Age 73 — The Age of Tricksters and Mischief
- WoL Age 73 Start: 11 Aug 2017
Mechanics Changes
- New Features
- Interactive Player Sign-Up: We are developing a method through which Kingdom Monarchs will have a better opportunity to have players join their Kingdom that fit what they are looking for, and respectively new players will have a better opportunity to join Kingdoms that fit what they are looking for in terms of experience, competitiveness, and play style
- Log-In Statistics: Once logged into your Master Account, on the World Chooser page there will be a display of your current age log-in statistics which will include the amount of times you've logged in and the total minutes you've been active in Utopia. There may also be a "Most Log-Ins" & "Most Minutes in Game" displaying the information of the highest stats acheived at that time.
- In-Game Mail: There will be a search function added to the in-game mail area to allow you to search keywords. Messages displayed will be increased from 10 to 25 (or 50)
- Utopia-Game.com Landing Page: The landing page will show the total users currently logged into the game
-
New Log-In Bonuses: To encourage activity there will be a new log in bonus (in addition to the 5 free acres) that will be based on activity throughout the entire day. The bonus will vary based on your activity, with 3 possible bonuses available, 50% income, 100% income, 200% income of one hours income. The bonus will provided will be based on your previous day's activity and will be generated on your first log in of the day (Utopian day). Example, if you qualify for 100% income for activity throughout January Yr 0 you will receive an instant bonus of 100% your current income for that hour the first time you log in on during February Yr 0.
-
Rituals
- New rituals added and adjustments made to existing rituals to balance the effects
- Onslaught: +10% OME, +15% enemy casualties on attacks, +20% honor gains
- Barrier: +10% DME & -10% Spell/Thief damage
- Affluent: +10% Income, +15% Draft Speed, +20% Birth Rates, +5% BE
- Havoc: +15% OTPA & +15% OWPA & +5% Spell/Thief damage
- Rituals Length - Rituals will have a minimum length of 48 hours (120 max remains)
-
Ritual Life - Rituals will now be destroyable. There will be a new spell used specifically for Ritual destruction. The spell will be in the upper tier of difficulty and will reduce strength of the Ritual by a flat rate of 2%. A Ritual destruction spell can only be cast on a single province a maximum of 10 times such that in order to destroy a Ritual from 100% to 0% you would need to cast the spell 10x on 5 different provinces. Once a Ritual reaches 0% strength it will be removed, unless it has not reached it's minimum duration of 48 hours, at which point it will remain until the 48th tick and be removed at that time.
-
Other bits and pieces
- Mana Costs - Flat cost - 3% self spell, 3% offensive spell (2% with relations) & 2% flat rate for all Paladin self spells on others & Ritual Spell casts will also be a flat cost of 2%
- Stealth Costs - Flat cost - 3% stealth (2% with relations), 2% intel (1% SoT)
- Paladin Spells - Increase all Paladin only spell durations
- Paladin Self Spells - The formula used to calculate success rate will be adjusted to make casting self spells on your allies easier. A WPA vs WPA calculation will still be made which will require Paladins to have WPA but the new formula will make it so that all Kingdom members have an opportunity to receive the self spell bonuses from their Paladins. In other words, a significant increase in the success rate of Paladin spells, although you still need WPA it won't be as significant a part of the formula as previously.
- Fortified Stance Removed - A new stance called "Prosperous" will replace it. Prosperous stance will be almost identical to Fortified. The main difference will be: Attacks into Prosperous will have no gains penalty; Attacks while your Kingdom is Prosperous will have reduced gains of -20% (instead of -50%) and scientists will gain experience during Prosperous.
- Gains Throttling will be significantly more effective - Once the meter variance between Kingdoms is 50 points, each point over 50 will reduce gains by 1% up to a maximum of 75% at a variance of 125 meter points. Max meter will remain at 150
- Auto-CeaseFire (Surrender) - Once a meter variance of 100 points occurs between 2 Kingdoms, the Kingdom with lower meter points will have the option to Surrender to the aggressor Kingdom. This will create an in-game CeaseFire between both kingdoms that cannot be cancelled by either side for a minimum of 7 days. The surrendering Kingdom will be required to not have any attacks for at least 12 hours similar to the restriction on Withdraw during War. You must also be OUT of war declaration range in order to have this button available to you.
- War Gains Formula - The top-feed minimum gains is being reduced slightly to accommodate the LBG top-feed bonuses from Age 72 (note this is only for Top Feed gains, all other gains remain the same)
- Elite Longevity - Elite losses via NightStrike will be closer to losses of Specialists seen now. Elites that go into retraining from Nightmare will also increase closer to that of specialists. Propaganda has also seen an increase to elite damage closer to that of Specialists. Military Casualties will be unchanged.
- Universities - Effects from Universities will be reduced to a maximum reduction of 50%, and the rate of effect will begin at 2.5%
- Aid Explorable Acres - Explorable acres will now have the option to be sent to other members of your Kingdom. 75% of the acres transferred will be destroyed. Acres will not be available for transfer during protection. Acres will have a Trade Balance cost of 500 gc each.
- Science Caps - Science will no longer have a hard maximum for all categories. The purpose of this is to allow players more freedom to make your province unique and provide further bonuses to the areas you choose. Science will scale in a linear fashion similar to Age 72 up to the previously stated maximums as normal. Once this point is reached additional scientists will yield diminishing returns.
Races
Avian
Bonuses:
- -25% Attack travel time
- +40% Birth Rate
- Can Train Elites with Credits
Penalties:
- -5% Combat Gains
- -2000 Starting Credits
- -20% Training Credits
- Cannot Use War Horses
Spell Book:
- Fanaticism
- Greater Protection
- Blood Lust
Units:
- Elite: 9/4, 775gc, 10.5 NW
Bocans
Bonuses:
- Ignores Watchtowers
- +1 Stealth per tick
- +50% Effects from Honor
Penalties:
- -15% Sabotage Damage
Spell Book:
- Invisibility
Units:
- Elite: 4/6, 450gc, 7 NW
Dark Elf
Bonuses:
- +1 Offensive Specialist strength
- +25% Spell Success (WPA)
- +30% Combat Instant Spell Damage
- 35% Runes Refunded on Successful Spells
Penalties:
- -1 Defensive Spec Strength
Spell Book:
- Nightmare
- Mage's Fury
Units:
- Elite: 4/7, 750gc, 10 NW
Dryad
Bonuses:
- All land produces food
- Mercenaries & Prisoners 7/0
- War Horses 3/0
Penalties:
- +25% Attack Travel Time
- -15% Enemy Military Casualties
Spell Book:
- Aggression
- Quick Feet
Units:
- Elite: 12/2, 950gc, 11 NW
Dwarf
Bonuses:
- +20% Building Efficiency
- Free Building Construction and Can Use Credits to Raze Buildings
- -50% Building Construction Time
Penalties:
- Can't use Accelerated Construction
- +100% Food consumption
Spell Book:
- Mystic Aura
Units:
- Elite: 7/4, 900gc, 10 NW
Faery
Penalties:
- -15% Income
Spell Book:
- All Spells (Excluding Paradise & Paladin Spells)
Units:
- Elite: 2/8, 900gc, 10.5 NW
Human
Bonuses:
- +30% Income
- -25% Wages
- Immune to Income Penalties
- +25% Increase Sci Spawn
Penalties:
- -15% Spell Success (WPA)
- +30% Rune Costs
Spell Book:
- Greater Protection
Units:
- Elite: 8/3, 900gc, 10 NW
Orc
Bonuses:
- +30% Battle Gains
- Free draft
- +20% Enemy casualties when attacking
Penalties:
- +10% Military Casualties
- -15% Thievery Effectiveness (TPA)
Spell Book:
- Reflect Magic
- Blood Lust
Units:
- Elite: 10/1, 900gc, 9.5 NW
Undead
Bonuses:
- -50% Offensive losses on attacks you make
- Spreads and is Immune to The Plague
- No Food Required
- Successful land attacks convert Offensive Specialists into Elites
- Defensive losses automatically convert to soldiers(Permanent Animate Dead)
- +2 Offensive Specialist strength
- +1 Mana per tick
Penalties:
- Basic Thievery (Intel Operations Only)
- No Elite Training
- -15% Science Effectiveness
Spell Book:
- Town Watch
- Nightmare
Units:
- Elite: 11/2, 10.5 NW
Personalities
Cleric
Bonuses:
- -35% Your Military Casualties (on attack or defense)
- Immune to The Plague
- +15% Population Science Effectiveness
Spell Book:
- Animate Dead
- Greater Protection
Starting Bonuses:
- Starts with +800 soldiers and +800 specialist credits
Heretic
Bonuses:
- +15% Spell and Operation Damage
- +10% Magic Science Effectiveness
- +10% Thievery Science Effectiveness
- No wizards killed from failed spells
- -50% thieves lost on failed ops
Spell Book:
- Nightmare
- Blizzard
- Revelation
Starting Bonuses:
- Starts with +150 wizards and +300 thieves
Mystic
Bonuses:
- All Guilds are 100% more effective
- +75% Magic Science Effectiveness
- +20% Spell Damage
Spell Book:
- Meteor Showers
- Chastity
- Revelation
- Paradise
Starting Bonuses:
- Starts with +800 Wizards
Paladin
Bonuses:
- Can Cast Fading Self Spells on Kingdom Members (success will be based on WPA)
- Troops attacks dragon with 25% more strength
Spell Book:
- Fool's Gold
- Paladin's Inspiration
- Scientific Insights
- Illuminate Shadows
- Wrathful Smite
- Divine Shield
- Magic Ward
- Barrier of Integrity
Starting Bonuses:
- Starts with +400 soldiers, +400 specialist credits and +400 wizards
Rogue
Bonuses:
- +1 Stealth recovery per tick
- Access to all thievery operations
- Thieves Dens are 50% more effective
- +50% Thievery Science Effectiveness
Spell Book:
- Gluttony
- Paradise
- Revelation
Starting Bonuses:
- Starts with +800 thieves
Sage
Bonuses:
- Protect 30% of scientists on abduct attack
- Scientists are 30% more effective
Spell Book:
- Amnesia
Starting Bonuses:
- Starts with 50% extra scientists
Tactician
Bonuses:
- -15% Attack Time
- Accurate Espionage
Spell Book:
- Clear Sight
Starting Bonuses:
- Starts with +800 soldiers and +800 specialist credits
Warrior
Bonuses:
- +10% Offensive Military Efficiency
- +15% Military Science Effectiveness
- Full Conquest Access (Regardless of NW range)
Spell Book:
- Fanaticism
Starting Bonuses:
- Starts with +800 soldiers and +800 specialist credits
War Hero
Bonuses:
- Converts some Specialists into Elites on successful Traditional March attacks
- Immune to Dragon and Income penalty effects
- +5% Battle Gains
- +100% Honor Bonuses
Spell Book:
- War Spoils
- Pitfalls
Starting Bonuses:
- Starts with 800 elites
Stances
- Normal: No effects
- Aggressive
- +10% Combat Gains
- -15% Attack Time
- +30% Military Wages
- +10% Military losses
- Prosperous
- -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
- -20% gains hitting out and on magic/thievery ops out
- +500% Explore costs
- No Paradise spell
Relations
- Ceasefire
- Prohibits attacks, spells, and thievery operations
- Annuls the Hostile Meter
- End Of War Ceasefire lasts 12-72 Utopian days
- +500% birth rate
- -30% troop training costs
- -50% draft cost
- Combined with War relations
- War and Ceasefire relations can be cancelled separately
- All land currently out returns home immediately at war end
- Instant population growth of 20% of max population if below 50%
- Normal: No effects
- Unfriendly: Unlocks Unfriendly/Hostile/War spells and thievery operations against the other kingdom
- Hostile: +10% Combat Gains, increases Conquest networth range, offensive spells cost 2% mana, offensive ops cost 2% stealth
- War
- Immediate effects
- Annuls the Hostile Meter with everyone
- -10% Attack Time
- Enhanced Massacre destroys buildings
- +10% Combat Gains
- Offensive spells cost 2% mana
- Offensive ops cost 2% stealth
- Penalties
- +500% Exploration Costs
- No Paradise spell
- Science limited to Active
- After 12 hours
- -25% Attack Time
- After 24 hours
- -25% Military Losses
- -25% Military Training Time
- No distance penalties for attacks
- -75% gains/effectiveness for operations to and from other kingdoms
- Immediate effects
Dragons
- Emerald: +20% Military losses in combat and -15% Attack gains
- Sapphire: -25% Thievery & Magic Effectiveness
- Gold: -25% Building Efficiency
- Ruby: -10% Military Efficiency
- All dragons result in 10% lower income and the loss of 20% of new draftees.