Relations

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Attacking another kingdom affects the relations between the two kingdoms.

By continually attacking, your kingdom's conflict level against said kingdom will elevate, thereby changing the relation type; first from Normal to Unfriendly, and then Hostile.

There are five relation types, each of which have various benefits and penalties.

Stances

A kingdom's stance is an unilateral statement to the world of the kingdom's intentions and is controlled by the Monarch or Steward. A stance differs from Relations with other kingdoms, as explained below.

With each stance comes unique bonuses and drawbacks.

  • Stance cannot changed quicker then 24 hours (1 Utopian Month).
  • Stance Effects are negated in war.


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


  • +30% Military Wages
  • +10% Military losses
  • -50% gains hitting in (slides in over a period of 24 hours)
  • -50% gains on magic and thievery ops in (slides in over a period of 24 hours)
  • -40% Military training time and cost
  • +40% draft speed
  • -50% Construction time and cost
  • +200% Birth Rate


  • 72 hour maximum duration (with 96 hour cooldown)
  • -50% gains hitting out
  • -50% gains on magic and thievery ops out
  • +500% Explore costs
  • No Paradise spell available
  • No scientist progression and no new scientists

Relation Types

Kingdom has different relations between each Kingdoms. Relations depend from the history, conflict level and diplomatic abilities of Monarchs. Between each two kingdoms exists several types of relations. It is indicated as:

 Their Attitude Towards Us : XX
 Our Attitude Towards Them : YY

Normal

  • No effects


This is Relation by default.

At the begin of Age, all Kingdoms have Normal Relations between each other.

When Ceasefire is broken, Normal Relation remains. When War ended, both Kingdoms have Normal Relation between each other.

Ceasefire


Both Monarchs could accept Ceasefire, if one Monarch send an proposal to Ceasefire, another accept it. It is also shown as Non Aggression Pact. It breaks only if someone from Monarchs break it.

End-of-War_Ceasefire have a bit different effects, and other conditions.

Unfriendly

  • Unlocks certain ( Unfriendly / Hostile / War ) spells and thievery operations to opposite Kingdom


When minimum limit of attacks and hostility points is reached, Normal relation become Unfriendly towards another Kingdom. If hostility points fall down below this limit, Normal relations are resumed instead.

Unfriendly relations permit the use of more complex and fierce operations and spells to the enemy kingdom.

Hostile

  • +10% Combat Gains
  • Increases the Networth Range of the Conquest Attack
  • Mana & Stealth costs for offensive spells/ops reduced to 2%


When sufficient limit of attacks and hostility points riches, Unfriendly relation become Hostile towards another Kingdom. If hostility points fall down below this limit, return Unfriendly relation instead.

The Hostile Meter

Each attack generates hostility points. Traditional Marches, Plunders, Abducts, Massacres and Razes generate 2 points whereas all other attacks generate 1 point.

  • Unfriendly is achieved at 5 points and Hostile is achieved at 15 points.
  • To declare war, the declaring kingdom must be at least Unfriendly with the kingdom that is being declared on, and the kingdom being declared on must be Hostile towards the declaring kingdom.
  • Below the cap, only the kingdom with the lower hostility points may declare war.
  • The Hostile Meter is capped at 150 points.
  • If both Kingdoms reach the cap, then war starts automatically.
  • If there is a disparity between the two Kingdoms' hostility point totals greater than 100, then gains on attacks will be reduced.
  • The reduction is on a linear scale starting at a 100 point difference to a 150 point difference at which the gains for the aggressor Kingdom will be reduced by 50%.

More detailed information about the Hostile Meter may be found here.

War

War begins when a kingdom declares war. A kingdom may only declare war if its target has more than 75% of its nw, and less than 133% of its nw or if the maximum hostility level is reached by both kingdoms. However, a War Win is not rewarded if the kingdoms are out of range at war start. In order to declare war, at least two different people from each kingdom have to have attacked plus the target kingdom must be hostile with your kingdom, and your kingdom must be at least unfriendly with them. In instances where both kingdoms are hostile with each other, the kingdom who has given fewer points on the hostile meter will receive the "button" and be able to declare. A war can last no less than 48 days (Utopian Days) after declaration. A kingdom can only war one kingdom at a time.

Honor gains and land gains are higher in war than out of war.

Immediate Effects

  • War overrides hostilities with all other kingdoms. Upon leaving war, hostilities resume. While in war, there is a decay of two hostility points per utopian month or 1/6th of the meter, whichever is greater.
Benefits
  • -10% Attack Time
  • Enhanced Massacre Destroys Buildings
  • Mana & Stealth costs for offensive spells/ops reduced to 2%
Penalties
  • The Paradise Spell cannot be cast
  • +500% Exploration Costs

After 12 Hours

Benefits
  • -20% Attack Time

After 24 Hours

Benefits
  • -25% Military Losses
  • -25% Military Training Time
  • No Distance Penalties for Attacks
  • -75% Gains and Effectiveness for operations to and from other Kingdoms (this fades in from war start)

Fake War

Any informal or formal agreements made between kingdoms in regards to warring must abide by the Code of Conduct. Violations may cause the war to be deemed a Fake War. Fake Wars are subject to actions by the game operators. As the determination for a Fake War is made on a case-by-case basis by the game operators, the exact punishment may vary.

Ways a war can be faked (Please note, this is just an idea and not a comprehensive list):

  • Non-aggression pact during war.
  • Attempts to manipulate war win rankings using friends to initiate multiple wars.
  • Agreement to trading acres for a war win.
  • "Ending" a war before minimum war duration.

Punishments (Again, not a comprehensive list):

  • Removal from the End of Age rankings for both kingdoms.
  • Deletion and temporary ban of players making the agreement.
  • Removal of war wins.
  • Monarchs of both kingdoms deleted.

Starting a War

Upon reaching Hostile relations, the Monarch of the least Hostile Kingdom will receive the option to Declare War as long as their own relations with that Kingdom are at a minimum of Unfriendly. This "War Button" appears on the Relations Page under War tab. If both kingdoms hostility levels fill the hostile meter then both kingdoms will have a "declare war" button. If the monarch chooses to war, certain effects are immediately applied, while others slowly take effect; rising to their maximum potential over a 24 hour period.


Relation Table

Inter-Kingdoms' Relations
Ceasefire Normal Unfriendly Hostile War
  • Prohibits any Attacks
  • Prohibits any Spells
  • Prohibits any Thievery Operations
  • Annul Hostile Meter



End Of War Ceasefire

+

  • Min 12 U-Days
  • Max 72 U-Days
  • +500% birth rate
  • Explore penalty reduced to +250%
  • 30% reduction in training costs of all troops.
  • Draft cost reduced 50%
  • Combined with War Relations
  • Separate annul the Relations (War and CF)
  • All land currently out with armies at war end returns home immediately.
  • Instant population growth of 20% of your max pop if you are under 50% of your max pop


  • No Effects

To opposite Kingdom :

  • Unlocks (Unfriendly/Hostile/War) spells
  • Unlocks (Unfriendly/Hostile/War) thievery operations
  • +10% Combat Gains
  • Increases the Networth Range of the Conquest Attack
  • Mana costs for offensive spells reduced to 2%
  • Stealth costs for offensive ops reduced to 2%

Immediate Effects

  • Annul Hostile Meter with everyone

Benefits

  • -10% Attack Time
  • Enhanced Massacre Destroys Buildings
  • +10% Combat Gains
  • Mana costs for offensive spells reduced to 2%
  • Stealth costs for offensive ops reduced to 2%

Penalties

  • +500% Exploration Costs
  • No Paradise spell available


After 12 Hours (12 Utopian Days)

Benefits

  • -20% Attack Time


After 24 Hours (1 Utopian Month)

Benefits

  • -25% Military Losses
  • -25% Military Training Time
  • No Distance Penalties for Attacks
  • -75% Gains and Effectiveness for operations to and from other Kingdoms (this fades in from war start)

Ending a War

Only the Kingdom's Monarch (or Steward) is able to end a war. This is accomplished in one of two ways: Mutual Peace or Withdrawal. Either choice results in an end-of-war ceasefire.


Mutual Peace

This option requires consent by both parties and simply settles the war with no winner. This is an excellent option when both kingdoms simply lose interest in the war or find it more beneficial to simply move on.

Withdrawal

Once the minimum time limit is reached, either kingdom can withdraw from war.

War will end automatically (your opponent will automatically withdraw) if your opponent's kingdom networth drops to 50% of yours. This will only occur after a minimum of 7 days (1 Utopian year).

Withdrawals can only occur if the withdrawing kingdom has not committed any attacks within the past two Utopian Days. Withdrawing rewards the opposing kingdom with a war win that will show on their kingdom page.

Victory

A kingdom is victorious when its opponent withdraws from war. This is also called surrendering. A kingdom can only withdraw if it makes no attacks for two consecutive ticks. It can then withdraw on the third tick. Dragons, aid, thievery operations and magic spells do not affect a kingdom's ability to withdraw.

War will also end automatically when a kingdom's networth drops to 50% of its opponent's networth. This will cause the smaller kingdom to automatically withdraw and can only occur after a minimum of 7 days (1 Utopian year).

After war, the winning kingdom receives the following benefits:

* 3 times your median provinces acres in spec credits
* Free building credits to the total of 150% of each province's total land at the end of the war
* Land and honor bonus
* A provision of additional land to each province's individual explore pool
* Recognition on kingdom page based on the number of War Win points achieved
* Each additional 'tier' achieved will increase War Win bonus by 10% (capped at 50% larger than baseline bonus)

The losing kingdom receives the following benefit:

* Free building credits to the total of 50% of each province's total land at the end of the war
* A provision of additional land to each province's individual explore pool

End-of-War Ceasefire

After a war ends, neither kingdom may have any relations for an Utopian Month and are automatically placed in a 12 hour end-of-war ceasefire. During the ceasefire both kingdoms remain in war relations, thus retaining the protection benefits while rebuilding. After 12 hours, the kingdoms have the choice either to end the ceasefire or to wait up to an additional 60 hours. This choice is independent of the other kingdom.

During this ceasefire, both sides benefit from:

* All land currently out with armies at war end returns home immediately
* Instant population growth of 20% of your max pop if you are under 50% of your max pop
* +500% Birthrate
* 30% reduction in training costs of all troops.
* Draft cost reduced 50%
* Any provinces affected by plague will have it removed instantly
* Explore costs reduced to +250%

War Forum

Shortly after declaring war, a temporary Forum is created. This is known as the War Forum.

In the War Forum provinces from either kingdom can interact by starting new threads or posting in existing ones. Provinces are expected to interact respectfully. Any offending material can be removed by either kingdom's monarch.


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