaration: Requires 2 different people from each kingdom to have attacked (in such a way that the meter is moved) before war can be declared.
  • Fortified: Reduced to 48 hours max duration.
  • Aggressive stance: Attack time buffed to -15%.
  • Draft locked and timer message: Will be displayed on the military page around age start.
  • Aid page: Will inform you that sending aid counts as an aggressive action.
  • In-game target finder: Additional filters and sorting added for stance and war status.
  • War room: Will default to the kingdom you are at war with, if any.
  • Spells: Anonymity: This spell will case the target to lose honor, but the attacker will not gain it.
  • Spells: Tree of Gold: Reduced amount gained from this spell by 33.333333%, recurring of course.
  • Spells: Vermin: Removed.
  • Spells: Gluttony: New - Increases food required by 25%.
  • Guilds: Unaffected by BE for the purposes of calculating spell duration.
  • 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.
  • Admin stuff: a bunch of backend improvements to allow me to suspend, kick people out of accounts and deactivate people quicker.
  • Bugs: Mail: Fixed sent mail being read by sender marking it as read for receiver.

Intra kingdom attacks: After a number of intra kingdom attacks further attacks are blocked until day change by Oops messages. We don't know why, so we removed and rewrote that entire section.

Age 67

  • Dragons: Ruby dragon buffed from 8% to 10%
  • Kingdom locations: If you're in war, when you go to the thievery or combat spells page we will automatically target the enemy kingdom you're at war with
  • Vacation mode: Cannot leave or enter VM while your kingdom is in war
  • Espionage tab: Added some additional info to the kingdom espionage page - personality, race runes, gold and food
  • Wars and wins: 50 books per acre of science (based on median province size) granted to both kingdoms
  • Wars and wins: An additional 150 BPA added to the winner
  • Wars and wins: Wizard training doubled in end of war ceasefire
  • Kingdom page: Provinces that are being sat show as online when they are being used.
  • Gold: You can now stack GC over 2.15 billion
  • FB: sharing the games URL on facebook no longer results in the message reporting text appearing

Age 66

  • Bug fixes only

Age 65

  • Kingdoms: Kingdoms will fill to 22 players, rather than 20
  • Islands: Kingdom allocation per island will increase
  • Islands: Discovery of islands will be every 2 hours after OOP, rather than every 3 hours
  • Vacation Mode: Cannot interact with a dragon for 24 hours after leaving VM. Cannot send aid for 24 hours after leaving VM.

Age 64

  • Kingdom:Sat provs will be highlighted to the monarch.
  • Kingdom: Kingdom honor and rank will also be displayed to kingdom members on the kingdom page.
  • Spells: Mystic Vortex rune cost and difficulty reduced.
  • Spells: Builders Boon time reduction buffed from 10% to 25%.
  • Spells: Greater Protection now stacks with Minor Protection.
  • Ops: Snatch News now easier and takes less stealth.
  • Ops: Spy On Military now takes less stealth.
  • Throne: Monarch message now has line breaks.
  • War wins: Acre reward capped at 20k
  • War wins: Selecting land as a bonus will also result in a smaller honor bonus and vice versa.
  • Science: Extreme, Rushed, Intensive and Accelerated cost reduced.

Age 63

  • Military Science: More points now required for the same effect.
  • Arson and Greater Arson: GA increased moderately, Arson damage increased significantly.
  • Fortified: Maximum duration reduced to 72 hours. Bonuses changed as shown below.
-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

-50% gains hitting out
-50% gains on magic and thievery ops out
+500% Explore costs
No Paradise spell available
Science limited to "Active"
  • Specialist Credits: These will decay while out of war at a rate of 10% per day.
  • Elite Wages: Increased across the board to .7 gc.
  • War Win Chart: Opponent net worth far less significant in determining points.
  • Vacation Mode: Cannot be entered near age end.

Age 62

  • Buildings: Mills will also reduce exploration soldier costs by % * 2
  • Buildings: Forts will increase DME from 1.5 to 2 per %
  • Buildings: Schools will protect science by 5 per %, up from 3.5, the effects cap is unchanged.
  • Learns: Protection from subsequent hits will fire more aggressively when provinces are Learned.
  • Science: Gains science will be removed and replaced with a base military efficiency science bonus which will scale similarly to Population science.
  • Players will be able to create and share custom game themes. You can edit the games colours, fonts, images etc and share (or not) these changes with the community.

Age 61

  • Dragons: Sapphire and Emerald modified
  • Troops will slay a dragon at their individual strength. A race with +1 offensive strength will slay at 5 points, an elite will slay at its highest elite value. You cannot oversend when slaying any more.
  • Taunts: Price reduced by 50% to 5 credits. Added additional checks to avoid taunting your own kingdom.
  • Kingdom hostile meter: Price reduced by 50% to 10 credits a week.
  • Homes: Increase population by 10
  • Stables: Hold 80 horses per stable, draft 2 horses an hour.
  • Massacre: Raze element in war removed. Damage in war increased.
  • Raze: Damage in war to buildings significantly increased.

Age 60

  • Protection will be changed to last for 24 hours and provinces starting resources will be modified to take this into account. Provinces will begin with 400 acres of which 200 will be built (10% farms, 25% banks, 10% guilds and 5% towers) 200 building credits and an army that is 50% drafted with credits to train the soldiers. The personality resources below are additional to this.
  • Provinces over the median will not be able to explore more than 50% of their acres at a time.
  • Personalities will grant bonus resources. For example: Mystics will get +200 wizards, Sages start with +40000 books of science, War Hero has +200 elites. (edit: added all starting resources above)
  • Draft will unlock after 3 days rather than 7

Age 59

  • Explore formula: We've moved away from an exponential formula to something that is curved more gently. Increases and reductions to cost based on a provinces size relative to the kingdom are still in effect.
  • Honor: The formulas have been changed significantly both in war and out of war and on ops and attacks. Honor gains and losses should be a less spikey and honor gains out of war are increased.
   [* ]Population mod on honor is reduced to 1%
   Attacking honor gains/losses in war have been reduced
   Attacking honor gains/losses out of war have been increased for normal relations with a further increase for hostile relations
   Op and spell honor gains/losses in war have been unchanged
   Op and spell honor gains/losses out of war have been increased for normal relations with a further increase for hostile relations
   The honor gains curve has been significantly changed to address top/bottom feeding issues
  • Sitting: The minimum is changed from 3 days to 1 day.
  • War Win Chart: New formula in effect that considers your opponents war wins.
  • Hostile meter: Reduced to from 200 points to 150.

Age 58

  • Exploring: Pool growth will be changed from 100 a tick to 50. Decay will be reduced to .25% per tick. In addition to the pool not decaying in war it will not decay if it is less than 10,000 acres.
  • Intel Store: We will add a Intel repository for players to store basic information on a province, such as defense and active ops on them with duration remaining. Intel will disappear after 24 hours unless its updated. You can see this information in a tab on the kingdom page of your enemy.
  • Province target finder: We will incorporate a province filter. Players can select all or particular races to view and the game will automatically display the 10 closest provinces both larger and smaller than your province. The data is collected from the games charts, which will now update every 2 hours. You can see this information in a tab on your war room. The target finder will not be online until all islands are visible.


Age 57

  • The explore formula base cost is increased, with modifications on cost for provinces above and below the median. War (including End of War Ceasefires period) and Fortified stance will have a cost multiplier of 5.
  • In War the minimum gains will be reduced by 50%
  • Attack times in the War Room will be displayed in a more understandable format and with greater accuracy
  • Players will be able to choose to extend or reduce their attack times to allow greater schedule flexibility. Additional hours will result in greater gains while minus hours will result in less gains and less enemy kills. The modified gains etc will be derived from the modification in attack time and will also be displayed. You can see a pic of the war room here

Age 56

  • The explore formula now additionally relates to the size of provinces in a kingdom
  • Paradise will remove acres from the explore pool, which will now grow 5 times faster (i.e 100 acres an hour) and also decay .5% an hour. This decay will not occur during war or end of war ceasefire.
  • Winning a war and selecting land as a reward will grant a minimum of 5k acres to the kingdom.
  • Players will be able to abandon and leave their province to the kingdom even if that kingdom has no invitations left.
  • The war room now allows you to enter the defense you wish to break and will indicate the % your are over/under
  • Espionage operations will be completely accurate if players send 10% of their thieves. This accuracy will be conveyed via the operation message
  • Espionage operations will be able to be conducted through in game ceasefires.
  • Monarch bonuses be removed
  • Monarchs can set a fellow kingdom mate as their Steward (replaces Chamberlain). The Steward can conduct diplomacy such as extend/accept ceasefires, declare war and update the throne room messaging for the kingdom as well as the old Chamberlain options.
  • The Anonymity spell has been modified. This spell will result in minus attack gains rather than additional attack time. Apart from this the spell works as before.
  • Honor phase-in at age start has had the amount per tick doubled and the overall time halved.

Age 55

  • Specialists now defend and attack at 4 points respectively.
  • The explore formula is revised. It is now significantly cheaper to explore at smaller sizes compared to both previous ages.
  • The reduced gains protection afforded to smaller kingdom when attacked by larger kingdoms will be removed when the smaller kingdom reaches 50 points on the meter.
  • Towards a similar end, when both kingdom reach max hostility the option to declare will appear regardless of the kingdoms networth.
  • Winning a war will not grant any honor taken from your opponents honor pool. Monarchs will instead be able to set a kingdom reward for winning wars, this reward will be honor or land and will be a combination based on both kingdoms relevant resources.
  • Intra kingdom hits will remove some honor from the attacked province.
  • Attacks in war will not take extra acres from the exploration pool.
  • Entering Fortified stance will result in -50% magic and thief operation gains. This kicks in immediately for the fortified kingdom and slides in over 24 hours for the rest.
  • Sabotage damage mods will increase the thievery damage cap, watchtowers will decrease it.

Age 54

  • Shepherd removed
  • War Hero added
  • Reservations will be the only option to use when new age starts if you select "stay in kingdom" to prevent people creating random provinces by mistake.
  • Failed attacks have a chance to move the meter 1 point proportional to the amount of offense sent. An attack that fails by sending 70% of the offense required to break has a 70% chance to move the meter 1 point.
  • Plunder, Learn, Massacre and Raze are now worth 2 points on the meter
  • The war declaration range for kingdoms will be changed to 25% smaller or 33% larger
  • War will end automatically if your opponents networth drops to 50% of yours. This will only occur after a minimum of 7 days of warring and is calculated on tick.
  • war rewards changed significantly

Age 53

  • Explore costs increased
  • Building and raze costs reduced
  • War win chart added
  • Fortified stance limited to 4 days duration at a time

Age 52

  • Undeads will not convert any troops if they hit out of the end of war ceasefire period.
  • Fog is removed from the game.
  • Honor generation will be reduced as the amount generated on attacks is too high
  • Casting Storms or Drought on a Shepherd will not be blocked but you will get a message that they are immune on a successful cast.
  • End of War Ceasefire period can be extended up to 4 days
  • Fake Wars are not allowed and will be actioned
  • Stances extensively changed
  • Meter changes: We count trads as 2 points, all other hits as 1. The attack gains reduction factor is built into all attacks except raze and ambush.
  • Meter Cap 200 points:
  • Gains throttling: Occurs after 100 points and slides linearly to 200 points having - 50% gains.
  • Inactive provinces will automatically abandon after 5 day changes have occurred since last activity. The monarchs can then invite a new player into them, or delete them.

Age 51

  • Province networth will be shown in SoT
  • Kingdom pages will update when stance or monarchy is changed
  • The End Of War Ceasefire period is extended to 72 hours but can now be exited after 12 hours with no daily honor loss in war
  • Thief Dens loss reduction will take effect on successful operations, in additional to its existing effects.
  • Chastity will cost twice the runes it does currently

Age 50

  • Base peasant income increased from 2.25 gc per peasant to 2.75.
  • Base building time reduced to 16 hours.
  • Base thief cost reduced to 500 gold coins
  • Dark Elf is removed
  • Gnome is removed
  • Undead will be added
  • Faery will be added
  • Artisan is removed
  • Cleric will be added

Age 49

  • ingame chat feature added
  • Bloodlust. Type: Self spell. Cost: 2000 runes. Difficulty: Similar to shadowlight and animate dead. Effect: A province under Bloodlust will inflict 15% more kills and suffer 5% more kills on their next attack.
  • Mage's Fury. Type: Duration self-spell. Cost: 1400 runes. Difficulty: Similar to Fanaticism. Duration: Max 12 days.Effect: This spell increases the province's WPA by 10% for offensive purposes while decreasing it by 10% for defensive purposes. No effect on self-spells.
  • "Peaceful" stance has been removed. Its effects have been moved into "Fortified".
  • Dragons have been boosted

Age 48

  • Paradise: Base number of acres is randomised between 2 & 8. Quantity of acres no longer affected by Guilds. Mystics Spell Potency bonus does NOT apply.
  • Espionage: Only need to send 20% thieves for best accuracy.
  • Espionage accuracy no longer affected by target Watch Towers.

Age 47

  • Halflings will be returning to Utopia as a strong thief race.
  • Thievery operations will be split into two categories - Espionage and Sabotage.
  • Espionage will consist of information gathering operations and Sabotage will involve destructive operations.
  • Crystal Ball and Crystal Eye shall be removed from spells and added as espionage thievery operations named Spy on Throne and Snatch news respectively.

Age 46

  • War Hero removed
  • Tactician added

Age 45

  • Server time is now in GMT/UTC
  • Undead is removed
  • Logout bonuses no longer exist (no rewards for staying off the server)
  • Meteor Showers (spell) is only available to mystic
  • Paradise: land created by Paradise appears from no-where - i.e does not come from explore pool
  • Raze: in war this attack only destroys Buildings
  • Removing NW based attack times in war
  • On war declaration, attack time reduction will jump to -10% immediately, then phase to -20%
  • War phasing will be reduced to 12 hours (this does not apply to protection which is still 24h)
  • In end of war ceasefire, +200% increase in birth rates
  • post war CF is 48 hours, monarch can opt out of the CF at any point after 24 hours have passed (each monarch can decide on his own - both kingdoms don't have to stay)
  • Tax calculation is based on average KD NW (provinces awaiting activation are not included when calculating average NW, and this will only apply to provinces who are below the average KD NW)
  • No Tax exemption for new provinces
  • TB values - soldiers 100gc, runes 3gc, bushels 0.2gc


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