utopiaguide

Relations

Attacking another kingdom affects the relations between the two kingdoms.

By continually attacking, your kingdom’s conflict level against the opposing 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.

Relation Types

Each kingdom will have differing relations amongst one another in the world of Utopia. How these relations evolve (or fall apart) will be dependent on the history, conflict level, and diplomatic abilities of the Monarchs and their Stewards. You can see your relation with any given kingdom by viewing their respective Kingdom page. It is indicated as such:

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

Normal

This is the default relation between all kingdoms from the start of the Age. Normal relations will resume after a War or Ceasefire ends.

Ceasefire

Agreed Ceasefire

Also known as a Non Aggression Pact (as seen on the opposing kingdom page and when targeting with spells/ops).

Both Monarchs and Stewards can send, accept, and break Ceasefires. Once accepted, the Ceasefire agreement cannot be broken for the next 24 hours, though the Monarch or Steward can choose to extend this date no further than 3 weeks. While a Ceasefire is in effect, no hostile actions will be allowed between the two Kingdoms.

Forced Ceasefire

In the event that a Defending Kingdom is unable to withstand the might of an Aggressor Kingdom, they will be given the option to Surrender. A Defending Kingdom can enter into a 96 Ticks unbreakable Ceasefire with an Aggressor Kingdom if:

An Aggressor Kingdom can enter into a 96 Ticks unbreakable Ceasefire with a Defending Kingdom if:

(the 24 Ticks waiting period will not begin until EoWCF concludes)

End-of-War Ceasefire has slightly different effects and conditions.

Unfriendly

When the Hostility Meter reaches 15 hostility points, the aggressor kingdom becomes Unfriendly towards the opposing Kingdom. If the meter decays below this limit, Normal relations are resumed.

Unfriendly relations permit the use of more complex (and damaging) operations and spells to the enemy kingdom.

Hostile

When the Hostile Meter reaches 30 hostility points, the Aggressor Kingdom becomes Hostile towards the opposing Kingdom. If the Meter decays below this limit, Unfriendly relations are resumed.

The Hostility Meter

Each attack generates hostility points. Traditional Marches, Conquests, Plunders, Learns, Massacres and Razes generate 3 points whereas Ambushes generate 1.5 points. Bounces generate points based on relative Offense/Defense. Sending a Dragon will move the Hostile Meter by 30 points. Offensive Spells and Thievery Operations move the Meter as well.

War

War begins when a kingdom declares War on a Hostile kingdom OR if the maximum hostility level is reached by both Kingdoms.

In order to declare War, a Kingdom must:

In instances where both kingdoms are Hostile, the Kingdom with fewer meter points will receive the “button” and be able to declare while. When 60 points are reached by both Kingdoms, either one can declare

If 180 points are reached by both Kingdoms, War automatically starts.

Wars last a minimum of 2 Utopian Months (48 hours) after declaration.

A Kingdom can only War one other Kingdom at a time.

Honor and Land gains are higher in War than out of War.

Immediate Effects

Benefits

Penalties

After 12 Hours

Benefits

After 24 Hours

Benefits

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):

Punishments may include (Again, not a comprehensive list):

Province Creation

Provinces created/reset during War will start without Soldiers, Military & Building Credits.

Starting a War

Once the Hostile relation status has been reached by one kingdom, 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 the War tab. If both kingdoms have reached Hostile relations status, the kingdom with fewer points (while under 60 points) will have a “Declare War” button. When both kingdoms reach 60 points, the button will be available to both. Once the button is pressed certain effects are immediately applied; others slowly take effect, rising to their maximum potential over a 24 hour period.

Relation Table

Inter-Kingdoms’ Relations        
Ceasefire Normal (0-14.99) Unfriendly (15-29.99) Hostile (30-180) War
- Prohibits any Attacks - Prohibits any Spells - Prohibits any Thievery Operations - Annul Hostile Meter End Of War Ceasefire - Min 24 U-Days - Max 96 U-Days - +1000% birth rate (minimum 500) for the first 24 U-Days - Explore penalty reduced to 300% for provinces below Kingdom Median (including incoming explored Acres) - Combined with War Relations - Separate annul the Relations (War and CF) - All Land currently out with armies at War end returns home immediately - All Military Units currently out on Attacks against the War opponent return home immediately - Negative Spell effects and Riots removed - Dragon project is automatically canceled - Instant Population growth of 20% of your max population if you are under 50% of your max Population - No Effects To opposing Kingdom: - Unlocks Unfriendly Spells - Unlocks Unfriendly Thievery Operations To opposing Kingdom: - Unlocks Hostile Spells - Unlocks Hostile Thievery Operations - Mana cost for Offensive Spells reduced to 2% - Stealth cost for Offensive Ops reduced to 2% Immediate Effects - Annul Hostility Meter with everyone — Benefits - +10% Combat Gains - Unlocks Propaganda thievery operation - Unlocks Amnesia spell - Mana costs for Offensive Spells reduced to 2% - Stealth costs for Offensive Ops reduced to 2% — Penalties - 600% Exploration Costs - Paradise unavailable After 12 Hours (12 Utopian Days) Benefits - -15% Attack Time After 24 Hours (1 Utopian Month) Benefits - -80% Gains and Effectiveness for operations to and from other Kingdoms (this phases 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.

Both kingdoms receive:

* 3 times your median Provinces Acres in Specialist Credits
* Free Building Credits to the total of 200% of median province total Land at the end of the War
* A provision of additional land to each province's individual Explore Pool
* Science Books bonus equal to 24 Ticks of production
* 1 additional War Score point

Withdrawal

Once the Minimum Time limit is reached (48 Ticks), either Kingdom can Withdraw from War. Withdrawals can occur if the Withdrawing Kingdom has not committed any Attacks within the past 2 Ticks.

War will also automatically end (a Kingdom will automatically Withdraw) if their Net Worth drops below 66% of the opponent’s Net Worth on the first Tick this condition is satisfied. This will only occur after a minimum of 48 Ticks.

The Withdrawing Kingdom receives the following benefits:

* 3 times your median Provinces Acres in Specialist Credits
* Free Building Credits to the total of 200% of median Province total Land at the end of the War
* A provision of additional Land to each Province's individual Explore Pool
* Science Books bonus equal to 24 Ticks of production

The Withdrawing Kingdom incurs the following penalties:

* 5% of the Kingdom's Land will be lost and transferred to the Winning Kingdom
* 5% of the Kingdom's Honor will be lost and transferred to the Winning Kingdom

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 2 consecutive Ticks. It can then Withdraw on the 3rd Tick. Dragons, Aid, Thievery Operations and Magic Spells do not affect a Kingdom’s ability to Withdraw.

After War, the winning kingdom receives the following benefits:

* 3 times your median Provinces Acres in Specialist Credits
* Free Building Credits to the total of 200% of Median Province total Land at the end of the War
* A provision of additional Land to each Province's individual Explore Pool
* Science Books bonus equal to 36 ticks of Production
* +50% advancement towards the next Scientist
* Land bonus equal to 5% of the losing Kingdom's total Land at the end of the War, subtracted from each Province then transferred and distributed evenly
* Land bonus equal to 10% of the losing Kingdom's total Land at the end of the War, distributed prioritizing smallest Provinces in the Winning Kingdom
* Honor bonus equal to 5% of the losing Kingdom's total Honor at the end of the War (subtracted from each province then transferred and distributed evenly), plus 200 Honor per Province
* Recognition on Kingdom Page based on the number of Wars achieved
* 2 additional War Score points

Note:

End-of-War Ceasefire

After a War ends, neither Kingdom may have any Relations for an Utopian Month and are automatically placed in a 24 hour End-of-War Ceasefire. During the ceasefire both Kingdoms remain in War relations, thus retaining the protection benefits while rebuilding. After 24 hours, the Kingdoms have the choice either to end the Ceasefire or to wait up to an additional 72 hours (96 hours total). This choice is independent of the other Kingdom.

During this ceasefire, both sides benefit from:

* Building Efficiency automatically restored to 100% if below 100%
* All Land currently out with armies at War end returns home immediately
* All Military Units currently out on Attacks against the War opponent return home immediately
* Negative Spell effects and Riots are removed
* Any Provinces affected by Plague it removed instantly
* Instant Population growth of 20% of maximum if you are under 50% of your maximum Population
* +1000% Birth Rate (minimum 500) for the first 24 Ticks
* Explore penalty reduced to 300% and explore time reduced by 50% for Provinces below Kingdom Median (including incoming explored Acres)
* Access to Paradise spell
* Dragons that have already begun will be automatically canceled upon entering EoWCF

Note:

Out-Of-Range War Benefits

There are no benefits for a War that was conducted outside of War Range (85%-117.64%). Neither winner or loser will gain Training or Building Credits and their Land and Troops will not instantly return (they will return at normal time).

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 and obey the Code of Conduct. Any offending material can be removed by either Kingdom’s Monarch or Steward.

   
« Previous: Politics Next: Preferences »
The Utopia Guide  
Introduction Getting Started with Utopia  • Creating a province  • Race & Personality
The Menus Throne  • Kingdom  • News Explore  • Growth  • Science  • Military Mystics  • Thievery  • War Room • Aid  • Dragon  • Ritual  • Stances Mail & Forums Politics  • Relations  • Rankings  • Preferences
Advanced MunkBot  • Invitations  • Reservations  • Utopia  • Province  • World of Legends  • Formulas
Rules Game Rules