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Age 74 — The Age of Affinity

  • WoL Age 74 Start: 6 Nov 2017
  • WoL Age 74 End: 27 Jan 2018
  • Duration: 12 weeks

Mechanics Changes

  • New Features
  • 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.
  • Stances - Removed

  • Rituals

  • New rituals added and adjustments made to existing rituals to balance the effects
    • Affluent - +20% Income, +25% Draft Speed, +30% BR
    • Barrier - +10% DME & -15% Spell/Thief damage & +10% Defensive TPA & +10% Defensive WPA
    • Havoc - +25% Offensive TPA & +25% Offensive WPA & +10% Spell/Thief damage
    • Onslaught - +10% OME, +15% enemy casualties on attacks & +20% honor gains
    • Resilient - -25% Gains in and out & -20% Military Casualties on defense
    • Godspeed - -10% attack speed & +10% Battle Gains & 10% Less Military Casualties on Offense
    • Expedient - -25% Military Train time & -20% Training Costs (including Thieves) & -20% Construction Time & -25% Construction Costs
  • 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)

  • Other bits and pieces

  • Spells and Thief Operational changes
    • 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.
    • 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
  • 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
  • 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)
  • 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.
  • War Proposals - Limit of 3 proposals that can be outstanding at any given time
  • 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!
  • EoWCF Duration - Increased to 96 hours from 72 hours.
  • 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.
  • Abduct Military Casualties - Defensive military casualties on abducts has been reduced by 50%
  • 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.
  • 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.
  • Game Administration Kingdom - Kingdom 1:1 will be dedicated to Game Administration and Utopia News Reporters. The provinces in this Kingdom will remain in protection for the duration of the age. These provinces should not be messaged to replace the use of Utopia Support e-mail or for reporting violations of the Game Rules. Utopia News Reporters will have a dedicated province in this Kingdom to enable them a safe and secure place to message Kingdoms with privacy for their in-game accounts and Forum accounts. Kingdoms or players that receive messages from these Reporter accounts can be assured the person they are speaking with is who they say they are and not some random person scamming for information.

Races

Avian

Bonuses:

  • -30% Attack travel time
  • +30% Birth Rate

Penalties:

  • -5% Combat Gains
  • Cannot Use War Horses

Spell Book:

  • Fanaticism
  • Greater Protection

Units:

  • Elite: 9/2, 775gc, 10.0 NW

Bocans

Bonuses:

  • +30% Sabotage Damage
  • +1 Stealth per tick
  • +50% Effects from Honor

Penalties:

  • -1 Army Generals

Spell Book:

  • Invisibility
  • Town Watch
  • Inspire Army

Units:

  • Elite: 4/7, 500gc, 7.0 NW

Dark Elf

Bonuses:

  • +25% Spell Damage
  • +2 Offensive Specialist strength
  • Converts Specialists into Elites on successful Traditional March

Penalties:

  • +20% Wages

Spell Book:

  • Nightmare

Units:

  • Elite: 5/7, 790gc, 9.0 NW

Dryad

Bonuses:

  • All land produces food
  • -35% Military Train Time
  • Mercenaries & Prisoners 7/0
  • War Horses 3/0

Penalties:

  • +20% Attack Travel Time
  • -15% Enemy Military Casualties

Spell Book:

  • Aggression
  • Quick Feet

Units:

  • Elite: 12/2, 900gc, 10.5 NW

Dwarf

Bonuses:

  • +20% Building Efficiency
  • Free Building Construction
  • -50% Building Construction Time

Penalties:

  • Can't use Accelerated Construction
  • +100% Food consumption

Spell Book:

  • Mystic Aura
  • Inspire Army

Units:

  • Elite: 8/5, 900gc, 10.0 NW

Elf

Bonuses:

  • +35% WPA
  • +15% Tower Efficiency
  • +1 Defensive Specialist Strength

Spell Book:

  • Mage's Fury
  • Chastity
  • Inspire Army

Units:

  • Elite: 7/6, 700gc, 8.5 NW

Faery

Bonuses:

  • +35% Self Spell Duration (will not affect spells on others)
  • Can Cast Fading Spells on Kingdom Mates

Penalties:

  • -10% Income

Spell Book:

  • Greater Protection
  • Invisibility
  • Reflect Magic
  • Tree of Gold
  • War Spoils
  • Animate Dead
  • Fool's Gold
  • Mystic Aura

Units:

  • Elite: 4/9, 900gc, 10.5 NW

Human

Bonuses:

  • +30% Income
  • +15% Credts (Building & Military)
  • +25% Increase Sci Spawn

Penalties:

  • -15% Spell Success (WPA)
  • +25% Rune Costs

Spell Book:

  • Greater Protection
  • Inspire Army

Units:

  • Elite: 9/4, 900gc, 10.0 NW

Orc

Bonuses:

  • +20% Battle Gains
  • Free draft
  • +15% 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

Personalities

Heretic

Bonuses:

  • Wizards do not die on failed spells
  • Reduced thief losses on failed operations (-66%)
  • +30% Magic and Thievery Science Effectiveness
  • Spell and Operation Damage +15%
  • +1 Mana

Spell Book:

  • Blizzard
  • Revelation

Starting Bonuses:

  • Starts with +200 Wizards and +400 thieves

Mystic

Bonuses:

  • All Guilds are 100% more effective
  • +75% Magic Science Effectiveness
  • +25% Spell Damage

Spell Book:

  • Meteor Showers
  • Chastity
  • Revelation
  • Paradise

Starting Bonuses:

  • Starts with +800 Wizards

Paladin

Bonuses:

  • Troops attack dragon with +35% increased power
  • -25% Defensive Losses
  • Immune to the Plague

Spell Book:

  • All Paladin Only Spells
  • Fool's Gold

Starting Bonuses:

  • Starts with +400 soldiers, +400 specialist credits and +400 wizards

Rogue

Bonuses:

  • +1 Stealth recovery per tick
  • Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
  • Thieves Dens are 50% more effective
  • +75% Thievery Science Effectiveness

Spell Book:

  • Gluttony
  • Paradise
  • Revelation

Starting Bonuses:

  • Starts with +800 thieves

Sage

Bonuses:

  • Protect 20% of scientists on abduct attack
  • Scientists are 35% more effective

Spell Book:

  • Amnesia

Starting Bonuses:

  • Starts with 50% extra scientists

Tactician

Bonuses:

  • -15% Attack Time
  • Accurate Espionage

Spell Book:

  • Clear Sight
  • Town Watch

Starting Bonuses:

  • Starts with +800 soldiers and +800 specialist credits

Undead

Bonuses:

  • Spreads and is Immune to The Plague
  • -40% Offensive Losses

Spell Book:

  • Greater Protection
  • Animate Dead

Starting Bonuses:

  • Starts with +800 soldiers and +800 specialist credits

Warrior

Bonuses:

  • +15% 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:

  • Immune to Dragon and Income penalty effects
  • +5% Battle Gains
  • +100% Honor Bonuses

Spell Book:

  • War Spoils
  • Pitfalls

Starting Bonuses:

  • Starts with 800 elites

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

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.