<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://utopiawiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Revival</id>
	<title>Utopia Game - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://utopiawiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Revival"/>
	<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php/Special:Contributions/Revival"/>
	<updated>2026-05-23T19:27:58Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.45.1</generator>
	<entry>
		<id>https://utopiawiki.com/index.php?title=MediaWiki:Sidebar&amp;diff=1077</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=MediaWiki:Sidebar&amp;diff=1077"/>
		<updated>2026-05-01T06:41:02Z</updated>

		<summary type="html">&lt;p&gt;Revival: changed sidebar nav for age 115 on current age link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
* SEARCH&lt;br /&gt;
* navigation&lt;br /&gt;
** mainpage|mainpage-description&lt;br /&gt;
** recentchanges-url|recentchanges&lt;br /&gt;
** randompage-url|randompage&lt;br /&gt;
** helppage|help-mediawiki&lt;br /&gt;
** specialpages-url|specialpages&lt;br /&gt;
* most visited&lt;br /&gt;
** Age 115|Current Age Changes&lt;br /&gt;
** Races and Personalities|Races and Personalities&lt;br /&gt;
* TOOLBOX&lt;br /&gt;
* LANGUAGES&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Dragons&amp;diff=1073</id>
		<title>Dragons</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Dragons&amp;diff=1073"/>
		<updated>2026-04-30T05:33:01Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Dragon HP */ catching up dragon HP adj, doubtful this is correct, but it wasn&amp;#039;t correct before the edit either&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Age114 Dragons Title.png|center|link=]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragons&#039;&#039;&#039; are creatures that help to disrupt the target Kingdom.&lt;br /&gt;
&lt;br /&gt;
[[Politics|Monarch]] and [[Politics|Stewards]] can choose which Dragon type and the target Kingdom.&lt;br /&gt;
&lt;br /&gt;
When Dragon project is chosen and started, provinces can donate money and food for funding.&lt;br /&gt;
&lt;br /&gt;
When the Dragon is sent to an opposing kingdom, it will wreak havoc on their lands. The Dragon will continue to do so for two full months (48 ticks) or until slain by the enemy kingdom&#039;s forces. &lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color: #FFC300&amp;quot;&amp;gt;Dragon&#039;s Behavior==&lt;br /&gt;
&amp;lt;!--* All dragons result in 10% lower income, 10% lower food production, the loss of 20% of new draftees, and destroy 3% of buildings every 6 ticks.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Troops will slay a dragon at their respective strength. Every soldier sent will destroy strength in the amount of its offense. If a soldier is 3/0, it will cause 3 damage per soldier towards the slaying of the dragon. If your elite is 14/4, it will cause 14 damage per troop towards the slaying of the dragon (before slay modifiers). &amp;lt;sup&amp;gt;[[Age 114]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Troops sent to slay dragon are unaffected by any spells that increase unit damage, percent or flat rate increase such as [[Mystics#Bloodlust|Bloodlust]] or [[Mystics#Aggression|Aggression]]&lt;br /&gt;
&lt;br /&gt;
* All provinces can boost their dragon slaying strength by investing in &#039;&#039;&#039;Valor&#039;&#039;&#039; science.&lt;br /&gt;
&lt;br /&gt;
* Thieves, Wizards and Prisoners &#039;&#039;&#039;cannot&#039;&#039;&#039; be used to slay a dragon.&lt;br /&gt;
&lt;br /&gt;
* Some races or personalities may receive a bonus to dragon slaying strength of all troops (including soldiers).&lt;br /&gt;
&lt;br /&gt;
* Dragons will fly away on their own on the dawning of the 3rd (third) Utopian month; having lasted for a total of 48 utopian days.&lt;br /&gt;
&lt;br /&gt;
* Dragons send range is from 20% smaller to 25% larger in relation to kingdoms net worth. Dragon send range will be removed when targeting a Kingdom you are at war with.&lt;br /&gt;
&lt;br /&gt;
* Monarchs and Stewards have the option to start a dragon project. Once a dragon project is started a Fund Dragon menu link will appear in the navigation area for all qualified provinces to help funding the dragon project. When fully funded, only the &#039;&#039;&#039;Monarch&#039;&#039;&#039; or &#039;&#039;&#039;Steward(s)&#039;&#039;&#039; will have the ability to send the dragon.&lt;br /&gt;
&lt;br /&gt;
* Provinces in protection may not fund or slay a dragon.&lt;br /&gt;
&lt;br /&gt;
* Once a kingdom receives a Dragon, a menu link will appear in the affected players navigation area allowing them access to the Slay Dragon section.&lt;br /&gt;
&lt;br /&gt;
* A dragon will automatically be cancelled upon the commencement of a &#039;&#039;&#039;EOWCF&#039;&#039;&#039;. Dragons are automatically cancelled when a regular ceasefire or forced ceasefire happens.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:#FFC300&amp;quot;&amp;gt;Dragon Types &amp;amp; Effects&amp;lt;/span&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; border:1px solid #625230; background:#0f1a2b; color:#ffffff;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; style=&amp;quot;background:#001D3D; color:#FFC300; text-align:center; padding:8px; font-size:1.2em;&amp;quot; |&lt;br /&gt;
Dragon Type&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;12%&amp;quot; style=&amp;quot;background:#003566; color:#ffffff; text-align:center;&amp;quot; | Emerald&lt;br /&gt;
! width=&amp;quot;12%&amp;quot; style=&amp;quot;background:#003566; color:#ffffff; text-align:center;&amp;quot; | Ruby&lt;br /&gt;
! width=&amp;quot;12%&amp;quot; style=&amp;quot;background:#003566; color:#ffffff; text-align:center;&amp;quot; | Sapphire&lt;br /&gt;
! width=&amp;quot;12%&amp;quot; style=&amp;quot;background:#003566; color:#ffffff; text-align:center;&amp;quot; | Topaz&lt;br /&gt;
! width=&amp;quot;12%&amp;quot; style=&amp;quot;background:#003566; color:#ffffff; text-align:center;&amp;quot; | Amethyst&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* +25% Military Casualties &lt;br /&gt;
* -25% Combat Gains &lt;br /&gt;
* Destroys 1.5% of troops at home instantly upon arrival, and every 6 ticks &lt;br /&gt;
1.5% of troops at home are lost and current Building and Specialist Credits are reduced by 40% &lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* -12.5% Military Effectiveness &lt;br /&gt;
* +20% Military Wages &lt;br /&gt;
* Destroys 2.5% of offensive specialists instantly upon arrival, and every 6 ticks 2.5% of offensive specialists at home desert &lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* -35% WPA and TPA &lt;br /&gt;
* -1 Mana Recovery  &lt;br /&gt;
* -1 Stealth Recovery  &lt;br /&gt;
* +12.5% Instant Spell and Sabotage Damage taken and -12.5% Instant and Sabotage Damage dealt &lt;br /&gt;
* Destroys 25% of runes instantly upon arrival, and every 6 ticks thereafter destroys 25% current rune supplies. &lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* -30% Building Efficiency &lt;br /&gt;
* -25% Income &lt;br /&gt;
* Destroys 10% of buildings instantly upon arrival, and every 6 ticks thereafter, destroys 10% of buildings and 20% of current gold&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* −30% Spell Success Chance &lt;br /&gt;
* −30% Thievery Success Chance on sabotage operations &lt;br /&gt;
* All active self-spells are removed instantly upon arrival, and every 6 ticks thereafter, kills 2% wizard &amp;amp; thieves &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; style=&amp;quot;background:#001D3D; height:6px;&amp;quot; |&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color: #FFC300&amp;quot;&amp;gt;Dragon Cost==&lt;br /&gt;
Dragon Cost is determined at the time the Dragon is started. You can view the cost on the Dragon page.&lt;br /&gt;
&lt;br /&gt;
A simple summary:&lt;br /&gt;
*Sapphire / Topaz - Cheaper, health reduced&lt;br /&gt;
*Emerald / Ruby - Slightly more expensive, more health&lt;br /&gt;
&amp;lt;!--*Diamond - A lot more expensive, health increased significantly--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Dragon Gold Cost&amp;lt;/b&amp;gt; = (Dragon Type Cost Mod * Cost Metric)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Dragon Food Cost&amp;lt;/b&amp;gt; = (Dragon Type Cost Mod * Cost Metric) * 0.2&lt;br /&gt;
&amp;lt;!-- &amp;lt;b&amp;gt;Cost Metric =&amp;lt;/b&amp;gt; &#039;&#039;MAX&#039;&#039; ( Target Kingdom NW , Your Kingdom NW ) * 0.656 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost Metric =&amp;lt;/b&amp;gt; Target Kingdom NW * 0.656&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Dragon Type&lt;br /&gt;
!Cost Mod&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sapphire || 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Topaz  || 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Emerald || 2.4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ruby || 2.4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color: #FFC300&amp;quot;&amp;gt;Dragon HP==&lt;br /&gt;
Dragon HP is determined at the time the dragon is sent.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;DATA NEEDS TO BE VERIFIED&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Dragon HP =&amp;lt;/b&amp;gt; Dragon Type HP Mod * Relations Modifier * (Receiving Kingdom NW / 132)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Dragon Type&lt;br /&gt;
!HP Mod&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sapphire || 6.185&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Topaz  || 6.185&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Emerald || 7.423&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ruby || 7.423&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Amethyst  || 7.423&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Relations&lt;br /&gt;
!Relations Modifier&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Relations: None || 0.5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Relations: [[Relations#Hostile|Unfriendly]] || 0.5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Relations: [[Relations#Hostile|Hostile]] || 0.75&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Relations: [[Relations#War|War]] || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color: #FFC300&amp;quot;&amp;gt;Changelog==&lt;br /&gt;
*[[Age 108]]&lt;br /&gt;
** Dragon HP increased 10%&lt;br /&gt;
** Elites now do damage to Dragons based on Off AND Def points&lt;br /&gt;
*[[Age 114]]&lt;br /&gt;
** Dragon HP decreased 10%&lt;br /&gt;
** Elites now do damage based on higher off or def value&lt;br /&gt;
*[[Age 115]]&lt;br /&gt;
**Dragon HP decreased by 2%&lt;br /&gt;
**Dragons updated&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--===Historical Dragon data===&lt;br /&gt;
* Previously all dragons cost the same amount of GC and had the same Hit Points which were determined via: &lt;br /&gt;
 &amp;lt;b&amp;gt;Dragon Cost =&amp;lt;/b&amp;gt; &#039;&#039;MAX&#039;&#039; ( Target Kingdom NW , Your Kingdom NW ) * 1.25&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;b&amp;gt;Dragon HP =&amp;lt;/b&amp;gt; ( Receiving Kingdom NW / ~44 ) * Relations Mod&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Dragons&amp;diff=1072</id>
		<title>Dragons</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Dragons&amp;diff=1072"/>
		<updated>2026-04-30T05:27:21Z</updated>

		<summary type="html">&lt;p&gt;Revival: added age 115&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Age114 Dragons Title.png|center|link=]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragons&#039;&#039;&#039; are creatures that help to disrupt the target Kingdom.&lt;br /&gt;
&lt;br /&gt;
[[Politics|Monarch]] and [[Politics|Stewards]] can choose which Dragon type and the target Kingdom.&lt;br /&gt;
&lt;br /&gt;
When Dragon project is chosen and started, provinces can donate money and food for funding.&lt;br /&gt;
&lt;br /&gt;
When the Dragon is sent to an opposing kingdom, it will wreak havoc on their lands. The Dragon will continue to do so for two full months (48 ticks) or until slain by the enemy kingdom&#039;s forces. &lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color: #FFC300&amp;quot;&amp;gt;Dragon&#039;s Behavior==&lt;br /&gt;
&amp;lt;!--* All dragons result in 10% lower income, 10% lower food production, the loss of 20% of new draftees, and destroy 3% of buildings every 6 ticks.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Troops will slay a dragon at their respective strength. Every soldier sent will destroy strength in the amount of its offense. If a soldier is 3/0, it will cause 3 damage per soldier towards the slaying of the dragon. If your elite is 14/4, it will cause 14 damage per troop towards the slaying of the dragon (before slay modifiers). &amp;lt;sup&amp;gt;[[Age 114]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Troops sent to slay dragon are unaffected by any spells that increase unit damage, percent or flat rate increase such as [[Mystics#Bloodlust|Bloodlust]] or [[Mystics#Aggression|Aggression]]&lt;br /&gt;
&lt;br /&gt;
* All provinces can boost their dragon slaying strength by investing in &#039;&#039;&#039;Valor&#039;&#039;&#039; science.&lt;br /&gt;
&lt;br /&gt;
* Thieves, Wizards and Prisoners &#039;&#039;&#039;cannot&#039;&#039;&#039; be used to slay a dragon.&lt;br /&gt;
&lt;br /&gt;
* Some races or personalities may receive a bonus to dragon slaying strength of all troops (including soldiers).&lt;br /&gt;
&lt;br /&gt;
* Dragons will fly away on their own on the dawning of the 3rd (third) Utopian month; having lasted for a total of 48 utopian days.&lt;br /&gt;
&lt;br /&gt;
* Dragons send range is from 20% smaller to 25% larger in relation to kingdoms net worth. Dragon send range will be removed when targeting a Kingdom you are at war with.&lt;br /&gt;
&lt;br /&gt;
* Monarchs and Stewards have the option to start a dragon project. Once a dragon project is started a Fund Dragon menu link will appear in the navigation area for all qualified provinces to help funding the dragon project. When fully funded, only the &#039;&#039;&#039;Monarch&#039;&#039;&#039; or &#039;&#039;&#039;Steward(s)&#039;&#039;&#039; will have the ability to send the dragon.&lt;br /&gt;
&lt;br /&gt;
* Provinces in protection may not fund or slay a dragon.&lt;br /&gt;
&lt;br /&gt;
* Once a kingdom receives a Dragon, a menu link will appear in the affected players navigation area allowing them access to the Slay Dragon section.&lt;br /&gt;
&lt;br /&gt;
* A dragon will automatically be cancelled upon the commencement of a &#039;&#039;&#039;EOWCF&#039;&#039;&#039;. Dragons are automatically cancelled when a regular ceasefire or forced ceasefire happens.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:#FFC300&amp;quot;&amp;gt;Dragon Types &amp;amp; Effects&amp;lt;/span&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; border:1px solid #625230; background:#0f1a2b; color:#ffffff;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; style=&amp;quot;background:#001D3D; color:#FFC300; text-align:center; padding:8px; font-size:1.2em;&amp;quot; |&lt;br /&gt;
Dragon Type&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;12%&amp;quot; style=&amp;quot;background:#003566; color:#ffffff; text-align:center;&amp;quot; | Emerald&lt;br /&gt;
! width=&amp;quot;12%&amp;quot; style=&amp;quot;background:#003566; color:#ffffff; text-align:center;&amp;quot; | Ruby&lt;br /&gt;
! width=&amp;quot;12%&amp;quot; style=&amp;quot;background:#003566; color:#ffffff; text-align:center;&amp;quot; | Sapphire&lt;br /&gt;
! width=&amp;quot;12%&amp;quot; style=&amp;quot;background:#003566; color:#ffffff; text-align:center;&amp;quot; | Topaz&lt;br /&gt;
! width=&amp;quot;12%&amp;quot; style=&amp;quot;background:#003566; color:#ffffff; text-align:center;&amp;quot; | Amethyst&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* +25% Military Casualties &lt;br /&gt;
* -25% Combat Gains &lt;br /&gt;
* Destroys 1.5% of troops at home instantly upon arrival, and every 6 ticks &lt;br /&gt;
1.5% of troops at home are lost and current Building and Specialist Credits are reduced by 40% &lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* -12.5% Military Effectiveness &lt;br /&gt;
* +20% Military Wages &lt;br /&gt;
* Destroys 2.5% of offensive specialists instantly upon arrival, and every 6 ticks 2.5% of offensive specialists at home desert &lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* -35% WPA and TPA &lt;br /&gt;
* -1 Mana Recovery  &lt;br /&gt;
* -1 Stealth Recovery  &lt;br /&gt;
* +12.5% Instant Spell and Sabotage Damage taken and -12.5% Instant and Sabotage Damage dealt &lt;br /&gt;
* Destroys 25% of runes instantly upon arrival, and every 6 ticks thereafter destroys 25% current rune supplies. &lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* -30% Building Efficiency &lt;br /&gt;
* -25% Income &lt;br /&gt;
* Destroys 10% of buildings instantly upon arrival, and every 6 ticks thereafter, destroys 10% of buildings and 20% of current gold&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* −30% Spell Success Chance &lt;br /&gt;
* −30% Thievery Success Chance on sabotage operations &lt;br /&gt;
* All active self-spells are removed instantly upon arrival, and every 6 ticks thereafter, kills 2% wizard &amp;amp; thieves &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; style=&amp;quot;background:#001D3D; height:6px;&amp;quot; |&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color: #FFC300&amp;quot;&amp;gt;Dragon Cost==&lt;br /&gt;
Dragon Cost is determined at the time the Dragon is started. You can view the cost on the Dragon page.&lt;br /&gt;
&lt;br /&gt;
A simple summary:&lt;br /&gt;
*Sapphire / Topaz - Cheaper, health reduced&lt;br /&gt;
*Emerald / Ruby - Slightly more expensive, more health&lt;br /&gt;
&amp;lt;!--*Diamond - A lot more expensive, health increased significantly--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Dragon Gold Cost&amp;lt;/b&amp;gt; = (Dragon Type Cost Mod * Cost Metric)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Dragon Food Cost&amp;lt;/b&amp;gt; = (Dragon Type Cost Mod * Cost Metric) * 0.2&lt;br /&gt;
&amp;lt;!-- &amp;lt;b&amp;gt;Cost Metric =&amp;lt;/b&amp;gt; &#039;&#039;MAX&#039;&#039; ( Target Kingdom NW , Your Kingdom NW ) * 0.656 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost Metric =&amp;lt;/b&amp;gt; Target Kingdom NW * 0.656&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Dragon Type&lt;br /&gt;
!Cost Mod&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sapphire || 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Topaz  || 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Emerald || 2.4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ruby || 2.4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color: #FFC300&amp;quot;&amp;gt;Dragon HP==&lt;br /&gt;
Dragon HP is determined at the time the dragon is sent.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Dragon HP =&amp;lt;/b&amp;gt; Dragon Type HP Mod * Relations Modifier * (Receiving Kingdom NW / 132)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Dragon Type&lt;br /&gt;
!HP Mod&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sapphire || 7.0125&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Topaz  || 7.0125&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Emerald || 8.415&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ruby || 8.415&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--| &#039;&#039;&#039;Diamond  || 9.5625&lt;br /&gt;
|-&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Relations&lt;br /&gt;
!Relations Modifier&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Relations: None || 0.5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Relations: [[Relations#Hostile|Unfriendly]] || 0.5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Relations: [[Relations#Hostile|Hostile]] || 0.75&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Relations: [[Relations#War|War]] || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color: #FFC300&amp;quot;&amp;gt;Changelog==&lt;br /&gt;
*[[Age 108]]&lt;br /&gt;
** Dragon HP increased 10%&lt;br /&gt;
** Elites now do damage to Dragons based on Off AND Def points&lt;br /&gt;
*[[Age 114]]&lt;br /&gt;
** Dragon HP decreased 10%&lt;br /&gt;
** Elites now do damage based on higher off or def value&lt;br /&gt;
*[[Age 115]]&lt;br /&gt;
**Dragon HP decreased by 2%&lt;br /&gt;
**Dragons updated&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--===Historical Dragon data===&lt;br /&gt;
* Previously all dragons cost the same amount of GC and had the same Hit Points which were determined via: &lt;br /&gt;
 &amp;lt;b&amp;gt;Dragon Cost =&amp;lt;/b&amp;gt; &#039;&#039;MAX&#039;&#039; ( Target Kingdom NW , Your Kingdom NW ) * 1.25&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;b&amp;gt;Dragon HP =&amp;lt;/b&amp;gt; ( Receiving Kingdom NW / ~44 ) * Relations Mod&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Relations&amp;diff=1071</id>
		<title>Relations</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Relations&amp;diff=1071"/>
		<updated>2026-04-30T05:09:35Z</updated>

		<summary type="html">&lt;p&gt;Revival: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Military#Understanding_Attacks|Attacking]] another kingdom affects the relations between the two kingdoms. &lt;br /&gt;
&lt;br /&gt;
By continually attacking, your kingdom&#039;s conflict level against the opposing kingdom will the hostile meter, thereby changing the relation type; first from &#039;&#039;&#039;Normal&#039;&#039;&#039; to &#039;&#039;&#039;Unfriendly&#039;&#039;&#039;, and then &#039;&#039;&#039;Hostile&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
There are five relation types, each of which have various benefits and penalties.&lt;br /&gt;
* Note: The hostile relations decay after 96h without war &amp;lt;sup&amp;gt;[[Age 112]]&amp;lt;/sup&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Relation Types =&lt;br /&gt;
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:&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Their Attitude Towards Us : XX&amp;lt;br&amp;gt;&lt;br /&gt;
Our Attitude Towards Them : YY&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Normal ==&lt;br /&gt;
*No effects, except:&lt;br /&gt;
*When out of war &amp;lt;sup&amp;gt;[[Age 113]]&amp;lt;/sup&amp;gt;, targeting a kingdom that is less than 85% your Land and Net Worth, the following penalties apply:&lt;br /&gt;
**Battle Gains: -10%&lt;br /&gt;
**Military Casualties: +10%&lt;br /&gt;
**Honor Gains: -25% &lt;br /&gt;
**Attack Time: +20% &amp;lt;sup&amp;gt;[[Age 114]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the default relation between all kingdoms from the start of the [[Age]]. &#039;&#039;&#039;Normal&#039;&#039;&#039; relations will resume after a &#039;&#039;&#039;War&#039;&#039;&#039; or &#039;&#039;&#039;Ceasefire&#039;&#039;&#039; ends.&lt;br /&gt;
&lt;br /&gt;
== Unfriendly &amp;lt;sup&amp;gt;[[Age 112]]&amp;lt;/sup&amp;gt;==  &lt;br /&gt;
&#039;&#039;Unfriendly&#039;&#039; is the first elevated stage of diplomatic tension between kingdoms, granting access to additional hostile actions.  &lt;br /&gt;
&lt;br /&gt;
When the [[Hostile Meter|Hostility Meter]] reaches &#039;&#039;&#039;15 hostility points&#039;&#039;&#039;, the aggressor kingdom’s stance changes to &#039;&#039;&#039;Unfriendly&#039;&#039;&#039; toward the target kingdom. This unlocks stronger offensive [[Mystics#The Spell Book: Offensive Spells|Spells]] and [[Thievery]].  &lt;br /&gt;
&lt;br /&gt;
=== Effects ===  &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%; text-align:center;&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Effects When Your Kingdom is Unfriendly Towards Another&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Gains !! Military Casualties !! WPA/TPA !! Attack Time !! OME&lt;br /&gt;
|-&lt;br /&gt;
| +4% || –5% || +5% || –2.5% || +2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%; text-align:center;&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Effects When Another Kingdom is Unfriendly Towards You&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Gains !! Military Casualties !! WPA/TPA !! Attack Time !! OME&lt;br /&gt;
|-&lt;br /&gt;
| +1.5% || –2.5% || +2.5% || –1% || +1%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Hostile &amp;lt;sup&amp;gt;[[Age 112]]&amp;lt;/sup&amp;gt;==  &lt;br /&gt;
&#039;&#039;Hostile&#039;&#039; is the second level of diplomatic tension between kingdoms, marking a major escalation in aggression.  &lt;br /&gt;
&lt;br /&gt;
When the [[Hostile Meter]] reaches &#039;&#039;&#039;30 hostility points&#039;&#039;&#039;, the aggressor kingdom’s stance becomes &#039;&#039;&#039;Hostile&#039;&#039;&#039; toward the target kingdom. Dropping below this threshold returns relations to &#039;&#039;&#039;Unfriendly&#039;&#039;&#039;. Hostile status unlocks powerful offensive [[Mystics#The Spell Book: Offensive Spells|Spells]] and [[Thievery]], including [[Mystics#Meteor_Showers|Meteor Showers]], and reduces mana and stealth costs for hostile actions to **2%**.  &lt;br /&gt;
&lt;br /&gt;
=== Effects ===  &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%; text-align:center;&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Effects When Your Kingdom is Hostile Towards Another&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Gains !! Military Casualties !! WPA/TPA !! Attack Time !! OME&lt;br /&gt;
|-&lt;br /&gt;
| +10% || –12% || +15% || –6% || +5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%; text-align:center;&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Effects When Another Kingdom is Hostile Towards You&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Gains !! Military Casualties !! WPA/TPA !! Attack Time !! OME&lt;br /&gt;
|-&lt;br /&gt;
| +3% || –4% || +5% || –2% || +2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Summary ===  &lt;br /&gt;
Hostile relations represent a significant step toward open conflict, offering access to devastating hostile operations and spells. This stage is often a precursor to full-scale War.&lt;br /&gt;
&lt;br /&gt;
== Ceasefire ==&lt;br /&gt;
==== Agreed Ceasefire ====&lt;br /&gt;
Also known as a &#039;&#039;&#039;Non Aggression Pact&#039;&#039;&#039; (as seen on the opposing kingdom page and when targeting with spells/ops).&lt;br /&gt;
* Prohibits any [[Attacking &amp;amp; Defending|Attacks]], Spells, or Ops between opposing kingdoms&lt;br /&gt;
* Annuls [[Hostile Meter|Hostility Meter]]&lt;br /&gt;
* Minimum duration of 1 [[Utopia Time| Utopian Month]]&lt;br /&gt;
* Can be enforced for a max of 3 [[Utopia Time|Utopian Years]]&lt;br /&gt;
&lt;br /&gt;
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.&amp;lt;br&amp;gt; While a Ceasefire is in effect, no hostile actions will be allowed between the two Kingdoms.&lt;br /&gt;
&lt;br /&gt;
==== Forced Ceasefire ====&lt;br /&gt;
Defensive Force Ceasefire reintroduced with the following changes: &lt;br /&gt;
* DFCF becomes available when all of the following are met: &lt;br /&gt;
** The kingdom is 45 points (in-range) or 30 points (out-of-range) below the aggressor on the hostility meter &lt;br /&gt;
** The aggressor has not been given Hostile status &lt;br /&gt;
** No attacks have been made against the aggressor for 3 ticks &lt;br /&gt;
** The kingdom is lower in both Land and Networth than the aggressor &lt;br /&gt;
* DFCF will incur a penalty if within War Range of the aggressor (15% NW or Land) &lt;br /&gt;
** Penalty will be a loss of 1.75% Honor and 1.75% Science.  &lt;br /&gt;
** There is no penalty incurred for DCFC if out of War Range of the aggressor &lt;br /&gt;
** Penalty will have a warning popup, as to not be done accidentally &lt;br /&gt;
* DFCFd duration will be for 48 hours before it can be cancelled by either kingdom&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &lt;br /&gt;
Hostile meter will now decay after 48 hours of going hostile, decay rate will ramp with meter points &lt;br /&gt;
&amp;lt;!---* Also known as an &#039;&#039;&#039;Auto-Ceasefire&#039;&#039;&#039;&lt;br /&gt;
* Minimum duration of 1 [[Utopia Time|Utopian Year]]&lt;br /&gt;
* Becomes available once the following conditions are met:&lt;br /&gt;
** A 100-point difference on the [[Hostile Meter]] (option is given to the kingdom with fewer points)&lt;br /&gt;
** Surrendering kingdom is out of [[Relations|war]] declaration range&lt;br /&gt;
** Surrendering kingdom has not made any attacks for at least 12 [[Utopia Time|Utopian Days]]&lt;br /&gt;
&lt;br /&gt;
In the event that a Defending Kingdom is unable to withstand the might of an Aggressor Kingdom (the Kingdom with the higher Meter Points), they will be given the option to Surrender.&amp;lt;br&amp;gt;&lt;br /&gt;
This will enforce an automatic (forced) Ceasefire agreement that cannot be broken for 96 hours.&amp;lt;br&amp;gt; &lt;br /&gt;
This option is available only if:&lt;br /&gt;
* the Aggressor Kingdom has reached Hostile relations with the Defending Kingdom&lt;br /&gt;
* the Defending Kingdom has not reached Hostile relations with the Aggressor Kingdom &lt;br /&gt;
* the Defending Kingdom has not committed any Attacks within the past 3 hours (similar to the 2-hour restriction on [[Relations#Withdrawal|withdrawing]] from War); hostile Sorcery or Thievery Ops will not reset this timer; this timer does not apply if the Defending Kingdom is at War&lt;br /&gt;
* the Defending Kingdom is out of War Range (85%-117.64%)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If Defensive FCF is used in War Range, the Defending Kingdom will pay (to the Aggressor Kingdom) up to 3% of the Defender’s total Kingdom Honor based on Relative Kingdom Networth, and the Aggressor Kingdom will receive War Win points (the Defending Kingdom will not lose any War Win points).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
A Defending Kingdom can enter into a 96 Ticks unbreakable Ceasefire with an Aggressor Kingdom if:&lt;br /&gt;
* the Aggressor Kingdom has reached Hostile Relations with the Defending Kingdom&lt;br /&gt;
* the Defending Kingdom has not reached Hostile Relations with the Aggressor Kingdom&lt;br /&gt;
* the Defending Kingdom is out of War Range (85%-117.64%)&lt;br /&gt;
* the Defending Kingdom has not committed any Attacks within the past 3 hours (similar to the 2-hour restriction on [[Relations#Withdrawal|withdrawing]] from War); this timer does not apply if the Defending Kingdom is at War, hostile Sorcery or Thievery Ops will not reset this timer&lt;br /&gt;
* the Defending has not sent any Dragons for at least 3 ticks&lt;br /&gt;
* the Aggressor has been Hostile towards the Defender thru at least 4 ticks (for example: Aggressor reaches Hostile on the 9th. The 10th is tick 1, 11th is tick 2, 12th is tick 3, 13th is tick 4; the Defender could Surrender on the 13th if all other conditions are met)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An Aggressor Kingdom can enter into a 96 Ticks unbreakable Ceasefire with a Defending Kingdom if:&lt;br /&gt;
* the Aggressor has not made military Attacks against the Defending Kingdom for at least 24 Ticks&lt;br /&gt;
* the Aggressor has not sent any Dragons for at least 24 Ticks&lt;br /&gt;
* the Aggressor is not at War (including EoWCF)&lt;br /&gt;
* the Defender is not at War (including EoWCF; timer starts when the Defender leaves War)&lt;br /&gt;
(the 24 Ticks waiting period will not begin until EoWCF concludes)--&amp;gt;&lt;br /&gt;
&amp;lt;!--&#039;&#039;If Aggressive FCF is used in while the Defender is in War Range, the Aggressor Kingdom will receive War Win points.&#039;&#039;--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--War Win points awarded by Forced Ceasefire in Range are based on a percentage of a War Win by the Aggressor against the Defender.  If the two Kingdoms are equal in Net Worth and War Win points, the Aggressor would receive 10% of what they would receive from a War Win.  This will scale as high as 40% against a Kingdom at max relative Networth and significantly higher War Win points, or as low as 0% against a Kingdom that is below 50% of the Aggressor’s War Win points.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Relations#End-of-War_Ceasefire|End-of-War Ceasefire]] has slightly different effects and conditions.&lt;br /&gt;
&lt;br /&gt;
== War ==&lt;br /&gt;
War begins when a kingdom &#039;&#039;declares War&#039;&#039; on a Hostile kingdom &#039;&#039;&#039;OR&#039;&#039;&#039; if the maximum hostility level is reached by both Kingdoms. &lt;br /&gt;
&lt;br /&gt;
In order to declare War, a Kingdom must:&lt;br /&gt;
* have received Attacks from at least three unique provinces on either side (except if Monarch/Stewards grant Hostile Operations)&lt;br /&gt;
* be in Range (more than 85% and less than 117.64% of its Net Worth or Land when declaring up, but must be in range for BOTH LAND and NET WORTH when declaring down.)&amp;lt;sup&amp;gt;[[Age 113]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
* be &#039;&#039;at least&#039;&#039; &#039;&#039;&#039;Unfriendly&#039;&#039;&#039; with the opposing Kingdom, &#039;&#039;&#039;AND&#039;&#039;&#039; that Kingdom must be &#039;&#039;&#039;Hostile&#039;&#039;&#039; with your Kingdom &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In instances where both kingdoms are &#039;&#039;&#039;Hostile&#039;&#039;&#039;, the Kingdom with fewer meter points will receive the [[Relations#Starting_a_War|&amp;quot;button&amp;quot;]] and be able to declare while. When 60 points are reached by both Kingdoms, either one can declare&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If 180 points are reached by both Kingdoms, War automatically starts.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wars last a minimum of 2 [[Utopia Time|Utopian Months]] (48 hours) after declaration.&lt;br /&gt;
&lt;br /&gt;
A Kingdom can only War one other Kingdom at a time.&lt;br /&gt;
&lt;br /&gt;
Honor and Land gains are higher in War than out of War.&lt;br /&gt;
&lt;br /&gt;
=== Immediate Effects ===&lt;br /&gt;
* War overrides relations with all other kingdoms. Upon leaving War, &#039;&#039;&#039;Normal&#039;&#039;&#039; relations will resume. While in War, there is a decay of two hostility points per [[Time_in_Utopia|Utopian Month]] or 1/5th of the Meter, whichever is greater.&lt;br /&gt;
* Provinces created in War will be in [[Protection]] for 72 days and start with zero soldiers and zero credits.&lt;br /&gt;
{{H3|Benefits}}&lt;br /&gt;
&amp;lt;!-- *Attacks generate new honor --&amp;gt;&lt;br /&gt;
* Mana &amp;amp; Stealth costs for offensive spells/ops reduced to 2%&lt;br /&gt;
&amp;lt;!--* -25% Build Time&lt;br /&gt;
* +25% Draft Speed&lt;br /&gt;
*-25% Military Training Time--&amp;gt;&lt;br /&gt;
* Unlocks [[Thievery#Propaganda|Propaganda]] and [[Thievery#Sabotage_Wizards|Sabotage Wizards]] Operations&lt;br /&gt;
* Unlocks [[Mystics#Amnesia|Amnesia]] and [[Mystics#Expose_Thives|Expose Thieves]] Spells&lt;br /&gt;
&lt;br /&gt;
{{H3|Penalties}}&lt;br /&gt;
*[[Mystics#Paradise|Paradise]] cannot be cast (except during EoWCF)&lt;br /&gt;
*600% Exploration Costs&lt;br /&gt;
&lt;br /&gt;
=== After 12 Hours ===&lt;br /&gt;
{{H3|Benefits}}&lt;br /&gt;
*-15% Attack Time&lt;br /&gt;
&lt;br /&gt;
=== After 24 Hours ===&lt;br /&gt;
{{H3|Benefits}}&lt;br /&gt;
*-80% Gains, Military Casualties and Effectiveness for Spells and Operations to and from other Kingdoms (this fades in from War start)&lt;br /&gt;
&lt;br /&gt;
=== Fake War ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Ways a War can be faked (Please note, this is just an idea and not a comprehensive list):&lt;br /&gt;
*Requesting specific people be targeted by opposing Kingdom or accepting to action a request from the opposing Monarch&lt;br /&gt;
*Non-aggression pact during War of any duration and at any time&lt;br /&gt;
*Attempts to manipulate War-Win rankings using friends to initiate multiple Wars&lt;br /&gt;
*Agreement to trading Acres for a War Win&lt;br /&gt;
*&amp;quot;Ending&amp;quot; a war before minimum war duration&lt;br /&gt;
&lt;br /&gt;
Punishments may include (Again, not a comprehensive list):&lt;br /&gt;
*Removal from the End of Age rankings for both kingdoms&lt;br /&gt;
*Deletion and temporary ban of players making the agreement&lt;br /&gt;
*Removal of war wins&lt;br /&gt;
*Monarchs of both Kingdoms deleted&lt;br /&gt;
*Removal of any gains of the Fake War from all Kingdom members (even if they were unaware of the Fake War)&lt;br /&gt;
&lt;br /&gt;
=== Province Creation ===&lt;br /&gt;
Provinces created/reset during War will start without Soldiers, Military &amp;amp; Building Credits.&lt;br /&gt;
&lt;br /&gt;
= Starting a War =&lt;br /&gt;
Once the &#039;&#039;&#039;Hostile&#039;&#039;&#039; 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 &#039;&#039;&#039;Unfriendly&#039;&#039;&#039;. This &amp;quot;War Button&amp;quot; appears on the Relations Page under the War tab. If both kingdoms have reached &#039;&#039;&#039;Hostile&#039;&#039;&#039; relations status, the kingdom with fewer points (while under 60 points) will have a &amp;quot;Declare War&amp;quot; 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.&lt;br /&gt;
&amp;lt;!--==== Propose War ====&lt;br /&gt;
In addition to starting a war via raising the [[Hostile Meter]], a Monarch also has the option to send a War Proposal to another kingdom within warring range (regardless of relations). This invitation expires at the end of the [[Utopia Time|Tick]] (Utopian Day) and, once accepted, will begin war &#039;&#039;&#039;instantly&#039;&#039;&#039;. If you are currently in a ceasefire with the kingdom you wish to propose a war with, you must first cancel that in order to be able to propose a war.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Relation Table =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Ceasefire&lt;br /&gt;
! Normal (0-14.99)&lt;br /&gt;
! Unfriendly (15-29.99)&lt;br /&gt;
! Hostile (30-180)&lt;br /&gt;
! War&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Prohibits any Attacks&lt;br /&gt;
* Prohibits any Spells&lt;br /&gt;
* Prohibits any Thievery Operations&lt;br /&gt;
* Annul Hostile Meter&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;End Of War Ceasefire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Min 24 U-Days&lt;br /&gt;
* Max 96 U-Days&lt;br /&gt;
* +1000% birth rate (minimum 500) for the first 24 U-Days&lt;br /&gt;
* Explore penalty reduced to 300% for provinces below Kingdom Median (including incoming explored Acres)&lt;br /&gt;
* Combined with War Relations&lt;br /&gt;
* Separate annul the Relations (War and CF)&lt;br /&gt;
* All Land currently out with armies at War end returns home immediately&lt;br /&gt;
* All Military Units currently out on Attacks against the War opponent return home immediately&lt;br /&gt;
* Negative Spell effects and Riots removed&lt;br /&gt;
* Dragon project is automatically canceled&lt;br /&gt;
* Instant Population growth of 20% of your max population if you are under 50% of your max Population&lt;br /&gt;
|&lt;br /&gt;
* No Effects&lt;br /&gt;
|&lt;br /&gt;
To opposing Kingdom:&lt;br /&gt;
* Unlocks Unfriendly Spells&lt;br /&gt;
* Unlocks Unfriendly Thievery Operations&lt;br /&gt;
|&lt;br /&gt;
To opposing Kingdom:&lt;br /&gt;
* Unlocks Hostile Spells&lt;br /&gt;
* Unlocks Hostile Thievery Operations&lt;br /&gt;
* Mana cost for Offensive Spells reduced to 2%&lt;br /&gt;
* Stealth cost for Offensive Ops reduced to 2%&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Immediate Effects&#039;&#039;&#039;&lt;br /&gt;
* Annul Hostility Meter with everyone&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;Benefits&#039;&#039;&lt;br /&gt;
* +10% Combat Gains&lt;br /&gt;
* Unlocks [[Thievery#Propaganda|Propaganda]] thievery operation&lt;br /&gt;
* Unlocks [[Mystics#Amnesia|Amnesia]] spell&lt;br /&gt;
* Mana costs for Offensive Spells reduced to 2%&lt;br /&gt;
* Stealth costs for Offensive Ops reduced to 2%&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;Penalties&#039;&#039;&lt;br /&gt;
* 600% Exploration Costs&lt;br /&gt;
* [[Mystics#Paradise|Paradise]] unavailable&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;After 12 Hours (12 Utopian Days)&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Benefits&#039;&#039;&lt;br /&gt;
* -15% Attack Time&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;After 24 Hours (1 [[Utopia_Time|Utopian Month]])&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Benefits&#039;&#039;&lt;br /&gt;
* -80% Gains and Effectiveness for operations to and from other Kingdoms (this phases in from War start)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Ending a War =&lt;br /&gt;
Only the Kingdom&#039;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.&lt;br /&gt;
&lt;br /&gt;
=== Mutual Peace ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Both kingdoms receive:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 * 3 times your median Provinces Acres in Specialist Credits&lt;br /&gt;
 * Free Building Credits to the total of 200% of median province total Land at the end of the War&lt;br /&gt;
 * A provision of additional land to each province&#039;s individual Explore Pool&lt;br /&gt;
 * Science Books bonus equal to 24 Ticks of production&lt;br /&gt;
 * 1 additional War Score point&lt;br /&gt;
&lt;br /&gt;
=== Withdrawal ===&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
War will also automatically end (a Kingdom will automatically Withdraw) if their Net Worth drops below 66% of the opponent&#039;s Net Worth on the first Tick this condition is satisfied. This will only occur after a minimum of 48 Ticks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Withdrawing Kingdom receives the following &#039;&#039;&#039;benefits&#039;&#039;&#039;:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 * 3 times your median Provinces Acres in Specialist Credits&lt;br /&gt;
 * Free Building Credits to the total of 200% of median Province total Land at the end of the War&lt;br /&gt;
 * A provision of additional Land to each Province&#039;s individual Explore Pool&lt;br /&gt;
 * Science Books bonus equal to 24 Ticks of production&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Withdrawing Kingdom incurs the following &#039;&#039;&#039;penalties&#039;&#039;&#039;:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 * 5% of the Kingdom&#039;s Land will be lost and transferred to the Winning Kingdom&lt;br /&gt;
 * 5% of the Kingdom&#039;s Honor will be lost and transferred to the Winning Kingdom&lt;br /&gt;
&lt;br /&gt;
=== Victory ===&lt;br /&gt;
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&#039;s ability to Withdraw.  &lt;br /&gt;
&amp;lt;!--War will also end automatically when a Kingdom&#039;s Net Worth drops below 67% of its opponent&#039;s Net Worth. This will cause the smaller Kingdom to automatically Withdraw and can only occur after a minimum of 48 Ticks.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;After War, the winning kingdom receives the following &#039;&#039;&#039;benefits&#039;&#039;&#039;:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 * 3 times your median Provinces Acres in Specialist Credits&lt;br /&gt;
 * Free Building Credits to the total of 200% of Median Province total Land at the end of the War&lt;br /&gt;
 * A provision of additional Land to each Province&#039;s individual Explore Pool&lt;br /&gt;
 * Science Books bonus equal to 36 ticks of Production&lt;br /&gt;
 * +50% advancement towards the next Scientist&lt;br /&gt;
 * Land bonus equal to 5% of the losing Kingdom&#039;s total Land at the end of the War, subtracted from each Province then transferred and distributed evenly&lt;br /&gt;
 * Land bonus equal to 10% of the losing Kingdom&#039;s total Land at the end of the War, distributed prioritizing smallest Provinces in the Winning Kingdom&lt;br /&gt;
 * Honor bonus equal to 5% of the losing Kingdom&#039;s total Honor at the end of the War (subtracted from each province then transferred and distributed evenly), plus 200 Honor per Province&lt;br /&gt;
 * &amp;lt;!--[[Kingdom_Recognition|Recognition]]--&amp;gt;Recognition on Kingdom Page based on the number of Wars achieved&lt;br /&gt;
 * 2 additional War Score points&lt;br /&gt;
 * War rewards are scaled by Kingdom&#039;s province count at the beginning of war.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center;&amp;quot;&lt;br /&gt;
! Provinces in Winning Kingdom&lt;br /&gt;
! Victory Reward Kept&lt;br /&gt;
! War Points Awarded&lt;br /&gt;
|-&lt;br /&gt;
| 25&lt;br /&gt;
| 100%&lt;br /&gt;
| 2.25&lt;br /&gt;
|-&lt;br /&gt;
| 24&lt;br /&gt;
| 80%&lt;br /&gt;
| 1.5&lt;br /&gt;
|-&lt;br /&gt;
| 23&lt;br /&gt;
| 65%&lt;br /&gt;
| 0.75&lt;br /&gt;
|-&lt;br /&gt;
| 20–22&lt;br /&gt;
| 50%&lt;br /&gt;
| 0.4&lt;br /&gt;
|-&lt;br /&gt;
| Under 20&lt;br /&gt;
| 40%&lt;br /&gt;
| 0.25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* Each additional &amp;lt;!--&#039;[[Kingdom_Recognition|Tier]]&#039;--&amp;gt;War Win achieved will increase War Win bonuses (that are not transferred) by 5%, capped at 50% larger than baseline bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
* War Win bonus will incur a 5% stacking penalty for each Province below 25, calculated at War start - max 25% reduction.&lt;br /&gt;
* At the conclusion of the age, Kingdoms will be awarded bonus War Score points for every Kingdom that they defeated in War, based on the defeated Kingdoms&#039; total War Wins (if any). An additional provision of points will be granted for every Kingdom warred but not defeated, based on the total War Wins of those Kingdoms (if any), a Mutual peace counts as a loss in this instance.&lt;br /&gt;
* War Score will incur a 4% stacking penalty for each missing Province below maximum, calculated for each individual War, this penalty carries over to EoA adjustment, full points only awarded full Kingdoms.&lt;br /&gt;
* Defeating a kingdom 10% bigger in Net Worth at declaration awards the victor with an additional 30% Honor and 10% Science Books&lt;br /&gt;
&lt;br /&gt;
=== End-of-War Ceasefire ===&lt;br /&gt;
After a War ends, neither Kingdom may have any Relations for an [[Utopia Time|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. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;During this ceasefire, both sides benefit from:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 * Building Efficiency automatically restored to 100% if below 100%&lt;br /&gt;
 * All Land currently out with armies at War end returns home immediately&lt;br /&gt;
 * All Military Units currently out on Attacks against the War opponent return home immediately&lt;br /&gt;
 * Negative Spell effects and Riots are removed&lt;br /&gt;
 * Any Provinces affected by Plague it removed instantly&lt;br /&gt;
 * Instant Population growth of 20% of maximum if you are under 50% of your maximum Population&lt;br /&gt;
 * +1000% Birth Rate (minimum 500) for the first 24 Ticks&lt;br /&gt;
 * Explore penalty reduced to 300% and explore time reduced by 50% for Provinces below Kingdom Median (including incoming explored Acres)&lt;br /&gt;
 * Access to Paradise spell&lt;br /&gt;
 * Dragons that have already begun will be automatically canceled upon entering EoWCF&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; &lt;br /&gt;
* All Credits (Specialist or Building) will be lost upon exit of End of War Ceasefire&lt;br /&gt;
* Learn and Amnesia will return books over 48hrs, even if war ends.&lt;br /&gt;
&lt;br /&gt;
= Out-Of-Range War Benefits = &lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
= War Forum =&lt;br /&gt;
Shortly after declaring War, a temporary Forum is created. This is known as the War Forum.&lt;br /&gt;
&lt;br /&gt;
In the War Forum Provinces from either Kingdom can interact by starting new threads or posting in existing ones. &lt;br /&gt;
&lt;br /&gt;
Provinces are expected to interact respectfully and obey the Code of Conduct. Any offending material can be removed by either Kingdom&#039;s Monarch or Steward.&lt;br /&gt;
&lt;br /&gt;
==Changelog==&lt;br /&gt;
*[[Age 115]]&lt;br /&gt;
**DFCF Updated&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--=Stances (retired)=&lt;br /&gt;
As of [[Age 74]], stances have been removed from the game and have been replaced by [[Ritual|Rituals]]. This information, though outdated, will be retained for historical purposes here: &#039;&#039;&#039;[[Stances]]&#039;&#039;&#039;.--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Relations&amp;diff=1070</id>
		<title>Relations</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Relations&amp;diff=1070"/>
		<updated>2026-04-30T05:06:29Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Forced Ceasefire */ updated with Age 115&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Military#Understanding_Attacks|Attacking]] another kingdom affects the relations between the two kingdoms. &lt;br /&gt;
&lt;br /&gt;
By continually attacking, your kingdom&#039;s conflict level against the opposing kingdom will the hostile meter, thereby changing the relation type; first from &#039;&#039;&#039;Normal&#039;&#039;&#039; to &#039;&#039;&#039;Unfriendly&#039;&#039;&#039;, and then &#039;&#039;&#039;Hostile&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
There are five relation types, each of which have various benefits and penalties.&lt;br /&gt;
* Note: The hostile relations decay after 96h without war &amp;lt;sup&amp;gt;[[Age 112]]&amp;lt;/sup&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Relation Types =&lt;br /&gt;
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:&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Their Attitude Towards Us : XX&amp;lt;br&amp;gt;&lt;br /&gt;
Our Attitude Towards Them : YY&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Normal ==&lt;br /&gt;
*No effects, except:&lt;br /&gt;
*When out of war &amp;lt;sup&amp;gt;[[Age 113]]&amp;lt;/sup&amp;gt;, targeting a kingdom that is less than 85% your Land and Net Worth, the following penalties apply:&lt;br /&gt;
**Battle Gains: -10%&lt;br /&gt;
**Military Casualties: +10%&lt;br /&gt;
**Honor Gains: -25% &lt;br /&gt;
**Attack Time: +20% &amp;lt;sup&amp;gt;[[Age 114]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the default relation between all kingdoms from the start of the [[Age]]. &#039;&#039;&#039;Normal&#039;&#039;&#039; relations will resume after a &#039;&#039;&#039;War&#039;&#039;&#039; or &#039;&#039;&#039;Ceasefire&#039;&#039;&#039; ends.&lt;br /&gt;
&lt;br /&gt;
== Unfriendly &amp;lt;sup&amp;gt;[[Age 112]]&amp;lt;/sup&amp;gt;==  &lt;br /&gt;
&#039;&#039;Unfriendly&#039;&#039; is the first elevated stage of diplomatic tension between kingdoms, granting access to additional hostile actions.  &lt;br /&gt;
&lt;br /&gt;
When the [[Hostile Meter|Hostility Meter]] reaches &#039;&#039;&#039;15 hostility points&#039;&#039;&#039;, the aggressor kingdom’s stance changes to &#039;&#039;&#039;Unfriendly&#039;&#039;&#039; toward the target kingdom. This unlocks stronger offensive [[Mystics#The Spell Book: Offensive Spells|Spells]] and [[Thievery]].  &lt;br /&gt;
&lt;br /&gt;
=== Effects ===  &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%; text-align:center;&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Effects When Your Kingdom is Unfriendly Towards Another&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Gains !! Military Casualties !! WPA/TPA !! Attack Time !! OME&lt;br /&gt;
|-&lt;br /&gt;
| +4% || –5% || +5% || –2.5% || +2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%; text-align:center;&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Effects When Another Kingdom is Unfriendly Towards You&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Gains !! Military Casualties !! WPA/TPA !! Attack Time !! OME&lt;br /&gt;
|-&lt;br /&gt;
| +1.5% || –2.5% || +2.5% || –1% || +1%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Hostile &amp;lt;sup&amp;gt;[[Age 112]]&amp;lt;/sup&amp;gt;==  &lt;br /&gt;
&#039;&#039;Hostile&#039;&#039; is the second level of diplomatic tension between kingdoms, marking a major escalation in aggression.  &lt;br /&gt;
&lt;br /&gt;
When the [[Hostile Meter]] reaches &#039;&#039;&#039;30 hostility points&#039;&#039;&#039;, the aggressor kingdom’s stance becomes &#039;&#039;&#039;Hostile&#039;&#039;&#039; toward the target kingdom. Dropping below this threshold returns relations to &#039;&#039;&#039;Unfriendly&#039;&#039;&#039;. Hostile status unlocks powerful offensive [[Mystics#The Spell Book: Offensive Spells|Spells]] and [[Thievery]], including [[Mystics#Meteor_Showers|Meteor Showers]], and reduces mana and stealth costs for hostile actions to **2%**.  &lt;br /&gt;
&lt;br /&gt;
=== Effects ===  &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%; text-align:center;&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Effects When Your Kingdom is Hostile Towards Another&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Gains !! Military Casualties !! WPA/TPA !! Attack Time !! OME&lt;br /&gt;
|-&lt;br /&gt;
| +10% || –12% || +15% || –6% || +5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%; text-align:center;&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Effects When Another Kingdom is Hostile Towards You&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Gains !! Military Casualties !! WPA/TPA !! Attack Time !! OME&lt;br /&gt;
|-&lt;br /&gt;
| +3% || –4% || +5% || –2% || +2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Summary ===  &lt;br /&gt;
Hostile relations represent a significant step toward open conflict, offering access to devastating hostile operations and spells. This stage is often a precursor to full-scale War.&lt;br /&gt;
&lt;br /&gt;
== Ceasefire ==&lt;br /&gt;
==== Agreed Ceasefire ====&lt;br /&gt;
Also known as a &#039;&#039;&#039;Non Aggression Pact&#039;&#039;&#039; (as seen on the opposing kingdom page and when targeting with spells/ops).&lt;br /&gt;
* Prohibits any [[Attacking &amp;amp; Defending|Attacks]], Spells, or Ops between opposing kingdoms&lt;br /&gt;
* Annuls [[Hostile Meter|Hostility Meter]]&lt;br /&gt;
* Minimum duration of 1 [[Utopia Time| Utopian Month]]&lt;br /&gt;
* Can be enforced for a max of 3 [[Utopia Time|Utopian Years]]&lt;br /&gt;
&lt;br /&gt;
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.&amp;lt;br&amp;gt; While a Ceasefire is in effect, no hostile actions will be allowed between the two Kingdoms.&lt;br /&gt;
&lt;br /&gt;
==== Forced Ceasefire ====&lt;br /&gt;
Defensive Force Ceasefire reintroduced with the following changes: &lt;br /&gt;
* DFCF becomes available when all of the following are met: &lt;br /&gt;
** The kingdom is 45 points (in-range) or 30 points (out-of-range) below the aggressor on the hostility meter &lt;br /&gt;
** The aggressor has not been given Hostile status &lt;br /&gt;
** No attacks have been made against the aggressor for 3 ticks &lt;br /&gt;
** The kingdom is lower in both Land and Networth than the aggressor &lt;br /&gt;
* DFCF will incur a penalty if within War Range of the aggressor (15% NW or Land) &lt;br /&gt;
** Penalty will be a loss of 1.75% Honor and 1.75% Science.  &lt;br /&gt;
** There is no penalty incurred for DCFC if out of War Range of the aggressor &lt;br /&gt;
** Penalty will have a warning popup, as to not be done accidentally &lt;br /&gt;
* DFCFd duration will be for 48 hours before it can be cancelled by either kingdom&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &lt;br /&gt;
Hostile meter will now decay after 48 hours of going hostile, decay rate will ramp with meter points &lt;br /&gt;
&amp;lt;!---* Also known as an &#039;&#039;&#039;Auto-Ceasefire&#039;&#039;&#039;&lt;br /&gt;
* Minimum duration of 1 [[Utopia Time|Utopian Year]]&lt;br /&gt;
* Becomes available once the following conditions are met:&lt;br /&gt;
** A 100-point difference on the [[Hostile Meter]] (option is given to the kingdom with fewer points)&lt;br /&gt;
** Surrendering kingdom is out of [[Relations|war]] declaration range&lt;br /&gt;
** Surrendering kingdom has not made any attacks for at least 12 [[Utopia Time|Utopian Days]]&lt;br /&gt;
&lt;br /&gt;
In the event that a Defending Kingdom is unable to withstand the might of an Aggressor Kingdom (the Kingdom with the higher Meter Points), they will be given the option to Surrender.&amp;lt;br&amp;gt;&lt;br /&gt;
This will enforce an automatic (forced) Ceasefire agreement that cannot be broken for 96 hours.&amp;lt;br&amp;gt; &lt;br /&gt;
This option is available only if:&lt;br /&gt;
* the Aggressor Kingdom has reached Hostile relations with the Defending Kingdom&lt;br /&gt;
* the Defending Kingdom has not reached Hostile relations with the Aggressor Kingdom &lt;br /&gt;
* the Defending Kingdom has not committed any Attacks within the past 3 hours (similar to the 2-hour restriction on [[Relations#Withdrawal|withdrawing]] from War); hostile Sorcery or Thievery Ops will not reset this timer; this timer does not apply if the Defending Kingdom is at War&lt;br /&gt;
* the Defending Kingdom is out of War Range (85%-117.64%)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If Defensive FCF is used in War Range, the Defending Kingdom will pay (to the Aggressor Kingdom) up to 3% of the Defender’s total Kingdom Honor based on Relative Kingdom Networth, and the Aggressor Kingdom will receive War Win points (the Defending Kingdom will not lose any War Win points).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
A Defending Kingdom can enter into a 96 Ticks unbreakable Ceasefire with an Aggressor Kingdom if:&lt;br /&gt;
* the Aggressor Kingdom has reached Hostile Relations with the Defending Kingdom&lt;br /&gt;
* the Defending Kingdom has not reached Hostile Relations with the Aggressor Kingdom&lt;br /&gt;
* the Defending Kingdom is out of War Range (85%-117.64%)&lt;br /&gt;
* the Defending Kingdom has not committed any Attacks within the past 3 hours (similar to the 2-hour restriction on [[Relations#Withdrawal|withdrawing]] from War); this timer does not apply if the Defending Kingdom is at War, hostile Sorcery or Thievery Ops will not reset this timer&lt;br /&gt;
* the Defending has not sent any Dragons for at least 3 ticks&lt;br /&gt;
* the Aggressor has been Hostile towards the Defender thru at least 4 ticks (for example: Aggressor reaches Hostile on the 9th. The 10th is tick 1, 11th is tick 2, 12th is tick 3, 13th is tick 4; the Defender could Surrender on the 13th if all other conditions are met)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An Aggressor Kingdom can enter into a 96 Ticks unbreakable Ceasefire with a Defending Kingdom if:&lt;br /&gt;
* the Aggressor has not made military Attacks against the Defending Kingdom for at least 24 Ticks&lt;br /&gt;
* the Aggressor has not sent any Dragons for at least 24 Ticks&lt;br /&gt;
* the Aggressor is not at War (including EoWCF)&lt;br /&gt;
* the Defender is not at War (including EoWCF; timer starts when the Defender leaves War)&lt;br /&gt;
(the 24 Ticks waiting period will not begin until EoWCF concludes)--&amp;gt;&lt;br /&gt;
&amp;lt;!--&#039;&#039;If Aggressive FCF is used in while the Defender is in War Range, the Aggressor Kingdom will receive War Win points.&#039;&#039;--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--War Win points awarded by Forced Ceasefire in Range are based on a percentage of a War Win by the Aggressor against the Defender.  If the two Kingdoms are equal in Net Worth and War Win points, the Aggressor would receive 10% of what they would receive from a War Win.  This will scale as high as 40% against a Kingdom at max relative Networth and significantly higher War Win points, or as low as 0% against a Kingdom that is below 50% of the Aggressor’s War Win points.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Relations#End-of-War_Ceasefire|End-of-War Ceasefire]] has slightly different effects and conditions.&lt;br /&gt;
&lt;br /&gt;
== War ==&lt;br /&gt;
War begins when a kingdom &#039;&#039;declares War&#039;&#039; on a Hostile kingdom &#039;&#039;&#039;OR&#039;&#039;&#039; if the maximum hostility level is reached by both Kingdoms. &lt;br /&gt;
&lt;br /&gt;
In order to declare War, a Kingdom must:&lt;br /&gt;
* have received Attacks from at least three unique provinces on either side (except if Monarch/Stewards grant Hostile Operations)&lt;br /&gt;
* be in Range (more than 85% and less than 117.64% of its Net Worth or Land when declaring up, but must be in range for BOTH LAND and NET WORTH when declaring down.)&amp;lt;sup&amp;gt;[[Age 113]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
* be &#039;&#039;at least&#039;&#039; &#039;&#039;&#039;Unfriendly&#039;&#039;&#039; with the opposing Kingdom, &#039;&#039;&#039;AND&#039;&#039;&#039; that Kingdom must be &#039;&#039;&#039;Hostile&#039;&#039;&#039; with your Kingdom &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In instances where both kingdoms are &#039;&#039;&#039;Hostile&#039;&#039;&#039;, the Kingdom with fewer meter points will receive the [[Relations#Starting_a_War|&amp;quot;button&amp;quot;]] and be able to declare while. When 60 points are reached by both Kingdoms, either one can declare&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If 180 points are reached by both Kingdoms, War automatically starts.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wars last a minimum of 2 [[Utopia Time|Utopian Months]] (48 hours) after declaration.&lt;br /&gt;
&lt;br /&gt;
A Kingdom can only War one other Kingdom at a time.&lt;br /&gt;
&lt;br /&gt;
Honor and Land gains are higher in War than out of War.&lt;br /&gt;
&lt;br /&gt;
=== Immediate Effects ===&lt;br /&gt;
* War overrides relations with all other kingdoms. Upon leaving War, &#039;&#039;&#039;Normal&#039;&#039;&#039; relations will resume. While in War, there is a decay of two hostility points per [[Time_in_Utopia|Utopian Month]] or 1/5th of the Meter, whichever is greater.&lt;br /&gt;
* Provinces created in War will be in [[Protection]] for 72 days and start with zero soldiers and zero credits.&lt;br /&gt;
{{H3|Benefits}}&lt;br /&gt;
&amp;lt;!-- *Attacks generate new honor --&amp;gt;&lt;br /&gt;
* Mana &amp;amp; Stealth costs for offensive spells/ops reduced to 2%&lt;br /&gt;
&amp;lt;!--* -25% Build Time&lt;br /&gt;
* +25% Draft Speed&lt;br /&gt;
*-25% Military Training Time--&amp;gt;&lt;br /&gt;
* Unlocks [[Thievery#Propaganda|Propaganda]] and [[Thievery#Sabotage_Wizards|Sabotage Wizards]] Operations&lt;br /&gt;
* Unlocks [[Mystics#Amnesia|Amnesia]] and [[Mystics#Expose_Thives|Expose Thieves]] Spells&lt;br /&gt;
&lt;br /&gt;
{{H3|Penalties}}&lt;br /&gt;
*[[Mystics#Paradise|Paradise]] cannot be cast (except during EoWCF)&lt;br /&gt;
*600% Exploration Costs&lt;br /&gt;
&lt;br /&gt;
=== After 12 Hours ===&lt;br /&gt;
{{H3|Benefits}}&lt;br /&gt;
*-15% Attack Time&lt;br /&gt;
&lt;br /&gt;
=== After 24 Hours ===&lt;br /&gt;
{{H3|Benefits}}&lt;br /&gt;
*-80% Gains, Military Casualties and Effectiveness for Spells and Operations to and from other Kingdoms (this fades in from War start)&lt;br /&gt;
&lt;br /&gt;
=== Fake War ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Ways a War can be faked (Please note, this is just an idea and not a comprehensive list):&lt;br /&gt;
*Requesting specific people be targeted by opposing Kingdom or accepting to action a request from the opposing Monarch&lt;br /&gt;
*Non-aggression pact during War of any duration and at any time&lt;br /&gt;
*Attempts to manipulate War-Win rankings using friends to initiate multiple Wars&lt;br /&gt;
*Agreement to trading Acres for a War Win&lt;br /&gt;
*&amp;quot;Ending&amp;quot; a war before minimum war duration&lt;br /&gt;
&lt;br /&gt;
Punishments may include (Again, not a comprehensive list):&lt;br /&gt;
*Removal from the End of Age rankings for both kingdoms&lt;br /&gt;
*Deletion and temporary ban of players making the agreement&lt;br /&gt;
*Removal of war wins&lt;br /&gt;
*Monarchs of both Kingdoms deleted&lt;br /&gt;
*Removal of any gains of the Fake War from all Kingdom members (even if they were unaware of the Fake War)&lt;br /&gt;
&lt;br /&gt;
=== Province Creation ===&lt;br /&gt;
Provinces created/reset during War will start without Soldiers, Military &amp;amp; Building Credits.&lt;br /&gt;
&lt;br /&gt;
= Starting a War =&lt;br /&gt;
Once the &#039;&#039;&#039;Hostile&#039;&#039;&#039; 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 &#039;&#039;&#039;Unfriendly&#039;&#039;&#039;. This &amp;quot;War Button&amp;quot; appears on the Relations Page under the War tab. If both kingdoms have reached &#039;&#039;&#039;Hostile&#039;&#039;&#039; relations status, the kingdom with fewer points (while under 60 points) will have a &amp;quot;Declare War&amp;quot; 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.&lt;br /&gt;
&amp;lt;!--==== Propose War ====&lt;br /&gt;
In addition to starting a war via raising the [[Hostile Meter]], a Monarch also has the option to send a War Proposal to another kingdom within warring range (regardless of relations). This invitation expires at the end of the [[Utopia Time|Tick]] (Utopian Day) and, once accepted, will begin war &#039;&#039;&#039;instantly&#039;&#039;&#039;. If you are currently in a ceasefire with the kingdom you wish to propose a war with, you must first cancel that in order to be able to propose a war.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Relation Table =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Ceasefire&lt;br /&gt;
! Normal (0-14.99)&lt;br /&gt;
! Unfriendly (15-29.99)&lt;br /&gt;
! Hostile (30-180)&lt;br /&gt;
! War&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Prohibits any Attacks&lt;br /&gt;
* Prohibits any Spells&lt;br /&gt;
* Prohibits any Thievery Operations&lt;br /&gt;
* Annul Hostile Meter&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;End Of War Ceasefire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Min 24 U-Days&lt;br /&gt;
* Max 96 U-Days&lt;br /&gt;
* +1000% birth rate (minimum 500) for the first 24 U-Days&lt;br /&gt;
* Explore penalty reduced to 300% for provinces below Kingdom Median (including incoming explored Acres)&lt;br /&gt;
* Combined with War Relations&lt;br /&gt;
* Separate annul the Relations (War and CF)&lt;br /&gt;
* All Land currently out with armies at War end returns home immediately&lt;br /&gt;
* All Military Units currently out on Attacks against the War opponent return home immediately&lt;br /&gt;
* Negative Spell effects and Riots removed&lt;br /&gt;
* Dragon project is automatically canceled&lt;br /&gt;
* Instant Population growth of 20% of your max population if you are under 50% of your max Population&lt;br /&gt;
|&lt;br /&gt;
* No Effects&lt;br /&gt;
|&lt;br /&gt;
To opposing Kingdom:&lt;br /&gt;
* Unlocks Unfriendly Spells&lt;br /&gt;
* Unlocks Unfriendly Thievery Operations&lt;br /&gt;
|&lt;br /&gt;
To opposing Kingdom:&lt;br /&gt;
* Unlocks Hostile Spells&lt;br /&gt;
* Unlocks Hostile Thievery Operations&lt;br /&gt;
* Mana cost for Offensive Spells reduced to 2%&lt;br /&gt;
* Stealth cost for Offensive Ops reduced to 2%&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Immediate Effects&#039;&#039;&#039;&lt;br /&gt;
* Annul Hostility Meter with everyone&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;Benefits&#039;&#039;&lt;br /&gt;
* +10% Combat Gains&lt;br /&gt;
* Unlocks [[Thievery#Propaganda|Propaganda]] thievery operation&lt;br /&gt;
* Unlocks [[Mystics#Amnesia|Amnesia]] spell&lt;br /&gt;
* Mana costs for Offensive Spells reduced to 2%&lt;br /&gt;
* Stealth costs for Offensive Ops reduced to 2%&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;Penalties&#039;&#039;&lt;br /&gt;
* 600% Exploration Costs&lt;br /&gt;
* [[Mystics#Paradise|Paradise]] unavailable&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;After 12 Hours (12 Utopian Days)&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Benefits&#039;&#039;&lt;br /&gt;
* -15% Attack Time&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;After 24 Hours (1 [[Utopia_Time|Utopian Month]])&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Benefits&#039;&#039;&lt;br /&gt;
* -80% Gains and Effectiveness for operations to and from other Kingdoms (this phases in from War start)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Ending a War =&lt;br /&gt;
Only the Kingdom&#039;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.&lt;br /&gt;
&lt;br /&gt;
=== Mutual Peace ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Both kingdoms receive:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 * 3 times your median Provinces Acres in Specialist Credits&lt;br /&gt;
 * Free Building Credits to the total of 200% of median province total Land at the end of the War&lt;br /&gt;
 * A provision of additional land to each province&#039;s individual Explore Pool&lt;br /&gt;
 * Science Books bonus equal to 24 Ticks of production&lt;br /&gt;
 * 1 additional War Score point&lt;br /&gt;
&lt;br /&gt;
=== Withdrawal ===&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
War will also automatically end (a Kingdom will automatically Withdraw) if their Net Worth drops below 66% of the opponent&#039;s Net Worth on the first Tick this condition is satisfied. This will only occur after a minimum of 48 Ticks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Withdrawing Kingdom receives the following &#039;&#039;&#039;benefits&#039;&#039;&#039;:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 * 3 times your median Provinces Acres in Specialist Credits&lt;br /&gt;
 * Free Building Credits to the total of 200% of median Province total Land at the end of the War&lt;br /&gt;
 * A provision of additional Land to each Province&#039;s individual Explore Pool&lt;br /&gt;
 * Science Books bonus equal to 24 Ticks of production&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Withdrawing Kingdom incurs the following &#039;&#039;&#039;penalties&#039;&#039;&#039;:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 * 5% of the Kingdom&#039;s Land will be lost and transferred to the Winning Kingdom&lt;br /&gt;
 * 5% of the Kingdom&#039;s Honor will be lost and transferred to the Winning Kingdom&lt;br /&gt;
&lt;br /&gt;
=== Victory ===&lt;br /&gt;
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&#039;s ability to Withdraw.  &lt;br /&gt;
&amp;lt;!--War will also end automatically when a Kingdom&#039;s Net Worth drops below 67% of its opponent&#039;s Net Worth. This will cause the smaller Kingdom to automatically Withdraw and can only occur after a minimum of 48 Ticks.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;After War, the winning kingdom receives the following &#039;&#039;&#039;benefits&#039;&#039;&#039;:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 * 3 times your median Provinces Acres in Specialist Credits&lt;br /&gt;
 * Free Building Credits to the total of 200% of Median Province total Land at the end of the War&lt;br /&gt;
 * A provision of additional Land to each Province&#039;s individual Explore Pool&lt;br /&gt;
 * Science Books bonus equal to 36 ticks of Production&lt;br /&gt;
 * +50% advancement towards the next Scientist&lt;br /&gt;
 * Land bonus equal to 5% of the losing Kingdom&#039;s total Land at the end of the War, subtracted from each Province then transferred and distributed evenly&lt;br /&gt;
 * Land bonus equal to 10% of the losing Kingdom&#039;s total Land at the end of the War, distributed prioritizing smallest Provinces in the Winning Kingdom&lt;br /&gt;
 * Honor bonus equal to 5% of the losing Kingdom&#039;s total Honor at the end of the War (subtracted from each province then transferred and distributed evenly), plus 200 Honor per Province&lt;br /&gt;
 * &amp;lt;!--[[Kingdom_Recognition|Recognition]]--&amp;gt;Recognition on Kingdom Page based on the number of Wars achieved&lt;br /&gt;
 * 2 additional War Score points&lt;br /&gt;
 * War rewards are scaled by Kingdom&#039;s province count at the beginning of war.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center;&amp;quot;&lt;br /&gt;
! Provinces in Winning Kingdom&lt;br /&gt;
! Victory Reward Kept&lt;br /&gt;
! War Points Awarded&lt;br /&gt;
|-&lt;br /&gt;
| 25&lt;br /&gt;
| 100%&lt;br /&gt;
| 2.25&lt;br /&gt;
|-&lt;br /&gt;
| 24&lt;br /&gt;
| 80%&lt;br /&gt;
| 1.5&lt;br /&gt;
|-&lt;br /&gt;
| 23&lt;br /&gt;
| 65%&lt;br /&gt;
| 0.75&lt;br /&gt;
|-&lt;br /&gt;
| 20–22&lt;br /&gt;
| 50%&lt;br /&gt;
| 0.4&lt;br /&gt;
|-&lt;br /&gt;
| Under 20&lt;br /&gt;
| 40%&lt;br /&gt;
| 0.25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* Each additional &amp;lt;!--&#039;[[Kingdom_Recognition|Tier]]&#039;--&amp;gt;War Win achieved will increase War Win bonuses (that are not transferred) by 5%, capped at 50% larger than baseline bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
* War Win bonus will incur a 5% stacking penalty for each Province below 25, calculated at War start - max 25% reduction.&lt;br /&gt;
* At the conclusion of the age, Kingdoms will be awarded bonus War Score points for every Kingdom that they defeated in War, based on the defeated Kingdoms&#039; total War Wins (if any). An additional provision of points will be granted for every Kingdom warred but not defeated, based on the total War Wins of those Kingdoms (if any), a Mutual peace counts as a loss in this instance.&lt;br /&gt;
* War Score will incur a 4% stacking penalty for each missing Province below maximum, calculated for each individual War, this penalty carries over to EoA adjustment, full points only awarded full Kingdoms.&lt;br /&gt;
* Defeating a kingdom 10% bigger in Net Worth at declaration awards the victor with an additional 30% Honor and 10% Science Books&lt;br /&gt;
&lt;br /&gt;
=== End-of-War Ceasefire ===&lt;br /&gt;
After a War ends, neither Kingdom may have any Relations for an [[Utopia Time|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. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;During this ceasefire, both sides benefit from:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 * Building Efficiency automatically restored to 100% if below 100%&lt;br /&gt;
 * All Land currently out with armies at War end returns home immediately&lt;br /&gt;
 * All Military Units currently out on Attacks against the War opponent return home immediately&lt;br /&gt;
 * Negative Spell effects and Riots are removed&lt;br /&gt;
 * Any Provinces affected by Plague it removed instantly&lt;br /&gt;
 * Instant Population growth of 20% of maximum if you are under 50% of your maximum Population&lt;br /&gt;
 * +1000% Birth Rate (minimum 500) for the first 24 Ticks&lt;br /&gt;
 * Explore penalty reduced to 300% and explore time reduced by 50% for Provinces below Kingdom Median (including incoming explored Acres)&lt;br /&gt;
 * Access to Paradise spell&lt;br /&gt;
 * Dragons that have already begun will be automatically canceled upon entering EoWCF&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; &lt;br /&gt;
* All Credits (Specialist or Building) will be lost upon exit of End of War Ceasefire&lt;br /&gt;
* Learn and Amnesia will return books over 48hrs, even if war ends.&lt;br /&gt;
&lt;br /&gt;
= Out-Of-Range War Benefits = &lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
= War Forum =&lt;br /&gt;
Shortly after declaring War, a temporary Forum is created. This is known as the War Forum.&lt;br /&gt;
&lt;br /&gt;
In the War Forum Provinces from either Kingdom can interact by starting new threads or posting in existing ones. &lt;br /&gt;
&lt;br /&gt;
Provinces are expected to interact respectfully and obey the Code of Conduct. Any offending material can be removed by either Kingdom&#039;s Monarch or Steward.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--=Stances (retired)=&lt;br /&gt;
As of [[Age 74]], stances have been removed from the game and have been replaced by [[Ritual|Rituals]]. This information, though outdated, will be retained for historical purposes here: &#039;&#039;&#039;[[Stances]]&#039;&#039;&#039;.--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Mystics&amp;diff=1069</id>
		<title>Mystics</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Mystics&amp;diff=1069"/>
		<updated>2026-04-30T04:47:48Z</updated>

		<summary type="html">&lt;p&gt;Revival: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Unlike your fabled land of Earth, the citizens of [[Utopia]] truly believe in and have witnessed the powers of magic. From the deadly plagues to the amazingly fertile land, so much has happened on this planet that cannot be explained away by science or nature. As ruler of your lands, you have access to some of the most amazing magical spells ever known. Below, I will try to explain to the best of my ability the powers of these spells and how to make magic your friend. For more in-depth information on each Spell, check [[Magic Formulas]].&lt;br /&gt;
&lt;br /&gt;
=== Essentials: Runes, Wizards, and Guilds ===&lt;br /&gt;
Spells require [[Runes]], [[Military|Wizards]], and [[Growth|Guilds]] to be cast. [[Growth|Towers]] produce runes every hour, which are consumed with each spell. Wizards are naturally trained by your Guilds. Like all of the other individuals across your lands, they come from your [[Military|peasantry]] and reduce your number of available [[Economy#Peasants|workers]]. Be careful not to hold too many Wizards or you may be sacrificing your peasantry, [[Military|Thieves]], or [[Military]]. At any time, you can release Wizards back into the peasantry or simply shut down additional training. Your Wizards maintain a Mana level which determines whether or not they can cast Spells. This rating rises automatically each day and drops each time you cast a Spell. Your Wizards will not cast Spells without at least a 5% Mana level. Casting Spells is not without risks. Failed attempts can result in explosions and kill a small portion of your Wizards.&lt;br /&gt;
&lt;br /&gt;
=== Rune Generation ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Runes Generated =&amp;lt;/b&amp;gt; (( Towers * 12 * Race Land Effect Mod * Personality Land Effect Mod * Building Efficiency ) + ( Land * Land Rune Generation )) * Production Science * [[Honor#Effects|Honor Mod]] * Ritual Mod * Stance Mod&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*  Each tick, 1.2% of the total Runes in storage will decay.&lt;br /&gt;
&lt;br /&gt;
=== Determining Success ===&lt;br /&gt;
To cast a spell, you must have [[Growth#Guilds|Guilds]], wizards and mystic [[Runes]]. For spells cast upon yourself, success is based on your Guild percentage and your Building Efficiency - the more guilds you have, the better you will do. For spells cast upon others, the success is based on your relative wizard population, measured as Wizards Per Acre (WPA), modified by the racial bonuses or penalties and your knowledge of Channeling science. The higher your WPA compared to an enemy, the better your success. However, there is always a great deal of chance in every spell. Furthermore, the duration of all spells is greatly impacted by your Guild percentage.&lt;br /&gt;
&lt;br /&gt;
For support spells, the formula used to calculate success rate is adjusted to make casting self spells on your allies easier. A WPA vs WPA calculation will still be made which will require the caster to have WPA but the formula will make it so that all Kingdom members have an opportunity to receive the self spell bonuses from their support caster. In other words, although you still need WPA it won&#039;t be a very significant part of the formula.&lt;br /&gt;
&lt;br /&gt;
=== Duration of Spells ===&lt;br /&gt;
The duration of successful spells is affected by:&lt;br /&gt;
* The nominal duration of that particular spell, which differs for each spell.&lt;br /&gt;
* The percentage of guilds the casting province has, with no additional effect for amounts over 20%.&lt;br /&gt;
* The relative networth of the two provinces.&lt;br /&gt;
* The current relations between the two provinces&#039; kingdoms. &lt;br /&gt;
Additionally, there is an element of randomness. &lt;br /&gt;
&lt;br /&gt;
One quarter of the nominal duration of a spell is always contributed to the final cast time. A scaling factor made up of the % guilds, relative net worth and current relations then governs the contribution of another quarter of the nominal duration. Finally, the remaining half of the nominal duration is contributed to the final cast time, scaled by both the scaling factor and a random number.&lt;br /&gt;
&lt;br /&gt;
For example, given a spell with a nominal duration of 24 days:&lt;br /&gt;
* with a scaling factor of 100% (meaning both provinces have the same net worth, are in war, and the caster has 20% or more guilds), the final cast time will be in the range of 12-24 days.&lt;br /&gt;
* in a situation with a scaling factor of 0% (e.g., the cast has no guilds), the final cast time will be 6 days (25% of 24 days).&lt;br /&gt;
* in a situation with a scaling factor of 50%, the final cast time will be 6 days (25% of 24 days) + 3 days (25% of 24 days multiplied by scaling factor of 50%) + 0-6 days (random number out of 50% of 24 days multiplied by scaling factor of 50%), which equals 9 - 15 days in total.&lt;br /&gt;
&lt;br /&gt;
=== Cost of Spells ===&lt;br /&gt;
&lt;br /&gt;
All spells cost mana, which the province will regenerate each Utopian day up to a maximum of 100%. Once your mana falls below 5% you are unable to cast any more spells until your mana regenerates.&lt;br /&gt;
&lt;br /&gt;
The costs of spells are:&lt;br /&gt;
&lt;br /&gt;
* Self Spells - 3%&lt;br /&gt;
* Offensive Spells (without relations) - 3%&lt;br /&gt;
* Offensive Spells (Hostile relations) - 2%&lt;br /&gt;
* [[Ritual]] Spells - 2%&lt;br /&gt;
* Support Spells on others - 2%&lt;br /&gt;
* Successful received Support Spells - 2%&lt;br /&gt;
&lt;br /&gt;
=== Restriction &amp;amp; Limits ===&lt;br /&gt;
Certain spells are designated Unfriendly, Hostile or [[Relations#War|War]] Only spells -- Because of the destructive nature of these spells, they can be cast only against provinces which have at least a certain level of relations with your kingdom. In addition, you will find that many of these spells are more effective during heightened relations conditions. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Spells are divided into two categories, as listed below:&lt;br /&gt;
&lt;br /&gt;
*[[Mystics#The_Spell_Book:_the_self_spells|Self Spells]] &lt;br /&gt;
** Some Self Spells can be cast on kingdom members by certain [[Races and Personalities|Races]]. These spells are known as Support Spells. Success is based on the caster&#039;s WPA and relative networth to the target, and the duration of these spells is based on target&#039;s guilds. The list can be found [[Magic_Formulas#The Spell Book|&#039;&#039;&#039;here&#039;&#039;&#039;]].&lt;br /&gt;
**The caster gains honor from kd mates whom they cast support spells on. Those getting cast on lose honor when having a support spell casted on them, ~0.1%.&lt;br /&gt;
*[[Mystics#The_Spell_Book:_the_offensive_spells|Offensive spells]]&lt;br /&gt;
&lt;br /&gt;
There are 3 possible outcomes of casting a spell. It can be successful, it can fail, or it can fail and some wizards may die.&lt;br /&gt;
&lt;br /&gt;
*Successful message: Your wizards gather their runes and begin casting. The spell consumes X Runes and ... is successful!&lt;br /&gt;
*Fail message: Your wizards gather their runes and begin casting. The spell consumes X Runes and ... fizzles. Alas, we were not able to fulfill your expectations. Please forgive us. &lt;br /&gt;
*Dying wizards message: &amp;quot;Leader name&amp;quot;, something has gone terribly wrong with our spell. X of our wizards were killed in an explosion! &lt;br /&gt;
&lt;br /&gt;
Please note that Duration is in real time, spell messages are in [[Utopia Time]].&lt;br /&gt;
&lt;br /&gt;
== The Spell Book: Self Spells ==&lt;br /&gt;
&lt;br /&gt;
Listed here is a short reference guide to each of the spells available that can be cast on yourself. Any restrictions on use will be listed under the name. The max cast shown does not include any racial bonuses. Almost all the spells that provide bonuses for certain activities (like speeding up building construction etc.) need to be cast before the activity is initiated / ordered to reap the benefits of the spell.&lt;br /&gt;
&lt;br /&gt;
=== Aggression ===&lt;br /&gt;
This spell refocuses your soldiers from versatile fighting units into an offensive machine. Giving them a lust for attacking, Soldiers will gain 2 offensive point in all combat for the duration of the spell. &amp;lt;!--During this period, though, they will lose 2 defensive point as well.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 14 ... now&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Faery &amp;amp; Undead]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Your soldiers gain 2 Offense points. &amp;lt;!--at the cost of losing 2 defense points.--&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 24 days.&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our soldiers will fight with unique aggression for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our soldiers will fight with unique aggression for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Animate Dead ===&lt;br /&gt;
The power to raise the dead gives you the power to protect your people. By casting this spell, you can protect your people from the death and destruction of defending your lands. During your next defensive battle, half of your dead army will be restored into basic soldiers to help repopulate your army.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 87]], [[Age 90]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Faery &amp;amp; Undead, Necromancer]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Raises 50% of your dead troops into basic soldiers during your next defensive battle.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Expires when attacked.&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our dead will be awakened the next time our lands are attacked! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Anonymity ===&lt;br /&gt;
[[Relations#War|War]] is at the heart of the world of Utopia, but the fear of retaliation makes many leaders cringe. This spell casts an aura of mystery around your army. After a successful cast, your forces will remain anonymous during your next attack -- while your kingdom will be revealed, your enemy will not know your province&#039;s name.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 13 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Hides your province name during your next attack at the cost of no honor gains, causing the attacked province to be unable to ambush that attack. Decreases your attack gains by 15% for your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: removed after attack,&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our next attack will be cloaked under the shades of anonymity.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our armies are surrounded by a cloud of anonymity for our next battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Note - Anon reduces target honor, attacker does not get honor.&lt;br /&gt;
&lt;br /&gt;
=== Bloodlust ===&lt;br /&gt;
&lt;br /&gt;
Bloodlust fires the blood of your troops, igniting in them a desire to cause destruction. This fury will increase the carnage among enemy troops at a cost of increased recklessness among your own troops.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... Age 22, [[Age 49]] .. [[Age 58]], [[Age 59]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Orc]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: A province under Bloodlust will have 10% increased Offensive Military Efficiency, inflict 15% more kills, and suffer 15% higher military losses while the spell is active.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Not yet known.&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our armies crave the scent of blood. They will savage the enemy, or die trying. &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Builders&#039; Boon ===&lt;br /&gt;
The Builders&#039; Boon spell makes your workers build faster and harder than otherwise. All buildings constructed while the spell is active will be completed more quickly than normal. The spell must be cast before the new construction is ordered in the growth panel for lesser construction time.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 15 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decreases your construction times by 25% for building set to build while active.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 24 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our builders have been blessed with unnatural speed for X days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as cast message.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;!-- === Cast Ritual ===&lt;br /&gt;
Once your Monarch or Steward has declared what ritual to perform, this spell will increase your progress towards its completion with each cast. This spell has a very high difficulty and cost, and is accessible via the [[Ritual]] tab.&lt;br /&gt;
&lt;br /&gt;
|Is Known: [[Age 73]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Progresses the ritual counter with each successful cast.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant Cast&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: We are now closer to completing our ritual project!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Clear Sight ===&lt;br /&gt;
By granting your police the ability to see through the obvious and into the depths, you give them the ability to catch thieves who may wander into the lands. The spell, lasting potentially for weeks, gives you a base chance to catch opposing thieves, regardless of the strength of the guilds involved.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Tactician]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Automatically catches 25% of the thieves&#039; operations conducted against your province.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 22 days&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our police have been blessed with Clear Sight for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Divine Shield ===&lt;br /&gt;
The caster protects his people from the dark magic of his enemies, granting them further protection against harmful Instant Spells.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 72]] ... [[Age 80]] ... [[Age 87]] ... [[Age 103]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Paladin]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces Instant Spell Damage taken by 20%. &amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: You imbue your province with a holy shield, protecting against foul sorcery for XX days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as cast message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fanaticism ===&lt;br /&gt;
Fanaticism focuses your army on combat, increasing their offensive efficiency for several days. Unfortunately, a side effect of this desire for blood is that your armies remaining at home -- bored and frustrated for not being in combat -- will fight less effectively on defense.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 14 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases your Offensive Military Efficiency by 5%. Decreases your Defensive Military Efficiency by 5%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 9 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our army will fight with fanaticism for X days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our army fights with fanatical fervor&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fertile Lands ===&lt;br /&gt;
By magically fertilizing your lands, you can ensure excellent food production for the duration of the spell. Whether a lack of farms, a deadly drought, or just wanting to stockpile extra food, this spell offers a definite increase to your food sources.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases food production by 25%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 30 hours.&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: We have made our lands extraordinarily fertile for X days!  &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fountain of Knowledge ===&lt;br /&gt;
Science is a fundamental building block for any and all of the other parts of your province. While a Fountain of Knowledge spell is active, your students work harder and will learn more than they would otherwise. &lt;br /&gt;
&amp;lt;!--Fountain of Knowledge offers partial protection against the permanent damage caused by Amnesia (need confirmation).--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 39 ... [[Age 68]], [[Age 82]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Faery &amp;amp; Human]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases your science book production by 10% while the spell is active.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max duration unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our students are blessed with excellent concentration for X Days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our students are blessed with excellent concentration for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ghost Workers ===&lt;br /&gt;
&lt;br /&gt;
Creating ghostly workers to perform the duties of your peasants, this spell reduces reduces the amount of filled jobs for maximum efficiency. This spell is effective for several days until the ghosts disappear.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 13 ... Age 16 ... [[Age 81]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Artisan]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: The required number of jobs filled for maximum Building Efficiency is reduced by 25%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Magical auras enchant our buildings and begin working with increased productivity for XX days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as cast message&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Greater Protection ===&lt;br /&gt;
A more powerful version of the Minor Protection spell, this spell functions similarly but lasts potentially a great deal longer. It can be stacked with Minor Protection.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Faery &amp;amp; Halfling]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases Defensive Military Efficiency by 5%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our realm is now under a sphere of protection for X days. &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our realm is now under a sphere of protection for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Guile ===&lt;br /&gt;
By focusing your mind and employing cunning techniques, you increase the Damage of your Spells and Operations.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 90]] ... [[Age 92]], [[Age 94]], [[Age 95]], [[Age 98]], [[Age 104]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Faery &amp;amp; Human, Necromancer]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases Instant Spell and Sabotage Operation Damage by 10%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our thieves and wizards&#039; assimilated concentration will increase their damage for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our thieves and wizards&#039; assimilated concentration will increase their damage for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hero&#039;s Inspiration ===&lt;br /&gt;
&lt;br /&gt;
The spell helps make your military train harder on their own, thus reducing the daily wages you pay your military for several days. This is especially useful in times of limited cash. This spell also increases the intensity of training, allowing your troops to be ready more quickly; provided the spell is cast before the troops are ordered to be trained.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 72]] ... [[Age 80]], [[Age 82]], [[Age 85]] ... [[Age 86]], [[Age 93]] ... [[Age 98]], [[Age 101]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Paladin &amp;amp; War Hero]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decreases your military wages by 30%. Decreases your military training time by 30%. Does not stack with [[Mystics#Inspire_Army|Inspire Army]].&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 24 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our army has been inspired to train even harder. We expect maintenance costs to be reduced for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Illuminate Shadows ===&lt;br /&gt;
Shine light across the land, eliminating the cover of darkness and revealing those who would hide within its shadow. Thieves who would enter these lands are discouraged from performing their duties and will thus have a lessened impact.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 72]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dark Elf &amp;amp; Faery, Paladin]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces damage from thievery operations by 20%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Your mages fill your province with holy light, reducing shadows for thieves to hide in for XX days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as cast message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Inspire Army ===&lt;br /&gt;
Inspire Army helps make your military train harder on their own, thus reducing the daily wages you pay your military for several days. This is especially useful in times of limited cash. This spell also increases the intensity of training, allowing your troops to be ready more quickly; provided the spell is cast before the troops are ordered to be trained.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 7 ... [[Age 71]], [[Age 74]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decreases your military wages by 15%. Decreases your military training time by 20%. &amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 24 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our army has been inspired to train harder. We expect maintenance costs to be reduced for X days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Invisibility ===&lt;br /&gt;
Thieves rely on stealth to master their craft, but a little bit of invisibility never hurts. Through the duration of this spell, your thieves have a 10% bonus to any offensive thievery operations and incur 20% lower losses.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Faery &amp;amp; Human]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases your Offensive Thievery Efficiency by 10%. Reduce Thieves lost during Thievery Operations by 20%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 22 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our thieves have been made partially invisible for X Days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Love &amp;amp; Peace ===&lt;br /&gt;
Love &amp;amp; Peace creates an aura of calm and happiness across your peasantry for several days. This leads to increased natural birth rates which will quickly replenish your population. This is especially useful when your peasantry has suffered greatly.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 7 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases base birth rate from 2.05% to 2.85%. Increase War Horses production by 40%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 22 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our peasantry is influenced by a magical calm. We expect birth rates to be higher for X days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our people feel at peace (Estimated: X more Days).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mage&#039;s Fury ===&lt;br /&gt;
This spell sparks a destructive fervor in your Mages Guild. They increase their efforts to cause damage to their opponents, whilst sacrificing a portion of their own defense temporarily.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 49]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dark Elf &amp;amp; Faery, Heretic]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: This spell increases the province&#039;s WPA by 25% for offensive purposes while decreasing it by 25% for defensive purposes. No effect on self-spells.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 12 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: The fire of Mage&#039;s Fury burns in our wizards&#039; eyes for x days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: The fire of Mage&#039;s Fury burns in our wizards&#039; eyes for x days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Magic Shield ===&lt;br /&gt;
While the natural aura of your Wizards will help protect from enemy spells, a little additional protection can never hurt. Casting this spell offers you a shield of magical protection for your province for about half a month.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases your defensive magic efficiency by 20%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 24 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: For X days, the magical auras within our province will shine brightly! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: A shield protects us from the black magic of our enemies (Estimated: X more Days).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mind Focus===&lt;br /&gt;
Wizard Production is a fundamental element for all parts of your province. While a Mind Focus spell is active, your guilds work harder and will produce more wizards than they would otherwise.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 38]], [[Age 93]] ... [[Age 99]], [[Age 102]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dark Elf, Necromancer]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases Wizard Production by 25%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 20 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Your guilds will produce extra wizards for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Miner&#039;s Mystique===&lt;br /&gt;
Peasants generate a stable, supplemental source of income thru mining. By casting this unique spell, you can increase the money you collect for a period lasting several weeks.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... Age 21 ... [[Age 97]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dwarf &amp;amp; Faery]], [[Races and Personalities|Faery]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases Income by 0.3 per Peasant.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Minor Protection ===&lt;br /&gt;
Casting a sphere of protection over your province, this spell helps protect your province from invasion from others. This spell lasts for a few weeks.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases defensive military efficiency by 5%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 24 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our realm is now under a sphere of protection for X days.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mist ===&lt;br /&gt;
Casting a sphere of protection over your province, this spell helps protect your province from invasion. &lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 85]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|General]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Lowers enemy Gains by 10% on defensive battles for a duration.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Short, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our lands are protected by a sacred mist for X days from attacks against us!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our lands are protected by a sacred mist for X days from attacks against us!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Nature&#039;s Blessing ===&lt;br /&gt;
Nature&#039;s Blessing will protect your lands from any droughts and storms the world may see fit to place on you. This spell also has a chance of curing [[the Plague]] if your lands are affected by it.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Protects your land against Storms and Drought. Has a 33% chance of curing [[The_Plague|Plague]] (per cast).&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 36 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our lands have been blessed by nature for X days, and will be protected from drought and storms.  &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our land is blessed by nature (Estimated: X more Days).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Paradise ===&lt;br /&gt;
Arguably one of the most powerful -- and difficult -- spells known, Paradise simply creates several acres of new land for your people to populate. Similar in concept to exploring, this Spells gives you instant access to new lands to build upon and grow your province.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 12 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Creates a small amount of land per cast, this land comes directly from your explore pool. Between 1-10 acres per cast.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant cast&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our mages created X acres more land for us to use.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Note: Paradise is not available during [[Relations#War|War]] and Protection. This spell utilizes acres from the explore pool. If the explore pool is empty, it will return 0 acres.&lt;br /&gt;
&lt;br /&gt;
=== Patriotism ===&lt;br /&gt;
Giving your population life and an innate desire to defend your lands, this spell increases the rate that you can draft peasants for several weeks, and offers partial protection against the Propaganda thievery operation. Excellent in emergencies and other strategic situations, this spell is difficult to cast and will more quickly weaken your economy.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 11 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases military draft speed by 30%. Lowers Propaganda Damage received by 30%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 20 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our people are excited about the military and will signup more quickly for x days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Quick Feet === &lt;br /&gt;
By giving your men magical speed, they can go to battle and return more quickly than usual, leaving your land without defense for a shorter period. &amp;lt;!--This spell affects only your next battle.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 86]], [[Age 88]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|War Hero]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decreases your Attack Time by 10%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Short&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our armies have been blessed with excellent speed.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our armies are blessed with incredible speed.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Reflect Magic ===&lt;br /&gt;
Reflect magic places a magical barrier around your lands for several days. During this period, successful spells cast upon your province may randomly be reflected upon the caster, doing unto them as they would have done to you.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 98]], [[Age 103]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dwarf &amp;amp; Faery]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Has a 25% chance of reflecting offensive spells cast upon your province.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 18 hours.&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Some of the spells cast upon our lands will be reflected back upon their creators for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Revelation ===&lt;br /&gt;
Science is a fundamental building block for any and all of the other parts of your province. While the Revelation spell is active, it increases the rate of a new scientist emerging.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 69]] ... [[Age 103]], [[Age 107]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Faery &amp;amp; Human]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases the rate of a new scientist emerging on by 20% while the spell is active.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Medium, max duration unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our students are blessed with excellent concentration for X Days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our students are blessed with excellent concentration for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Righteous Aggressor===&lt;br /&gt;
Convert offensive specialist to elites on successful attack (Trad, learns, massacres, and plunders).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|War Hero]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Convert offensive specialist to elites on successful attack.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Short&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Convinced of their righteous cause, our warriors strike with ever-increasing might for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Convinced of their righteous cause, our warriors strike with ever-increasing might for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Salvation ===&lt;br /&gt;
Salvation protects Military in Combat, reducing all Military Casualties by 15%.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 97]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Paladin]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decrease Military Casualties of target province by 15%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shadowlight ===&lt;br /&gt;
Shadowlight places a face upon a shadow, revealing the province associated with the next thievery operation against your lands. It will also prevent the next operation from being successful.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reveals the name of the next province performing a successful thievery operation upon your province. Deflects the next operation.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Expires on enemy thievery attempt&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our lands are blessed with Shadowlight. The next time thieves enter our lands their identities will be revealed.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Town Watch ===&lt;br /&gt;
Town Watch will create a peasant watch upon your town for several days. While the Town Watch is active, all of your peasants will help defend your province in combat. Unfortunately, this also means your peasants will be killed during [[Relations#War|war]] - and since they are not well-armed, they will suffer heavy losses.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 7 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Avian &amp;amp; Faery]], [[Races and Personalities|Avian, Halfling]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Every 5 of your peasants will defend your land with 1 point of defense.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 18 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our peasants will help defend our lands for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our peasants will help defend our lands for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tree of Gold ===&lt;br /&gt;
If you&#039;re ever in need of extra cash, casting a Tree of Gold may be a potential solution. While it won&#039;t give you a great deal of gold, every little bit can help.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Faery &amp;amp; Halfling]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Magically creates a small amount of gold (from 26.66% to 53.33% of your daily income).&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant cast&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: X gold coins have fallen from the trees! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: n/a&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== War Spoils ===&lt;br /&gt;
Ordinarily, any land captured in attacks require time to take control of and become available for your own use. War Spoils gives you the opportunity to get this land from combat immediately. The spell lasts just a few Utopian Days, but is more than enough to use on a couple of attacks. This allows you to begin the process of expanding much more quickly than otherwise.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 12 ... [[Age 58]], [[Age 60]] ... [[Age 101]], [[Age 104]]...Now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with a minimum relationship of [[Relations#War|War]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Makes the land gained from Traditional March immediately available.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 6 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our army has been blessed with immediate War Spoils for X days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: War Spoils give us quick returns on our attacks&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wrath ===&lt;br /&gt;
Smite foes who dare to inflict harm upon the target. Enemy attackers suffer increased Military Casualties when attacking lands protected by this spell.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 72]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Elf &amp;amp; Faery &amp;amp; Orc, General]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases enemy casualties when attacking the protected province by 20%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Your magic will smite attackers for XX days!&amp;lt;br&amp;gt; &lt;br /&gt;
Mystic Advisor Message: Same as cast message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--== The Spell Book: Support Spells ==&lt;br /&gt;
Listed here is current ages active support spells.&lt;br /&gt;
&lt;br /&gt;
*Minor Protection&lt;br /&gt;
*Greater Protection&lt;br /&gt;
*Fertile Lands&lt;br /&gt;
*Magic Shield&lt;br /&gt;
*Natures Blessing&lt;br /&gt;
*Love and Peace&lt;br /&gt;
*Builders Boon&lt;br /&gt;
*Inspire Army&lt;br /&gt;
*Patriotism&lt;br /&gt;
*Divine Shield&lt;br /&gt;
*Illuminate Shadows&lt;br /&gt;
*Salvation&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; In order to cast a particular Support Spell, you must have access to it&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Successful Support Spells will now also remove 2 Mana from the target of the Spell. You can also choose to block support spells from the Wizard&#039;s Page.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Spell Book: Offensive Spells ==&lt;br /&gt;
&lt;br /&gt;
Listed here is a short reference guide to each of the spells available that can be cast upon your enemies. Any restrictions on usage will be listed under the name.&lt;br /&gt;
&lt;br /&gt;
=== Abolish Ritual ===&lt;br /&gt;
&lt;br /&gt;
Reduces the strength of an enemy kingdom&#039;s province and has a high cost/difficulty&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 73]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with minimum relationship of [[Relations#Unfriendly|Unfriendly]].&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces ritual strength by 2%. Limited to 10 casts on a single enemy province.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Your mages infest the guilds of X. Their ritual is now x% destroyed! This province can still be targeted X times!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.15&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blizzard ===&lt;br /&gt;
&lt;br /&gt;
Reduces the building effectiveness of a province for a short duration.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 69]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dark Elf &amp;amp; Faery]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces the Building Effectiveness of a province by 10%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Short&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Your wizards gather n runes and begin casting, and the spell succeeds. Blizzards will beset the works of [province name] (#:#) for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: Blizzards are besetting our works, and our building efficiency will be crippled by 10% for for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.3&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Chastity ===&lt;br /&gt;
&lt;br /&gt;
Introducing Chastity amongst the peasants of your opponents is an effective way to grind their population growth to a halt.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 47]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Mystic]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decreases Birth Rate by 50%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Medium&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Much to the chagrin of their men, the womenfolk of [Province Name] have taken a vow&amp;lt;br&amp;gt;&lt;br /&gt;
of chastity for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our womenfolk have taken a vow of chastity preventing population growth for&amp;lt;br&amp;gt;&lt;br /&gt;
X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.15&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Crystal Ball ===&lt;br /&gt;
&lt;br /&gt;
Knowing more about your friends and opponents is vital to your success as a leader. This spell gives you insight into the workings of any province of your choice.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 47]], [[Age 88]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Displays the targeted provinces Throne&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Crystal Eye ===&lt;br /&gt;
&lt;br /&gt;
Cast on a kingdom instead of an individual province, this option gives a bird&#039;s eye view of all that has happened across the Kingdom of the current and previous Months.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 47]], [[Age 105]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Displays the targeted provinces Kingdom Paper.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Droughts ===&lt;br /&gt;
&lt;br /&gt;
The opposite of storms, droughts can do significant damage as well. Without the rains necessary for fertile land, food production will be lower than usual, possibly resulting in starvation throughout the lands. In addition, the harsh conditions slow interest in the military and interferes with the soldier draft. Horses across the province may die as well due to lack of water and food. Droughts negate any Storms currently ravaging the target&#039;s land. Increases Arson damage taken by 15%.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decreases food production by 25%, military draft rate by 15% and horses production by 50%.&amp;lt;br&amp;gt;&lt;br /&gt;
Some horses may also die as a result.&amp;lt;br&amp;gt;&lt;br /&gt;
Increases Arson damage taken by 15%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Medium&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: A drought will reign over the lands of [Province Name] for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.06&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Explosions ===&lt;br /&gt;
&lt;br /&gt;
Provinces work together by assisting each other in times of need. By casting Explosions, you can interrupt the flow of goods between provinces, creating explosions that destroy portions of shipments to and from a province at random.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 10 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: 50% chance to reduce an aid shipment to 55%-80% of original size.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Explosions will rock aid shipments to and from [Province Name] for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Explosions will rock aid shipments to and from our province for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.18&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Expose Thieves ===&lt;br /&gt;
&lt;br /&gt;
Thieves rely on stealth and surprise to be effective at their jobs. Casting this spell will expose an enemy&#039;s guild, leaving them less effective until they can recover.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with a minimum relationship of [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces Stealth level by 5% of current level each Tick, before Stealth regeneration.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Medium&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our mages have illuminated the lands of our enemies and exposed the thieves that walk&amp;lt;br&amp;gt;&lt;br /&gt;
through their lands.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.36&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fireball ===&lt;br /&gt;
&lt;br /&gt;
If you want to directly go after an enemy, launching a fireball at their peasantry is an effective weapon. The fireball, if successful, will splash directly into the heart of your opponent&#039;s lands, exploding on impact, and killing instantly.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with minimum relationship of [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Kills a small and random portion of peasants (4.5-7.5%).&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: A fireball burns through the skies of [province name] (##:##). X peasants are killed&amp;lt;br&amp;gt;&lt;br /&gt;
in the destruction!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.24&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fool&#039;s Gold ===&lt;br /&gt;
&lt;br /&gt;
The art of turning lead into gold has always been a confusing mystery. Is it possible? No one knows. However, turning gold into lead can be done! This spell will convert a portion of your opponent&#039;s gold into worthless lead.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 12 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Heretic]] - with a minimum relationship of [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Destroys up to 25% of target&#039;s gold.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our mages have turned X gold coins in [Province Name] to worthless lead.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: X gold coins have been turned into worthless lead.&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.42&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gluttony ===&lt;br /&gt;
&lt;br /&gt;
One of the seven deadly sins, your population will consume more food.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 68]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases food required by 25%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: The gluttony of [target] has increased for X days.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: A fit of gluttony has descended upon our people, and they will not be sated until for X days.&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.09&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Greed ===&lt;br /&gt;
&lt;br /&gt;
People are, by their very nature, greedy individuals. Soldiers have been trained to sacrifice themselves for the greater good. However, this spell reverts the natural greed back into soldiers for several days, causing your opponent to have to pay more in wages and to draft new troops.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 12 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases military wages and draft costs by 25%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our mages have caused our enemy&#039;s soldiers to turn greedy for X days.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: Enemies have convinced our soldiers to demand more money for upkeep.&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.15&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lightning Strike ===&lt;br /&gt;
&lt;br /&gt;
The power of a direct Lightning Strike is arguably the most deadly force on the planet. Your Lightning Strikes will go directly at opponents rune stores and destroy everything in sight. This strike is the most effective way to cripple any opponent&#039;s ability to cast spells.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with a minimum relationship of [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Destroys a random portion of runes between 30-65%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Lightning strikes the Towers in [province name] (##:##) and incinerates X runes!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.18&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Land Lust ===&lt;br /&gt;
&lt;br /&gt;
Land is the defining strength of any province, and this spell is the Mage&#039;s way of simply stealing an opponent&#039;s land. This spell is a difficult alternative to attacking.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 15 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with minimum relationship of [[Relations#Unfriendly|Unfriendly]].&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Captures a small and random (up to 1.25%) of the enemy land.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our Land Lust over Enemy Province (location) has given us X new acres of land!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: X acres of land have disappeared from our control!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Meteor Showers ===&lt;br /&gt;
&lt;br /&gt;
This spell will rain Meteors across the lands of an opponent for several days, killing peasants, troops and more. Deadly and enduring, casting this spell is both difficult and costly. The damage done, however, can be just as great.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 12 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Mystic]] - with minimum relationship of [[Relations#Hostile|Hostile]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Kills peasants and troops (soldiers, specialists and elites) at home each Utopian Day the&amp;lt;br&amp;gt;&lt;br /&gt;
spell is active.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Short-moderate&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Meteors will rain across the lands of [province name] (##:##) for X days&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Meteors rain across our lands, and are not expected to stop for X days.&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: Meteors rain across the lands and kill X peasants and X troops!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.75&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mystic Vortex ===&lt;br /&gt;
&lt;br /&gt;
The Mystic Vortex is one of the more powerful spells in the Utopian World. A successful cast will cause approximately half of the spells currently active over a province to vanish. However, this spell does not discriminate and will nullify both positive and negative spells affecting their lands.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with a minimum relationship of [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Nullifies spells on the enemy province (50% chance per spell).&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: A magic vortex overcomes the province of [province name] (##:##), negating X active&amp;lt;br&amp;gt;&lt;br /&gt;
spells.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: A magic vortex rendered many of our spells inactive!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.45&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Nightmares ===&lt;br /&gt;
&lt;br /&gt;
The effects fear can have on an individual are amazing. By causing nightmares within the soldiers of an opposing army, you may be able to cause them to quiver in fear. Troops having nightmares have to be rehabilitated and are unavailable for a period of time.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Heretic &amp;amp; Necromancer]] - with a minimum relationship of [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Instantly returns around 1.5% of the military troops (specialists, elites and thieves) under training for 8 days.&amp;lt;br&amp;gt;&lt;br /&gt;
Will only affect the troops that are at home.&amp;lt;br&amp;gt;&lt;br /&gt;
Soldiers simply quit the army.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant damage spell, with duration effect: Troops in training queue stretching 8 days (not affected by Train Time or Spell Duration).&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: During the night, X of the men in the armies and thieves&#039; guilds of [Province Name]&amp;lt;br&amp;gt;&lt;br /&gt;
had nightmares.&amp;lt;br&amp;gt;&lt;br /&gt;
Some were forced into rehabilitation, but the soldiers simply quit the army!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification:&amp;lt;br&amp;gt;&lt;br /&gt;
This morning, X of our men from our armies and thieves&#039; guild turned up unfit.&amp;lt;br&amp;gt;&lt;br /&gt;
The Soldiers quit, while the rest are being retrained. They should be available again in 8 days.&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.45&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Pitfalls ===&lt;br /&gt;
&lt;br /&gt;
Placing magical pitfalls throughout an enemy&#039;s lands will cause them to suffer higher Military Defensive Casualties in combat for several days. This is an effective way to frustrate attackers and strengthen your own position in the midst of [[Relations#War|war]].&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 14 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dark Elf &amp;amp; Elf &amp;amp; Faery, Mystic]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases defensive military losses by 20%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Medium&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Pitfalls will haunt the lands of [province name] (##:##) for X days. They will suffer&amp;lt;br&amp;gt;&lt;br /&gt;
increased defensive losses during battle.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.18&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Storms ===&lt;br /&gt;
&lt;br /&gt;
The power of mother nature is amongst the most powerful in existence. Sending storms over another province will cause destruction and death across the lands for days. The Storm Spell will cancel any Droughts affecting the target province. Increases Tornado damage taken by 15%.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Kills 1.5% of peasant population per day.&amp;lt;br&amp;gt;&lt;br /&gt;
Increases Tornado damage taken by 15%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Storms will ravage [province name] (##:##) for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: Storms are ravaging our lands!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.06&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Soul Blight ===&lt;br /&gt;
&lt;br /&gt;
Causes death among the peasants of an enemy, turning some into the caster&#039;s soldiers&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Necromancer]] &amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Kills x% of peasants and then adds x% of those killed to the caster&#039;s soldiers&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: A Pall of death descends upon enemy (x:x), taking xxx peasent&#039;s lives. Your legion is reinforced by xx of their fallen.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tornadoes ===&lt;br /&gt;
&lt;br /&gt;
One of the most dangerous and destructive offensive spells, casting this will rain a terror of tornadoes across an opponent&#039;s lands, laying waste to acres of buildings across the province.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 14 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with minimum relationship of [[Relations#Unfriendly|Unfriendly]].&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Destroys a small and random portion of buildings.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Tornadoes scour the lands of [province name] (##:##), laying waste to X acres of&amp;lt;br&amp;gt;&lt;br /&gt;
buildings!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: Tornadoes scour the lands, causing the destruction of X acres of&amp;lt;br&amp;gt;&lt;br /&gt;
buildings!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.3&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Vermin ===&lt;br /&gt;
&lt;br /&gt;
Sending vermin scurrying into the Food supplies of an opponent forces the destruction of a great deal of their reserves.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 67]], [[Age 82]] ... [[Age 86]], [[Age 90]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Elf &amp;amp; Faery, Heretic]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Destroys (on average) about 50% of target&#039;s Food supplies.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.00 (incorrect value)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Forgotten Spells ==&lt;br /&gt;
&lt;br /&gt;
=== Amnesia ===&lt;br /&gt;
&lt;br /&gt;
Knowledge is vital to the longterm survival of a province. The unique powers of magic allow you to strip a province of some of its long-sought science. Its effects are temporary. By casting Amnesia, you can cause an enemy province to lose effectiveness of their arts &amp;amp; sciences knowledge, opening a window to attack or further damage the enemy.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with a minimum relationship of [[Relations#War|War]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Temporarily removes ~5% of target&#039;s current total allocated Science Books. These Books return over 48 ticks, not affected by EOWCF. &amp;lt;!--Successful Casts will display the target&#039;s current Science Effectiveness.--&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant with duration effect: 48Ticks&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0 (War Only)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Barrier of Integrity ===&lt;br /&gt;
&lt;br /&gt;
Stops all drafting that would normally take place in target province.&lt;br /&gt;
&lt;br /&gt;
Was upgraded to [[Mystics#Sloth|Sloth]]&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 72 ... [[Age 80]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to:&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Stops all drafting that would normally take place in target province.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fog ===&lt;br /&gt;
&lt;br /&gt;
Casting a sphere of protection over your province, this spell helps protect your province from invasion from others. This spell can last for a couple of days.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 50]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dwarf]], [[Races and Personalities|Faery]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases enemy attack times by 3 hours.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 22 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our lands are protected by dense fog (Estimated: X more Days).&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our lands are filled with fog, slowing opposing armies for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Haste ===&lt;br /&gt;
&lt;br /&gt;
Haste makes your workers build faster and harder than otherwise. All buildings constructed while the Haste spell is active will be completed faster than otherwise would be expected.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 3 ... Age 14&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to:&amp;lt;br&amp;gt;&lt;br /&gt;
Effect:&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Illusionary ===&lt;br /&gt;
&lt;br /&gt;
By creating illusionary forces throughout your lands, it is possible to make an army of men look larger than life. Any crystal balls cast while this spell is active will show a larger-than-normal army.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... Age 11&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to:&amp;lt;br&amp;gt;&lt;br /&gt;
Effect:&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Magic Ward ===&lt;br /&gt;
&lt;br /&gt;
Projects a magical ward into the skies above an enemy province, forcing the enemy to pour more resources into their spell casts.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 72]] ... [[Age 81]], [[Age 86]]... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dark Elf]], [[Races and Personalities|Mystic]] - with minimum relationship of [[Relations#Unfriendly|Unfriendly]].&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases target&#039;s rune costs by 100%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.15&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mystic Aura ===&lt;br /&gt;
&lt;br /&gt;
A defense spell, creating a Mystic Aura around your lands will repel the next evil spell cast upon you from abroad. Unfortunately, the effect focuses only on the first spell cast upon you.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 58]], [[Age 60]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dwarf]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Repels the next offensive spell cast upon you (except own spells).&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: A Mystic Aura has been placed around our province, protecting us from the next evil&amp;lt;br&amp;gt;&lt;br /&gt;
spell from abroad.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that Mystic Aura does not activate on intel spells like Crystal Ball.&lt;br /&gt;
&lt;br /&gt;
=== Nightfall ===&lt;br /&gt;
&lt;br /&gt;
Darkness falls on the land and it is a darker night than most, the minds of mages are clouded by the psychic fog and the magical energies within the towers dims.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 110 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Undead]] - with a minimum relationship of [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces enemy Guild and Tower effectiveness by 50% for 8 ticks. (High Difficulty/High Rune Cost)&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant damage spell, with duration effect: Reduce enemy Guild and Tower Effectiveness by 50%, Effects last for 8 ticks.&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: TBD&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification:&amp;lt;br&amp;gt;&lt;br /&gt;
TBD&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: TBD&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scientific Insights ===&lt;br /&gt;
&lt;br /&gt;
This spell clears the minds of your scientists, allowing them to think more clearly and increasing the effectiveness of their research.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 72]] ... [[Age 92]], [[Age 96]] ... [[Age 98]], [[Age 100]] ... [[Age 103]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Sage]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increase the science effectiveness of target province by 10%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Medium, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Your scientists have been imbued with mental energy, making them work harder for XX days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as cast message&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sloth ===&lt;br /&gt;
&lt;br /&gt;
This spell enchants the enemy&#039;s peasantry, calling upon their deep-rooted morals to family and preventing them from signing up for military service.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 72]] ... [[Age 81]], [[Age 87]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dark Elf]] - with minimum relationship of [[Relations#Unfriendly|Unfriendly]].&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces drafting within a target province by 50%. Also increases Draft Cost by 100%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Short&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Genesis Spells ==&lt;br /&gt;
&lt;br /&gt;
=== Soul Blight ===&lt;br /&gt;
&lt;br /&gt;
Causes death among the peasants of an enemy, turning some into the caster&#039;s soldiers&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to:&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Kills x% of peasants and then adds x% of those killed to the caster&#039;s soldiers&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: A Pall of death descends upon enemy (x:x), taking xxx peasent&#039;s lives. Your legion is reinforced by xx of their fallen.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
[[Age 106]]&lt;br /&gt;
* Meter movements updated to reflect forum changes of &amp;quot;all values have tripled&amp;quot; on 6 May 2024.&lt;br /&gt;
[[Age 107]]&lt;br /&gt;
* Revelation bonus reduced from 30% to 20%&lt;br /&gt;
[[Age 108]]&lt;br /&gt;
* Assassinate Wizards damage has been increased by ~17.5%&lt;br /&gt;
* Spells and Sabotage operations Meter Point values have been reduced slightly&lt;br /&gt;
[[Age 110]]&lt;br /&gt;
* Pitfalls - Increased Damage from 15% to 20%&lt;br /&gt;
* Bribe Generals - Increased Damage from 15% to 20%&lt;br /&gt;
* Greater Arson difficulty reduced from High to Medium&lt;br /&gt;
* New Spell: &amp;quot;Nightfall&amp;quot; – Reduces enemy Guild and Tower effectiveness by 50% for 8 ticks. (High Difficulty/High Rune Cost)&lt;br /&gt;
[[Age 112]]&lt;br /&gt;
* Magic Ward → Removed.&lt;br /&gt;
* Tornado → Rune cost –20%, Difficulty –35%.&lt;br /&gt;
* Moved to Hostile: Nightmares, Land Lust, Abolish Ritual, Fireball, Fool’s Gold, Lightning Strike, Mystic Vortex, Nightfall, Sloth, Steal War Horses, Assassinate Wizards, Greater Arson, Nightstrike&lt;br /&gt;
[[Age 113]]&lt;br /&gt;
* Amnesia - Not accessible next age&lt;br /&gt;
[[Age 115]]&lt;br /&gt;
* Soulblight - Genesis spell added to WoL&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Science&amp;diff=1068</id>
		<title>Science</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Science&amp;diff=1068"/>
		<updated>2026-04-30T02:44:24Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Change Log */ made old changelog visible&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sciences are the study of knowledge and create our pathway into the future. By studying the laws that govern our being and understanding the effects of these laws, we can strengthen ourselves in all that we do. The mystery of magic and thievery, our military prowess, even our methods of production can all be enhanced through the power of study with an investment in time devoted to those fields. The students of our province will lead us into the future with your careful direction.&lt;br /&gt;
&lt;br /&gt;
Mastering the Arts &amp;amp; Sciences makes your people stronger, smarter, and more efficient. You can grow in strength without growing in size. &lt;br /&gt;
&lt;br /&gt;
Details on the benefits of different sciences can be found below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Table of Contents goes here --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Science Categories, Types and Effects==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Science Category&lt;br /&gt;
!Type&lt;br /&gt;
!Effect&lt;br /&gt;
!Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Economy&#039;&#039;&#039; || Alchemy ||Income || ~0.0724&lt;br /&gt;
|-&lt;br /&gt;
|   || Tools || Building Effectiveness || ~0.0524&lt;br /&gt;
|-&lt;br /&gt;
|   || Housing || Population Limits || ~0.0262&lt;br /&gt;
|-&lt;br /&gt;
|   || Production || Food &amp;amp; Rune Production || ~0.2172&lt;br /&gt;
|-&lt;br /&gt;
|   || Bookkeeping || Wage Reduction || ~0.068&lt;br /&gt;
|-&lt;br /&gt;
|   || Artisan || Construction Time Reduction, Construction &amp;amp; Raze Cost Reduction || ~0.04302&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Military&#039;&#039;&#039; || Strategy || Defensive Military Efficiency || ~0.0367&lt;br /&gt;
|-&lt;br /&gt;
|   || Siege || Battle Gains || ~0.0262&lt;br /&gt;
|-&lt;br /&gt;
|   || Tactics || Offensive Military Efficiency || ~0.0367&lt;br /&gt;
|-&lt;br /&gt;
|   || Valor || Reduced Military Train Time &amp;amp; Increased Dragon Slaying Strength || ~0.0582&lt;br /&gt;
|-&lt;br /&gt;
|   || Heroism || Draft Speed &amp;amp; Draft Costs Reduction || ~0.0418&lt;br /&gt;
|-&lt;br /&gt;
|   || Resilience || Reduced Military Casualties || ~0.04401&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Arcane Arts&#039;&#039;&#039; || Crime || Thievery Effectiveness || ~0.1557&lt;br /&gt;
|-&lt;br /&gt;
|   || Channeling ||Magic Effectiveness || ~0.1875&lt;br /&gt;
|-&lt;br /&gt;
|   || Shielding || Reduced Damage from Enemy Thievery and Magic Instant Operations || ~0.0314&lt;br /&gt;
|-&lt;br /&gt;
|   || Sorcery || Increased Magic Instant Damage || ~0.0314&lt;br /&gt;
|-&lt;br /&gt;
|   || Cunning || Increased Thievery Operation Damage || ~0.0314&lt;br /&gt;
|-&lt;br /&gt;
|   || Finesse || Reduced Wizards and Thieves lost on Failed Spells and Operations || ~0.08685&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Science Formula ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Science Bonus =&amp;lt;/b&amp;gt; ( # of Books in Type )^(1/2.125) * Science Multiplier * [[Races and Personalities|Race]] Mod * [[Races and Personalities|Personality]] Mod * [[Mystics#Amnesia|Amnesia Effect]] * [[Mystics#Scientific Insights|Scientific Insights]] Mod * [[Growth#Libraries|Libraries]] Mod&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Scientists and Books==&lt;br /&gt;
&lt;br /&gt;
*Each province starts with a set number of Scientists assigned to the three science Categories (&amp;lt;b&amp;gt;Economy, Military, Arcane Arts&amp;lt;/b&amp;gt;). &amp;lt;br&amp;gt;&lt;br /&gt;
*Scientists start out as Recruits, then as they progress they provide incrementally greater benefits with each progression. &amp;lt;br&amp;gt;&lt;br /&gt;
*Scientist experience is based on how many Books they have produced in that category. &amp;lt;br&amp;gt;&lt;br /&gt;
*Scientists have no Networth value.&lt;br /&gt;
*Scientists can be re-assigned at any time, but revert to Recruit level when doing so. &amp;lt;br&amp;gt;&lt;br /&gt;
*Every tick each province builds progress towards a new scientist. Universities increase the rate of this progress.&lt;br /&gt;
*Scientists produce a set number of books each tick in the Category they are allocated (&amp;lt;b&amp;gt;Economy, Military, Arcane Arts&amp;lt;/b&amp;gt;), based on their rank. Schools increase this effect.&amp;lt;br&amp;gt;&lt;br /&gt;
*Books can be allocated to any science Type within the Category they have been produced.&amp;lt;br&amp;gt;&lt;br /&gt;
*Allocated books go into effect instantly.&lt;br /&gt;
*Inactive provinces do not produce Books.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;!--*Science over 5000 BPA will slowly decay outside War.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Scientist Spawn Rate Formula ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Scientists Spawn Rate =&amp;lt;/b&amp;gt; 2 * [[Races and Personalities|Race]] Mod * [[Growth#Effects_of_Buildings|Universities Effect]] * [[Mystics#Revelation|Revelation]] Mod&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each province starts with a set number of scientists assigned to the various science categories. Scientists start out as Recruits that provide no bonus, then as they progress ther provide incrementally greater benefits with each progression.&lt;br /&gt;
&lt;br /&gt;
*Recruit -&amp;gt; Novice = 3 Utopian days (3 hours)&lt;br /&gt;
*Novice -&amp;gt; Graduate = 72 Utopian days (3 days)&lt;br /&gt;
*Graduate -&amp;gt; Professor = 96 Utopian days (4 days)&lt;br /&gt;
&lt;br /&gt;
Scientists can be re-assigned at any time, but revert to Recruit level when doing so. &amp;lt;br&amp;gt;&lt;br /&gt;
Every tick each province builds progress towards a new random scientist. Universities increase the rate of this progress.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Modifier Type&lt;br /&gt;
!Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| Race: [[Races and Personalities|Human]] || 1.25&lt;br /&gt;
|-&lt;br /&gt;
| Spell: [[Mystics#Revelation|Revelation]] || 1.3 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Scientist Ranks and Production ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank&lt;br /&gt;
!Experience&lt;br /&gt;
!Book Production&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Recruit&#039;&#039;&#039; || 0-1439 || 60&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Novice&#039;&#039;&#039; || 1440-5279 || 80&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Graduate&#039;&#039;&#039; || 5280-12479 || 100&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Professor&#039;&#039;&#039; || 12480+ || 120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Re-assigning Scientists ===&lt;br /&gt;
&lt;br /&gt;
Re-assigning scientists drops them back to a recruit.  &amp;lt;!--Refer to this forum post for a discussion on this topic: http://forums.utopia-game.com/showthread.php?639982-A-Question-About-Ticks-amp-Buildings--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Science Bonus ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Science Bonus =&amp;lt;/b&amp;gt; [ &#039;&#039;MIN&#039;&#039;( Science Multiplier * Skill points , Cap ) + &#039;&#039;MAX&#039;&#039;( 0, Science Multiplier * Skill points - Cap ) * Diminishing Return Factor ] * [[Races and Personalities|Race]] Mod * [[Races and Personalities|Personality]] Mod * [[Mystics#Scientific_Insights|Scientific Insights]] Mod &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Modifier Type&lt;br /&gt;
!Multiplier&lt;br /&gt;
!Science Category&lt;br /&gt;
|-&lt;br /&gt;
| Personality: [[Races and Personalities|Heretic]] || 1.3 || Crime &lt;br /&gt;
|-&lt;br /&gt;
| Personality: [[Races and Personalities|Heretic]] || 1.3 || Channeling&lt;br /&gt;
|-&lt;br /&gt;
| Personality: [[Races and Personalities|Rogue]] || 1.5 || Crime &lt;br /&gt;
|-&lt;br /&gt;
| Personality: [[Races and Personalities|Mystic]] || 1.75 || Channeling&lt;br /&gt;
|-&lt;br /&gt;
| Personality: [[Races and Personalities|Sage]] || 1.3 || All  &lt;br /&gt;
|-&lt;br /&gt;
| Spell: [[Mystics#Scientific_Insights|Scientific Insights]] || 1.1 || All&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Scientist Networth ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Networth Per Scientist =&amp;lt;/b&amp;gt; ~1.7gc * tick of experience&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Professors experience caps at 72 hours&lt;br /&gt;
* A maxed-out professor will provide ~413gc Networth&lt;br /&gt;
&lt;br /&gt;
=== Book Networth ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
NW = Books * 0.000006 * Current Land&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Change Log==&lt;br /&gt;
*[[Age 69]]&lt;br /&gt;
** The new science system is introduced.&lt;br /&gt;
*[[Age 70]]&lt;br /&gt;
** Professors experience capped at 72 hours (a maxed-out professor will provide ~624gc Networth). Tools cap increased from 15% to 20%, housing and military cap from 10% to 15%, food from 100% to 200%, channeling from 100% to 125%. Additional scientist rank added: Recruit.&lt;br /&gt;
*[[Age 71]]&lt;br /&gt;
** Approximately +50% scientists will be required to reach maximum effects (see table below). Production Science maximum will be 120% (down from 200%) and it will increase both Food and Rune production.&lt;br /&gt;
*[[Age 72]]&lt;br /&gt;
** Scientists are generated on a flat ratio (7.5) similar to wizards instead of via RNG.&lt;br /&gt;
*[[Age 73]]&lt;br /&gt;
** Science will no longer have a hard maximum for all categories. Science will scale in a linear fashion up to the previously stated maximums as normal. Once this point is reached additional scientists will yield diminishing returns.&lt;br /&gt;
*[[Age 74]]&lt;br /&gt;
** Scientist experience will now show on the Science page and in the Spy on Sciences.&lt;br /&gt;
*[[Age 76]]&lt;br /&gt;
** The number of scientists required for soft cap will be the same number for all categories: 35.&lt;br /&gt;
*[[Age 115]]&lt;br /&gt;
** Resilience Multiplier decreased to 0.04401 from 0.0489 &lt;br /&gt;
** Artisan Multiplier decreased to 0.04302 from 0.0478 &lt;br /&gt;
** Finesse Multiplier decreased to 0.08685 from 0.0965 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
=== Age 69 - Age 76 ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abduct Attacks&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*Through combat, you can abduct scientists from another province. Universities protect a province from abduction. &#039;&#039;&#039;Note: Abduct attack has been removed in Age 77.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old scientist multipliers and caps, during Age 76:&#039;&#039;&#039;&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot; &lt;br /&gt;
|-bgcolor=&amp;quot;#dedeff&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Science Category&#039;&#039;&#039; || &#039;&#039;&#039;Effect&#039;&#039;&#039; || &#039;&#039;&#039; Multiplier&#039;&#039;&#039; || &#039;&#039;&#039;Soft Cap&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Alchemy&#039;&#039;&#039; || Income || 0.428 || 30% &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tools&#039;&#039;&#039; || Building Effectiveness || 0.287 || 20% &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Housing&#039;&#039;&#039; || Population Limits || 0.215 || 15% &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Production&#039;&#039;&#039; || Food &amp;amp; Rune Production || 1.714 || 120% &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Military&#039;&#039;&#039; || Military Efficiency || 0.215 || 15% &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Crime&#039;&#039;&#039; || Thievery Effectiveness || 1.428 || 100% &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Channeling&#039;&#039;&#039; || Magic Effectiveness || 1.785 || 125% &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old scientist multipliers and caps, Age 71 - Age 75:&#039;&#039;&#039;&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot; &lt;br /&gt;
|-bgcolor=&amp;quot;#dedeff&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Science Category&#039;&#039;&#039; || &#039;&#039;&#039;Effect&#039;&#039;&#039; || &#039;&#039;&#039; Multiplier&#039;&#039;&#039; || &#039;&#039;&#039;Cap&#039;&#039;&#039; || &#039;&#039;&#039;Scientist Cap&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Alchemy&#039;&#039;&#039; || Income || 0.5 || 30% || 30&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tools&#039;&#039;&#039; || Building Effectiveness || 0.33 || 20% || 31&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Housing&#039;&#039;&#039; || Population Limits || 0.2 || 15% || 38&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Production&#039;&#039;&#039; || Food &amp;amp; Rune Production || 2 || 120% || 30&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Military&#039;&#039;&#039; || Military Efficiency || 0.2 || 15% || 38&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Crime&#039;&#039;&#039; || Thievery Effectiveness || 1.65 || 100% || 31&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Channeling&#039;&#039;&#039; || Magic Effectiveness || 2 || 125% || 32&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--*&lt;br /&gt;
&lt;br /&gt;
=== Age ?? to Age 68 ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE: These formulas apply to the old books system of science. In Age 69, books were replaced by scientists.&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;From Ages ?? to 68 Science formulas worked as follows:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Science Effects&#039;&#039;&#039;&lt;br /&gt;
 &amp;lt;b&amp;gt;Books per Acre =&amp;lt;/b&amp;gt; Books / MAX(Acres,300)&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;b&amp;gt;Science Bonus =&amp;lt;/b&amp;gt; [[Races and Personalities|Race]] Mod * [[Races and Personalities|Personality]] Mod * Science Multiplier * &#039;&#039;SQRT&#039;&#039;( Books per Acre ) * [[Growth|Library Effect]]&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot; &lt;br /&gt;
|-bgcolor=&amp;quot;#dedeff&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Science Category&#039;&#039;&#039; || &#039;&#039;&#039;Multiplier&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Alchemy&#039;&#039;&#039; || 1.4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tools&#039;&#039;&#039; || 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Housing&#039;&#039;&#039; || 0.65&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Food&#039;&#039;&#039; || 8&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Military&#039;&#039;&#039; || 0.52&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Thievery&#039;&#039;&#039; || 6&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Channeling&#039;&#039;&#039; || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Science Costs&#039;&#039;&#039;&lt;br /&gt;
 &amp;lt;b&amp;gt;Science Cost =&amp;lt;/b&amp;gt; Raw Cost (&#039;&#039;Table Below&#039;&#039;) * [[Races and Personalities|Race]] Mod * [[Growth|Schools Effect]]&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot; &lt;br /&gt;
|-bgcolor=&amp;quot;#dedeff&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Science Rate&#039;&#039;&#039; || &#039;&#039;&#039;BPA&#039;&#039;&#039; || &#039;&#039;&#039;GC / Book&#039;&#039;&#039; || &#039;&#039;&#039;GC / Acre&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;No Research&#039;&#039;&#039; || 0 || 0 || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Minimal&#039;&#039;&#039; || 0.3 || 6 || 1.8&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Limited&#039;&#039;&#039; || 0.4 || 7 || 2.8&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sustained&#039;&#039;&#039; || 0.5 || 9 || 4.5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Active&#039;&#039;&#039; || 0.7 || 13 || 9.1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Focused&#039;&#039;&#039; || 0.9 || 17 || 15.3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Accelerated&#039;&#039;&#039; || 1.2 || 22 || 26.4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Intensive&#039;&#039;&#039; || 1.5 || 27 || 40.5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rushed&#039;&#039;&#039; || 2.0 || 36 || 72.0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Extreme&#039;&#039;&#039; || 3.0 || 50 || 150.0&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Science&amp;diff=1067</id>
		<title>Science</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Science&amp;diff=1067"/>
		<updated>2026-04-30T02:41:16Z</updated>

		<summary type="html">&lt;p&gt;Revival: Changelog added, added Age 115 to changelog&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sciences are the study of knowledge and create our pathway into the future. By studying the laws that govern our being and understanding the effects of these laws, we can strengthen ourselves in all that we do. The mystery of magic and thievery, our military prowess, even our methods of production can all be enhanced through the power of study with an investment in time devoted to those fields. The students of our province will lead us into the future with your careful direction.&lt;br /&gt;
&lt;br /&gt;
Mastering the Arts &amp;amp; Sciences makes your people stronger, smarter, and more efficient. You can grow in strength without growing in size. &lt;br /&gt;
&lt;br /&gt;
Details on the benefits of different sciences can be found below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Table of Contents goes here --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Science Categories, Types and Effects==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Science Category&lt;br /&gt;
!Type&lt;br /&gt;
!Effect&lt;br /&gt;
!Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Economy&#039;&#039;&#039; || Alchemy ||Income || ~0.0724&lt;br /&gt;
|-&lt;br /&gt;
|   || Tools || Building Effectiveness || ~0.0524&lt;br /&gt;
|-&lt;br /&gt;
|   || Housing || Population Limits || ~0.0262&lt;br /&gt;
|-&lt;br /&gt;
|   || Production || Food &amp;amp; Rune Production || ~0.2172&lt;br /&gt;
|-&lt;br /&gt;
|   || Bookkeeping || Wage Reduction || ~0.068&lt;br /&gt;
|-&lt;br /&gt;
|   || Artisan || Construction Time Reduction, Construction &amp;amp; Raze Cost Reduction || ~0.04302&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Military&#039;&#039;&#039; || Strategy || Defensive Military Efficiency || ~0.0367&lt;br /&gt;
|-&lt;br /&gt;
|   || Siege || Battle Gains || ~0.0262&lt;br /&gt;
|-&lt;br /&gt;
|   || Tactics || Offensive Military Efficiency || ~0.0367&lt;br /&gt;
|-&lt;br /&gt;
|   || Valor || Reduced Military Train Time &amp;amp; Increased Dragon Slaying Strength || ~0.0582&lt;br /&gt;
|-&lt;br /&gt;
|   || Heroism || Draft Speed &amp;amp; Draft Costs Reduction || ~0.0418&lt;br /&gt;
|-&lt;br /&gt;
|   || Resilience || Reduced Military Casualties || ~0.04401&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Arcane Arts&#039;&#039;&#039; || Crime || Thievery Effectiveness || ~0.1557&lt;br /&gt;
|-&lt;br /&gt;
|   || Channeling ||Magic Effectiveness || ~0.1875&lt;br /&gt;
|-&lt;br /&gt;
|   || Shielding || Reduced Damage from Enemy Thievery and Magic Instant Operations || ~0.0314&lt;br /&gt;
|-&lt;br /&gt;
|   || Sorcery || Increased Magic Instant Damage || ~0.0314&lt;br /&gt;
|-&lt;br /&gt;
|   || Cunning || Increased Thievery Operation Damage || ~0.0314&lt;br /&gt;
|-&lt;br /&gt;
|   || Finesse || Reduced Wizards and Thieves lost on Failed Spells and Operations || ~0.08685&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Science Formula ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Science Bonus =&amp;lt;/b&amp;gt; ( # of Books in Type )^(1/2.125) * Science Multiplier * [[Races and Personalities|Race]] Mod * [[Races and Personalities|Personality]] Mod * [[Mystics#Amnesia|Amnesia Effect]] * [[Mystics#Scientific Insights|Scientific Insights]] Mod * [[Growth#Libraries|Libraries]] Mod&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Scientists and Books==&lt;br /&gt;
&lt;br /&gt;
*Each province starts with a set number of Scientists assigned to the three science Categories (&amp;lt;b&amp;gt;Economy, Military, Arcane Arts&amp;lt;/b&amp;gt;). &amp;lt;br&amp;gt;&lt;br /&gt;
*Scientists start out as Recruits, then as they progress they provide incrementally greater benefits with each progression. &amp;lt;br&amp;gt;&lt;br /&gt;
*Scientist experience is based on how many Books they have produced in that category. &amp;lt;br&amp;gt;&lt;br /&gt;
*Scientists have no Networth value.&lt;br /&gt;
*Scientists can be re-assigned at any time, but revert to Recruit level when doing so. &amp;lt;br&amp;gt;&lt;br /&gt;
*Every tick each province builds progress towards a new scientist. Universities increase the rate of this progress.&lt;br /&gt;
*Scientists produce a set number of books each tick in the Category they are allocated (&amp;lt;b&amp;gt;Economy, Military, Arcane Arts&amp;lt;/b&amp;gt;), based on their rank. Schools increase this effect.&amp;lt;br&amp;gt;&lt;br /&gt;
*Books can be allocated to any science Type within the Category they have been produced.&amp;lt;br&amp;gt;&lt;br /&gt;
*Allocated books go into effect instantly.&lt;br /&gt;
*Inactive provinces do not produce Books.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;!--*Science over 5000 BPA will slowly decay outside War.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Scientist Spawn Rate Formula ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Scientists Spawn Rate =&amp;lt;/b&amp;gt; 2 * [[Races and Personalities|Race]] Mod * [[Growth#Effects_of_Buildings|Universities Effect]] * [[Mystics#Revelation|Revelation]] Mod&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each province starts with a set number of scientists assigned to the various science categories. Scientists start out as Recruits that provide no bonus, then as they progress ther provide incrementally greater benefits with each progression.&lt;br /&gt;
&lt;br /&gt;
*Recruit -&amp;gt; Novice = 3 Utopian days (3 hours)&lt;br /&gt;
*Novice -&amp;gt; Graduate = 72 Utopian days (3 days)&lt;br /&gt;
*Graduate -&amp;gt; Professor = 96 Utopian days (4 days)&lt;br /&gt;
&lt;br /&gt;
Scientists can be re-assigned at any time, but revert to Recruit level when doing so. &amp;lt;br&amp;gt;&lt;br /&gt;
Every tick each province builds progress towards a new random scientist. Universities increase the rate of this progress.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Modifier Type&lt;br /&gt;
!Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| Race: [[Races and Personalities|Human]] || 1.25&lt;br /&gt;
|-&lt;br /&gt;
| Spell: [[Mystics#Revelation|Revelation]] || 1.3 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Scientist Ranks and Production ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank&lt;br /&gt;
!Experience&lt;br /&gt;
!Book Production&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Recruit&#039;&#039;&#039; || 0-1439 || 60&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Novice&#039;&#039;&#039; || 1440-5279 || 80&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Graduate&#039;&#039;&#039; || 5280-12479 || 100&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Professor&#039;&#039;&#039; || 12480+ || 120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Re-assigning Scientists ===&lt;br /&gt;
&lt;br /&gt;
Re-assigning scientists drops them back to a recruit.  &amp;lt;!--Refer to this forum post for a discussion on this topic: http://forums.utopia-game.com/showthread.php?639982-A-Question-About-Ticks-amp-Buildings--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Science Bonus ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Science Bonus =&amp;lt;/b&amp;gt; [ &#039;&#039;MIN&#039;&#039;( Science Multiplier * Skill points , Cap ) + &#039;&#039;MAX&#039;&#039;( 0, Science Multiplier * Skill points - Cap ) * Diminishing Return Factor ] * [[Races and Personalities|Race]] Mod * [[Races and Personalities|Personality]] Mod * [[Mystics#Scientific_Insights|Scientific Insights]] Mod &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Modifier Type&lt;br /&gt;
!Multiplier&lt;br /&gt;
!Science Category&lt;br /&gt;
|-&lt;br /&gt;
| Personality: [[Races and Personalities|Heretic]] || 1.3 || Crime &lt;br /&gt;
|-&lt;br /&gt;
| Personality: [[Races and Personalities|Heretic]] || 1.3 || Channeling&lt;br /&gt;
|-&lt;br /&gt;
| Personality: [[Races and Personalities|Rogue]] || 1.5 || Crime &lt;br /&gt;
|-&lt;br /&gt;
| Personality: [[Races and Personalities|Mystic]] || 1.75 || Channeling&lt;br /&gt;
|-&lt;br /&gt;
| Personality: [[Races and Personalities|Sage]] || 1.3 || All  &lt;br /&gt;
|-&lt;br /&gt;
| Spell: [[Mystics#Scientific_Insights|Scientific Insights]] || 1.1 || All&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Scientist Networth ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Networth Per Scientist =&amp;lt;/b&amp;gt; ~1.7gc * tick of experience&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Professors experience caps at 72 hours&lt;br /&gt;
* A maxed-out professor will provide ~413gc Networth&lt;br /&gt;
&lt;br /&gt;
=== Book Networth ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
NW = Books * 0.000006 * Current Land&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Change Log==&lt;br /&gt;
*[[Age 115]]&lt;br /&gt;
* Resilience Multiplier decreased to 0.04401 from 0.0489 &lt;br /&gt;
* Artisan Multiplier decreased to 0.04302 from 0.0478 &lt;br /&gt;
* Finesse Multiplier decreased to 0.08685 from 0.0965 &lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
=== Age 69 - Age 76 ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abduct Attacks&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*Through combat, you can abduct scientists from another province. Universities protect a province from abduction. &#039;&#039;&#039;Note: Abduct attack has been removed in Age 77.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Changelog&#039;&#039;&#039;&lt;br /&gt;
*Age 69: The new science system is introduced.&lt;br /&gt;
*Age 70: Professors experience capped at 72 hours (a maxed-out professor will provide ~624gc Networth). Tools cap increased from 15% to 20%, housing and military cap from 10% to 15%, food from 100% to 200%, channeling from 100% to 125%. Additional scientist rank added: Recruit.&lt;br /&gt;
*Age 71: Approximately +50% scientists will be required to reach maximum effects (see table below). Production Science maximum will be 120% (down from 200%) and it will increase both Food and Rune production.&lt;br /&gt;
*Age 72: Scientists are generated on a flat ratio (7.5) similar to wizards instead of via RNG.&lt;br /&gt;
*Age 73: Science will no longer have a hard maximum for all categories. Science will scale in a linear fashion up to the previously stated maximums as normal. Once this point is reached additional scientists will yield diminishing returns.&lt;br /&gt;
*Age 74: Scientist experience will now show on the Science page and in the Spy on Sciences.&lt;br /&gt;
*Age 76: The number of scientists required for soft cap will be the same number for all categories: 35.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old scientist multipliers and caps, during Age 76:&#039;&#039;&#039;&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot; &lt;br /&gt;
|-bgcolor=&amp;quot;#dedeff&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Science Category&#039;&#039;&#039; || &#039;&#039;&#039;Effect&#039;&#039;&#039; || &#039;&#039;&#039; Multiplier&#039;&#039;&#039; || &#039;&#039;&#039;Soft Cap&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Alchemy&#039;&#039;&#039; || Income || 0.428 || 30% &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tools&#039;&#039;&#039; || Building Effectiveness || 0.287 || 20% &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Housing&#039;&#039;&#039; || Population Limits || 0.215 || 15% &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Production&#039;&#039;&#039; || Food &amp;amp; Rune Production || 1.714 || 120% &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Military&#039;&#039;&#039; || Military Efficiency || 0.215 || 15% &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Crime&#039;&#039;&#039; || Thievery Effectiveness || 1.428 || 100% &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Channeling&#039;&#039;&#039; || Magic Effectiveness || 1.785 || 125% &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old scientist multipliers and caps, Age 71 - Age 75:&#039;&#039;&#039;&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot; &lt;br /&gt;
|-bgcolor=&amp;quot;#dedeff&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Science Category&#039;&#039;&#039; || &#039;&#039;&#039;Effect&#039;&#039;&#039; || &#039;&#039;&#039; Multiplier&#039;&#039;&#039; || &#039;&#039;&#039;Cap&#039;&#039;&#039; || &#039;&#039;&#039;Scientist Cap&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Alchemy&#039;&#039;&#039; || Income || 0.5 || 30% || 30&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tools&#039;&#039;&#039; || Building Effectiveness || 0.33 || 20% || 31&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Housing&#039;&#039;&#039; || Population Limits || 0.2 || 15% || 38&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Production&#039;&#039;&#039; || Food &amp;amp; Rune Production || 2 || 120% || 30&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Military&#039;&#039;&#039; || Military Efficiency || 0.2 || 15% || 38&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Crime&#039;&#039;&#039; || Thievery Effectiveness || 1.65 || 100% || 31&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Channeling&#039;&#039;&#039; || Magic Effectiveness || 2 || 125% || 32&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--*&lt;br /&gt;
&lt;br /&gt;
=== Age ?? to Age 68 ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE: These formulas apply to the old books system of science. In Age 69, books were replaced by scientists.&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;From Ages ?? to 68 Science formulas worked as follows:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Science Effects&#039;&#039;&#039;&lt;br /&gt;
 &amp;lt;b&amp;gt;Books per Acre =&amp;lt;/b&amp;gt; Books / MAX(Acres,300)&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;b&amp;gt;Science Bonus =&amp;lt;/b&amp;gt; [[Races and Personalities|Race]] Mod * [[Races and Personalities|Personality]] Mod * Science Multiplier * &#039;&#039;SQRT&#039;&#039;( Books per Acre ) * [[Growth|Library Effect]]&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot; &lt;br /&gt;
|-bgcolor=&amp;quot;#dedeff&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Science Category&#039;&#039;&#039; || &#039;&#039;&#039;Multiplier&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Alchemy&#039;&#039;&#039; || 1.4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tools&#039;&#039;&#039; || 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Housing&#039;&#039;&#039; || 0.65&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Food&#039;&#039;&#039; || 8&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Military&#039;&#039;&#039; || 0.52&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Thievery&#039;&#039;&#039; || 6&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Channeling&#039;&#039;&#039; || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Science Costs&#039;&#039;&#039;&lt;br /&gt;
 &amp;lt;b&amp;gt;Science Cost =&amp;lt;/b&amp;gt; Raw Cost (&#039;&#039;Table Below&#039;&#039;) * [[Races and Personalities|Race]] Mod * [[Growth|Schools Effect]]&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot; &lt;br /&gt;
|-bgcolor=&amp;quot;#dedeff&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Science Rate&#039;&#039;&#039; || &#039;&#039;&#039;BPA&#039;&#039;&#039; || &#039;&#039;&#039;GC / Book&#039;&#039;&#039; || &#039;&#039;&#039;GC / Acre&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;No Research&#039;&#039;&#039; || 0 || 0 || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Minimal&#039;&#039;&#039; || 0.3 || 6 || 1.8&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Limited&#039;&#039;&#039; || 0.4 || 7 || 2.8&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sustained&#039;&#039;&#039; || 0.5 || 9 || 4.5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Active&#039;&#039;&#039; || 0.7 || 13 || 9.1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Focused&#039;&#039;&#039; || 0.9 || 17 || 15.3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Accelerated&#039;&#039;&#039; || 1.2 || 22 || 26.4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Intensive&#039;&#039;&#039; || 1.5 || 27 || 40.5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rushed&#039;&#039;&#039; || 2.0 || 36 || 72.0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Extreme&#039;&#039;&#039; || 3.0 || 50 || 150.0&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Science&amp;diff=1066</id>
		<title>Science</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Science&amp;diff=1066"/>
		<updated>2026-04-30T02:39:46Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Science Categories, Types and Effects */ updated for age 115&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sciences are the study of knowledge and create our pathway into the future. By studying the laws that govern our being and understanding the effects of these laws, we can strengthen ourselves in all that we do. The mystery of magic and thievery, our military prowess, even our methods of production can all be enhanced through the power of study with an investment in time devoted to those fields. The students of our province will lead us into the future with your careful direction.&lt;br /&gt;
&lt;br /&gt;
Mastering the Arts &amp;amp; Sciences makes your people stronger, smarter, and more efficient. You can grow in strength without growing in size. &lt;br /&gt;
&lt;br /&gt;
Details on the benefits of different sciences can be found below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Table of Contents goes here --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Science Categories, Types and Effects==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Science Category&lt;br /&gt;
!Type&lt;br /&gt;
!Effect&lt;br /&gt;
!Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Economy&#039;&#039;&#039; || Alchemy ||Income || ~0.0724&lt;br /&gt;
|-&lt;br /&gt;
|   || Tools || Building Effectiveness || ~0.0524&lt;br /&gt;
|-&lt;br /&gt;
|   || Housing || Population Limits || ~0.0262&lt;br /&gt;
|-&lt;br /&gt;
|   || Production || Food &amp;amp; Rune Production || ~0.2172&lt;br /&gt;
|-&lt;br /&gt;
|   || Bookkeeping || Wage Reduction || ~0.068&lt;br /&gt;
|-&lt;br /&gt;
|   || Artisan || Construction Time Reduction, Construction &amp;amp; Raze Cost Reduction || ~0.04302&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Military&#039;&#039;&#039; || Strategy || Defensive Military Efficiency || ~0.0367&lt;br /&gt;
|-&lt;br /&gt;
|   || Siege || Battle Gains || ~0.0262&lt;br /&gt;
|-&lt;br /&gt;
|   || Tactics || Offensive Military Efficiency || ~0.0367&lt;br /&gt;
|-&lt;br /&gt;
|   || Valor || Reduced Military Train Time &amp;amp; Increased Dragon Slaying Strength || ~0.0582&lt;br /&gt;
|-&lt;br /&gt;
|   || Heroism || Draft Speed &amp;amp; Draft Costs Reduction || ~0.0418&lt;br /&gt;
|-&lt;br /&gt;
|   || Resilience || Reduced Military Casualties || ~0.04401&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Arcane Arts&#039;&#039;&#039; || Crime || Thievery Effectiveness || ~0.1557&lt;br /&gt;
|-&lt;br /&gt;
|   || Channeling ||Magic Effectiveness || ~0.1875&lt;br /&gt;
|-&lt;br /&gt;
|   || Shielding || Reduced Damage from Enemy Thievery and Magic Instant Operations || ~0.0314&lt;br /&gt;
|-&lt;br /&gt;
|   || Sorcery || Increased Magic Instant Damage || ~0.0314&lt;br /&gt;
|-&lt;br /&gt;
|   || Cunning || Increased Thievery Operation Damage || ~0.0314&lt;br /&gt;
|-&lt;br /&gt;
|   || Finesse || Reduced Wizards and Thieves lost on Failed Spells and Operations || ~0.08685&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Science Formula ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Science Bonus =&amp;lt;/b&amp;gt; ( # of Books in Type )^(1/2.125) * Science Multiplier * [[Races and Personalities|Race]] Mod * [[Races and Personalities|Personality]] Mod * [[Mystics#Amnesia|Amnesia Effect]] * [[Mystics#Scientific Insights|Scientific Insights]] Mod * [[Growth#Libraries|Libraries]] Mod&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Scientists and Books==&lt;br /&gt;
&lt;br /&gt;
*Each province starts with a set number of Scientists assigned to the three science Categories (&amp;lt;b&amp;gt;Economy, Military, Arcane Arts&amp;lt;/b&amp;gt;). &amp;lt;br&amp;gt;&lt;br /&gt;
*Scientists start out as Recruits, then as they progress they provide incrementally greater benefits with each progression. &amp;lt;br&amp;gt;&lt;br /&gt;
*Scientist experience is based on how many Books they have produced in that category. &amp;lt;br&amp;gt;&lt;br /&gt;
*Scientists have no Networth value.&lt;br /&gt;
*Scientists can be re-assigned at any time, but revert to Recruit level when doing so. &amp;lt;br&amp;gt;&lt;br /&gt;
*Every tick each province builds progress towards a new scientist. Universities increase the rate of this progress.&lt;br /&gt;
*Scientists produce a set number of books each tick in the Category they are allocated (&amp;lt;b&amp;gt;Economy, Military, Arcane Arts&amp;lt;/b&amp;gt;), based on their rank. Schools increase this effect.&amp;lt;br&amp;gt;&lt;br /&gt;
*Books can be allocated to any science Type within the Category they have been produced.&amp;lt;br&amp;gt;&lt;br /&gt;
*Allocated books go into effect instantly.&lt;br /&gt;
*Inactive provinces do not produce Books.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;!--*Science over 5000 BPA will slowly decay outside War.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Scientist Spawn Rate Formula ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Scientists Spawn Rate =&amp;lt;/b&amp;gt; 2 * [[Races and Personalities|Race]] Mod * [[Growth#Effects_of_Buildings|Universities Effect]] * [[Mystics#Revelation|Revelation]] Mod&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each province starts with a set number of scientists assigned to the various science categories. Scientists start out as Recruits that provide no bonus, then as they progress ther provide incrementally greater benefits with each progression.&lt;br /&gt;
&lt;br /&gt;
*Recruit -&amp;gt; Novice = 3 Utopian days (3 hours)&lt;br /&gt;
*Novice -&amp;gt; Graduate = 72 Utopian days (3 days)&lt;br /&gt;
*Graduate -&amp;gt; Professor = 96 Utopian days (4 days)&lt;br /&gt;
&lt;br /&gt;
Scientists can be re-assigned at any time, but revert to Recruit level when doing so. &amp;lt;br&amp;gt;&lt;br /&gt;
Every tick each province builds progress towards a new random scientist. Universities increase the rate of this progress.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Modifier Type&lt;br /&gt;
!Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| Race: [[Races and Personalities|Human]] || 1.25&lt;br /&gt;
|-&lt;br /&gt;
| Spell: [[Mystics#Revelation|Revelation]] || 1.3 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Scientist Ranks and Production ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank&lt;br /&gt;
!Experience&lt;br /&gt;
!Book Production&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Recruit&#039;&#039;&#039; || 0-1439 || 60&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Novice&#039;&#039;&#039; || 1440-5279 || 80&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Graduate&#039;&#039;&#039; || 5280-12479 || 100&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Professor&#039;&#039;&#039; || 12480+ || 120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Re-assigning Scientists ===&lt;br /&gt;
&lt;br /&gt;
Re-assigning scientists drops them back to a recruit.  &amp;lt;!--Refer to this forum post for a discussion on this topic: http://forums.utopia-game.com/showthread.php?639982-A-Question-About-Ticks-amp-Buildings--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Science Bonus ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Science Bonus =&amp;lt;/b&amp;gt; [ &#039;&#039;MIN&#039;&#039;( Science Multiplier * Skill points , Cap ) + &#039;&#039;MAX&#039;&#039;( 0, Science Multiplier * Skill points - Cap ) * Diminishing Return Factor ] * [[Races and Personalities|Race]] Mod * [[Races and Personalities|Personality]] Mod * [[Mystics#Scientific_Insights|Scientific Insights]] Mod &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Modifier Type&lt;br /&gt;
!Multiplier&lt;br /&gt;
!Science Category&lt;br /&gt;
|-&lt;br /&gt;
| Personality: [[Races and Personalities|Heretic]] || 1.3 || Crime &lt;br /&gt;
|-&lt;br /&gt;
| Personality: [[Races and Personalities|Heretic]] || 1.3 || Channeling&lt;br /&gt;
|-&lt;br /&gt;
| Personality: [[Races and Personalities|Rogue]] || 1.5 || Crime &lt;br /&gt;
|-&lt;br /&gt;
| Personality: [[Races and Personalities|Mystic]] || 1.75 || Channeling&lt;br /&gt;
|-&lt;br /&gt;
| Personality: [[Races and Personalities|Sage]] || 1.3 || All  &lt;br /&gt;
|-&lt;br /&gt;
| Spell: [[Mystics#Scientific_Insights|Scientific Insights]] || 1.1 || All&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Scientist Networth ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Networth Per Scientist =&amp;lt;/b&amp;gt; ~1.7gc * tick of experience&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Professors experience caps at 72 hours&lt;br /&gt;
* A maxed-out professor will provide ~413gc Networth&lt;br /&gt;
&lt;br /&gt;
=== Book Networth ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
NW = Books * 0.000006 * Current Land&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
=== Age 69 - Age 76 ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abduct Attacks&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*Through combat, you can abduct scientists from another province. Universities protect a province from abduction. &#039;&#039;&#039;Note: Abduct attack has been removed in Age 77.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Changelog&#039;&#039;&#039;&lt;br /&gt;
*Age 69: The new science system is introduced.&lt;br /&gt;
*Age 70: Professors experience capped at 72 hours (a maxed-out professor will provide ~624gc Networth). Tools cap increased from 15% to 20%, housing and military cap from 10% to 15%, food from 100% to 200%, channeling from 100% to 125%. Additional scientist rank added: Recruit.&lt;br /&gt;
*Age 71: Approximately +50% scientists will be required to reach maximum effects (see table below). Production Science maximum will be 120% (down from 200%) and it will increase both Food and Rune production.&lt;br /&gt;
*Age 72: Scientists are generated on a flat ratio (7.5) similar to wizards instead of via RNG.&lt;br /&gt;
*Age 73: Science will no longer have a hard maximum for all categories. Science will scale in a linear fashion up to the previously stated maximums as normal. Once this point is reached additional scientists will yield diminishing returns.&lt;br /&gt;
*Age 74: Scientist experience will now show on the Science page and in the Spy on Sciences.&lt;br /&gt;
*Age 76: The number of scientists required for soft cap will be the same number for all categories: 35.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old scientist multipliers and caps, during Age 76:&#039;&#039;&#039;&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot; &lt;br /&gt;
|-bgcolor=&amp;quot;#dedeff&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Science Category&#039;&#039;&#039; || &#039;&#039;&#039;Effect&#039;&#039;&#039; || &#039;&#039;&#039; Multiplier&#039;&#039;&#039; || &#039;&#039;&#039;Soft Cap&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Alchemy&#039;&#039;&#039; || Income || 0.428 || 30% &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tools&#039;&#039;&#039; || Building Effectiveness || 0.287 || 20% &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Housing&#039;&#039;&#039; || Population Limits || 0.215 || 15% &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Production&#039;&#039;&#039; || Food &amp;amp; Rune Production || 1.714 || 120% &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Military&#039;&#039;&#039; || Military Efficiency || 0.215 || 15% &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Crime&#039;&#039;&#039; || Thievery Effectiveness || 1.428 || 100% &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Channeling&#039;&#039;&#039; || Magic Effectiveness || 1.785 || 125% &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old scientist multipliers and caps, Age 71 - Age 75:&#039;&#039;&#039;&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot; &lt;br /&gt;
|-bgcolor=&amp;quot;#dedeff&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Science Category&#039;&#039;&#039; || &#039;&#039;&#039;Effect&#039;&#039;&#039; || &#039;&#039;&#039; Multiplier&#039;&#039;&#039; || &#039;&#039;&#039;Cap&#039;&#039;&#039; || &#039;&#039;&#039;Scientist Cap&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Alchemy&#039;&#039;&#039; || Income || 0.5 || 30% || 30&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tools&#039;&#039;&#039; || Building Effectiveness || 0.33 || 20% || 31&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Housing&#039;&#039;&#039; || Population Limits || 0.2 || 15% || 38&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Production&#039;&#039;&#039; || Food &amp;amp; Rune Production || 2 || 120% || 30&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Military&#039;&#039;&#039; || Military Efficiency || 0.2 || 15% || 38&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Crime&#039;&#039;&#039; || Thievery Effectiveness || 1.65 || 100% || 31&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Channeling&#039;&#039;&#039; || Magic Effectiveness || 2 || 125% || 32&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--*&lt;br /&gt;
&lt;br /&gt;
=== Age ?? to Age 68 ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE: These formulas apply to the old books system of science. In Age 69, books were replaced by scientists.&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;From Ages ?? to 68 Science formulas worked as follows:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Science Effects&#039;&#039;&#039;&lt;br /&gt;
 &amp;lt;b&amp;gt;Books per Acre =&amp;lt;/b&amp;gt; Books / MAX(Acres,300)&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;b&amp;gt;Science Bonus =&amp;lt;/b&amp;gt; [[Races and Personalities|Race]] Mod * [[Races and Personalities|Personality]] Mod * Science Multiplier * &#039;&#039;SQRT&#039;&#039;( Books per Acre ) * [[Growth|Library Effect]]&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot; &lt;br /&gt;
|-bgcolor=&amp;quot;#dedeff&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Science Category&#039;&#039;&#039; || &#039;&#039;&#039;Multiplier&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Alchemy&#039;&#039;&#039; || 1.4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tools&#039;&#039;&#039; || 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Housing&#039;&#039;&#039; || 0.65&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Food&#039;&#039;&#039; || 8&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Military&#039;&#039;&#039; || 0.52&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Thievery&#039;&#039;&#039; || 6&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Channeling&#039;&#039;&#039; || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Science Costs&#039;&#039;&#039;&lt;br /&gt;
 &amp;lt;b&amp;gt;Science Cost =&amp;lt;/b&amp;gt; Raw Cost (&#039;&#039;Table Below&#039;&#039;) * [[Races and Personalities|Race]] Mod * [[Growth|Schools Effect]]&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot; &lt;br /&gt;
|-bgcolor=&amp;quot;#dedeff&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Science Rate&#039;&#039;&#039; || &#039;&#039;&#039;BPA&#039;&#039;&#039; || &#039;&#039;&#039;GC / Book&#039;&#039;&#039; || &#039;&#039;&#039;GC / Acre&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;No Research&#039;&#039;&#039; || 0 || 0 || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Minimal&#039;&#039;&#039; || 0.3 || 6 || 1.8&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Limited&#039;&#039;&#039; || 0.4 || 7 || 2.8&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sustained&#039;&#039;&#039; || 0.5 || 9 || 4.5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Active&#039;&#039;&#039; || 0.7 || 13 || 9.1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Focused&#039;&#039;&#039; || 0.9 || 17 || 15.3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Accelerated&#039;&#039;&#039; || 1.2 || 22 || 26.4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Intensive&#039;&#039;&#039; || 1.5 || 27 || 40.5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rushed&#039;&#039;&#039; || 2.0 || 36 || 72.0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Extreme&#039;&#039;&#039; || 3.0 || 50 || 150.0&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Growth&amp;diff=1065</id>
		<title>Growth</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Growth&amp;diff=1065"/>
		<updated>2026-04-30T02:38:20Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Castles */ honor protection didn&amp;#039;t match table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your growth page lets you build up your acres with a variety of buildings.  The [[Growth#Build_Table|Build Table]] below can help provide details on the benefits of the different buildings for your Province.&lt;br /&gt;
&lt;br /&gt;
In Utopia, your &#039;&#039;&#039;Growth&#039;&#039;&#039; page provides information on:&lt;br /&gt;
*Total Land&lt;br /&gt;
*Total Undeveloped Land&lt;br /&gt;
*[[Growth#Construction Time|Construction Time]]&lt;br /&gt;
*Free Building Credits&lt;br /&gt;
*[[Growth#Construction Costs|Construction Costs]]&lt;br /&gt;
*Maximum Buildable Now&lt;br /&gt;
*Raze Cost&lt;br /&gt;
*Maximum Razeable Now&lt;br /&gt;
&lt;br /&gt;
Additionally, the &#039;&#039;&#039;Growth&#039;&#039;&#039; page will show you a list of all possible buildings along with the following information for each building:&lt;br /&gt;
*The amount of each building you own&lt;br /&gt;
*The amount of each building in progress&lt;br /&gt;
&lt;br /&gt;
To build a building, just input the amount desired of the building you wish to build in the construct space next to the building you wish to build, then click construct buildings.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Growth&#039;&#039;&#039; page also gives you the option to:&lt;br /&gt;
* accelerate the construction of your building&lt;br /&gt;
* whether or not to use available credits&lt;br /&gt;
* and the option to either raze or cancel buildings.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Table of Contents goes here --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Build Table ==&lt;br /&gt;
Note: Capacity of buildings is not affected by Building Efficiency (i.e., Homes, Stables, Dungeons can hold the specified number regardless of BE). &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; {{GreenTable}}&lt;br /&gt;
|- {{DarkGreenRow}} &lt;br /&gt;
! Building !! Capacity !! width=&amp;quot;75px&amp;quot;|Flat Rate Base !! width=&amp;quot;75px&amp;quot;|Percent Base Effect !! width=&amp;quot;75px&amp;quot;|Percent Effect Max !! width=&amp;quot;75px&amp;quot;|Living Space !! Jobs !! class=&amp;quot;unsortable&amp;quot;|Description &lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Barren Land&lt;br /&gt;
| 15 People&lt;br /&gt;
| 2 Bushels&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Houses 15 people and Produces 2 bushels per hour (Unaffected by BE)&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Homes&lt;br /&gt;
| 10 People&lt;br /&gt;
| 0.3 Peasants†&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 35&lt;br /&gt;
| 0&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Houses 10 additional people&amp;lt;br&amp;gt;Generates Peasants per day (Unaffected by BE)&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Farms&lt;br /&gt;
| &lt;br /&gt;
| 60 Bushels&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Produces 60 bushels per day&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Mills&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 4%&amp;lt;br&amp;gt;3%&amp;lt;br&amp;gt;2%&lt;br /&gt;
| 100%&amp;lt;br&amp;gt;75%&amp;lt;br&amp;gt;50%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Decreases [[Growth|Build Costs]] &amp;lt;br&amp;gt;Decreases [[Growth|Gold Exploration Costs]]&amp;lt;br&amp;gt;Decreases [[Growth|Soldier Exploration Costs]]&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Banks&lt;br /&gt;
| &lt;br /&gt;
| 25gc&lt;br /&gt;
| 1.5%&lt;br /&gt;
| 37.5%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Produces 25gc per day&amp;lt;br&amp;gt;Increase in Income&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Training Grounds&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 1.5%&amp;lt;br&amp;gt;1%&lt;br /&gt;
| 37.5%&amp;lt;br&amp;gt;25%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Increases Offensive Military Efficiency&amp;lt;br&amp;gt;Reduces Training Time&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Armouries&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 2%&amp;lt;br&amp;gt;2%&amp;lt;br&amp;gt;1.5%&lt;br /&gt;
| 50%&amp;lt;br&amp;gt;50%&amp;lt;br&amp;gt;37.5%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Decreases Draft Costs&amp;lt;br&amp;gt;Reduction of Wages&amp;lt;br&amp;gt;Decreases Training Costs&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Military Barracks&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 1.5%&amp;lt;br&amp;gt;2%&lt;br /&gt;
| 37.5%&amp;lt;br&amp;gt;50%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Lowers Attack Time&amp;lt;br&amp;gt;Reduced Mercenary Costs&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Forts&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 1.5%&lt;br /&gt;
| 37.5%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Increases Defensive Military Efficiency&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Castles&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 2%&amp;lt;br&amp;gt;2%&lt;br /&gt;
| 50%&amp;lt;br&amp;gt;50%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Decreases Resource (Land, Gold, Food, Runes) Losses when Attacked&amp;lt;br&amp;gt;Decreases Honor Losses when Attacked&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Hospitals&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 3%&amp;lt;br&amp;gt;3%&amp;lt;br&amp;gt;2%&lt;br /&gt;
| 75%&amp;lt;br&amp;gt;75%&amp;lt;br&amp;gt;50%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Decreases Military Losses&amp;lt;br&amp;gt;Daily Chance of Curing [[the Plague]]&amp;lt;br&amp;gt;Increased Birth Rate&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Guilds&lt;br /&gt;
| &lt;br /&gt;
| 0.02 Wizards†&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Wizards Trained per day (Unaffected by BE)&amp;lt;br&amp;gt;Guilds also increase [[Mystics|Spell]] duration (Unaffected by BE)&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Towers&lt;br /&gt;
| &lt;br /&gt;
| 12 Runes&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Produces 12 runes per day&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Thieves Dens&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 3.6%&amp;lt;br&amp;gt;3%&lt;br /&gt;
| 90%&amp;lt;br&amp;gt;75%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Lowers losses in Thievery Operations&amp;lt;br&amp;gt;Bonus to TPA&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Watch Towers&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 2.0%&amp;lt;br&amp;gt;2.5%&lt;br /&gt;
| 50.0%&amp;lt;br&amp;gt;62.5%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Chance of Catching Enemy Thieves&amp;lt;br&amp;gt;Reduced damage caused by Enemy Thieves&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Universities&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 1.5%&amp;lt;br&amp;gt;1%&lt;br /&gt;
| 37.5%&amp;lt;br&amp;gt;25%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Increase Scientist spawn rate (Unaffected by BE)&amp;lt;br&amp;gt;Increases generation of Science Books (Unaffected by BE)&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Libraries&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| 1.5%&lt;br /&gt;
| 37.5%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Increase Science Efficiency (Unaffected by BE)&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Stables&lt;br /&gt;
| 80 Horses&lt;br /&gt;
| 2 Horses&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Houses War Horses and increases their production rate&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Dungeons&lt;br /&gt;
| 30 Prisoners&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Houses Prisoners of War&lt;br /&gt;
&lt;br /&gt;
|-class=&amp;quot;sortbottom&amp;quot; {{DarkGreenRow}}&lt;br /&gt;
! Building !! Capacity !! Flat Rate Base !! Percent Base Effect !! Percent Effect Max !! Living Space !! Jobs !! Description&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Land alone is nice to have, but without buildings and infrastructure, it is of little use to anyone. You have a variety of buildings to choose to build and how you structure your province is up to you. Your Internal Affairs Advisor can help provide details on the benefits of building various structures, but there is no perfect or ideal balance for growth. You will find that having mass quantities of a given building decreases the effectiveness of those buildings.--&amp;gt;&lt;br /&gt;
† - this is a stacking chance per Tick, not Production&lt;br /&gt;
&lt;br /&gt;
== Classes of Buildings ==&lt;br /&gt;
&amp;lt;!--* There are three classes of building effects, and each functions differently. While this may be difficult to follow, you will quickly understand it with some experience within the game. The three classes are:--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Capacity Buildings ===&lt;br /&gt;
&lt;br /&gt;
These buildings simply create space for you, and are &#039;&#039;&#039;not&#039;&#039;&#039; impacted by efficiency issues. Homes, for example, provide additional space for peasants.&lt;br /&gt;
&lt;br /&gt;
=== Flat Rate Buildings===&lt;br /&gt;
&lt;br /&gt;
This type of building provides a set amount of a particular resource. These buildings need many employees to be fully effective. These buildings &#039;&#039;&#039;are&#039;&#039;&#039; impacted by building efficiency. An example is a Tower which creates a set number of runes each day.&lt;br /&gt;
&lt;br /&gt;
=== Percentage-based Buildings ===&lt;br /&gt;
The majority of Utopian buildings are percentage-based. These buildings provide an effect based on the portion of your land covered by it. For example, having 10% of your land as Banks will increase your income by a certain percentage. Like flat-rate buildings, these also require employees to provide full effects. In addition, each additional building you construct will be less effective. The numbers listed in this section would be for the first building you construct. Your Internal Affairs Advisor will help you to understand the benefits of your land. Unless otherwise specified, these buildings have a maximum effect of 25 times the number listed below. With normal [[Growth|building efficiency]], this maximum is reached by dedicating 50% of your land to that building.&lt;br /&gt;
&lt;br /&gt;
== The Buildings ==&lt;br /&gt;
&lt;br /&gt;
=== Barren Land ===&lt;br /&gt;
&lt;br /&gt;
Barren lands are not an actual building. These are simply available acres - gained by exploration, the Paradise spell or attacks - in your province that can be built up with real buildings as described below. Nevertheless, barren lands can still hold a few people and produce a very small amount of food every day.&lt;br /&gt;
&lt;br /&gt;
* Increases your maximum population by 15 (built land has a base capacity of 25)&lt;br /&gt;
* Produces 2 Bushels per Day&lt;br /&gt;
&lt;br /&gt;
=== Homes ===&lt;br /&gt;
&lt;br /&gt;
While every built up acre of land already houses people – which means Homes are not a necessity for a province – you may find yourself wanting more population. Homes give your citizen more place to live, and also increase your natural birth rates. Furthermore, Homes employ no peasant and will thus overall help you fill all the jobs in your province.&lt;br /&gt;
&lt;br /&gt;
* Increases your maximum Population by 10 (on top of the 25 that a completed Building provides, for a total of 35)&lt;br /&gt;
* Generates 0.3 extra Peasants per Tick (30% stacking chance to gain a Peasant per Home)&lt;br /&gt;
**Affected by Chastity&lt;br /&gt;
* Employs no one&lt;br /&gt;
* Not affected by Building Efficiency&lt;br /&gt;
&lt;br /&gt;
=== Farms ===&lt;br /&gt;
&lt;br /&gt;
Farms are one of the most important buildings in your province, and also a vital one. Every day, each of your people will eat 0,25 bushels, and each Farm produces 60 bushels per day. Watch your food supplies very carefully, because otherwise starvation might deplete your population rather fast!&lt;br /&gt;
&lt;br /&gt;
* Produces 60 Bushels Per Day&lt;br /&gt;
&lt;br /&gt;
=== Mills ===&lt;br /&gt;
&lt;br /&gt;
Exploration is one of the main ways of growing in Utopia, and building Mills will help you to send out expeditions at cheaper cost. Furthermore, Mills will also improve your builders skills, making building construction slightly less expensive.&lt;br /&gt;
&lt;br /&gt;
* Decreases Building Costs by % * 4 (Max of 100%)&lt;br /&gt;
* Reduces exploration gold expenses by % * 3&lt;br /&gt;
* Reduces exploration soldier cost by % * 2&lt;br /&gt;
&lt;br /&gt;
=== Banks ===&lt;br /&gt;
&lt;br /&gt;
Banks are one of the major sources of income in Utopia along with tax collection. Every day, each Bank you own will produce some gold. Furthermore, your Banks all work together at improving your tax collection facilities, increasing further your global income.&lt;br /&gt;
&lt;br /&gt;
* Generates 25gc per day&lt;br /&gt;
* Increases Income by % * 1.5&lt;br /&gt;
&lt;br /&gt;
=== Training Grounds ===&lt;br /&gt;
&lt;br /&gt;
Maintaining a good offense is important for all attackers, and Training Grounds bolster that by providing an enhanced training to all your offensive troops. This allows them to fight more efficiently in combat, thus increasing your overall attacking power.&lt;br /&gt;
&lt;br /&gt;
* Increases Offensive Military Efficiency by % * 1.5&lt;br /&gt;
* Training Time reduced by % * 1&lt;br /&gt;
&lt;br /&gt;
=== Armouries ===&lt;br /&gt;
&lt;br /&gt;
Armouries improve your military training process, allowing you to train your soldiers to advanced levels at a cheaper cost. Armouries also facilitate your peasant enrolment process and diminish your military maintenance costs.&lt;br /&gt;
&lt;br /&gt;
* Decreases Draft Costs by % * 2&lt;br /&gt;
* Decreases Daily Wages by % * 2&lt;br /&gt;
* Decreases Military Training Costs by % * 1.5&lt;br /&gt;
&lt;br /&gt;
=== Military Barracks ===&lt;br /&gt;
&lt;br /&gt;
Military Barracks are another military-oriented building. The employees of the Barracks are in charge of your military logistics, and a well-equipped army will reach the enemy land faster, making yourself less vulnerable to attacks while your troops are out on a campaign.&lt;br /&gt;
&lt;br /&gt;
* Lowers Attack Time by % * 1.5&lt;br /&gt;
* Reduced Mercenary costs by % * 2&lt;br /&gt;
&lt;br /&gt;
=== Forts ===&lt;br /&gt;
&lt;br /&gt;
Forts provide a superior protection to the troops held in garrison in your province, increasing your overall defensive strength against attacks. Maintaining a good defense is important if you want to keep your acres and resources safe.&lt;br /&gt;
&lt;br /&gt;
* Increases Defensive Military Efficiency by % * 1.5&lt;br /&gt;
&lt;br /&gt;
=== Castles ===&lt;br /&gt;
&lt;br /&gt;
Unlike Forts, Castles will not make you less vulnerable to attacks. Nevertheless, they will effectively protect your land, resources and honor, making the enemy’s attacks against your province less efficient.&lt;br /&gt;
&lt;br /&gt;
* Decreases Resource (Land, Gold, Food, Runes) Losses when Attacked by % * 2&lt;br /&gt;
* Decreases Honor Losses when Attacked by % * 2&lt;br /&gt;
&lt;br /&gt;
=== Hospitals ===&lt;br /&gt;
&lt;br /&gt;
Having a good military power is important, and keeping your soldiers healthy is vital in order to achieve this. By deploying Hospitals in the battlefields, you will significantly lower the casualties suffered by your troops in combat. Furthermore, your medics will work at curing the [[The_Plague|Plague]] if your province ever catches it.&lt;br /&gt;
&lt;br /&gt;
* Decreases Military Casualties by % * 3&lt;br /&gt;
* % * 3 Daily Chance of Curing the [[The_Plague|Plague]]&lt;br /&gt;
* % * 2 Increased Birth Rate&lt;br /&gt;
&lt;br /&gt;
=== Guilds ===&lt;br /&gt;
&lt;br /&gt;
Unlike all your other units, either the military footmen or the thieves, wizards are not trained by using gold. Your ascendant wizards will have to go through intensive studies in Guilds before being able to serve you properly. They are an absolute necessity for Mages.&lt;br /&gt;
&lt;br /&gt;
* Trains 0.02 Wizards per Tick (2% stacking chance to train a Wizard per Guild) &lt;br /&gt;
* Determines and Increases Spell Duration (capped at 20% Guilds)&lt;br /&gt;
* Increases Self Spell and Ritual success chance&lt;br /&gt;
&lt;br /&gt;
Guilds also increase the duration of your Self and Offensive Spells.&amp;lt;br&amp;gt;&lt;br /&gt;
Guilds are unaffected by BE (Building Efficiency) for the purposes of calculating Spell Duration or Wizards trained.&lt;br /&gt;
&lt;br /&gt;
=== Towers ===&lt;br /&gt;
&lt;br /&gt;
Towers are massive buildings that are used in order to channel mystic energies produced by the Earth into small stones called runes. Runes are then expended by your wizards while casting magic spells.&lt;br /&gt;
&lt;br /&gt;
* Produces 12 Runes Per Day&lt;br /&gt;
&lt;br /&gt;
=== Thieves Dens ===&lt;br /&gt;
&lt;br /&gt;
Thieves Dens are the lair of all the thieves in your province, serving as the place where they practice their obscure and dark skills. Thieves Dens will increase the success rate of thievery operations you conduct as well as lowering your thief losses. Thieves Dens are a must for all Thieves.&lt;br /&gt;
&lt;br /&gt;
* Lowers Losses in Thievery Operations by % * 3.6 (capped at 90%)&lt;br /&gt;
* Increases Thievery Effectiveness by % * 3&lt;br /&gt;
&lt;br /&gt;
=== Watch Towers ===&lt;br /&gt;
&lt;br /&gt;
While your own thieves can protect your land against enemy thieves, a little extra protection is never a bad thing. People assigned into Watch Towers will screen your borders and can catch thieves attempting to conduct operations in your province.&lt;br /&gt;
&lt;br /&gt;
* % * 2.0 Chance of Catching Enemy Thieves&lt;br /&gt;
* Reduces damage caused by Enemy Thieves by % * 2.5&lt;br /&gt;
&lt;br /&gt;
=== Universities ===&lt;br /&gt;
&lt;br /&gt;
Universities increase your scientist generation rate and allow your scientists to produce books more effectively.&lt;br /&gt;
&lt;br /&gt;
* Increase spawn rate of new scientists by % * 1.5&lt;br /&gt;
* % * 1 Higher Generation of Science Books&lt;br /&gt;
* Not affected by Building Efficiency&lt;br /&gt;
&lt;br /&gt;
=== Libraries ===&lt;br /&gt;
&lt;br /&gt;
Libraries increase Science Efficiency.&lt;br /&gt;
&lt;br /&gt;
* % * 1 Higher Science Efficiency&lt;br /&gt;
* Not affected by Building Efficiency&lt;br /&gt;
&lt;br /&gt;
=== Stables ===&lt;br /&gt;
&lt;br /&gt;
Stables are the buildings where your peasants breed your war horses, strong horses sent in combat and increasing the offensive strength of the troop mounting them. Nevertheless, horses do not participate in defense, and you obviously cannot send more horses in combat than you have actual troops!&lt;br /&gt;
&lt;br /&gt;
* Produces 2 Horses Per Day&lt;br /&gt;
* Holds 80 Horses&lt;br /&gt;
&lt;br /&gt;
=== Dungeons ===&lt;br /&gt;
&lt;br /&gt;
Prisoners caught in combat are held captive in your dungeons. A dungeon can only hold a limited number of prisoners. &lt;br /&gt;
&lt;br /&gt;
While imprisoned, prisoners will be assigned to province duties, providing you some extra gold. For more detailed information on how much gold they generate, please go to [[Economy]] for the income formula or go to [[Military]] for an additional definition of Prisoners. &lt;br /&gt;
&lt;br /&gt;
Deserting troops will fill dungeons first, if any space is available, before being completely lost.&lt;br /&gt;
&lt;br /&gt;
* Houses 30 Prisoners of War&lt;br /&gt;
&lt;br /&gt;
== Retired buildings ==&lt;br /&gt;
* Shipyards: 1.5% chance of creating a boat, holds 5 boats per shipyard. 1 boat was needed per 100 troops sent to attack someone on another island.&lt;br /&gt;
* Taverns: Lowered Draft costs and Mercenary costs.&lt;br /&gt;
* Plazas: Employed extra Peasants.&lt;br /&gt;
* Strongholds: Increased OME (now Training Grounds).&lt;br /&gt;
* Mines: Produced a certain number of gold per acre.&lt;br /&gt;
* Schools: Increase production of Science Books.&lt;br /&gt;
* Laboratories: Increase scientist spawn rate.&lt;br /&gt;
* Guard Stations: Decreases Land and Resource Losses when Attacked by % * 2&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
===Construction Time===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Time =&amp;lt;/b&amp;gt; 16 * Racial Mod * Personality Mod * Builders Boon * Double Speed * War Bonus * Ritual Mod * Artisan Science Mod&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Modifier Type&lt;br /&gt;
!Active&lt;br /&gt;
!Otherwise&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Mystics#Builders_Boon|Builder&#039;s Boon]]&#039;&#039;&#039; || 0.75 || 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Double Speed&#039;&#039;&#039; || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Double Speed in Protection&#039;&#039;&#039; || 0.75 || 1&lt;br /&gt;
&amp;lt;!--|-&lt;br /&gt;
| &#039;&#039;&#039;Race: Dwarf&#039;&#039;&#039; || 0.75 || 1--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Ritual|Ritual: Haste]]&#039;&#039;&#039; || 0.75 (at 100% efficiency) || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that construction speed is rounded at .5 That means if the build time is 15.49, then it is rounded down to 15. If it is 15.5, it will be rounded up to 16. For a double speed build, assuming normal construction is 15.49, the speed build time will be 15.49/2 = 7.745 = rounded up to 8 hours. For 14.9 though, it will be 14.9/2 = 7.45 = rounded down to 7 hours.&lt;br /&gt;
&lt;br /&gt;
===Construction Costs===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Costs =&amp;lt;/b&amp;gt; 0.05 * (land + 10000) * Race Mod * Personality Mod * Mills Mod * Double Speed * Ritual Mod * Artisan Science Mod&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Modifier Type&lt;br /&gt;
!Active&lt;br /&gt;
!Otherwise&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Double Speed&#039;&#039;&#039; || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--| &#039;&#039;&#039;Race: Dwarf&#039;&#039;&#039; || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Ritual|Expedient Ritual]]&#039;&#039;&#039; || 0.8 (if at 100% efficiency) || 1--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Raze Costs===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Raze Costs =&amp;lt;/b&amp;gt; (300 + (0.05 * land)) * Artisan Science Mod * Race Mod * Personality Mod&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{{Mods}}&lt;br /&gt;
| &#039;&#039;&#039;Race: [[Race#Dwarves|Dwarf]]&#039;&#039;&#039; || 0.5 || 1&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Buildings==&lt;br /&gt;
===Building Efficiency===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Available Workers         = &amp;lt;/b&amp;gt; Peasants + &#039;&#039;ROUNDDOWN&#039;&#039; ( Prisoners / 2 )&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;b&amp;gt;Optimal Workers           = &amp;lt;/b&amp;gt; &#039;&#039;ROUNDDOWN&#039;&#039; ( Total Jobs * 0.67 )&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;b&amp;gt;% Jobs Performed          = &amp;lt;/b&amp;gt; &#039;&#039;MIN&#039;&#039; ( Available Workers / Optimal Workers &#039;&#039;,&#039;&#039; 1 )&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;b&amp;gt;Building Efficiency       = &amp;lt;/b&amp;gt; (0.5 * (1 + % Jobs Performed)) * Race * Personality * Tools Science * Dragon * Blizzard&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The &amp;quot;Current Available Workers&amp;quot; value, provided by the Internal Affairs Adviser page, already takes prisoners into account.&lt;br /&gt;
* Building Efficiency affects &#039;&#039;&#039;ALL&#039;&#039;&#039; [[Growth|Flat Rate]] and [[Growth|Percentage-Based]] buildings.&lt;br /&gt;
* Building Efficiency has &#039;&#039;&#039;NO&#039;&#039;&#039; effect on Capacity component of Capacity Buildings.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!---&amp;lt;b&amp;gt;Building Efficiency Change Rate  = &amp;lt;/b&amp;gt; Formula---&amp;gt;&lt;br /&gt;
* Changes in Building Efficiency take effect gradually.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Modifier Type&lt;br /&gt;
!Active&lt;br /&gt;
!Otherwise&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Race: Dwarf&#039;&#039;&#039; || 1.30 || 1 &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dragon: [[Dragons#Gold|Topaz]]&#039;&#039;&#039; || 0.75 || 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spell: [[Mystics#Blizzard|Blizzard]]&#039;&#039;&#039; || 0.9 || 1 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Building Effects ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Growth|Percentage Based Buildings]] =&amp;lt;/b&amp;gt; Base Effect * BE * MIN(50%, % of building * (1 + Race)* (1 + Personality)) * (100% - MIN(50%, % of building * (1 + Race)*(1 + Personality)))&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Growth|Flat Rate Buildings]] =&amp;lt;/b&amp;gt; Base Effect * Number of Buildings * (1 + Race) * (1 + Personality) * BE &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* In general, the Max Effect of a %-Based Building is 25 x Base Effect (exceptions apply, refer to table)&lt;br /&gt;
* If your BE is less than 100%, the effect you would have with 50% of that building is the maximum.&lt;br /&gt;
* If you have less than 100% BE, additional buildings past 50% will have no effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Additional Information==&lt;br /&gt;
* &#039;&#039;&#039;[[Exploring,_Construction_%26_Building_Formulas#Buildings|Building Formulas]]&#039;&#039;&#039;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
* [[Age 107]]: Updated Building Effects formulas to include personalities.&lt;br /&gt;
* [[Age 110]]&lt;br /&gt;
**Watchtowers &lt;br /&gt;
***Percent Base Effect for ‘Chance of Catching Enemy Thieves’ increased from 1.5% to 2%&lt;br /&gt;
***Percent Effect Max for ‘Chance of Catching Enemy Thieves’ increased from 37.5% to 50%&lt;br /&gt;
**Castles&lt;br /&gt;
***Percent Base Effect for Decreases Resource (Land, Gold, Food, Runes, Books) Losses when Attacked increased from 2% to 2.25%&lt;br /&gt;
* [[Age 111]]&lt;br /&gt;
**Libraries&lt;br /&gt;
***base effect increased from 1% → 1.5%&lt;br /&gt;
***max effect increased from 25% → 37.5%&lt;br /&gt;
**Castles&lt;br /&gt;
***will no longer protect Science Books&lt;br /&gt;
* [[Age 115]]&lt;br /&gt;
**Castles&lt;br /&gt;
***base percent for resource protection decreased from 2.25% → 2%&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Growth&amp;diff=1064</id>
		<title>Growth</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Growth&amp;diff=1064"/>
		<updated>2026-04-30T02:37:43Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Castles */ updated for age 111 &amp;amp; 115&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your growth page lets you build up your acres with a variety of buildings.  The [[Growth#Build_Table|Build Table]] below can help provide details on the benefits of the different buildings for your Province.&lt;br /&gt;
&lt;br /&gt;
In Utopia, your &#039;&#039;&#039;Growth&#039;&#039;&#039; page provides information on:&lt;br /&gt;
*Total Land&lt;br /&gt;
*Total Undeveloped Land&lt;br /&gt;
*[[Growth#Construction Time|Construction Time]]&lt;br /&gt;
*Free Building Credits&lt;br /&gt;
*[[Growth#Construction Costs|Construction Costs]]&lt;br /&gt;
*Maximum Buildable Now&lt;br /&gt;
*Raze Cost&lt;br /&gt;
*Maximum Razeable Now&lt;br /&gt;
&lt;br /&gt;
Additionally, the &#039;&#039;&#039;Growth&#039;&#039;&#039; page will show you a list of all possible buildings along with the following information for each building:&lt;br /&gt;
*The amount of each building you own&lt;br /&gt;
*The amount of each building in progress&lt;br /&gt;
&lt;br /&gt;
To build a building, just input the amount desired of the building you wish to build in the construct space next to the building you wish to build, then click construct buildings.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Growth&#039;&#039;&#039; page also gives you the option to:&lt;br /&gt;
* accelerate the construction of your building&lt;br /&gt;
* whether or not to use available credits&lt;br /&gt;
* and the option to either raze or cancel buildings.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Table of Contents goes here --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Build Table ==&lt;br /&gt;
Note: Capacity of buildings is not affected by Building Efficiency (i.e., Homes, Stables, Dungeons can hold the specified number regardless of BE). &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; {{GreenTable}}&lt;br /&gt;
|- {{DarkGreenRow}} &lt;br /&gt;
! Building !! Capacity !! width=&amp;quot;75px&amp;quot;|Flat Rate Base !! width=&amp;quot;75px&amp;quot;|Percent Base Effect !! width=&amp;quot;75px&amp;quot;|Percent Effect Max !! width=&amp;quot;75px&amp;quot;|Living Space !! Jobs !! class=&amp;quot;unsortable&amp;quot;|Description &lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Barren Land&lt;br /&gt;
| 15 People&lt;br /&gt;
| 2 Bushels&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Houses 15 people and Produces 2 bushels per hour (Unaffected by BE)&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Homes&lt;br /&gt;
| 10 People&lt;br /&gt;
| 0.3 Peasants†&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 35&lt;br /&gt;
| 0&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Houses 10 additional people&amp;lt;br&amp;gt;Generates Peasants per day (Unaffected by BE)&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Farms&lt;br /&gt;
| &lt;br /&gt;
| 60 Bushels&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Produces 60 bushels per day&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Mills&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 4%&amp;lt;br&amp;gt;3%&amp;lt;br&amp;gt;2%&lt;br /&gt;
| 100%&amp;lt;br&amp;gt;75%&amp;lt;br&amp;gt;50%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Decreases [[Growth|Build Costs]] &amp;lt;br&amp;gt;Decreases [[Growth|Gold Exploration Costs]]&amp;lt;br&amp;gt;Decreases [[Growth|Soldier Exploration Costs]]&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Banks&lt;br /&gt;
| &lt;br /&gt;
| 25gc&lt;br /&gt;
| 1.5%&lt;br /&gt;
| 37.5%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Produces 25gc per day&amp;lt;br&amp;gt;Increase in Income&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Training Grounds&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 1.5%&amp;lt;br&amp;gt;1%&lt;br /&gt;
| 37.5%&amp;lt;br&amp;gt;25%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Increases Offensive Military Efficiency&amp;lt;br&amp;gt;Reduces Training Time&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Armouries&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 2%&amp;lt;br&amp;gt;2%&amp;lt;br&amp;gt;1.5%&lt;br /&gt;
| 50%&amp;lt;br&amp;gt;50%&amp;lt;br&amp;gt;37.5%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Decreases Draft Costs&amp;lt;br&amp;gt;Reduction of Wages&amp;lt;br&amp;gt;Decreases Training Costs&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Military Barracks&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 1.5%&amp;lt;br&amp;gt;2%&lt;br /&gt;
| 37.5%&amp;lt;br&amp;gt;50%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Lowers Attack Time&amp;lt;br&amp;gt;Reduced Mercenary Costs&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Forts&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 1.5%&lt;br /&gt;
| 37.5%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Increases Defensive Military Efficiency&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Castles&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 2%&amp;lt;br&amp;gt;2%&lt;br /&gt;
| 50%&amp;lt;br&amp;gt;50%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Decreases Resource (Land, Gold, Food, Runes) Losses when Attacked&amp;lt;br&amp;gt;Decreases Honor Losses when Attacked&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Hospitals&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 3%&amp;lt;br&amp;gt;3%&amp;lt;br&amp;gt;2%&lt;br /&gt;
| 75%&amp;lt;br&amp;gt;75%&amp;lt;br&amp;gt;50%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Decreases Military Losses&amp;lt;br&amp;gt;Daily Chance of Curing [[the Plague]]&amp;lt;br&amp;gt;Increased Birth Rate&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Guilds&lt;br /&gt;
| &lt;br /&gt;
| 0.02 Wizards†&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Wizards Trained per day (Unaffected by BE)&amp;lt;br&amp;gt;Guilds also increase [[Mystics|Spell]] duration (Unaffected by BE)&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Towers&lt;br /&gt;
| &lt;br /&gt;
| 12 Runes&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Produces 12 runes per day&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Thieves Dens&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 3.6%&amp;lt;br&amp;gt;3%&lt;br /&gt;
| 90%&amp;lt;br&amp;gt;75%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Lowers losses in Thievery Operations&amp;lt;br&amp;gt;Bonus to TPA&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Watch Towers&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 2.0%&amp;lt;br&amp;gt;2.5%&lt;br /&gt;
| 50.0%&amp;lt;br&amp;gt;62.5%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Chance of Catching Enemy Thieves&amp;lt;br&amp;gt;Reduced damage caused by Enemy Thieves&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Universities&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 1.5%&amp;lt;br&amp;gt;1%&lt;br /&gt;
| 37.5%&amp;lt;br&amp;gt;25%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Increase Scientist spawn rate (Unaffected by BE)&amp;lt;br&amp;gt;Increases generation of Science Books (Unaffected by BE)&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Libraries&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| 1.5%&lt;br /&gt;
| 37.5%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Increase Science Efficiency (Unaffected by BE)&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Stables&lt;br /&gt;
| 80 Horses&lt;br /&gt;
| 2 Horses&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Houses War Horses and increases their production rate&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Dungeons&lt;br /&gt;
| 30 Prisoners&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Houses Prisoners of War&lt;br /&gt;
&lt;br /&gt;
|-class=&amp;quot;sortbottom&amp;quot; {{DarkGreenRow}}&lt;br /&gt;
! Building !! Capacity !! Flat Rate Base !! Percent Base Effect !! Percent Effect Max !! Living Space !! Jobs !! Description&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Land alone is nice to have, but without buildings and infrastructure, it is of little use to anyone. You have a variety of buildings to choose to build and how you structure your province is up to you. Your Internal Affairs Advisor can help provide details on the benefits of building various structures, but there is no perfect or ideal balance for growth. You will find that having mass quantities of a given building decreases the effectiveness of those buildings.--&amp;gt;&lt;br /&gt;
† - this is a stacking chance per Tick, not Production&lt;br /&gt;
&lt;br /&gt;
== Classes of Buildings ==&lt;br /&gt;
&amp;lt;!--* There are three classes of building effects, and each functions differently. While this may be difficult to follow, you will quickly understand it with some experience within the game. The three classes are:--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Capacity Buildings ===&lt;br /&gt;
&lt;br /&gt;
These buildings simply create space for you, and are &#039;&#039;&#039;not&#039;&#039;&#039; impacted by efficiency issues. Homes, for example, provide additional space for peasants.&lt;br /&gt;
&lt;br /&gt;
=== Flat Rate Buildings===&lt;br /&gt;
&lt;br /&gt;
This type of building provides a set amount of a particular resource. These buildings need many employees to be fully effective. These buildings &#039;&#039;&#039;are&#039;&#039;&#039; impacted by building efficiency. An example is a Tower which creates a set number of runes each day.&lt;br /&gt;
&lt;br /&gt;
=== Percentage-based Buildings ===&lt;br /&gt;
The majority of Utopian buildings are percentage-based. These buildings provide an effect based on the portion of your land covered by it. For example, having 10% of your land as Banks will increase your income by a certain percentage. Like flat-rate buildings, these also require employees to provide full effects. In addition, each additional building you construct will be less effective. The numbers listed in this section would be for the first building you construct. Your Internal Affairs Advisor will help you to understand the benefits of your land. Unless otherwise specified, these buildings have a maximum effect of 25 times the number listed below. With normal [[Growth|building efficiency]], this maximum is reached by dedicating 50% of your land to that building.&lt;br /&gt;
&lt;br /&gt;
== The Buildings ==&lt;br /&gt;
&lt;br /&gt;
=== Barren Land ===&lt;br /&gt;
&lt;br /&gt;
Barren lands are not an actual building. These are simply available acres - gained by exploration, the Paradise spell or attacks - in your province that can be built up with real buildings as described below. Nevertheless, barren lands can still hold a few people and produce a very small amount of food every day.&lt;br /&gt;
&lt;br /&gt;
* Increases your maximum population by 15 (built land has a base capacity of 25)&lt;br /&gt;
* Produces 2 Bushels per Day&lt;br /&gt;
&lt;br /&gt;
=== Homes ===&lt;br /&gt;
&lt;br /&gt;
While every built up acre of land already houses people – which means Homes are not a necessity for a province – you may find yourself wanting more population. Homes give your citizen more place to live, and also increase your natural birth rates. Furthermore, Homes employ no peasant and will thus overall help you fill all the jobs in your province.&lt;br /&gt;
&lt;br /&gt;
* Increases your maximum Population by 10 (on top of the 25 that a completed Building provides, for a total of 35)&lt;br /&gt;
* Generates 0.3 extra Peasants per Tick (30% stacking chance to gain a Peasant per Home)&lt;br /&gt;
**Affected by Chastity&lt;br /&gt;
* Employs no one&lt;br /&gt;
* Not affected by Building Efficiency&lt;br /&gt;
&lt;br /&gt;
=== Farms ===&lt;br /&gt;
&lt;br /&gt;
Farms are one of the most important buildings in your province, and also a vital one. Every day, each of your people will eat 0,25 bushels, and each Farm produces 60 bushels per day. Watch your food supplies very carefully, because otherwise starvation might deplete your population rather fast!&lt;br /&gt;
&lt;br /&gt;
* Produces 60 Bushels Per Day&lt;br /&gt;
&lt;br /&gt;
=== Mills ===&lt;br /&gt;
&lt;br /&gt;
Exploration is one of the main ways of growing in Utopia, and building Mills will help you to send out expeditions at cheaper cost. Furthermore, Mills will also improve your builders skills, making building construction slightly less expensive.&lt;br /&gt;
&lt;br /&gt;
* Decreases Building Costs by % * 4 (Max of 100%)&lt;br /&gt;
* Reduces exploration gold expenses by % * 3&lt;br /&gt;
* Reduces exploration soldier cost by % * 2&lt;br /&gt;
&lt;br /&gt;
=== Banks ===&lt;br /&gt;
&lt;br /&gt;
Banks are one of the major sources of income in Utopia along with tax collection. Every day, each Bank you own will produce some gold. Furthermore, your Banks all work together at improving your tax collection facilities, increasing further your global income.&lt;br /&gt;
&lt;br /&gt;
* Generates 25gc per day&lt;br /&gt;
* Increases Income by % * 1.5&lt;br /&gt;
&lt;br /&gt;
=== Training Grounds ===&lt;br /&gt;
&lt;br /&gt;
Maintaining a good offense is important for all attackers, and Training Grounds bolster that by providing an enhanced training to all your offensive troops. This allows them to fight more efficiently in combat, thus increasing your overall attacking power.&lt;br /&gt;
&lt;br /&gt;
* Increases Offensive Military Efficiency by % * 1.5&lt;br /&gt;
* Training Time reduced by % * 1&lt;br /&gt;
&lt;br /&gt;
=== Armouries ===&lt;br /&gt;
&lt;br /&gt;
Armouries improve your military training process, allowing you to train your soldiers to advanced levels at a cheaper cost. Armouries also facilitate your peasant enrolment process and diminish your military maintenance costs.&lt;br /&gt;
&lt;br /&gt;
* Decreases Draft Costs by % * 2&lt;br /&gt;
* Decreases Daily Wages by % * 2&lt;br /&gt;
* Decreases Military Training Costs by % * 1.5&lt;br /&gt;
&lt;br /&gt;
=== Military Barracks ===&lt;br /&gt;
&lt;br /&gt;
Military Barracks are another military-oriented building. The employees of the Barracks are in charge of your military logistics, and a well-equipped army will reach the enemy land faster, making yourself less vulnerable to attacks while your troops are out on a campaign.&lt;br /&gt;
&lt;br /&gt;
* Lowers Attack Time by % * 1.5&lt;br /&gt;
* Reduced Mercenary costs by % * 2&lt;br /&gt;
&lt;br /&gt;
=== Forts ===&lt;br /&gt;
&lt;br /&gt;
Forts provide a superior protection to the troops held in garrison in your province, increasing your overall defensive strength against attacks. Maintaining a good defense is important if you want to keep your acres and resources safe.&lt;br /&gt;
&lt;br /&gt;
* Increases Defensive Military Efficiency by % * 1.5&lt;br /&gt;
&lt;br /&gt;
=== Castles ===&lt;br /&gt;
&lt;br /&gt;
Unlike Forts, Castles will not make you less vulnerable to attacks. Nevertheless, they will effectively protect your land, resources and honor, making the enemy’s attacks against your province less efficient.&lt;br /&gt;
&lt;br /&gt;
* Decreases Resource (Land, Gold, Food, Runes) Losses when Attacked by % * 2&lt;br /&gt;
* Decreases Honor Losses when Attacked by % * 1.5&lt;br /&gt;
&lt;br /&gt;
=== Hospitals ===&lt;br /&gt;
&lt;br /&gt;
Having a good military power is important, and keeping your soldiers healthy is vital in order to achieve this. By deploying Hospitals in the battlefields, you will significantly lower the casualties suffered by your troops in combat. Furthermore, your medics will work at curing the [[The_Plague|Plague]] if your province ever catches it.&lt;br /&gt;
&lt;br /&gt;
* Decreases Military Casualties by % * 3&lt;br /&gt;
* % * 3 Daily Chance of Curing the [[The_Plague|Plague]]&lt;br /&gt;
* % * 2 Increased Birth Rate&lt;br /&gt;
&lt;br /&gt;
=== Guilds ===&lt;br /&gt;
&lt;br /&gt;
Unlike all your other units, either the military footmen or the thieves, wizards are not trained by using gold. Your ascendant wizards will have to go through intensive studies in Guilds before being able to serve you properly. They are an absolute necessity for Mages.&lt;br /&gt;
&lt;br /&gt;
* Trains 0.02 Wizards per Tick (2% stacking chance to train a Wizard per Guild) &lt;br /&gt;
* Determines and Increases Spell Duration (capped at 20% Guilds)&lt;br /&gt;
* Increases Self Spell and Ritual success chance&lt;br /&gt;
&lt;br /&gt;
Guilds also increase the duration of your Self and Offensive Spells.&amp;lt;br&amp;gt;&lt;br /&gt;
Guilds are unaffected by BE (Building Efficiency) for the purposes of calculating Spell Duration or Wizards trained.&lt;br /&gt;
&lt;br /&gt;
=== Towers ===&lt;br /&gt;
&lt;br /&gt;
Towers are massive buildings that are used in order to channel mystic energies produced by the Earth into small stones called runes. Runes are then expended by your wizards while casting magic spells.&lt;br /&gt;
&lt;br /&gt;
* Produces 12 Runes Per Day&lt;br /&gt;
&lt;br /&gt;
=== Thieves Dens ===&lt;br /&gt;
&lt;br /&gt;
Thieves Dens are the lair of all the thieves in your province, serving as the place where they practice their obscure and dark skills. Thieves Dens will increase the success rate of thievery operations you conduct as well as lowering your thief losses. Thieves Dens are a must for all Thieves.&lt;br /&gt;
&lt;br /&gt;
* Lowers Losses in Thievery Operations by % * 3.6 (capped at 90%)&lt;br /&gt;
* Increases Thievery Effectiveness by % * 3&lt;br /&gt;
&lt;br /&gt;
=== Watch Towers ===&lt;br /&gt;
&lt;br /&gt;
While your own thieves can protect your land against enemy thieves, a little extra protection is never a bad thing. People assigned into Watch Towers will screen your borders and can catch thieves attempting to conduct operations in your province.&lt;br /&gt;
&lt;br /&gt;
* % * 2.0 Chance of Catching Enemy Thieves&lt;br /&gt;
* Reduces damage caused by Enemy Thieves by % * 2.5&lt;br /&gt;
&lt;br /&gt;
=== Universities ===&lt;br /&gt;
&lt;br /&gt;
Universities increase your scientist generation rate and allow your scientists to produce books more effectively.&lt;br /&gt;
&lt;br /&gt;
* Increase spawn rate of new scientists by % * 1.5&lt;br /&gt;
* % * 1 Higher Generation of Science Books&lt;br /&gt;
* Not affected by Building Efficiency&lt;br /&gt;
&lt;br /&gt;
=== Libraries ===&lt;br /&gt;
&lt;br /&gt;
Libraries increase Science Efficiency.&lt;br /&gt;
&lt;br /&gt;
* % * 1 Higher Science Efficiency&lt;br /&gt;
* Not affected by Building Efficiency&lt;br /&gt;
&lt;br /&gt;
=== Stables ===&lt;br /&gt;
&lt;br /&gt;
Stables are the buildings where your peasants breed your war horses, strong horses sent in combat and increasing the offensive strength of the troop mounting them. Nevertheless, horses do not participate in defense, and you obviously cannot send more horses in combat than you have actual troops!&lt;br /&gt;
&lt;br /&gt;
* Produces 2 Horses Per Day&lt;br /&gt;
* Holds 80 Horses&lt;br /&gt;
&lt;br /&gt;
=== Dungeons ===&lt;br /&gt;
&lt;br /&gt;
Prisoners caught in combat are held captive in your dungeons. A dungeon can only hold a limited number of prisoners. &lt;br /&gt;
&lt;br /&gt;
While imprisoned, prisoners will be assigned to province duties, providing you some extra gold. For more detailed information on how much gold they generate, please go to [[Economy]] for the income formula or go to [[Military]] for an additional definition of Prisoners. &lt;br /&gt;
&lt;br /&gt;
Deserting troops will fill dungeons first, if any space is available, before being completely lost.&lt;br /&gt;
&lt;br /&gt;
* Houses 30 Prisoners of War&lt;br /&gt;
&lt;br /&gt;
== Retired buildings ==&lt;br /&gt;
* Shipyards: 1.5% chance of creating a boat, holds 5 boats per shipyard. 1 boat was needed per 100 troops sent to attack someone on another island.&lt;br /&gt;
* Taverns: Lowered Draft costs and Mercenary costs.&lt;br /&gt;
* Plazas: Employed extra Peasants.&lt;br /&gt;
* Strongholds: Increased OME (now Training Grounds).&lt;br /&gt;
* Mines: Produced a certain number of gold per acre.&lt;br /&gt;
* Schools: Increase production of Science Books.&lt;br /&gt;
* Laboratories: Increase scientist spawn rate.&lt;br /&gt;
* Guard Stations: Decreases Land and Resource Losses when Attacked by % * 2&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
===Construction Time===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Time =&amp;lt;/b&amp;gt; 16 * Racial Mod * Personality Mod * Builders Boon * Double Speed * War Bonus * Ritual Mod * Artisan Science Mod&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Modifier Type&lt;br /&gt;
!Active&lt;br /&gt;
!Otherwise&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Mystics#Builders_Boon|Builder&#039;s Boon]]&#039;&#039;&#039; || 0.75 || 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Double Speed&#039;&#039;&#039; || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Double Speed in Protection&#039;&#039;&#039; || 0.75 || 1&lt;br /&gt;
&amp;lt;!--|-&lt;br /&gt;
| &#039;&#039;&#039;Race: Dwarf&#039;&#039;&#039; || 0.75 || 1--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Ritual|Ritual: Haste]]&#039;&#039;&#039; || 0.75 (at 100% efficiency) || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that construction speed is rounded at .5 That means if the build time is 15.49, then it is rounded down to 15. If it is 15.5, it will be rounded up to 16. For a double speed build, assuming normal construction is 15.49, the speed build time will be 15.49/2 = 7.745 = rounded up to 8 hours. For 14.9 though, it will be 14.9/2 = 7.45 = rounded down to 7 hours.&lt;br /&gt;
&lt;br /&gt;
===Construction Costs===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Costs =&amp;lt;/b&amp;gt; 0.05 * (land + 10000) * Race Mod * Personality Mod * Mills Mod * Double Speed * Ritual Mod * Artisan Science Mod&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Modifier Type&lt;br /&gt;
!Active&lt;br /&gt;
!Otherwise&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Double Speed&#039;&#039;&#039; || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--| &#039;&#039;&#039;Race: Dwarf&#039;&#039;&#039; || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Ritual|Expedient Ritual]]&#039;&#039;&#039; || 0.8 (if at 100% efficiency) || 1--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Raze Costs===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Raze Costs =&amp;lt;/b&amp;gt; (300 + (0.05 * land)) * Artisan Science Mod * Race Mod * Personality Mod&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{{Mods}}&lt;br /&gt;
| &#039;&#039;&#039;Race: [[Race#Dwarves|Dwarf]]&#039;&#039;&#039; || 0.5 || 1&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Buildings==&lt;br /&gt;
===Building Efficiency===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Available Workers         = &amp;lt;/b&amp;gt; Peasants + &#039;&#039;ROUNDDOWN&#039;&#039; ( Prisoners / 2 )&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;b&amp;gt;Optimal Workers           = &amp;lt;/b&amp;gt; &#039;&#039;ROUNDDOWN&#039;&#039; ( Total Jobs * 0.67 )&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;b&amp;gt;% Jobs Performed          = &amp;lt;/b&amp;gt; &#039;&#039;MIN&#039;&#039; ( Available Workers / Optimal Workers &#039;&#039;,&#039;&#039; 1 )&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;b&amp;gt;Building Efficiency       = &amp;lt;/b&amp;gt; (0.5 * (1 + % Jobs Performed)) * Race * Personality * Tools Science * Dragon * Blizzard&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The &amp;quot;Current Available Workers&amp;quot; value, provided by the Internal Affairs Adviser page, already takes prisoners into account.&lt;br /&gt;
* Building Efficiency affects &#039;&#039;&#039;ALL&#039;&#039;&#039; [[Growth|Flat Rate]] and [[Growth|Percentage-Based]] buildings.&lt;br /&gt;
* Building Efficiency has &#039;&#039;&#039;NO&#039;&#039;&#039; effect on Capacity component of Capacity Buildings.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!---&amp;lt;b&amp;gt;Building Efficiency Change Rate  = &amp;lt;/b&amp;gt; Formula---&amp;gt;&lt;br /&gt;
* Changes in Building Efficiency take effect gradually.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Modifier Type&lt;br /&gt;
!Active&lt;br /&gt;
!Otherwise&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Race: Dwarf&#039;&#039;&#039; || 1.30 || 1 &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dragon: [[Dragons#Gold|Topaz]]&#039;&#039;&#039; || 0.75 || 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spell: [[Mystics#Blizzard|Blizzard]]&#039;&#039;&#039; || 0.9 || 1 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Building Effects ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Growth|Percentage Based Buildings]] =&amp;lt;/b&amp;gt; Base Effect * BE * MIN(50%, % of building * (1 + Race)* (1 + Personality)) * (100% - MIN(50%, % of building * (1 + Race)*(1 + Personality)))&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Growth|Flat Rate Buildings]] =&amp;lt;/b&amp;gt; Base Effect * Number of Buildings * (1 + Race) * (1 + Personality) * BE &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* In general, the Max Effect of a %-Based Building is 25 x Base Effect (exceptions apply, refer to table)&lt;br /&gt;
* If your BE is less than 100%, the effect you would have with 50% of that building is the maximum.&lt;br /&gt;
* If you have less than 100% BE, additional buildings past 50% will have no effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Additional Information==&lt;br /&gt;
* &#039;&#039;&#039;[[Exploring,_Construction_%26_Building_Formulas#Buildings|Building Formulas]]&#039;&#039;&#039;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
* [[Age 107]]: Updated Building Effects formulas to include personalities.&lt;br /&gt;
* [[Age 110]]&lt;br /&gt;
**Watchtowers &lt;br /&gt;
***Percent Base Effect for ‘Chance of Catching Enemy Thieves’ increased from 1.5% to 2%&lt;br /&gt;
***Percent Effect Max for ‘Chance of Catching Enemy Thieves’ increased from 37.5% to 50%&lt;br /&gt;
**Castles&lt;br /&gt;
***Percent Base Effect for Decreases Resource (Land, Gold, Food, Runes, Books) Losses when Attacked increased from 2% to 2.25%&lt;br /&gt;
* [[Age 111]]&lt;br /&gt;
**Libraries&lt;br /&gt;
***base effect increased from 1% → 1.5%&lt;br /&gt;
***max effect increased from 25% → 37.5%&lt;br /&gt;
**Castles&lt;br /&gt;
***will no longer protect Science Books&lt;br /&gt;
* [[Age 115]]&lt;br /&gt;
**Castles&lt;br /&gt;
***base percent for resource protection decreased from 2.25% → 2%&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Growth&amp;diff=1063</id>
		<title>Growth</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Growth&amp;diff=1063"/>
		<updated>2026-04-30T02:36:49Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Changelog */ age 115&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your growth page lets you build up your acres with a variety of buildings.  The [[Growth#Build_Table|Build Table]] below can help provide details on the benefits of the different buildings for your Province.&lt;br /&gt;
&lt;br /&gt;
In Utopia, your &#039;&#039;&#039;Growth&#039;&#039;&#039; page provides information on:&lt;br /&gt;
*Total Land&lt;br /&gt;
*Total Undeveloped Land&lt;br /&gt;
*[[Growth#Construction Time|Construction Time]]&lt;br /&gt;
*Free Building Credits&lt;br /&gt;
*[[Growth#Construction Costs|Construction Costs]]&lt;br /&gt;
*Maximum Buildable Now&lt;br /&gt;
*Raze Cost&lt;br /&gt;
*Maximum Razeable Now&lt;br /&gt;
&lt;br /&gt;
Additionally, the &#039;&#039;&#039;Growth&#039;&#039;&#039; page will show you a list of all possible buildings along with the following information for each building:&lt;br /&gt;
*The amount of each building you own&lt;br /&gt;
*The amount of each building in progress&lt;br /&gt;
&lt;br /&gt;
To build a building, just input the amount desired of the building you wish to build in the construct space next to the building you wish to build, then click construct buildings.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Growth&#039;&#039;&#039; page also gives you the option to:&lt;br /&gt;
* accelerate the construction of your building&lt;br /&gt;
* whether or not to use available credits&lt;br /&gt;
* and the option to either raze or cancel buildings.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Table of Contents goes here --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Build Table ==&lt;br /&gt;
Note: Capacity of buildings is not affected by Building Efficiency (i.e., Homes, Stables, Dungeons can hold the specified number regardless of BE). &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; {{GreenTable}}&lt;br /&gt;
|- {{DarkGreenRow}} &lt;br /&gt;
! Building !! Capacity !! width=&amp;quot;75px&amp;quot;|Flat Rate Base !! width=&amp;quot;75px&amp;quot;|Percent Base Effect !! width=&amp;quot;75px&amp;quot;|Percent Effect Max !! width=&amp;quot;75px&amp;quot;|Living Space !! Jobs !! class=&amp;quot;unsortable&amp;quot;|Description &lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Barren Land&lt;br /&gt;
| 15 People&lt;br /&gt;
| 2 Bushels&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Houses 15 people and Produces 2 bushels per hour (Unaffected by BE)&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Homes&lt;br /&gt;
| 10 People&lt;br /&gt;
| 0.3 Peasants†&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 35&lt;br /&gt;
| 0&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Houses 10 additional people&amp;lt;br&amp;gt;Generates Peasants per day (Unaffected by BE)&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Farms&lt;br /&gt;
| &lt;br /&gt;
| 60 Bushels&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Produces 60 bushels per day&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Mills&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 4%&amp;lt;br&amp;gt;3%&amp;lt;br&amp;gt;2%&lt;br /&gt;
| 100%&amp;lt;br&amp;gt;75%&amp;lt;br&amp;gt;50%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Decreases [[Growth|Build Costs]] &amp;lt;br&amp;gt;Decreases [[Growth|Gold Exploration Costs]]&amp;lt;br&amp;gt;Decreases [[Growth|Soldier Exploration Costs]]&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Banks&lt;br /&gt;
| &lt;br /&gt;
| 25gc&lt;br /&gt;
| 1.5%&lt;br /&gt;
| 37.5%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Produces 25gc per day&amp;lt;br&amp;gt;Increase in Income&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Training Grounds&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 1.5%&amp;lt;br&amp;gt;1%&lt;br /&gt;
| 37.5%&amp;lt;br&amp;gt;25%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Increases Offensive Military Efficiency&amp;lt;br&amp;gt;Reduces Training Time&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Armouries&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 2%&amp;lt;br&amp;gt;2%&amp;lt;br&amp;gt;1.5%&lt;br /&gt;
| 50%&amp;lt;br&amp;gt;50%&amp;lt;br&amp;gt;37.5%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Decreases Draft Costs&amp;lt;br&amp;gt;Reduction of Wages&amp;lt;br&amp;gt;Decreases Training Costs&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Military Barracks&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 1.5%&amp;lt;br&amp;gt;2%&lt;br /&gt;
| 37.5%&amp;lt;br&amp;gt;50%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Lowers Attack Time&amp;lt;br&amp;gt;Reduced Mercenary Costs&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Forts&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 1.5%&lt;br /&gt;
| 37.5%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Increases Defensive Military Efficiency&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Castles&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 2%&amp;lt;br&amp;gt;2%&lt;br /&gt;
| 50%&amp;lt;br&amp;gt;50%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Decreases Resource (Land, Gold, Food, Runes) Losses when Attacked&amp;lt;br&amp;gt;Decreases Honor Losses when Attacked&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Hospitals&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 3%&amp;lt;br&amp;gt;3%&amp;lt;br&amp;gt;2%&lt;br /&gt;
| 75%&amp;lt;br&amp;gt;75%&amp;lt;br&amp;gt;50%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Decreases Military Losses&amp;lt;br&amp;gt;Daily Chance of Curing [[the Plague]]&amp;lt;br&amp;gt;Increased Birth Rate&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Guilds&lt;br /&gt;
| &lt;br /&gt;
| 0.02 Wizards†&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Wizards Trained per day (Unaffected by BE)&amp;lt;br&amp;gt;Guilds also increase [[Mystics|Spell]] duration (Unaffected by BE)&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Towers&lt;br /&gt;
| &lt;br /&gt;
| 12 Runes&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Produces 12 runes per day&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Thieves Dens&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 3.6%&amp;lt;br&amp;gt;3%&lt;br /&gt;
| 90%&amp;lt;br&amp;gt;75%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Lowers losses in Thievery Operations&amp;lt;br&amp;gt;Bonus to TPA&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Watch Towers&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 2.0%&amp;lt;br&amp;gt;2.5%&lt;br /&gt;
| 50.0%&amp;lt;br&amp;gt;62.5%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Chance of Catching Enemy Thieves&amp;lt;br&amp;gt;Reduced damage caused by Enemy Thieves&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Universities&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 1.5%&amp;lt;br&amp;gt;1%&lt;br /&gt;
| 37.5%&amp;lt;br&amp;gt;25%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Increase Scientist spawn rate (Unaffected by BE)&amp;lt;br&amp;gt;Increases generation of Science Books (Unaffected by BE)&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Libraries&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| 1.5%&lt;br /&gt;
| 37.5%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Increase Science Efficiency (Unaffected by BE)&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Stables&lt;br /&gt;
| 80 Horses&lt;br /&gt;
| 2 Horses&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Houses War Horses and increases their production rate&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Dungeons&lt;br /&gt;
| 30 Prisoners&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Houses Prisoners of War&lt;br /&gt;
&lt;br /&gt;
|-class=&amp;quot;sortbottom&amp;quot; {{DarkGreenRow}}&lt;br /&gt;
! Building !! Capacity !! Flat Rate Base !! Percent Base Effect !! Percent Effect Max !! Living Space !! Jobs !! Description&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Land alone is nice to have, but without buildings and infrastructure, it is of little use to anyone. You have a variety of buildings to choose to build and how you structure your province is up to you. Your Internal Affairs Advisor can help provide details on the benefits of building various structures, but there is no perfect or ideal balance for growth. You will find that having mass quantities of a given building decreases the effectiveness of those buildings.--&amp;gt;&lt;br /&gt;
† - this is a stacking chance per Tick, not Production&lt;br /&gt;
&lt;br /&gt;
== Classes of Buildings ==&lt;br /&gt;
&amp;lt;!--* There are three classes of building effects, and each functions differently. While this may be difficult to follow, you will quickly understand it with some experience within the game. The three classes are:--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Capacity Buildings ===&lt;br /&gt;
&lt;br /&gt;
These buildings simply create space for you, and are &#039;&#039;&#039;not&#039;&#039;&#039; impacted by efficiency issues. Homes, for example, provide additional space for peasants.&lt;br /&gt;
&lt;br /&gt;
=== Flat Rate Buildings===&lt;br /&gt;
&lt;br /&gt;
This type of building provides a set amount of a particular resource. These buildings need many employees to be fully effective. These buildings &#039;&#039;&#039;are&#039;&#039;&#039; impacted by building efficiency. An example is a Tower which creates a set number of runes each day.&lt;br /&gt;
&lt;br /&gt;
=== Percentage-based Buildings ===&lt;br /&gt;
The majority of Utopian buildings are percentage-based. These buildings provide an effect based on the portion of your land covered by it. For example, having 10% of your land as Banks will increase your income by a certain percentage. Like flat-rate buildings, these also require employees to provide full effects. In addition, each additional building you construct will be less effective. The numbers listed in this section would be for the first building you construct. Your Internal Affairs Advisor will help you to understand the benefits of your land. Unless otherwise specified, these buildings have a maximum effect of 25 times the number listed below. With normal [[Growth|building efficiency]], this maximum is reached by dedicating 50% of your land to that building.&lt;br /&gt;
&lt;br /&gt;
== The Buildings ==&lt;br /&gt;
&lt;br /&gt;
=== Barren Land ===&lt;br /&gt;
&lt;br /&gt;
Barren lands are not an actual building. These are simply available acres - gained by exploration, the Paradise spell or attacks - in your province that can be built up with real buildings as described below. Nevertheless, barren lands can still hold a few people and produce a very small amount of food every day.&lt;br /&gt;
&lt;br /&gt;
* Increases your maximum population by 15 (built land has a base capacity of 25)&lt;br /&gt;
* Produces 2 Bushels per Day&lt;br /&gt;
&lt;br /&gt;
=== Homes ===&lt;br /&gt;
&lt;br /&gt;
While every built up acre of land already houses people – which means Homes are not a necessity for a province – you may find yourself wanting more population. Homes give your citizen more place to live, and also increase your natural birth rates. Furthermore, Homes employ no peasant and will thus overall help you fill all the jobs in your province.&lt;br /&gt;
&lt;br /&gt;
* Increases your maximum Population by 10 (on top of the 25 that a completed Building provides, for a total of 35)&lt;br /&gt;
* Generates 0.3 extra Peasants per Tick (30% stacking chance to gain a Peasant per Home)&lt;br /&gt;
**Affected by Chastity&lt;br /&gt;
* Employs no one&lt;br /&gt;
* Not affected by Building Efficiency&lt;br /&gt;
&lt;br /&gt;
=== Farms ===&lt;br /&gt;
&lt;br /&gt;
Farms are one of the most important buildings in your province, and also a vital one. Every day, each of your people will eat 0,25 bushels, and each Farm produces 60 bushels per day. Watch your food supplies very carefully, because otherwise starvation might deplete your population rather fast!&lt;br /&gt;
&lt;br /&gt;
* Produces 60 Bushels Per Day&lt;br /&gt;
&lt;br /&gt;
=== Mills ===&lt;br /&gt;
&lt;br /&gt;
Exploration is one of the main ways of growing in Utopia, and building Mills will help you to send out expeditions at cheaper cost. Furthermore, Mills will also improve your builders skills, making building construction slightly less expensive.&lt;br /&gt;
&lt;br /&gt;
* Decreases Building Costs by % * 4 (Max of 100%)&lt;br /&gt;
* Reduces exploration gold expenses by % * 3&lt;br /&gt;
* Reduces exploration soldier cost by % * 2&lt;br /&gt;
&lt;br /&gt;
=== Banks ===&lt;br /&gt;
&lt;br /&gt;
Banks are one of the major sources of income in Utopia along with tax collection. Every day, each Bank you own will produce some gold. Furthermore, your Banks all work together at improving your tax collection facilities, increasing further your global income.&lt;br /&gt;
&lt;br /&gt;
* Generates 25gc per day&lt;br /&gt;
* Increases Income by % * 1.5&lt;br /&gt;
&lt;br /&gt;
=== Training Grounds ===&lt;br /&gt;
&lt;br /&gt;
Maintaining a good offense is important for all attackers, and Training Grounds bolster that by providing an enhanced training to all your offensive troops. This allows them to fight more efficiently in combat, thus increasing your overall attacking power.&lt;br /&gt;
&lt;br /&gt;
* Increases Offensive Military Efficiency by % * 1.5&lt;br /&gt;
* Training Time reduced by % * 1&lt;br /&gt;
&lt;br /&gt;
=== Armouries ===&lt;br /&gt;
&lt;br /&gt;
Armouries improve your military training process, allowing you to train your soldiers to advanced levels at a cheaper cost. Armouries also facilitate your peasant enrolment process and diminish your military maintenance costs.&lt;br /&gt;
&lt;br /&gt;
* Decreases Draft Costs by % * 2&lt;br /&gt;
* Decreases Daily Wages by % * 2&lt;br /&gt;
* Decreases Military Training Costs by % * 1.5&lt;br /&gt;
&lt;br /&gt;
=== Military Barracks ===&lt;br /&gt;
&lt;br /&gt;
Military Barracks are another military-oriented building. The employees of the Barracks are in charge of your military logistics, and a well-equipped army will reach the enemy land faster, making yourself less vulnerable to attacks while your troops are out on a campaign.&lt;br /&gt;
&lt;br /&gt;
* Lowers Attack Time by % * 1.5&lt;br /&gt;
* Reduced Mercenary costs by % * 2&lt;br /&gt;
&lt;br /&gt;
=== Forts ===&lt;br /&gt;
&lt;br /&gt;
Forts provide a superior protection to the troops held in garrison in your province, increasing your overall defensive strength against attacks. Maintaining a good defense is important if you want to keep your acres and resources safe.&lt;br /&gt;
&lt;br /&gt;
* Increases Defensive Military Efficiency by % * 1.5&lt;br /&gt;
&lt;br /&gt;
=== Castles ===&lt;br /&gt;
&lt;br /&gt;
Unlike Forts, Castles will not make you less vulnerable to attacks. Nevertheless, they will effectively protect your land, resources and honor, making the enemy’s attacks against your province less efficient.&lt;br /&gt;
&lt;br /&gt;
* Decreases Resource (Land, Gold, Food, Runes, Books) Losses when Attacked by % * 2.25&lt;br /&gt;
* Decreases Honor Losses when Attacked by % * 1.5&lt;br /&gt;
&lt;br /&gt;
=== Hospitals ===&lt;br /&gt;
&lt;br /&gt;
Having a good military power is important, and keeping your soldiers healthy is vital in order to achieve this. By deploying Hospitals in the battlefields, you will significantly lower the casualties suffered by your troops in combat. Furthermore, your medics will work at curing the [[The_Plague|Plague]] if your province ever catches it.&lt;br /&gt;
&lt;br /&gt;
* Decreases Military Casualties by % * 3&lt;br /&gt;
* % * 3 Daily Chance of Curing the [[The_Plague|Plague]]&lt;br /&gt;
* % * 2 Increased Birth Rate&lt;br /&gt;
&lt;br /&gt;
=== Guilds ===&lt;br /&gt;
&lt;br /&gt;
Unlike all your other units, either the military footmen or the thieves, wizards are not trained by using gold. Your ascendant wizards will have to go through intensive studies in Guilds before being able to serve you properly. They are an absolute necessity for Mages.&lt;br /&gt;
&lt;br /&gt;
* Trains 0.02 Wizards per Tick (2% stacking chance to train a Wizard per Guild) &lt;br /&gt;
* Determines and Increases Spell Duration (capped at 20% Guilds)&lt;br /&gt;
* Increases Self Spell and Ritual success chance&lt;br /&gt;
&lt;br /&gt;
Guilds also increase the duration of your Self and Offensive Spells.&amp;lt;br&amp;gt;&lt;br /&gt;
Guilds are unaffected by BE (Building Efficiency) for the purposes of calculating Spell Duration or Wizards trained.&lt;br /&gt;
&lt;br /&gt;
=== Towers ===&lt;br /&gt;
&lt;br /&gt;
Towers are massive buildings that are used in order to channel mystic energies produced by the Earth into small stones called runes. Runes are then expended by your wizards while casting magic spells.&lt;br /&gt;
&lt;br /&gt;
* Produces 12 Runes Per Day&lt;br /&gt;
&lt;br /&gt;
=== Thieves Dens ===&lt;br /&gt;
&lt;br /&gt;
Thieves Dens are the lair of all the thieves in your province, serving as the place where they practice their obscure and dark skills. Thieves Dens will increase the success rate of thievery operations you conduct as well as lowering your thief losses. Thieves Dens are a must for all Thieves.&lt;br /&gt;
&lt;br /&gt;
* Lowers Losses in Thievery Operations by % * 3.6 (capped at 90%)&lt;br /&gt;
* Increases Thievery Effectiveness by % * 3&lt;br /&gt;
&lt;br /&gt;
=== Watch Towers ===&lt;br /&gt;
&lt;br /&gt;
While your own thieves can protect your land against enemy thieves, a little extra protection is never a bad thing. People assigned into Watch Towers will screen your borders and can catch thieves attempting to conduct operations in your province.&lt;br /&gt;
&lt;br /&gt;
* % * 2.0 Chance of Catching Enemy Thieves&lt;br /&gt;
* Reduces damage caused by Enemy Thieves by % * 2.5&lt;br /&gt;
&lt;br /&gt;
=== Universities ===&lt;br /&gt;
&lt;br /&gt;
Universities increase your scientist generation rate and allow your scientists to produce books more effectively.&lt;br /&gt;
&lt;br /&gt;
* Increase spawn rate of new scientists by % * 1.5&lt;br /&gt;
* % * 1 Higher Generation of Science Books&lt;br /&gt;
* Not affected by Building Efficiency&lt;br /&gt;
&lt;br /&gt;
=== Libraries ===&lt;br /&gt;
&lt;br /&gt;
Libraries increase Science Efficiency.&lt;br /&gt;
&lt;br /&gt;
* % * 1 Higher Science Efficiency&lt;br /&gt;
* Not affected by Building Efficiency&lt;br /&gt;
&lt;br /&gt;
=== Stables ===&lt;br /&gt;
&lt;br /&gt;
Stables are the buildings where your peasants breed your war horses, strong horses sent in combat and increasing the offensive strength of the troop mounting them. Nevertheless, horses do not participate in defense, and you obviously cannot send more horses in combat than you have actual troops!&lt;br /&gt;
&lt;br /&gt;
* Produces 2 Horses Per Day&lt;br /&gt;
* Holds 80 Horses&lt;br /&gt;
&lt;br /&gt;
=== Dungeons ===&lt;br /&gt;
&lt;br /&gt;
Prisoners caught in combat are held captive in your dungeons. A dungeon can only hold a limited number of prisoners. &lt;br /&gt;
&lt;br /&gt;
While imprisoned, prisoners will be assigned to province duties, providing you some extra gold. For more detailed information on how much gold they generate, please go to [[Economy]] for the income formula or go to [[Military]] for an additional definition of Prisoners. &lt;br /&gt;
&lt;br /&gt;
Deserting troops will fill dungeons first, if any space is available, before being completely lost.&lt;br /&gt;
&lt;br /&gt;
* Houses 30 Prisoners of War&lt;br /&gt;
&lt;br /&gt;
== Retired buildings ==&lt;br /&gt;
* Shipyards: 1.5% chance of creating a boat, holds 5 boats per shipyard. 1 boat was needed per 100 troops sent to attack someone on another island.&lt;br /&gt;
* Taverns: Lowered Draft costs and Mercenary costs.&lt;br /&gt;
* Plazas: Employed extra Peasants.&lt;br /&gt;
* Strongholds: Increased OME (now Training Grounds).&lt;br /&gt;
* Mines: Produced a certain number of gold per acre.&lt;br /&gt;
* Schools: Increase production of Science Books.&lt;br /&gt;
* Laboratories: Increase scientist spawn rate.&lt;br /&gt;
* Guard Stations: Decreases Land and Resource Losses when Attacked by % * 2&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
===Construction Time===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Time =&amp;lt;/b&amp;gt; 16 * Racial Mod * Personality Mod * Builders Boon * Double Speed * War Bonus * Ritual Mod * Artisan Science Mod&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Modifier Type&lt;br /&gt;
!Active&lt;br /&gt;
!Otherwise&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Mystics#Builders_Boon|Builder&#039;s Boon]]&#039;&#039;&#039; || 0.75 || 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Double Speed&#039;&#039;&#039; || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Double Speed in Protection&#039;&#039;&#039; || 0.75 || 1&lt;br /&gt;
&amp;lt;!--|-&lt;br /&gt;
| &#039;&#039;&#039;Race: Dwarf&#039;&#039;&#039; || 0.75 || 1--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Ritual|Ritual: Haste]]&#039;&#039;&#039; || 0.75 (at 100% efficiency) || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that construction speed is rounded at .5 That means if the build time is 15.49, then it is rounded down to 15. If it is 15.5, it will be rounded up to 16. For a double speed build, assuming normal construction is 15.49, the speed build time will be 15.49/2 = 7.745 = rounded up to 8 hours. For 14.9 though, it will be 14.9/2 = 7.45 = rounded down to 7 hours.&lt;br /&gt;
&lt;br /&gt;
===Construction Costs===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Costs =&amp;lt;/b&amp;gt; 0.05 * (land + 10000) * Race Mod * Personality Mod * Mills Mod * Double Speed * Ritual Mod * Artisan Science Mod&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Modifier Type&lt;br /&gt;
!Active&lt;br /&gt;
!Otherwise&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Double Speed&#039;&#039;&#039; || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--| &#039;&#039;&#039;Race: Dwarf&#039;&#039;&#039; || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Ritual|Expedient Ritual]]&#039;&#039;&#039; || 0.8 (if at 100% efficiency) || 1--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Raze Costs===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Raze Costs =&amp;lt;/b&amp;gt; (300 + (0.05 * land)) * Artisan Science Mod * Race Mod * Personality Mod&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{{Mods}}&lt;br /&gt;
| &#039;&#039;&#039;Race: [[Race#Dwarves|Dwarf]]&#039;&#039;&#039; || 0.5 || 1&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Buildings==&lt;br /&gt;
===Building Efficiency===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Available Workers         = &amp;lt;/b&amp;gt; Peasants + &#039;&#039;ROUNDDOWN&#039;&#039; ( Prisoners / 2 )&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;b&amp;gt;Optimal Workers           = &amp;lt;/b&amp;gt; &#039;&#039;ROUNDDOWN&#039;&#039; ( Total Jobs * 0.67 )&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;b&amp;gt;% Jobs Performed          = &amp;lt;/b&amp;gt; &#039;&#039;MIN&#039;&#039; ( Available Workers / Optimal Workers &#039;&#039;,&#039;&#039; 1 )&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;b&amp;gt;Building Efficiency       = &amp;lt;/b&amp;gt; (0.5 * (1 + % Jobs Performed)) * Race * Personality * Tools Science * Dragon * Blizzard&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The &amp;quot;Current Available Workers&amp;quot; value, provided by the Internal Affairs Adviser page, already takes prisoners into account.&lt;br /&gt;
* Building Efficiency affects &#039;&#039;&#039;ALL&#039;&#039;&#039; [[Growth|Flat Rate]] and [[Growth|Percentage-Based]] buildings.&lt;br /&gt;
* Building Efficiency has &#039;&#039;&#039;NO&#039;&#039;&#039; effect on Capacity component of Capacity Buildings.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!---&amp;lt;b&amp;gt;Building Efficiency Change Rate  = &amp;lt;/b&amp;gt; Formula---&amp;gt;&lt;br /&gt;
* Changes in Building Efficiency take effect gradually.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Modifier Type&lt;br /&gt;
!Active&lt;br /&gt;
!Otherwise&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Race: Dwarf&#039;&#039;&#039; || 1.30 || 1 &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dragon: [[Dragons#Gold|Topaz]]&#039;&#039;&#039; || 0.75 || 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spell: [[Mystics#Blizzard|Blizzard]]&#039;&#039;&#039; || 0.9 || 1 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Building Effects ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Growth|Percentage Based Buildings]] =&amp;lt;/b&amp;gt; Base Effect * BE * MIN(50%, % of building * (1 + Race)* (1 + Personality)) * (100% - MIN(50%, % of building * (1 + Race)*(1 + Personality)))&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Growth|Flat Rate Buildings]] =&amp;lt;/b&amp;gt; Base Effect * Number of Buildings * (1 + Race) * (1 + Personality) * BE &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* In general, the Max Effect of a %-Based Building is 25 x Base Effect (exceptions apply, refer to table)&lt;br /&gt;
* If your BE is less than 100%, the effect you would have with 50% of that building is the maximum.&lt;br /&gt;
* If you have less than 100% BE, additional buildings past 50% will have no effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Additional Information==&lt;br /&gt;
* &#039;&#039;&#039;[[Exploring,_Construction_%26_Building_Formulas#Buildings|Building Formulas]]&#039;&#039;&#039;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
* [[Age 107]]: Updated Building Effects formulas to include personalities.&lt;br /&gt;
* [[Age 110]]&lt;br /&gt;
**Watchtowers &lt;br /&gt;
***Percent Base Effect for ‘Chance of Catching Enemy Thieves’ increased from 1.5% to 2%&lt;br /&gt;
***Percent Effect Max for ‘Chance of Catching Enemy Thieves’ increased from 37.5% to 50%&lt;br /&gt;
**Castles&lt;br /&gt;
***Percent Base Effect for Decreases Resource (Land, Gold, Food, Runes, Books) Losses when Attacked increased from 2% to 2.25%&lt;br /&gt;
* [[Age 111]]&lt;br /&gt;
**Libraries&lt;br /&gt;
***base effect increased from 1% → 1.5%&lt;br /&gt;
***max effect increased from 25% → 37.5%&lt;br /&gt;
**Castles&lt;br /&gt;
***will no longer protect Science Books&lt;br /&gt;
* [[Age 115]]&lt;br /&gt;
**Castles&lt;br /&gt;
***base percent for resource protection decreased from 2.25% → 2%&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Growth&amp;diff=1062</id>
		<title>Growth</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Growth&amp;diff=1062"/>
		<updated>2026-04-30T02:35:21Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Build Table */ updated for age 115&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your growth page lets you build up your acres with a variety of buildings.  The [[Growth#Build_Table|Build Table]] below can help provide details on the benefits of the different buildings for your Province.&lt;br /&gt;
&lt;br /&gt;
In Utopia, your &#039;&#039;&#039;Growth&#039;&#039;&#039; page provides information on:&lt;br /&gt;
*Total Land&lt;br /&gt;
*Total Undeveloped Land&lt;br /&gt;
*[[Growth#Construction Time|Construction Time]]&lt;br /&gt;
*Free Building Credits&lt;br /&gt;
*[[Growth#Construction Costs|Construction Costs]]&lt;br /&gt;
*Maximum Buildable Now&lt;br /&gt;
*Raze Cost&lt;br /&gt;
*Maximum Razeable Now&lt;br /&gt;
&lt;br /&gt;
Additionally, the &#039;&#039;&#039;Growth&#039;&#039;&#039; page will show you a list of all possible buildings along with the following information for each building:&lt;br /&gt;
*The amount of each building you own&lt;br /&gt;
*The amount of each building in progress&lt;br /&gt;
&lt;br /&gt;
To build a building, just input the amount desired of the building you wish to build in the construct space next to the building you wish to build, then click construct buildings.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Growth&#039;&#039;&#039; page also gives you the option to:&lt;br /&gt;
* accelerate the construction of your building&lt;br /&gt;
* whether or not to use available credits&lt;br /&gt;
* and the option to either raze or cancel buildings.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Table of Contents goes here --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Build Table ==&lt;br /&gt;
Note: Capacity of buildings is not affected by Building Efficiency (i.e., Homes, Stables, Dungeons can hold the specified number regardless of BE). &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; {{GreenTable}}&lt;br /&gt;
|- {{DarkGreenRow}} &lt;br /&gt;
! Building !! Capacity !! width=&amp;quot;75px&amp;quot;|Flat Rate Base !! width=&amp;quot;75px&amp;quot;|Percent Base Effect !! width=&amp;quot;75px&amp;quot;|Percent Effect Max !! width=&amp;quot;75px&amp;quot;|Living Space !! Jobs !! class=&amp;quot;unsortable&amp;quot;|Description &lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Barren Land&lt;br /&gt;
| 15 People&lt;br /&gt;
| 2 Bushels&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Houses 15 people and Produces 2 bushels per hour (Unaffected by BE)&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Homes&lt;br /&gt;
| 10 People&lt;br /&gt;
| 0.3 Peasants†&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 35&lt;br /&gt;
| 0&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Houses 10 additional people&amp;lt;br&amp;gt;Generates Peasants per day (Unaffected by BE)&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Farms&lt;br /&gt;
| &lt;br /&gt;
| 60 Bushels&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Produces 60 bushels per day&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Mills&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 4%&amp;lt;br&amp;gt;3%&amp;lt;br&amp;gt;2%&lt;br /&gt;
| 100%&amp;lt;br&amp;gt;75%&amp;lt;br&amp;gt;50%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Decreases [[Growth|Build Costs]] &amp;lt;br&amp;gt;Decreases [[Growth|Gold Exploration Costs]]&amp;lt;br&amp;gt;Decreases [[Growth|Soldier Exploration Costs]]&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Banks&lt;br /&gt;
| &lt;br /&gt;
| 25gc&lt;br /&gt;
| 1.5%&lt;br /&gt;
| 37.5%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Produces 25gc per day&amp;lt;br&amp;gt;Increase in Income&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Training Grounds&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 1.5%&amp;lt;br&amp;gt;1%&lt;br /&gt;
| 37.5%&amp;lt;br&amp;gt;25%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Increases Offensive Military Efficiency&amp;lt;br&amp;gt;Reduces Training Time&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Armouries&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 2%&amp;lt;br&amp;gt;2%&amp;lt;br&amp;gt;1.5%&lt;br /&gt;
| 50%&amp;lt;br&amp;gt;50%&amp;lt;br&amp;gt;37.5%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Decreases Draft Costs&amp;lt;br&amp;gt;Reduction of Wages&amp;lt;br&amp;gt;Decreases Training Costs&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Military Barracks&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 1.5%&amp;lt;br&amp;gt;2%&lt;br /&gt;
| 37.5%&amp;lt;br&amp;gt;50%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Lowers Attack Time&amp;lt;br&amp;gt;Reduced Mercenary Costs&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Forts&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 1.5%&lt;br /&gt;
| 37.5%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Increases Defensive Military Efficiency&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Castles&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 2%&amp;lt;br&amp;gt;2%&lt;br /&gt;
| 50%&amp;lt;br&amp;gt;50%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Decreases Resource (Land, Gold, Food, Runes) Losses when Attacked&amp;lt;br&amp;gt;Decreases Honor Losses when Attacked&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Hospitals&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 3%&amp;lt;br&amp;gt;3%&amp;lt;br&amp;gt;2%&lt;br /&gt;
| 75%&amp;lt;br&amp;gt;75%&amp;lt;br&amp;gt;50%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Decreases Military Losses&amp;lt;br&amp;gt;Daily Chance of Curing [[the Plague]]&amp;lt;br&amp;gt;Increased Birth Rate&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Guilds&lt;br /&gt;
| &lt;br /&gt;
| 0.02 Wizards†&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Wizards Trained per day (Unaffected by BE)&amp;lt;br&amp;gt;Guilds also increase [[Mystics|Spell]] duration (Unaffected by BE)&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Towers&lt;br /&gt;
| &lt;br /&gt;
| 12 Runes&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Produces 12 runes per day&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Thieves Dens&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 3.6%&amp;lt;br&amp;gt;3%&lt;br /&gt;
| 90%&amp;lt;br&amp;gt;75%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Lowers losses in Thievery Operations&amp;lt;br&amp;gt;Bonus to TPA&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Watch Towers&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 2.0%&amp;lt;br&amp;gt;2.5%&lt;br /&gt;
| 50.0%&amp;lt;br&amp;gt;62.5%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Chance of Catching Enemy Thieves&amp;lt;br&amp;gt;Reduced damage caused by Enemy Thieves&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Universities&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 1.5%&amp;lt;br&amp;gt;1%&lt;br /&gt;
| 37.5%&amp;lt;br&amp;gt;25%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Increase Scientist spawn rate (Unaffected by BE)&amp;lt;br&amp;gt;Increases generation of Science Books (Unaffected by BE)&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Libraries&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| 1.5%&lt;br /&gt;
| 37.5%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Increase Science Efficiency (Unaffected by BE)&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Stables&lt;br /&gt;
| 80 Horses&lt;br /&gt;
| 2 Horses&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Houses War Horses and increases their production rate&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Dungeons&lt;br /&gt;
| 30 Prisoners&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Houses Prisoners of War&lt;br /&gt;
&lt;br /&gt;
|-class=&amp;quot;sortbottom&amp;quot; {{DarkGreenRow}}&lt;br /&gt;
! Building !! Capacity !! Flat Rate Base !! Percent Base Effect !! Percent Effect Max !! Living Space !! Jobs !! Description&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Land alone is nice to have, but without buildings and infrastructure, it is of little use to anyone. You have a variety of buildings to choose to build and how you structure your province is up to you. Your Internal Affairs Advisor can help provide details on the benefits of building various structures, but there is no perfect or ideal balance for growth. You will find that having mass quantities of a given building decreases the effectiveness of those buildings.--&amp;gt;&lt;br /&gt;
† - this is a stacking chance per Tick, not Production&lt;br /&gt;
&lt;br /&gt;
== Classes of Buildings ==&lt;br /&gt;
&amp;lt;!--* There are three classes of building effects, and each functions differently. While this may be difficult to follow, you will quickly understand it with some experience within the game. The three classes are:--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Capacity Buildings ===&lt;br /&gt;
&lt;br /&gt;
These buildings simply create space for you, and are &#039;&#039;&#039;not&#039;&#039;&#039; impacted by efficiency issues. Homes, for example, provide additional space for peasants.&lt;br /&gt;
&lt;br /&gt;
=== Flat Rate Buildings===&lt;br /&gt;
&lt;br /&gt;
This type of building provides a set amount of a particular resource. These buildings need many employees to be fully effective. These buildings &#039;&#039;&#039;are&#039;&#039;&#039; impacted by building efficiency. An example is a Tower which creates a set number of runes each day.&lt;br /&gt;
&lt;br /&gt;
=== Percentage-based Buildings ===&lt;br /&gt;
The majority of Utopian buildings are percentage-based. These buildings provide an effect based on the portion of your land covered by it. For example, having 10% of your land as Banks will increase your income by a certain percentage. Like flat-rate buildings, these also require employees to provide full effects. In addition, each additional building you construct will be less effective. The numbers listed in this section would be for the first building you construct. Your Internal Affairs Advisor will help you to understand the benefits of your land. Unless otherwise specified, these buildings have a maximum effect of 25 times the number listed below. With normal [[Growth|building efficiency]], this maximum is reached by dedicating 50% of your land to that building.&lt;br /&gt;
&lt;br /&gt;
== The Buildings ==&lt;br /&gt;
&lt;br /&gt;
=== Barren Land ===&lt;br /&gt;
&lt;br /&gt;
Barren lands are not an actual building. These are simply available acres - gained by exploration, the Paradise spell or attacks - in your province that can be built up with real buildings as described below. Nevertheless, barren lands can still hold a few people and produce a very small amount of food every day.&lt;br /&gt;
&lt;br /&gt;
* Increases your maximum population by 15 (built land has a base capacity of 25)&lt;br /&gt;
* Produces 2 Bushels per Day&lt;br /&gt;
&lt;br /&gt;
=== Homes ===&lt;br /&gt;
&lt;br /&gt;
While every built up acre of land already houses people – which means Homes are not a necessity for a province – you may find yourself wanting more population. Homes give your citizen more place to live, and also increase your natural birth rates. Furthermore, Homes employ no peasant and will thus overall help you fill all the jobs in your province.&lt;br /&gt;
&lt;br /&gt;
* Increases your maximum Population by 10 (on top of the 25 that a completed Building provides, for a total of 35)&lt;br /&gt;
* Generates 0.3 extra Peasants per Tick (30% stacking chance to gain a Peasant per Home)&lt;br /&gt;
**Affected by Chastity&lt;br /&gt;
* Employs no one&lt;br /&gt;
* Not affected by Building Efficiency&lt;br /&gt;
&lt;br /&gt;
=== Farms ===&lt;br /&gt;
&lt;br /&gt;
Farms are one of the most important buildings in your province, and also a vital one. Every day, each of your people will eat 0,25 bushels, and each Farm produces 60 bushels per day. Watch your food supplies very carefully, because otherwise starvation might deplete your population rather fast!&lt;br /&gt;
&lt;br /&gt;
* Produces 60 Bushels Per Day&lt;br /&gt;
&lt;br /&gt;
=== Mills ===&lt;br /&gt;
&lt;br /&gt;
Exploration is one of the main ways of growing in Utopia, and building Mills will help you to send out expeditions at cheaper cost. Furthermore, Mills will also improve your builders skills, making building construction slightly less expensive.&lt;br /&gt;
&lt;br /&gt;
* Decreases Building Costs by % * 4 (Max of 100%)&lt;br /&gt;
* Reduces exploration gold expenses by % * 3&lt;br /&gt;
* Reduces exploration soldier cost by % * 2&lt;br /&gt;
&lt;br /&gt;
=== Banks ===&lt;br /&gt;
&lt;br /&gt;
Banks are one of the major sources of income in Utopia along with tax collection. Every day, each Bank you own will produce some gold. Furthermore, your Banks all work together at improving your tax collection facilities, increasing further your global income.&lt;br /&gt;
&lt;br /&gt;
* Generates 25gc per day&lt;br /&gt;
* Increases Income by % * 1.5&lt;br /&gt;
&lt;br /&gt;
=== Training Grounds ===&lt;br /&gt;
&lt;br /&gt;
Maintaining a good offense is important for all attackers, and Training Grounds bolster that by providing an enhanced training to all your offensive troops. This allows them to fight more efficiently in combat, thus increasing your overall attacking power.&lt;br /&gt;
&lt;br /&gt;
* Increases Offensive Military Efficiency by % * 1.5&lt;br /&gt;
* Training Time reduced by % * 1&lt;br /&gt;
&lt;br /&gt;
=== Armouries ===&lt;br /&gt;
&lt;br /&gt;
Armouries improve your military training process, allowing you to train your soldiers to advanced levels at a cheaper cost. Armouries also facilitate your peasant enrolment process and diminish your military maintenance costs.&lt;br /&gt;
&lt;br /&gt;
* Decreases Draft Costs by % * 2&lt;br /&gt;
* Decreases Daily Wages by % * 2&lt;br /&gt;
* Decreases Military Training Costs by % * 1.5&lt;br /&gt;
&lt;br /&gt;
=== Military Barracks ===&lt;br /&gt;
&lt;br /&gt;
Military Barracks are another military-oriented building. The employees of the Barracks are in charge of your military logistics, and a well-equipped army will reach the enemy land faster, making yourself less vulnerable to attacks while your troops are out on a campaign.&lt;br /&gt;
&lt;br /&gt;
* Lowers Attack Time by % * 1.5&lt;br /&gt;
* Reduced Mercenary costs by % * 2&lt;br /&gt;
&lt;br /&gt;
=== Forts ===&lt;br /&gt;
&lt;br /&gt;
Forts provide a superior protection to the troops held in garrison in your province, increasing your overall defensive strength against attacks. Maintaining a good defense is important if you want to keep your acres and resources safe.&lt;br /&gt;
&lt;br /&gt;
* Increases Defensive Military Efficiency by % * 1.5&lt;br /&gt;
&lt;br /&gt;
=== Castles ===&lt;br /&gt;
&lt;br /&gt;
Unlike Forts, Castles will not make you less vulnerable to attacks. Nevertheless, they will effectively protect your land, resources and honor, making the enemy’s attacks against your province less efficient.&lt;br /&gt;
&lt;br /&gt;
* Decreases Resource (Land, Gold, Food, Runes, Books) Losses when Attacked by % * 2.25&lt;br /&gt;
* Decreases Honor Losses when Attacked by % * 1.5&lt;br /&gt;
&lt;br /&gt;
=== Hospitals ===&lt;br /&gt;
&lt;br /&gt;
Having a good military power is important, and keeping your soldiers healthy is vital in order to achieve this. By deploying Hospitals in the battlefields, you will significantly lower the casualties suffered by your troops in combat. Furthermore, your medics will work at curing the [[The_Plague|Plague]] if your province ever catches it.&lt;br /&gt;
&lt;br /&gt;
* Decreases Military Casualties by % * 3&lt;br /&gt;
* % * 3 Daily Chance of Curing the [[The_Plague|Plague]]&lt;br /&gt;
* % * 2 Increased Birth Rate&lt;br /&gt;
&lt;br /&gt;
=== Guilds ===&lt;br /&gt;
&lt;br /&gt;
Unlike all your other units, either the military footmen or the thieves, wizards are not trained by using gold. Your ascendant wizards will have to go through intensive studies in Guilds before being able to serve you properly. They are an absolute necessity for Mages.&lt;br /&gt;
&lt;br /&gt;
* Trains 0.02 Wizards per Tick (2% stacking chance to train a Wizard per Guild) &lt;br /&gt;
* Determines and Increases Spell Duration (capped at 20% Guilds)&lt;br /&gt;
* Increases Self Spell and Ritual success chance&lt;br /&gt;
&lt;br /&gt;
Guilds also increase the duration of your Self and Offensive Spells.&amp;lt;br&amp;gt;&lt;br /&gt;
Guilds are unaffected by BE (Building Efficiency) for the purposes of calculating Spell Duration or Wizards trained.&lt;br /&gt;
&lt;br /&gt;
=== Towers ===&lt;br /&gt;
&lt;br /&gt;
Towers are massive buildings that are used in order to channel mystic energies produced by the Earth into small stones called runes. Runes are then expended by your wizards while casting magic spells.&lt;br /&gt;
&lt;br /&gt;
* Produces 12 Runes Per Day&lt;br /&gt;
&lt;br /&gt;
=== Thieves Dens ===&lt;br /&gt;
&lt;br /&gt;
Thieves Dens are the lair of all the thieves in your province, serving as the place where they practice their obscure and dark skills. Thieves Dens will increase the success rate of thievery operations you conduct as well as lowering your thief losses. Thieves Dens are a must for all Thieves.&lt;br /&gt;
&lt;br /&gt;
* Lowers Losses in Thievery Operations by % * 3.6 (capped at 90%)&lt;br /&gt;
* Increases Thievery Effectiveness by % * 3&lt;br /&gt;
&lt;br /&gt;
=== Watch Towers ===&lt;br /&gt;
&lt;br /&gt;
While your own thieves can protect your land against enemy thieves, a little extra protection is never a bad thing. People assigned into Watch Towers will screen your borders and can catch thieves attempting to conduct operations in your province.&lt;br /&gt;
&lt;br /&gt;
* % * 2.0 Chance of Catching Enemy Thieves&lt;br /&gt;
* Reduces damage caused by Enemy Thieves by % * 2.5&lt;br /&gt;
&lt;br /&gt;
=== Universities ===&lt;br /&gt;
&lt;br /&gt;
Universities increase your scientist generation rate and allow your scientists to produce books more effectively.&lt;br /&gt;
&lt;br /&gt;
* Increase spawn rate of new scientists by % * 1.5&lt;br /&gt;
* % * 1 Higher Generation of Science Books&lt;br /&gt;
* Not affected by Building Efficiency&lt;br /&gt;
&lt;br /&gt;
=== Libraries ===&lt;br /&gt;
&lt;br /&gt;
Libraries increase Science Efficiency.&lt;br /&gt;
&lt;br /&gt;
* % * 1 Higher Science Efficiency&lt;br /&gt;
* Not affected by Building Efficiency&lt;br /&gt;
&lt;br /&gt;
=== Stables ===&lt;br /&gt;
&lt;br /&gt;
Stables are the buildings where your peasants breed your war horses, strong horses sent in combat and increasing the offensive strength of the troop mounting them. Nevertheless, horses do not participate in defense, and you obviously cannot send more horses in combat than you have actual troops!&lt;br /&gt;
&lt;br /&gt;
* Produces 2 Horses Per Day&lt;br /&gt;
* Holds 80 Horses&lt;br /&gt;
&lt;br /&gt;
=== Dungeons ===&lt;br /&gt;
&lt;br /&gt;
Prisoners caught in combat are held captive in your dungeons. A dungeon can only hold a limited number of prisoners. &lt;br /&gt;
&lt;br /&gt;
While imprisoned, prisoners will be assigned to province duties, providing you some extra gold. For more detailed information on how much gold they generate, please go to [[Economy]] for the income formula or go to [[Military]] for an additional definition of Prisoners. &lt;br /&gt;
&lt;br /&gt;
Deserting troops will fill dungeons first, if any space is available, before being completely lost.&lt;br /&gt;
&lt;br /&gt;
* Houses 30 Prisoners of War&lt;br /&gt;
&lt;br /&gt;
== Retired buildings ==&lt;br /&gt;
* Shipyards: 1.5% chance of creating a boat, holds 5 boats per shipyard. 1 boat was needed per 100 troops sent to attack someone on another island.&lt;br /&gt;
* Taverns: Lowered Draft costs and Mercenary costs.&lt;br /&gt;
* Plazas: Employed extra Peasants.&lt;br /&gt;
* Strongholds: Increased OME (now Training Grounds).&lt;br /&gt;
* Mines: Produced a certain number of gold per acre.&lt;br /&gt;
* Schools: Increase production of Science Books.&lt;br /&gt;
* Laboratories: Increase scientist spawn rate.&lt;br /&gt;
* Guard Stations: Decreases Land and Resource Losses when Attacked by % * 2&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
===Construction Time===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Time =&amp;lt;/b&amp;gt; 16 * Racial Mod * Personality Mod * Builders Boon * Double Speed * War Bonus * Ritual Mod * Artisan Science Mod&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Modifier Type&lt;br /&gt;
!Active&lt;br /&gt;
!Otherwise&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Mystics#Builders_Boon|Builder&#039;s Boon]]&#039;&#039;&#039; || 0.75 || 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Double Speed&#039;&#039;&#039; || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Double Speed in Protection&#039;&#039;&#039; || 0.75 || 1&lt;br /&gt;
&amp;lt;!--|-&lt;br /&gt;
| &#039;&#039;&#039;Race: Dwarf&#039;&#039;&#039; || 0.75 || 1--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Ritual|Ritual: Haste]]&#039;&#039;&#039; || 0.75 (at 100% efficiency) || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that construction speed is rounded at .5 That means if the build time is 15.49, then it is rounded down to 15. If it is 15.5, it will be rounded up to 16. For a double speed build, assuming normal construction is 15.49, the speed build time will be 15.49/2 = 7.745 = rounded up to 8 hours. For 14.9 though, it will be 14.9/2 = 7.45 = rounded down to 7 hours.&lt;br /&gt;
&lt;br /&gt;
===Construction Costs===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Costs =&amp;lt;/b&amp;gt; 0.05 * (land + 10000) * Race Mod * Personality Mod * Mills Mod * Double Speed * Ritual Mod * Artisan Science Mod&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Modifier Type&lt;br /&gt;
!Active&lt;br /&gt;
!Otherwise&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Double Speed&#039;&#039;&#039; || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--| &#039;&#039;&#039;Race: Dwarf&#039;&#039;&#039; || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Ritual|Expedient Ritual]]&#039;&#039;&#039; || 0.8 (if at 100% efficiency) || 1--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Raze Costs===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Raze Costs =&amp;lt;/b&amp;gt; (300 + (0.05 * land)) * Artisan Science Mod * Race Mod * Personality Mod&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{{Mods}}&lt;br /&gt;
| &#039;&#039;&#039;Race: [[Race#Dwarves|Dwarf]]&#039;&#039;&#039; || 0.5 || 1&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Buildings==&lt;br /&gt;
===Building Efficiency===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Available Workers         = &amp;lt;/b&amp;gt; Peasants + &#039;&#039;ROUNDDOWN&#039;&#039; ( Prisoners / 2 )&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;b&amp;gt;Optimal Workers           = &amp;lt;/b&amp;gt; &#039;&#039;ROUNDDOWN&#039;&#039; ( Total Jobs * 0.67 )&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;b&amp;gt;% Jobs Performed          = &amp;lt;/b&amp;gt; &#039;&#039;MIN&#039;&#039; ( Available Workers / Optimal Workers &#039;&#039;,&#039;&#039; 1 )&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;b&amp;gt;Building Efficiency       = &amp;lt;/b&amp;gt; (0.5 * (1 + % Jobs Performed)) * Race * Personality * Tools Science * Dragon * Blizzard&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The &amp;quot;Current Available Workers&amp;quot; value, provided by the Internal Affairs Adviser page, already takes prisoners into account.&lt;br /&gt;
* Building Efficiency affects &#039;&#039;&#039;ALL&#039;&#039;&#039; [[Growth|Flat Rate]] and [[Growth|Percentage-Based]] buildings.&lt;br /&gt;
* Building Efficiency has &#039;&#039;&#039;NO&#039;&#039;&#039; effect on Capacity component of Capacity Buildings.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!---&amp;lt;b&amp;gt;Building Efficiency Change Rate  = &amp;lt;/b&amp;gt; Formula---&amp;gt;&lt;br /&gt;
* Changes in Building Efficiency take effect gradually.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Modifier Type&lt;br /&gt;
!Active&lt;br /&gt;
!Otherwise&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Race: Dwarf&#039;&#039;&#039; || 1.30 || 1 &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dragon: [[Dragons#Gold|Topaz]]&#039;&#039;&#039; || 0.75 || 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spell: [[Mystics#Blizzard|Blizzard]]&#039;&#039;&#039; || 0.9 || 1 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Building Effects ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Growth|Percentage Based Buildings]] =&amp;lt;/b&amp;gt; Base Effect * BE * MIN(50%, % of building * (1 + Race)* (1 + Personality)) * (100% - MIN(50%, % of building * (1 + Race)*(1 + Personality)))&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Growth|Flat Rate Buildings]] =&amp;lt;/b&amp;gt; Base Effect * Number of Buildings * (1 + Race) * (1 + Personality) * BE &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* In general, the Max Effect of a %-Based Building is 25 x Base Effect (exceptions apply, refer to table)&lt;br /&gt;
* If your BE is less than 100%, the effect you would have with 50% of that building is the maximum.&lt;br /&gt;
* If you have less than 100% BE, additional buildings past 50% will have no effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Additional Information==&lt;br /&gt;
* &#039;&#039;&#039;[[Exploring,_Construction_%26_Building_Formulas#Buildings|Building Formulas]]&#039;&#039;&#039;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
* [[Age 107]]: Updated Building Effects formulas to include personalities.&lt;br /&gt;
* [[Age 110]]&lt;br /&gt;
**Watchtowers &lt;br /&gt;
***Percent Base Effect for ‘Chance of Catching Enemy Thieves’ increased from 1.5% to 2%&lt;br /&gt;
***Percent Effect Max for ‘Chance of Catching Enemy Thieves’ increased from 37.5% to 50%&lt;br /&gt;
**Castles&lt;br /&gt;
***Percent Base Effect for Decreases Resource (Land, Gold, Food, Runes, Books) Losses when Attacked increased from 2% to 2.25%&lt;br /&gt;
* [[Age 111]]&lt;br /&gt;
**Libraries&lt;br /&gt;
***base effect increased from 1% → 1.5%&lt;br /&gt;
***max effect increased from 25% → 37.5%&lt;br /&gt;
**Castles&lt;br /&gt;
***will no longer protect Science Books&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Ritual&amp;diff=1061</id>
		<title>Ritual</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Ritual&amp;diff=1061"/>
		<updated>2026-04-30T02:31:13Z</updated>

		<summary type="html">&lt;p&gt;Revival: image removed until updated info can be used&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Kingdom Rituals&#039;&#039;&#039; (KR) are a new mechanic introduced in [[Age_72|Age 72]] that serves as a kingdom-wide bonus. The [[Politics|Monarch]] or [[Politics|Steward]] can begin a ritual.&lt;br /&gt;
&lt;br /&gt;
==Kingdom Ritual Page==&lt;br /&gt;
&lt;br /&gt;
The Kingdom Ritual page will also display various information such as:&lt;br /&gt;
*current active KR type and strength&lt;br /&gt;
*current mana level and the rune cost to cast on the ritual&lt;br /&gt;
*the activation efficiency of the ritual currently being cast&lt;br /&gt;
&lt;br /&gt;
For enemies: an active Kingdom Ritual will be displayed via Spy on Throne, where you will see which KR is active and current strength&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:#FFC300&amp;quot;&amp;gt;Types of Kingdom Rituals&amp;lt;/span&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
There are 7 kinds of Kingdom Rituals:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; border:1px solid #625230; background:#0f1a2b; color:#ffffff;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#001D3D; color:#FFC300; text-align:center; padding:8px; font-size:1.2em;&amp;quot; |&lt;br /&gt;
Kingdom Rituals&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;5%&amp;quot;  style=&amp;quot;background:#003566; color:#ffffff; text-align:left; padding:6px;&amp;quot; | Ritual&lt;br /&gt;
! width=&amp;quot;95%&amp;quot; style=&amp;quot;background:#003566; color:#ffffff; text-align:left; padding:6px;&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; | Ascendency&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* +50% Wizard Production  &lt;br /&gt;
* -50% Wizard Losses on Failed Spells  &lt;br /&gt;
* -25% Book Generation&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; | Barrier&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* +20% Birth Rates  &lt;br /&gt;
* -25% Damage from Enemy Instant Magic &amp;amp; Thievery Ops  &lt;br /&gt;
* -20% Massacre Damage  &lt;br /&gt;
* -10% Battle (Resource) Losses&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; | Benediction&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* +20% Building Efficiency  &lt;br /&gt;
* -20% Military Wages  &lt;br /&gt;
* -20% Construction Cost  &lt;br /&gt;
* -20% Draft Costs&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; | Haste&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* -10% Attack Time  &lt;br /&gt;
* -25% Training Time  &lt;br /&gt;
* -25% Construction Time&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; | Havoc&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* +25% WPA  &lt;br /&gt;
* +25% TPA  &lt;br /&gt;
* +20% Spell Damage  &lt;br /&gt;
* +20% Sabotage Damage&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; | Onslaught&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* +10% Offensive Military Efficiency  &lt;br /&gt;
* +15% Enemy Military Casualties on Attacks&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; | Stalwart&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* +5% Defensive Military Efficiency  &lt;br /&gt;
* -25% Military Casualties&lt;br /&gt;
* -20% Raze Damage&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:#FFC300&amp;quot;&amp;gt;Retired Rituals&amp;lt;/span&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; border:1px solid #625230; background:#0f1a2b; color:#ffffff;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#001D3D; color:#FFC300; text-align:center; padding:8px; font-size:1.2em;&amp;quot; |&lt;br /&gt;
Kingdom Rituals&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;5%&amp;quot;  style=&amp;quot;background:#003566; color:#ffffff; text-align:left; padding:6px;&amp;quot; | Ritual&lt;br /&gt;
! width=&amp;quot;95%&amp;quot; style=&amp;quot;background:#003566; color:#ffffff; text-align:left; padding:6px;&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; | Affluent&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* +15% Income  &lt;br /&gt;
* +20% Draft Rate&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; | Expedient&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* +20% Building Efficiency  &lt;br /&gt;
* -25% Construction Costs  &lt;br /&gt;
* -25% Construction Time&lt;br /&gt;
* -25% Military Wages&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; | Expropriation&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* +20% Honor Gains on Attacks  &lt;br /&gt;
* +20% Credits gained in Combat  &lt;br /&gt;
* +20% Enemy Military Casualties on Attacks&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; | Godspeed&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* -10% Attack Time  &lt;br /&gt;
* +10% Combat Gains&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Completing A Ritual==&lt;br /&gt;
&lt;br /&gt;
To complete the ritual, the Kingdom must successfully cast the ritual spell a minimum of 3 times the number of Provinces in the Kingdom (minimum 15 provinces for this calculation) within 48 hours of the ritual being started. &amp;lt;!--A ritual&#039;s full strength is reached at 80 casts.--&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A Ritual can be overcasted, for increased effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Ritual Effectiveness = 1 + (2*SQRT( X - MAX(45,KD_provs*3) )) /100&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
where X = number of ritual casts, when X ≥ 3 times the number of Provinces in the Kingdom&lt;br /&gt;
&lt;br /&gt;
A ritual&#039;s strength diminishes by .25% per tick.&lt;br /&gt;
&lt;br /&gt;
The ritual spell has a difficulty similar to the most difficult self-spell, a very expensive rune cost (Cost Multiplier 6) and costs 2% Mana per cast.&amp;lt;br&amp;gt;&lt;br /&gt;
A successful ritual will last for a minimum of 48 (if destroyed by Abolish Ritual) and a maximum of 120 hours. While only one ritual can be active, another one can be started before the active ritual ends, very similar to Dragons. Once the ritual is completed, the previous ritual will be replaced.&lt;br /&gt;
&lt;br /&gt;
==Destroying A Ritual==&lt;br /&gt;
&lt;br /&gt;
Rituals are destroyable via the [[Mystics#Abolish_Ritual|Abolish Ritual]] spell. This spell reduces the strength of the Ritual by a flat rate of 2%. Abolish Ritual can only be cast on a single province a maximum of 10 times — in order to destroy a Ritual from 100% to 0%, you would need to cast the spell 10 times on 5 different provinces.&lt;br /&gt;
&lt;br /&gt;
Once a Ritual reaches 0% strength it will be removed, unless it has not reached it&#039;s minimum duration of 48 hours, at which point it will remain until the 48th tick and be removed at that time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Changelog===&lt;br /&gt;
* Age 106: Rituals updated to reflect forum changes on 6 May 2024.&lt;br /&gt;
* Age 107: Expedient ritual updated.&lt;br /&gt;
* Age 110: Ascendancy ritual added.&lt;br /&gt;
* Age 115: Expedient replaced by Benediction. Havoc &amp;amp; Stalwart updated. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
== Stances (Retired)==&lt;br /&gt;
As of [[Age 74]], stances have been removed from the game and have been replaced by [[Ritual|Rituals]]. This information, though outdated, will be retained for historical purposes here: &#039;&#039;&#039;[[Stances]]&#039;&#039;&#039;.&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Ritual&amp;diff=1060</id>
		<title>Ritual</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Ritual&amp;diff=1060"/>
		<updated>2026-04-30T02:30:16Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Changelog */ added Age 115&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Age114 Rituals Title.png|center|link=]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kingdom Rituals&#039;&#039;&#039; (KR) are a new mechanic introduced in [[Age_72|Age 72]] that serves as a kingdom-wide bonus. The [[Politics|Monarch]] or [[Politics|Steward]] can begin a ritual.&lt;br /&gt;
&lt;br /&gt;
==Kingdom Ritual Page==&lt;br /&gt;
&lt;br /&gt;
The Kingdom Ritual page will also display various information such as:&lt;br /&gt;
*current active KR type and strength&lt;br /&gt;
*current mana level and the rune cost to cast on the ritual&lt;br /&gt;
*the activation efficiency of the ritual currently being cast&lt;br /&gt;
&lt;br /&gt;
For enemies: an active Kingdom Ritual will be displayed via Spy on Throne, where you will see which KR is active and current strength&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:#FFC300&amp;quot;&amp;gt;Types of Kingdom Rituals&amp;lt;/span&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
There are 7 kinds of Kingdom Rituals:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; border:1px solid #625230; background:#0f1a2b; color:#ffffff;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#001D3D; color:#FFC300; text-align:center; padding:8px; font-size:1.2em;&amp;quot; |&lt;br /&gt;
Kingdom Rituals&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;5%&amp;quot;  style=&amp;quot;background:#003566; color:#ffffff; text-align:left; padding:6px;&amp;quot; | Ritual&lt;br /&gt;
! width=&amp;quot;95%&amp;quot; style=&amp;quot;background:#003566; color:#ffffff; text-align:left; padding:6px;&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; | Ascendency&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* +50% Wizard Production  &lt;br /&gt;
* -50% Wizard Losses on Failed Spells  &lt;br /&gt;
* -25% Book Generation&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; | Barrier&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* +20% Birth Rates  &lt;br /&gt;
* -25% Damage from Enemy Instant Magic &amp;amp; Thievery Ops  &lt;br /&gt;
* -20% Massacre Damage  &lt;br /&gt;
* -10% Battle (Resource) Losses&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; | Benediction&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* +20% Building Efficiency  &lt;br /&gt;
* -20% Military Wages  &lt;br /&gt;
* -20% Construction Cost  &lt;br /&gt;
* -20% Draft Costs&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; | Haste&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* -10% Attack Time  &lt;br /&gt;
* -25% Training Time  &lt;br /&gt;
* -25% Construction Time&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; | Havoc&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* +25% WPA  &lt;br /&gt;
* +25% TPA  &lt;br /&gt;
* +20% Spell Damage  &lt;br /&gt;
* +20% Sabotage Damage&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; | Onslaught&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* +10% Offensive Military Efficiency  &lt;br /&gt;
* +15% Enemy Military Casualties on Attacks&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; | Stalwart&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* +5% Defensive Military Efficiency  &lt;br /&gt;
* -25% Military Casualties&lt;br /&gt;
* -20% Raze Damage&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:#FFC300&amp;quot;&amp;gt;Retired Rituals&amp;lt;/span&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; border:1px solid #625230; background:#0f1a2b; color:#ffffff;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#001D3D; color:#FFC300; text-align:center; padding:8px; font-size:1.2em;&amp;quot; |&lt;br /&gt;
Kingdom Rituals&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;5%&amp;quot;  style=&amp;quot;background:#003566; color:#ffffff; text-align:left; padding:6px;&amp;quot; | Ritual&lt;br /&gt;
! width=&amp;quot;95%&amp;quot; style=&amp;quot;background:#003566; color:#ffffff; text-align:left; padding:6px;&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; | Affluent&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* +15% Income  &lt;br /&gt;
* +20% Draft Rate&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; | Expedient&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* +20% Building Efficiency  &lt;br /&gt;
* -25% Construction Costs  &lt;br /&gt;
* -25% Construction Time&lt;br /&gt;
* -25% Military Wages&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; | Expropriation&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* +20% Honor Gains on Attacks  &lt;br /&gt;
* +20% Credits gained in Combat  &lt;br /&gt;
* +20% Enemy Military Casualties on Attacks&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; | Godspeed&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* -10% Attack Time  &lt;br /&gt;
* +10% Combat Gains&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Completing A Ritual==&lt;br /&gt;
&lt;br /&gt;
To complete the ritual, the Kingdom must successfully cast the ritual spell a minimum of 3 times the number of Provinces in the Kingdom (minimum 15 provinces for this calculation) within 48 hours of the ritual being started. &amp;lt;!--A ritual&#039;s full strength is reached at 80 casts.--&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A Ritual can be overcasted, for increased effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Ritual Effectiveness = 1 + (2*SQRT( X - MAX(45,KD_provs*3) )) /100&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
where X = number of ritual casts, when X ≥ 3 times the number of Provinces in the Kingdom&lt;br /&gt;
&lt;br /&gt;
A ritual&#039;s strength diminishes by .25% per tick.&lt;br /&gt;
&lt;br /&gt;
The ritual spell has a difficulty similar to the most difficult self-spell, a very expensive rune cost (Cost Multiplier 6) and costs 2% Mana per cast.&amp;lt;br&amp;gt;&lt;br /&gt;
A successful ritual will last for a minimum of 48 (if destroyed by Abolish Ritual) and a maximum of 120 hours. While only one ritual can be active, another one can be started before the active ritual ends, very similar to Dragons. Once the ritual is completed, the previous ritual will be replaced.&lt;br /&gt;
&lt;br /&gt;
==Destroying A Ritual==&lt;br /&gt;
&lt;br /&gt;
Rituals are destroyable via the [[Mystics#Abolish_Ritual|Abolish Ritual]] spell. This spell reduces the strength of the Ritual by a flat rate of 2%. Abolish Ritual can only be cast on a single province a maximum of 10 times — in order to destroy a Ritual from 100% to 0%, you would need to cast the spell 10 times on 5 different provinces.&lt;br /&gt;
&lt;br /&gt;
Once a Ritual reaches 0% strength it will be removed, unless it has not reached it&#039;s minimum duration of 48 hours, at which point it will remain until the 48th tick and be removed at that time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Changelog===&lt;br /&gt;
* Age 106: Rituals updated to reflect forum changes on 6 May 2024.&lt;br /&gt;
* Age 107: Expedient ritual updated.&lt;br /&gt;
* Age 110: Ascendancy ritual added.&lt;br /&gt;
* Age 115: Expedient replaced by Benediction. Havoc &amp;amp; Stalwart updated. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
== Stances (Retired)==&lt;br /&gt;
As of [[Age 74]], stances have been removed from the game and have been replaced by [[Ritual|Rituals]]. This information, though outdated, will be retained for historical purposes here: &#039;&#039;&#039;[[Stances]]&#039;&#039;&#039;.&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Ritual&amp;diff=1059</id>
		<title>Ritual</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Ritual&amp;diff=1059"/>
		<updated>2026-04-30T02:28:27Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Retired Rituals */ updated for age 115&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Age114 Rituals Title.png|center|link=]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kingdom Rituals&#039;&#039;&#039; (KR) are a new mechanic introduced in [[Age_72|Age 72]] that serves as a kingdom-wide bonus. The [[Politics|Monarch]] or [[Politics|Steward]] can begin a ritual.&lt;br /&gt;
&lt;br /&gt;
==Kingdom Ritual Page==&lt;br /&gt;
&lt;br /&gt;
The Kingdom Ritual page will also display various information such as:&lt;br /&gt;
*current active KR type and strength&lt;br /&gt;
*current mana level and the rune cost to cast on the ritual&lt;br /&gt;
*the activation efficiency of the ritual currently being cast&lt;br /&gt;
&lt;br /&gt;
For enemies: an active Kingdom Ritual will be displayed via Spy on Throne, where you will see which KR is active and current strength&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:#FFC300&amp;quot;&amp;gt;Types of Kingdom Rituals&amp;lt;/span&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
There are 7 kinds of Kingdom Rituals:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; border:1px solid #625230; background:#0f1a2b; color:#ffffff;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#001D3D; color:#FFC300; text-align:center; padding:8px; font-size:1.2em;&amp;quot; |&lt;br /&gt;
Kingdom Rituals&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;5%&amp;quot;  style=&amp;quot;background:#003566; color:#ffffff; text-align:left; padding:6px;&amp;quot; | Ritual&lt;br /&gt;
! width=&amp;quot;95%&amp;quot; style=&amp;quot;background:#003566; color:#ffffff; text-align:left; padding:6px;&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; | Ascendency&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* +50% Wizard Production  &lt;br /&gt;
* -50% Wizard Losses on Failed Spells  &lt;br /&gt;
* -25% Book Generation&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; | Barrier&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* +20% Birth Rates  &lt;br /&gt;
* -25% Damage from Enemy Instant Magic &amp;amp; Thievery Ops  &lt;br /&gt;
* -20% Massacre Damage  &lt;br /&gt;
* -10% Battle (Resource) Losses&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; | Benediction&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* +20% Building Efficiency  &lt;br /&gt;
* -20% Military Wages  &lt;br /&gt;
* -20% Construction Cost  &lt;br /&gt;
* -20% Draft Costs&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; | Haste&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* -10% Attack Time  &lt;br /&gt;
* -25% Training Time  &lt;br /&gt;
* -25% Construction Time&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; | Havoc&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* +25% WPA  &lt;br /&gt;
* +25% TPA  &lt;br /&gt;
* +20% Spell Damage  &lt;br /&gt;
* +20% Sabotage Damage&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; | Onslaught&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* +10% Offensive Military Efficiency  &lt;br /&gt;
* +15% Enemy Military Casualties on Attacks&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; | Stalwart&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* +5% Defensive Military Efficiency  &lt;br /&gt;
* -25% Military Casualties&lt;br /&gt;
* -20% Raze Damage&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:#FFC300&amp;quot;&amp;gt;Retired Rituals&amp;lt;/span&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; border:1px solid #625230; background:#0f1a2b; color:#ffffff;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#001D3D; color:#FFC300; text-align:center; padding:8px; font-size:1.2em;&amp;quot; |&lt;br /&gt;
Kingdom Rituals&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;5%&amp;quot;  style=&amp;quot;background:#003566; color:#ffffff; text-align:left; padding:6px;&amp;quot; | Ritual&lt;br /&gt;
! width=&amp;quot;95%&amp;quot; style=&amp;quot;background:#003566; color:#ffffff; text-align:left; padding:6px;&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; | Affluent&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* +15% Income  &lt;br /&gt;
* +20% Draft Rate&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; | Expedient&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* +20% Building Efficiency  &lt;br /&gt;
* -25% Construction Costs  &lt;br /&gt;
* -25% Construction Time&lt;br /&gt;
* -25% Military Wages&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; | Expropriation&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* +20% Honor Gains on Attacks  &lt;br /&gt;
* +20% Credits gained in Combat  &lt;br /&gt;
* +20% Enemy Military Casualties on Attacks&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; | Godspeed&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* -10% Attack Time  &lt;br /&gt;
* +10% Combat Gains&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Completing A Ritual==&lt;br /&gt;
&lt;br /&gt;
To complete the ritual, the Kingdom must successfully cast the ritual spell a minimum of 3 times the number of Provinces in the Kingdom (minimum 15 provinces for this calculation) within 48 hours of the ritual being started. &amp;lt;!--A ritual&#039;s full strength is reached at 80 casts.--&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A Ritual can be overcasted, for increased effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Ritual Effectiveness = 1 + (2*SQRT( X - MAX(45,KD_provs*3) )) /100&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
where X = number of ritual casts, when X ≥ 3 times the number of Provinces in the Kingdom&lt;br /&gt;
&lt;br /&gt;
A ritual&#039;s strength diminishes by .25% per tick.&lt;br /&gt;
&lt;br /&gt;
The ritual spell has a difficulty similar to the most difficult self-spell, a very expensive rune cost (Cost Multiplier 6) and costs 2% Mana per cast.&amp;lt;br&amp;gt;&lt;br /&gt;
A successful ritual will last for a minimum of 48 (if destroyed by Abolish Ritual) and a maximum of 120 hours. While only one ritual can be active, another one can be started before the active ritual ends, very similar to Dragons. Once the ritual is completed, the previous ritual will be replaced.&lt;br /&gt;
&lt;br /&gt;
==Destroying A Ritual==&lt;br /&gt;
&lt;br /&gt;
Rituals are destroyable via the [[Mystics#Abolish_Ritual|Abolish Ritual]] spell. This spell reduces the strength of the Ritual by a flat rate of 2%. Abolish Ritual can only be cast on a single province a maximum of 10 times — in order to destroy a Ritual from 100% to 0%, you would need to cast the spell 10 times on 5 different provinces.&lt;br /&gt;
&lt;br /&gt;
Once a Ritual reaches 0% strength it will be removed, unless it has not reached it&#039;s minimum duration of 48 hours, at which point it will remain until the 48th tick and be removed at that time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Changelog===&lt;br /&gt;
* Age 106: Rituals updated to reflect forum changes on 6 May 2024.&lt;br /&gt;
* Age 107: Expedient ritual updated.&lt;br /&gt;
* Age 110: Ascendancy ritual added.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
== Stances (Retired)==&lt;br /&gt;
As of [[Age 74]], stances have been removed from the game and have been replaced by [[Ritual|Rituals]]. This information, though outdated, will be retained for historical purposes here: &#039;&#039;&#039;[[Stances]]&#039;&#039;&#039;.&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Ritual&amp;diff=1058</id>
		<title>Ritual</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Ritual&amp;diff=1058"/>
		<updated>2026-04-30T02:26:31Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Types of Kingdom Rituals */ updated for Age 115&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Age114 Rituals Title.png|center|link=]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kingdom Rituals&#039;&#039;&#039; (KR) are a new mechanic introduced in [[Age_72|Age 72]] that serves as a kingdom-wide bonus. The [[Politics|Monarch]] or [[Politics|Steward]] can begin a ritual.&lt;br /&gt;
&lt;br /&gt;
==Kingdom Ritual Page==&lt;br /&gt;
&lt;br /&gt;
The Kingdom Ritual page will also display various information such as:&lt;br /&gt;
*current active KR type and strength&lt;br /&gt;
*current mana level and the rune cost to cast on the ritual&lt;br /&gt;
*the activation efficiency of the ritual currently being cast&lt;br /&gt;
&lt;br /&gt;
For enemies: an active Kingdom Ritual will be displayed via Spy on Throne, where you will see which KR is active and current strength&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:#FFC300&amp;quot;&amp;gt;Types of Kingdom Rituals&amp;lt;/span&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
There are 7 kinds of Kingdom Rituals:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; border:1px solid #625230; background:#0f1a2b; color:#ffffff;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#001D3D; color:#FFC300; text-align:center; padding:8px; font-size:1.2em;&amp;quot; |&lt;br /&gt;
Kingdom Rituals&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;5%&amp;quot;  style=&amp;quot;background:#003566; color:#ffffff; text-align:left; padding:6px;&amp;quot; | Ritual&lt;br /&gt;
! width=&amp;quot;95%&amp;quot; style=&amp;quot;background:#003566; color:#ffffff; text-align:left; padding:6px;&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; | Ascendency&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* +50% Wizard Production  &lt;br /&gt;
* -50% Wizard Losses on Failed Spells  &lt;br /&gt;
* -25% Book Generation&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; | Barrier&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* +20% Birth Rates  &lt;br /&gt;
* -25% Damage from Enemy Instant Magic &amp;amp; Thievery Ops  &lt;br /&gt;
* -20% Massacre Damage  &lt;br /&gt;
* -10% Battle (Resource) Losses&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; | Benediction&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* +20% Building Efficiency  &lt;br /&gt;
* -20% Military Wages  &lt;br /&gt;
* -20% Construction Cost  &lt;br /&gt;
* -20% Draft Costs&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; | Haste&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* -10% Attack Time  &lt;br /&gt;
* -25% Training Time  &lt;br /&gt;
* -25% Construction Time&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; | Havoc&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* +25% WPA  &lt;br /&gt;
* +25% TPA  &lt;br /&gt;
* +20% Spell Damage  &lt;br /&gt;
* +20% Sabotage Damage&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; | Onslaught&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* +10% Offensive Military Efficiency  &lt;br /&gt;
* +15% Enemy Military Casualties on Attacks&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; | Stalwart&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* +5% Defensive Military Efficiency  &lt;br /&gt;
* -25% Military Casualties&lt;br /&gt;
* -20% Raze Damage&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:#FFC300&amp;quot;&amp;gt;Retired Rituals&amp;lt;/span&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; border:1px solid #625230; background:#0f1a2b; color:#ffffff;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#001D3D; color:#FFC300; text-align:center; padding:8px; font-size:1.2em;&amp;quot; |&lt;br /&gt;
Kingdom Rituals&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;5%&amp;quot;  style=&amp;quot;background:#003566; color:#ffffff; text-align:left; padding:6px;&amp;quot; | Ritual&lt;br /&gt;
! width=&amp;quot;95%&amp;quot; style=&amp;quot;background:#003566; color:#ffffff; text-align:left; padding:6px;&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; | Affluent&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* +15% Income  &lt;br /&gt;
* +20% Draft Rate&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; | Benediction&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* +10% Building Efficiency  &lt;br /&gt;
* -20% Military Wages  &lt;br /&gt;
* +40% Birth Rate&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; | Expropriation&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* +20% Honor Gains on Attacks  &lt;br /&gt;
* +20% Credits gained in Combat  &lt;br /&gt;
* +20% Enemy Military Casualties on Attacks&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; | Godspeed&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* -10% Attack Time  &lt;br /&gt;
* +10% Combat Gains&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Completing A Ritual==&lt;br /&gt;
&lt;br /&gt;
To complete the ritual, the Kingdom must successfully cast the ritual spell a minimum of 3 times the number of Provinces in the Kingdom (minimum 15 provinces for this calculation) within 48 hours of the ritual being started. &amp;lt;!--A ritual&#039;s full strength is reached at 80 casts.--&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A Ritual can be overcasted, for increased effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Ritual Effectiveness = 1 + (2*SQRT( X - MAX(45,KD_provs*3) )) /100&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
where X = number of ritual casts, when X ≥ 3 times the number of Provinces in the Kingdom&lt;br /&gt;
&lt;br /&gt;
A ritual&#039;s strength diminishes by .25% per tick.&lt;br /&gt;
&lt;br /&gt;
The ritual spell has a difficulty similar to the most difficult self-spell, a very expensive rune cost (Cost Multiplier 6) and costs 2% Mana per cast.&amp;lt;br&amp;gt;&lt;br /&gt;
A successful ritual will last for a minimum of 48 (if destroyed by Abolish Ritual) and a maximum of 120 hours. While only one ritual can be active, another one can be started before the active ritual ends, very similar to Dragons. Once the ritual is completed, the previous ritual will be replaced.&lt;br /&gt;
&lt;br /&gt;
==Destroying A Ritual==&lt;br /&gt;
&lt;br /&gt;
Rituals are destroyable via the [[Mystics#Abolish_Ritual|Abolish Ritual]] spell. This spell reduces the strength of the Ritual by a flat rate of 2%. Abolish Ritual can only be cast on a single province a maximum of 10 times — in order to destroy a Ritual from 100% to 0%, you would need to cast the spell 10 times on 5 different provinces.&lt;br /&gt;
&lt;br /&gt;
Once a Ritual reaches 0% strength it will be removed, unless it has not reached it&#039;s minimum duration of 48 hours, at which point it will remain until the 48th tick and be removed at that time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Changelog===&lt;br /&gt;
* Age 106: Rituals updated to reflect forum changes on 6 May 2024.&lt;br /&gt;
* Age 107: Expedient ritual updated.&lt;br /&gt;
* Age 110: Ascendancy ritual added.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
== Stances (Retired)==&lt;br /&gt;
As of [[Age 74]], stances have been removed from the game and have been replaced by [[Ritual|Rituals]]. This information, though outdated, will be retained for historical purposes here: &#039;&#039;&#039;[[Stances]]&#039;&#039;&#039;.&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Age_115_Revised_Changes&amp;diff=1033</id>
		<title>Age 115 Revised Changes</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Age_115_Revised_Changes&amp;diff=1033"/>
		<updated>2026-04-17T07:07:30Z</updated>

		<summary type="html">&lt;p&gt;Revival: Created page with &amp;quot;= Age 115 – Revised Changes =  == Schedule == * &amp;#039;&amp;#039;&amp;#039;WoL Age 115 Open:&amp;#039;&amp;#039;&amp;#039; TBC * &amp;#039;&amp;#039;&amp;#039;WoL Age 115 Start:&amp;#039;&amp;#039;&amp;#039; TBC * &amp;#039;&amp;#039;&amp;#039;WoL Age 115 End:&amp;#039;&amp;#039;&amp;#039; TBC  = Core Mechanics &amp;amp; Modifications =  == War Doctrine Updates == Each race provides a unique War Doctrine bonus while your kingdom is at war.   Bonus strength scales with the number of provinces of that race:  * 1st Province: +3.5% * 2nd Province: +2.5% * 3rd Province: +1.5% * 4th Province: +1.0% * Each additional Province: +0.5% * &amp;#039;&amp;#039;&amp;#039;M...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Age 115 – Revised Changes =&lt;br /&gt;
&lt;br /&gt;
== Schedule ==&lt;br /&gt;
* &#039;&#039;&#039;WoL Age 115 Open:&#039;&#039;&#039; TBC&lt;br /&gt;
* &#039;&#039;&#039;WoL Age 115 Start:&#039;&#039;&#039; TBC&lt;br /&gt;
* &#039;&#039;&#039;WoL Age 115 End:&#039;&#039;&#039; TBC&lt;br /&gt;
&lt;br /&gt;
= Core Mechanics &amp;amp; Modifications =&lt;br /&gt;
&lt;br /&gt;
== War Doctrine Updates ==&lt;br /&gt;
Each race provides a unique War Doctrine bonus while your kingdom is at war.  &lt;br /&gt;
Bonus strength scales with the number of provinces of that race:&lt;br /&gt;
&lt;br /&gt;
* 1st Province: +3.5%&lt;br /&gt;
* 2nd Province: +2.5%&lt;br /&gt;
* 3rd Province: +1.5%&lt;br /&gt;
* 4th Province: +1.0%&lt;br /&gt;
* Each additional Province: +0.5%&lt;br /&gt;
* &#039;&#039;&#039;Maximum: +12.5%&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This system rewards early commitment to a race while still allowing deeper specialization.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;  &lt;br /&gt;
A kingdom with 5 Elf provinces receives scaled bonuses totaling &#039;&#039;&#039;+8.5% Spell Duration&#039;&#039;&#039; and increased WPA during war.&lt;br /&gt;
&lt;br /&gt;
== Rituals ==&lt;br /&gt;
&lt;br /&gt;
=== Havoc ===&lt;br /&gt;
* +25% WPA&lt;br /&gt;
* +25% TPA&lt;br /&gt;
* +20% Spell Damage&lt;br /&gt;
* +20% Sabotage Damage&lt;br /&gt;
&lt;br /&gt;
=== Stalwart ===&lt;br /&gt;
* +5% Defensive Military Efficiency&lt;br /&gt;
* -20% Raze Damage&lt;br /&gt;
* -25% Military Casualties&lt;br /&gt;
&lt;br /&gt;
=== Benediction ===&lt;br /&gt;
* +20% Building Efficiency&lt;br /&gt;
* -20% Draft Costs&lt;br /&gt;
* -20% Build Costs&lt;br /&gt;
* -20% Wages&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Rituals:&#039;&#039;&#039; No changes  &lt;br /&gt;
&#039;&#039;&#039;Expedient:&#039;&#039;&#039; Removed&lt;br /&gt;
&lt;br /&gt;
== Attacks ==&lt;br /&gt;
Successful Massacres now apply an 8‑tick debuff:&lt;br /&gt;
&lt;br /&gt;
* -1 Mana Recovery&lt;br /&gt;
* -1 Stealth Recovery&lt;br /&gt;
* -15% Guilds Effectiveness&lt;br /&gt;
* -15% Thieves’ Dens Effectiveness&lt;br /&gt;
&lt;br /&gt;
Effect refreshes on re-hit but does not stack.&lt;br /&gt;
&lt;br /&gt;
== Buildings ==&lt;br /&gt;
* Guilds reduce wizard losses on failed spells (max -25%)&lt;br /&gt;
* Castles base % reduced from 2.25% → &#039;&#039;&#039;2%&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Science ==&lt;br /&gt;
* Resilience Multiplier: 0.0489 → &#039;&#039;&#039;0.04401&#039;&#039;&#039;&lt;br /&gt;
* Artisan Multiplier: 0.0478 → &#039;&#039;&#039;0.04302&#039;&#039;&#039;&lt;br /&gt;
* Finesse Multiplier: 0.0965 → &#039;&#039;&#039;0.08685&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
=== Defensive Force Ceasefire (DFCF) Reintroduced ===&lt;br /&gt;
DFCF becomes available when:&lt;br /&gt;
* Kingdom is 40 points below aggressor (in-range) or 25 points below (out-of-range)&lt;br /&gt;
* Aggressor has not been given Hostile status&lt;br /&gt;
* No attacks made against aggressor for 3 ticks&lt;br /&gt;
* Kingdom is lower in both Land and Networth&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Penalties (only if within war range):&#039;&#039;&#039;&lt;br /&gt;
* -2.5% Honor&lt;br /&gt;
* -2.5% Science&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Notes:&#039;&#039;&#039;&lt;br /&gt;
* No penalty if out of war range&lt;br /&gt;
* Warning popup included&lt;br /&gt;
* Duration: &#039;&#039;&#039;48 hours&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Ops Available in Unfriendly ===&lt;br /&gt;
Nightmares, Abolish Ritual, Fireball, Fool’s Gold, Lightning Strike, Land Lust, Mystic Vortex, Sloth, Steal War Horses, Greater Arson, Nightstrike&lt;br /&gt;
&lt;br /&gt;
= Dragons =&lt;br /&gt;
&lt;br /&gt;
== Amethyst Dragon ==&lt;br /&gt;
* −30% Spell Success&lt;br /&gt;
* −30% Thievery Success (sabotage)&lt;br /&gt;
* Removes all active self-spells on arrival&lt;br /&gt;
* Every 6 ticks: 2% wizard + 2% thief losses&lt;br /&gt;
&lt;br /&gt;
== Emerald Dragon ==&lt;br /&gt;
* +25% Military Casualties&lt;br /&gt;
* -20% Combat Gains&lt;br /&gt;
* Every 6 ticks:&lt;br /&gt;
** 1.5% troops at home lost&lt;br /&gt;
** -30% Building &amp;amp; Specialist Credits&lt;br /&gt;
&lt;br /&gt;
== Ruby Dragon ==&lt;br /&gt;
* -12.5% Military Effectiveness&lt;br /&gt;
* +20% Military Wages&lt;br /&gt;
* Instantly destroys 1.5% offensive specialists&lt;br /&gt;
* Every 6 ticks:&lt;br /&gt;
** 10% draftees lost&lt;br /&gt;
** 2.5% desertion of offensive specialists&lt;br /&gt;
&lt;br /&gt;
== Topaz Dragon ==&lt;br /&gt;
* -30% Building Efficiency&lt;br /&gt;
* -25% Income&lt;br /&gt;
* Instantly destroys 10% buildings&lt;br /&gt;
* Every 6 ticks:&lt;br /&gt;
** Destroys 5% buildings&lt;br /&gt;
** Removes 20% gold&lt;br /&gt;
&lt;br /&gt;
== Sapphire Dragon ==&lt;br /&gt;
* -35% WPA &amp;amp; TPA&lt;br /&gt;
* -1 Mana Recovery&lt;br /&gt;
* -1 Stealth Recovery&lt;br /&gt;
* +12.5% Instant Spell &amp;amp; Sabotage Damage taken&lt;br /&gt;
* -12.5% Instant Spell &amp;amp; Sabotage Damage dealt&lt;br /&gt;
* Every 6 ticks: destroys 25% runes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Celestite Dragon:&#039;&#039;&#039; Removed&lt;br /&gt;
&lt;br /&gt;
= Races =&lt;br /&gt;
&lt;br /&gt;
== Avian ==&lt;br /&gt;
&#039;&#039;&#039;Bonuses&#039;&#039;&#039;&lt;br /&gt;
* -25% Attack Time&lt;br /&gt;
* -20% Training Time&lt;br /&gt;
* -20% Military Wages&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;War Doctrine:&#039;&#039;&#039; Up to +12.5% Raze Damage &amp;amp; -12.5% Military Casualties  &lt;br /&gt;
&#039;&#039;&#039;Unique Passive:&#039;&#039;&#039; &#039;&#039;&#039;Dive Bomb&#039;&#039;&#039; – Offensive specs gain +2 offense (War only)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039; Town Watch, Illuminate Shadows  &lt;br /&gt;
&#039;&#039;&#039;Penalties:&#039;&#039;&#039; No Stables/War Horses, -5% BE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Units&#039;&#039;&#039;&lt;br /&gt;
* Soldier: 3/0&lt;br /&gt;
* Offspec: 12/0&lt;br /&gt;
* Defspec: 0/10&lt;br /&gt;
* Elite: 16/3 (750gc)&lt;br /&gt;
&lt;br /&gt;
== Dark Elf ==&lt;br /&gt;
&#039;&#039;&#039;Bonuses&#039;&#039;&#039;&lt;br /&gt;
* +25% Instant Spell Damage&lt;br /&gt;
* -40% Rune Cost&lt;br /&gt;
* Can train thieves with spec credits&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;War Doctrine:&#039;&#039;&#039; +12.5% Instant Spell Damage, -12.5% Rune Costs  &lt;br /&gt;
&#039;&#039;&#039;Unique Passive:&#039;&#039;&#039; &#039;&#039;&#039;Mystic Enthusiasts&#039;&#039;&#039; – Offensive instant spells refund 40% runes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039; Blizzard, Mage’s Fury, Illuminate Shadows, Pitfalls  &lt;br /&gt;
&#039;&#039;&#039;Penalty:&#039;&#039;&#039; -15% Birth Rates&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Units&#039;&#039;&#039;&lt;br /&gt;
* Offspec: 14/0&lt;br /&gt;
* Elite: 4/12&lt;br /&gt;
&lt;br /&gt;
== Dwarf ==&lt;br /&gt;
&#039;&#039;&#039;Bonuses&#039;&#039;&#039;&lt;br /&gt;
* +30% BE&lt;br /&gt;
* -50% Construction Time&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;War Doctrine:&#039;&#039;&#039; -12.5% Construction Costs, +12.5% Combat Income  &lt;br /&gt;
&#039;&#039;&#039;Unique Passive:&#039;&#039;&#039; &#039;&#039;&#039;Architect’s Revenge&#039;&#039;&#039; – -15% incoming raze damage, +20% raze destruction&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Penalty:&#039;&#039;&#039; Cannot Accelerate Construction, +10% Attack Time&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Units&#039;&#039;&#039;&lt;br /&gt;
* Elite: 15/5&lt;br /&gt;
&lt;br /&gt;
== Elf ==&lt;br /&gt;
&#039;&#039;&#039;Bonuses&#039;&#039;&#039;&lt;br /&gt;
* +40% WPA&lt;br /&gt;
* +1 Mana/tick in war&lt;br /&gt;
* +40% Rune Production&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;War Doctrine:&#039;&#039;&#039; +12.5% Offensive WPA, +12.5% Spell Duration  &lt;br /&gt;
&#039;&#039;&#039;Unique Passive:&#039;&#039;&#039; &#039;&#039;&#039;Arcane Surge&#039;&#039;&#039; – Below 40% mana, spells deal +25% damage&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Penalty:&#039;&#039;&#039; -20% TPA&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Units&#039;&#039;&#039;&lt;br /&gt;
* Defspec: 0/13&lt;br /&gt;
* Elite: 15/4&lt;br /&gt;
&lt;br /&gt;
== Faery ==&lt;br /&gt;
&#039;&#039;&#039;Bonuses&#039;&#039;&#039;&lt;br /&gt;
* +25% Spell Duration&lt;br /&gt;
* +20% WPA&lt;br /&gt;
* +1 Mana Recovery&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;War Doctrine:&#039;&#039;&#039; +12.5% Defensive WPA, -12.5% Thievery Damage Taken  &lt;br /&gt;
&#039;&#039;&#039;Unique Passive:&#039;&#039;&#039; &#039;&#039;&#039;Leyline Interference&#039;&#039;&#039; – 25% chance enemy spells fail&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Penalty:&#039;&#039;&#039; -5% Population&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Units&#039;&#039;&#039;&lt;br /&gt;
* Elite: 4/16&lt;br /&gt;
&lt;br /&gt;
== Halfling ==&lt;br /&gt;
&#039;&#039;&#039;Bonuses&#039;&#039;&#039;&lt;br /&gt;
* +10% Population&lt;br /&gt;
* +1 Stealth/tick&lt;br /&gt;
* +20% TPA&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;War Doctrine:&#039;&#039;&#039; +12.5% Sabotage Damage, +12.5% Offensive TPA  &lt;br /&gt;
&#039;&#039;&#039;Unique Passive:&#039;&#039;&#039; &#039;&#039;&#039;Silent Assault&#039;&#039;&#039; – -50% thievery losses&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Penalty:&#039;&#039;&#039; +10% Military Casualties&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Units&#039;&#039;&#039;&lt;br /&gt;
* Elite: 7/13&lt;br /&gt;
&lt;br /&gt;
== Human ==&lt;br /&gt;
&#039;&#039;&#039;Bonuses&#039;&#039;&#039;&lt;br /&gt;
* All land holds 2 prisoners/acre&lt;br /&gt;
* +1 Stealth/tick&lt;br /&gt;
* -30% Learn Damage&lt;br /&gt;
* -50% Thief Cost&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;War Doctrine:&#039;&#039;&#039; +12.5% Book Generation, +12.5% Science Effectiveness  &lt;br /&gt;
&#039;&#039;&#039;Unique Passive:&#039;&#039;&#039; &#039;&#039;&#039;Civil Administration&#039;&#039;&#039; – Prisoners generate +3gc/tick, -40% merc cost&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Penalty:&#039;&#039;&#039;&lt;br /&gt;
* Wage increases apply twice as slowly&lt;br /&gt;
* +40% Rune Cost&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Units&#039;&#039;&#039;&lt;br /&gt;
* Elite: 14/4&lt;br /&gt;
&lt;br /&gt;
== Orc ==&lt;br /&gt;
&#039;&#039;&#039;Bonuses&#039;&#039;&#039;&lt;br /&gt;
* +5% Gains OOW&lt;br /&gt;
* +15% Gains in War&lt;br /&gt;
* -50% Draft Cost&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;War Doctrine:&#039;&#039;&#039; +10% OME, +12.5% Enemy Military Casualties  &lt;br /&gt;
&#039;&#039;&#039;Unique Passive:&#039;&#039;&#039; &#039;&#039;&#039;Carnage&#039;&#039;&#039; – Each attack triggers a random bonus:&lt;br /&gt;
* Destroy 40% resources&lt;br /&gt;
* +10% Gains&lt;br /&gt;
* -30% Military Losses&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Penalty:&#039;&#039;&#039; -15% DME&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Units&#039;&#039;&#039;&lt;br /&gt;
* Elite: 18/2&lt;br /&gt;
&lt;br /&gt;
== Undead ==&lt;br /&gt;
&#039;&#039;&#039;Bonuses&#039;&#039;&#039;&lt;br /&gt;
* -50% Military Losses&lt;br /&gt;
* Plague Immune&lt;br /&gt;
* 40% chance to spread plague&lt;br /&gt;
* No food needed&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;War Doctrine:&#039;&#039;&#039; -12.5% Enemy Gains, +12.5% Plague Spread Chance  &lt;br /&gt;
&#039;&#039;&#039;Unique Passive:&#039;&#039;&#039; &#039;&#039;&#039;Death March&#039;&#039;&#039; – Converts 45% offensive losses into soldiers&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Penalty:&#039;&#039;&#039; -5% OME&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Units&#039;&#039;&#039;&lt;br /&gt;
* Elite: 17/4&lt;br /&gt;
&lt;br /&gt;
= Personalities =&lt;br /&gt;
&lt;br /&gt;
== Artisan ==&lt;br /&gt;
* +40% Building Capacity&lt;br /&gt;
* +40% Building Production&lt;br /&gt;
* Immune to Plunder&lt;br /&gt;
* +15% Economy Science&lt;br /&gt;
* Access: Ghost Workers&lt;br /&gt;
* Starts with +600 soldiers, +600 spec credits, +200 building credits&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unique Passive:&#039;&#039;&#039; &#039;&#039;&#039;Construction Delays&#039;&#039;&#039; – Successful attacks reduce enemy BE by 10% for 6 ticks&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
* +1 General&lt;br /&gt;
* -20% Training Cost &amp;amp; Speed&lt;br /&gt;
* Train elites with spec credits (War only)&lt;br /&gt;
* +25% Bookkeeping Science&lt;br /&gt;
* Access: Mist&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unique Passive:&#039;&#039;&#039; &#039;&#039;&#039;General’s Authority&#039;&#039;&#039; – +15% enemy military casualties when sending 2+ generals&lt;br /&gt;
&lt;br /&gt;
== Heretic ==&lt;br /&gt;
* +15% TPA&lt;br /&gt;
* +15% WPA&lt;br /&gt;
* -50% Thief Losses&lt;br /&gt;
* +15% Sabotage Damage&lt;br /&gt;
* +15% Spell Damage&lt;br /&gt;
* +50% Guild Effectiveness&lt;br /&gt;
* +25% Crime Science&lt;br /&gt;
* Access: Nightmares, Fool’s Gold&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unique Passive:&#039;&#039;&#039; &#039;&#039;&#039;Blasphemous Might&#039;&#039;&#039; – Failed offensive spells restore 1% stealth&lt;br /&gt;
&lt;br /&gt;
== Mystic ==&lt;br /&gt;
* +125% Guild Effectiveness&lt;br /&gt;
* +1 Mana Recovery&lt;br /&gt;
* +25% Offensive Spell Duration&lt;br /&gt;
* +25% Channeling Science&lt;br /&gt;
* Access: Pitfalls, Meteor Showers, Chastity, Magic Ward&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unique Passive:&#039;&#039;&#039; &#039;&#039;&#039;Focused Channelling&#039;&#039;&#039; – Above 40% mana, +20% WPA&lt;br /&gt;
&lt;br /&gt;
== Necromancer ==&lt;br /&gt;
* +25% WPA&lt;br /&gt;
* +1–10% OME based on RWPA&lt;br /&gt;
* +25% Channeling Science&lt;br /&gt;
* -50% Rune Cost&lt;br /&gt;
* Access: Animate Dead, Mystic Aura, Mind Focus, Fool’s Gold, Soul Blight, Guile&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unique Passive:&#039;&#039;&#039; &#039;&#039;&#039;Dark Pact&#039;&#039;&#039; – Converts killed enemy units into:&lt;br /&gt;
* 10% Wizards&lt;br /&gt;
* 20% Soldiers&lt;br /&gt;
* 10% Peasants&lt;br /&gt;
&lt;br /&gt;
== Paladin ==&lt;br /&gt;
* +2 War Horse Strength&lt;br /&gt;
* All land produces horses (8/acre)&lt;br /&gt;
* +7.5% DME&lt;br /&gt;
* -10% Military Losses&lt;br /&gt;
* Immune to Plague&lt;br /&gt;
* +25% Resilience Science&lt;br /&gt;
* Access: Salvation, Divine Shield, Heroes’ Inspiration, Illuminate Shadows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unique Passive:&#039;&#039;&#039; &#039;&#039;&#039;Holy Inquisition&#039;&#039;&#039; – Successful TM in War/Hostile:&lt;br /&gt;
* Permanently destroys 1% books&lt;br /&gt;
* Suppresses 12% science effectiveness for 12–16 ticks&lt;br /&gt;
&lt;br /&gt;
== Rogue ==&lt;br /&gt;
* +100% Thieves’ Dens Effectiveness&lt;br /&gt;
* +30% TPA&lt;br /&gt;
* +1 Stealth Recovery&lt;br /&gt;
* Access to all ops&lt;br /&gt;
* +25% Crime Science&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unique Passive:&#039;&#039;&#039; &#039;&#039;&#039;Shadow Persistence&#039;&#039;&#039; – Can perform ops while overpopulated&lt;br /&gt;
&lt;br /&gt;
== Tactician ==&lt;br /&gt;
* -15% Attack Time&lt;br /&gt;
* +40% Specialist Credits&lt;br /&gt;
* +25% Ambush Gains&lt;br /&gt;
* No thief losses on intel&lt;br /&gt;
* Enhanced Conquest&lt;br /&gt;
* +25% Siege Science&lt;br /&gt;
* Access: Clearsight&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unique Passive:&#039;&#039;&#039; &#039;&#039;&#039;Interdiction&#039;&#039;&#039; – Successful attacks destroy:&lt;br /&gt;
* 10% gold&lt;br /&gt;
* 25% runes&lt;br /&gt;
* 50% food&lt;br /&gt;
&lt;br /&gt;
== Warrior ==&lt;br /&gt;
* +15% OME&lt;br /&gt;
* +4 Merc/Prisoner Strength&lt;br /&gt;
* Can send double mercs/prisoners&lt;br /&gt;
* -50% Merc Cost&lt;br /&gt;
* +25% Tactics Science&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unique Passive:&#039;&#039;&#039; &#039;&#039;&#039;Battle Cry&#039;&#039;&#039; – Successful attacks kill 1% of total population&lt;br /&gt;
&lt;br /&gt;
== War Hero ==&lt;br /&gt;
* +15% Honor Gains&lt;br /&gt;
* +70% Honor Effects&lt;br /&gt;
* Offspec +2 strength&lt;br /&gt;
* +25% Siege Science&lt;br /&gt;
* Access: Quick Feet, Righteous Aggressor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unique Passive:&#039;&#039;&#039; &#039;&#039;&#039;Heroes Culling&#039;&#039;&#039; – Massacres deal +25% more damage and kill +2.5% thieves/wizards&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Mystics&amp;diff=1032</id>
		<title>Mystics</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Mystics&amp;diff=1032"/>
		<updated>2026-03-29T03:44:59Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Salvation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Unlike your fabled land of Earth, the citizens of [[Utopia]] truly believe in and have witnessed the powers of magic. From the deadly plagues to the amazingly fertile land, so much has happened on this planet that cannot be explained away by science or nature. As ruler of your lands, you have access to some of the most amazing magical spells ever known. Below, I will try to explain to the best of my ability the powers of these spells and how to make magic your friend. For more in-depth information on each Spell, check [[Magic Formulas]].&lt;br /&gt;
&lt;br /&gt;
=== Essentials: Runes, Wizards, and Guilds ===&lt;br /&gt;
Spells require [[Runes]], [[Military|Wizards]], and [[Growth|Guilds]] to be cast. [[Growth|Towers]] produce runes every hour, which are consumed with each spell. Wizards are naturally trained by your Guilds. Like all of the other individuals across your lands, they come from your [[Military|peasantry]] and reduce your number of available [[Economy#Peasants|workers]]. Be careful not to hold too many Wizards or you may be sacrificing your peasantry, [[Military|Thieves]], or [[Military]]. At any time, you can release Wizards back into the peasantry or simply shut down additional training. Your Wizards maintain a Mana level which determines whether or not they can cast Spells. This rating rises automatically each day and drops each time you cast a Spell. Your Wizards will not cast Spells without at least a 5% Mana level. Casting Spells is not without risks. Failed attempts can result in explosions and kill a small portion of your Wizards.&lt;br /&gt;
&lt;br /&gt;
=== Rune Generation ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Runes Generated =&amp;lt;/b&amp;gt; (( Towers * 12 * Race Land Effect Mod * Personality Land Effect Mod * Building Efficiency ) + ( Land * Land Rune Generation )) * Production Science * [[Honor#Effects|Honor Mod]] * Ritual Mod * Stance Mod&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*  Each tick, 1.2% of the total Runes in storage will decay.&lt;br /&gt;
&lt;br /&gt;
=== Determining Success ===&lt;br /&gt;
To cast a spell, you must have [[Growth#Guilds|Guilds]], wizards and mystic [[Runes]]. For spells cast upon yourself, success is based on your Guild percentage and your Building Efficiency - the more guilds you have, the better you will do. For spells cast upon others, the success is based on your relative wizard population, measured as Wizards Per Acre (WPA), modified by the racial bonuses or penalties and your knowledge of Channeling science. The higher your WPA compared to an enemy, the better your success. However, there is always a great deal of chance in every spell. Furthermore, the duration of all spells is greatly impacted by your Guild percentage.&lt;br /&gt;
&lt;br /&gt;
For support spells, the formula used to calculate success rate is adjusted to make casting self spells on your allies easier. A WPA vs WPA calculation will still be made which will require the caster to have WPA but the formula will make it so that all Kingdom members have an opportunity to receive the self spell bonuses from their support caster. In other words, although you still need WPA it won&#039;t be a very significant part of the formula.&lt;br /&gt;
&lt;br /&gt;
=== Duration of Spells ===&lt;br /&gt;
The duration of successful spells is affected by:&lt;br /&gt;
* The nominal duration of that particular spell, which differs for each spell.&lt;br /&gt;
* The percentage of guilds the casting province has, with no additional effect for amounts over 20%.&lt;br /&gt;
* The relative networth of the two provinces.&lt;br /&gt;
* The current relations between the two provinces&#039; kingdoms. &lt;br /&gt;
Additionally, there is an element of randomness. &lt;br /&gt;
&lt;br /&gt;
One quarter of the nominal duration of a spell is always contributed to the final cast time. A scaling factor made up of the % guilds, relative net worth and current relations then governs the contribution of another quarter of the nominal duration. Finally, the remaining half of the nominal duration is contributed to the final cast time, scaled by both the scaling factor and a random number.&lt;br /&gt;
&lt;br /&gt;
For example, given a spell with a nominal duration of 24 days:&lt;br /&gt;
* with a scaling factor of 100% (meaning both provinces have the same net worth, are in war, and the caster has 20% or more guilds), the final cast time will be in the range of 12-24 days.&lt;br /&gt;
* in a situation with a scaling factor of 0% (e.g., the cast has no guilds), the final cast time will be 6 days (25% of 24 days).&lt;br /&gt;
* in a situation with a scaling factor of 50%, the final cast time will be 6 days (25% of 24 days) + 3 days (25% of 24 days multiplied by scaling factor of 50%) + 0-6 days (random number out of 50% of 24 days multiplied by scaling factor of 50%), which equals 9 - 15 days in total.&lt;br /&gt;
&lt;br /&gt;
=== Cost of Spells ===&lt;br /&gt;
&lt;br /&gt;
All spells cost mana, which the province will regenerate each Utopian day up to a maximum of 100%. Once your mana falls below 5% you are unable to cast any more spells until your mana regenerates.&lt;br /&gt;
&lt;br /&gt;
The costs of spells are:&lt;br /&gt;
&lt;br /&gt;
* Self Spells - 3%&lt;br /&gt;
* Offensive Spells (without relations) - 3%&lt;br /&gt;
* Offensive Spells (Hostile relations) - 2%&lt;br /&gt;
* [[Ritual]] Spells - 2%&lt;br /&gt;
* Support Spells on others - 2%&lt;br /&gt;
* Successful received Support Spells - 2%&lt;br /&gt;
&lt;br /&gt;
=== Restriction &amp;amp; Limits ===&lt;br /&gt;
Certain spells are designated Unfriendly, Hostile or [[Relations#War|War]] Only spells -- Because of the destructive nature of these spells, they can be cast only against provinces which have at least a certain level of relations with your kingdom. In addition, you will find that many of these spells are more effective during heightened relations conditions. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Spells are divided into two categories, as listed below:&lt;br /&gt;
&lt;br /&gt;
*[[Mystics#The_Spell_Book:_the_self_spells|Self Spells]] &lt;br /&gt;
** Some Self Spells can be cast on kingdom members by certain [[Races and Personalities|Races]]. These spells are known as Support Spells. Success is based on the caster&#039;s WPA and relative networth to the target, and the duration of these spells is based on target&#039;s guilds. The list can be found [[Magic_Formulas#The Spell Book|&#039;&#039;&#039;here&#039;&#039;&#039;]].&lt;br /&gt;
**The caster gains honor from kd mates whom they cast support spells on. Those getting cast on lose honor when having a support spell casted on them, ~0.1%.&lt;br /&gt;
*[[Mystics#The_Spell_Book:_the_offensive_spells|Offensive spells]]&lt;br /&gt;
&lt;br /&gt;
There are 3 possible outcomes of casting a spell. It can be successful, it can fail, or it can fail and some wizards may die.&lt;br /&gt;
&lt;br /&gt;
*Successful message: Your wizards gather their runes and begin casting. The spell consumes X Runes and ... is successful!&lt;br /&gt;
*Fail message: Your wizards gather their runes and begin casting. The spell consumes X Runes and ... fizzles. Alas, we were not able to fulfill your expectations. Please forgive us. &lt;br /&gt;
*Dying wizards message: &amp;quot;Leader name&amp;quot;, something has gone terribly wrong with our spell. X of our wizards were killed in an explosion! &lt;br /&gt;
&lt;br /&gt;
Please note that Duration is in real time, spell messages are in [[Utopia Time]].&lt;br /&gt;
&lt;br /&gt;
== The Spell Book: Self Spells ==&lt;br /&gt;
&lt;br /&gt;
Listed here is a short reference guide to each of the spells available that can be cast on yourself. Any restrictions on use will be listed under the name. The max cast shown does not include any racial bonuses. Almost all the spells that provide bonuses for certain activities (like speeding up building construction etc.) need to be cast before the activity is initiated / ordered to reap the benefits of the spell.&lt;br /&gt;
&lt;br /&gt;
=== Aggression ===&lt;br /&gt;
This spell refocuses your soldiers from versatile fighting units into an offensive machine. Giving them a lust for attacking, Soldiers will gain 2 offensive point in all combat for the duration of the spell. &amp;lt;!--During this period, though, they will lose 2 defensive point as well.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 14 ... now&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Orc]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Your soldiers gain 2 Offense points. &amp;lt;!--at the cost of losing 2 defense points.--&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 24 days.&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our soldiers will fight with unique aggression for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our soldiers will fight with unique aggression for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Animate Dead ===&lt;br /&gt;
The power to raise the dead gives you the power to protect your people. By casting this spell, you can protect your people from the death and destruction of defending your lands. During your next defensive battle, half of your dead army will be restored into basic soldiers to help repopulate your army.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 87]], [[Age 90]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Undead, Necromancer]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Raises 50% of your dead troops into basic soldiers during your next defensive battle.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Expires when attacked.&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our dead will be awakened the next time our lands are attacked! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Anonymity ===&lt;br /&gt;
[[Relations#War|War]] is at the heart of the world of Utopia, but the fear of retaliation makes many leaders cringe. This spell casts an aura of mystery around your army. After a successful cast, your forces will remain anonymous during your next attack -- while your kingdom will be revealed, your enemy will not know your province&#039;s name.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 13 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Hides your province name during your next attack at the cost of no honor gains, causing the attacked province to be unable to ambush that attack. Decreases your attack gains by 15% for your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: removed after attack,&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our next attack will be cloaked under the shades of anonymity.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our armies are surrounded by a cloud of anonymity for our next battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Note - Anon reduces target honor, attacker does not get honor.&lt;br /&gt;
&lt;br /&gt;
=== Bloodlust ===&lt;br /&gt;
&lt;br /&gt;
Bloodlust fires the blood of your troops, igniting in them a desire to cause destruction. This fury will increase the carnage among enemy troops at a cost of increased recklessness among your own troops.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... Age 22, [[Age 49]] .. [[Age 58]], [[Age 59]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Orc, Warrior]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: A province under Bloodlust will have 10% increased Offensive Military Efficiency, inflict 15% more kills, and suffer 15% higher military losses while the spell is active.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Not yet known.&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our armies crave the scent of blood. They will savage the enemy, or die trying. &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Builders&#039; Boon ===&lt;br /&gt;
The Builders&#039; Boon spell makes your workers build faster and harder than otherwise. All buildings constructed while the spell is active will be completed more quickly than normal. The spell must be cast before the new construction is ordered in the growth panel for lesser construction time.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 15 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decreases your construction times by 25% for building set to build while active.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 24 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our builders have been blessed with unnatural speed for X days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as cast message.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;!-- === Cast Ritual ===&lt;br /&gt;
Once your Monarch or Steward has declared what ritual to perform, this spell will increase your progress towards its completion with each cast. This spell has a very high difficulty and cost, and is accessible via the [[Ritual]] tab.&lt;br /&gt;
&lt;br /&gt;
|Is Known: [[Age 73]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Progresses the ritual counter with each successful cast.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant Cast&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: We are now closer to completing our ritual project!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Clear Sight ===&lt;br /&gt;
By granting your police the ability to see through the obvious and into the depths, you give them the ability to catch thieves who may wander into the lands. The spell, lasting potentially for weeks, gives you a base chance to catch opposing thieves, regardless of the strength of the guilds involved.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Tactician]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Automatically catches 25% of the thieves&#039; operations conducted against your province.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 22 days&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our police have been blessed with Clear Sight for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Divine Shield ===&lt;br /&gt;
The caster protects his people from the dark magic of his enemies, granting them further protection against harmful Instant Spells.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 72]] ... [[Age 80]] ... [[Age 87]] ... [[Age 103]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Avian]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces Instant Spell Damage taken by 20%. &amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: You imbue your province with a holy shield, protecting against foul sorcery for XX days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as cast message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fanaticism ===&lt;br /&gt;
Fanaticism focuses your army on combat, increasing their offensive efficiency for several days. Unfortunately, a side effect of this desire for blood is that your armies remaining at home -- bored and frustrated for not being in combat -- will fight less effectively on defense.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 14 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases your Offensive Military Efficiency by 5%. Decreases your Defensive Military Efficiency by 5%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 9 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our army will fight with fanaticism for X days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our army fights with fanatical fervor&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fertile Lands ===&lt;br /&gt;
By magically fertilizing your lands, you can ensure excellent food production for the duration of the spell. Whether a lack of farms, a deadly drought, or just wanting to stockpile extra food, this spell offers a definite increase to your food sources.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases food production by 25%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 30 hours.&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: We have made our lands extraordinarily fertile for X days!  &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fountain of Knowledge ===&lt;br /&gt;
Science is a fundamental building block for any and all of the other parts of your province. While a Fountain of Knowledge spell is active, your students work harder and will learn more than they would otherwise. &lt;br /&gt;
&amp;lt;!--Fountain of Knowledge offers partial protection against the permanent damage caused by Amnesia (need confirmation).--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 39 ... [[Age 68]], [[Age 82]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Elf, Faery, Human]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases your science book production by 10% while the spell is active.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max duration unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our students are blessed with excellent concentration for X Days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our students are blessed with excellent concentration for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ghost Workers ===&lt;br /&gt;
&lt;br /&gt;
Creating ghostly workers to perform the duties of your peasants, this spell reduces reduces the amount of filled jobs for maximum efficiency. This spell is effective for several days until the ghosts disappear.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 13 ... Age 16 ... [[Age 81]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Artisan]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: The required number of jobs filled for maximum Building Efficiency is reduced by 25%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Magical auras enchant our buildings and begin working with increased productivity for XX days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as cast message&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Greater Protection ===&lt;br /&gt;
A more powerful version of the Minor Protection spell, this spell functions similarly but lasts potentially a great deal longer. It can be stacked with Minor Protection.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Avian]], [[Races and Personalities|Faery]], [[Races and Personalities|Human]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases Defensive Military Efficiency by 5%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our realm is now under a sphere of protection for X days. &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our realm is now under a sphere of protection for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Guile ===&lt;br /&gt;
By focusing your mind and employing cunning techniques, you increase the Damage of your Spells and Operations.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 90]] ... [[Age 92]], [[Age 94]], [[Age 95]], [[Age 98]], [[Age 104]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Human]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases Instant Spell and Sabotage Operation Damage by 10%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our thieves and wizards&#039; assimilated concentration will increase their damage for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our thieves and wizards&#039; assimilated concentration will increase their damage for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Illuminate Shadows ===&lt;br /&gt;
Shine light across the land, eliminating the cover of darkness and revealing those who would hide within its shadow. Thieves who would enter these lands are discouraged from performing their duties and will thus have a lessened impact.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 72]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Avian]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces damage from thievery operations by 20%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Your mages fill your province with holy light, reducing shadows for thieves to hide in for XX days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as cast message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Inspire Army ===&lt;br /&gt;
Inspire Army helps make your military train harder on their own, thus reducing the daily wages you pay your military for several days. This is especially useful in times of limited cash. This spell also increases the intensity of training, allowing your troops to be ready more quickly; provided the spell is cast before the troops are ordered to be trained.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 7 ... [[Age 71]], [[Age 74]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decreases your military wages by 15%. Decreases your military training time by 20%. &amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 24 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our army has been inspired to train harder. We expect maintenance costs to be reduced for X days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Invisibility ===&lt;br /&gt;
Thieves rely on stealth to master their craft, but a little bit of invisibility never hurts. Through the duration of this spell, your thieves have a 10% bonus to any offensive thievery operations and incur 20% lower losses.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Human, Heretic]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases your Offensive Thievery Efficiency by 10%. Reduce Thieves lost during Thievery Operations by 20%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 22 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our thieves have been made partially invisible for X Days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Love &amp;amp; Peace ===&lt;br /&gt;
Love &amp;amp; Peace creates an aura of calm and happiness across your peasantry for several days. This leads to increased natural birth rates which will quickly replenish your population. This is especially useful when your peasantry has suffered greatly.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 7 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases base birth rate from 2.05% to 2.85%. Increase War Horses production by 40%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 22 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our peasantry is influenced by a magical calm. We expect birth rates to be higher for X days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our people feel at peace (Estimated: X more Days).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mage&#039;s Fury ===&lt;br /&gt;
This spell sparks a destructive fervor in your Mages Guild. They increase their efforts to cause damage to their opponents, whilst sacrificing a portion of their own defense temporarily.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 49]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dark Elf]], [[Races and Personalities|Faery]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: This spell increases the province&#039;s WPA by 25% for offensive purposes while decreasing it by 25% for defensive purposes. No effect on self-spells.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 12 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: The fire of Mage&#039;s Fury burns in our wizards&#039; eyes for x days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: The fire of Mage&#039;s Fury burns in our wizards&#039; eyes for x days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Magic Shield ===&lt;br /&gt;
While the natural aura of your Wizards will help protect from enemy spells, a little additional protection can never hurt. Casting this spell offers you a shield of magical protection for your province for about half a month.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases your defensive magic efficiency by 20%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 24 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: For X days, the magical auras within our province will shine brightly! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: A shield protects us from the black magic of our enemies (Estimated: X more Days).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mind Focus===&lt;br /&gt;
Wizard Production is a fundamental element for all parts of your province. While a Mind Focus spell is active, your guilds work harder and will produce more wizards than they would otherwise.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 38]], [[Age 93]] ... [[Age 99]], [[Age 102]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Necromancer]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases Wizard Production by 25%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 20 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Your guilds will produce extra wizards for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Miner&#039;s Mystique===&lt;br /&gt;
Peasants generate a stable, supplemental source of income thru mining. By casting this unique spell, you can increase the money you collect for a period lasting several weeks.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... Age 21 ... [[Age 97]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dwarf]], [[Races and Personalities|Faery]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases Income by 0.3 per Peasant.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Minor Protection ===&lt;br /&gt;
Casting a sphere of protection over your province, this spell helps protect your province from invasion from others. This spell lasts for a few weeks.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases defensive military efficiency by 5%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 24 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our realm is now under a sphere of protection for X days.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mist ===&lt;br /&gt;
Casting a sphere of protection over your province, this spell helps protect your province from invasion. &lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 85]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dwarf]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Lowers enemy Gains by 10% on defensive battles for a duration.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Short, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our lands are protected by a sacred mist for X days from attacks against us!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our lands are protected by a sacred mist for X days from attacks against us!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Nature&#039;s Blessing ===&lt;br /&gt;
Nature&#039;s Blessing will protect your lands from any droughts and storms the world may see fit to place on you. This spell also has a chance of curing [[the Plague]] if your lands are affected by it.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Protects your land against Storms and Drought. Has a 33% chance of curing [[The_Plague|Plague]] (per cast).&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 36 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our lands have been blessed by nature for X days, and will be protected from drought and storms.  &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our land is blessed by nature (Estimated: X more Days).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Paradise ===&lt;br /&gt;
Arguably one of the most powerful -- and difficult -- spells known, Paradise simply creates several acres of new land for your people to populate. Similar in concept to exploring, this Spells gives you instant access to new lands to build upon and grow your province.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 12 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Creates a small amount of land per cast, this land comes directly from your explore pool. Between 1-10 acres per cast.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant cast&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our mages created X acres more land for us to use.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Note: Paradise is not available during [[Relations#War|War]] and Protection. This spell utilizes acres from the explore pool. If the explore pool is empty, it will return 0 acres.&lt;br /&gt;
&lt;br /&gt;
=== Patriotism ===&lt;br /&gt;
Giving your population life and an innate desire to defend your lands, this spell increases the rate that you can draft peasants for several weeks, and offers partial protection against the Propaganda thievery operation. Excellent in emergencies and other strategic situations, this spell is difficult to cast and will more quickly weaken your economy.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 11 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases military draft speed by 30%. Lowers Propaganda Damage received by 30%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 20 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our people are excited about the military and will signup more quickly for x days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Quick Feet === &lt;br /&gt;
By giving your men magical speed, they can go to battle and return more quickly than usual, leaving your land without defense for a shorter period. &amp;lt;!--This spell affects only your next battle.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 86]], [[Age 88]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dark Elf, Faery]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decreases your Attack Time by 10%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Short&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our armies have been blessed with excellent speed.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our armies are blessed with incredible speed.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Reflect Magic ===&lt;br /&gt;
Reflect magic places a magical barrier around your lands for several days. During this period, successful spells cast upon your province may randomly be reflected upon the caster, doing unto them as they would have done to you.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 98]], [[Age 103]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dwarf]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Has a 25% chance of reflecting offensive spells cast upon your province.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 18 hours.&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Some of the spells cast upon our lands will be reflected back upon their creators for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Revelation ===&lt;br /&gt;
Science is a fundamental building block for any and all of the other parts of your province. While the Revelation spell is active, it increases the rate of a new scientist emerging.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 69]] ... [[Age 103]], [[Age 107]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Elf, Faery, Human]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases the rate of a new scientist emerging on by 20% while the spell is active.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Medium, max duration unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our students are blessed with excellent concentration for X Days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our students are blessed with excellent concentration for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Salvation ===&lt;br /&gt;
Salvation protects Military in Combat, reducing all Military Casualties by 15%.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 97]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Elf]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decrease Military Casualties of target province by 15%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shadowlight ===&lt;br /&gt;
Shadowlight places a face upon a shadow, revealing the province associated with the next thievery operation against your lands. It will also prevent the next operation from being successful.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reveals the name of the next province performing a successful thievery operation upon your province. Deflects the next operation.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Expires on enemy thievery attempt&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our lands are blessed with Shadowlight. The next time thieves enter our lands their identities will be revealed.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Town Watch ===&lt;br /&gt;
Town Watch will create a peasant watch upon your town for several days. While the Town Watch is active, all of your peasants will help defend your province in combat. Unfortunately, this also means your peasants will be killed during [[Relations#War|war]] - and since they are not well-armed, they will suffer heavy losses.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 7 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Faery]], [[Races and Personalities|Avian, Halfling]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Every 5 of your peasants will defend your land with 1 point of defense.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 18 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our peasants will help defend our lands for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our peasants will help defend our lands for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tree of Gold ===&lt;br /&gt;
If you&#039;re ever in need of extra cash, casting a Tree of Gold may be a potential solution. While it won&#039;t give you a great deal of gold, every little bit can help.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Faery]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Magically creates a small amount of gold (from 26.66% to 53.33% of your daily income).&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant cast&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: X gold coins have fallen from the trees! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: n/a&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== War Spoils ===&lt;br /&gt;
Ordinarily, any land captured in attacks require time to take control of and become available for your own use. War Spoils gives you the opportunity to get this land from combat immediately. The spell lasts just a few Utopian Days, but is more than enough to use on a couple of attacks. This allows you to begin the process of expanding much more quickly than otherwise.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 12 ... [[Age 58]], [[Age 60]] ... [[Age 101]], [[Age 104]]...Now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with a minimum relationship of [[Relations#War|War]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Makes the land gained from Traditional March immediately available.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 6 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our army has been blessed with immediate War Spoils for X days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: War Spoils give us quick returns on our attacks&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wrath ===&lt;br /&gt;
Smite foes who dare to inflict harm upon the target. Enemy attackers suffer increased Military Casualties when attacking lands protected by this spell.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 72]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|General]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases enemy casualties when attacking the protected province by 20%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Your magic will smite attackers for XX days!&amp;lt;br&amp;gt; &lt;br /&gt;
Mystic Advisor Message: Same as cast message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--== The Spell Book: Support Spells ==&lt;br /&gt;
Listed here is current ages active support spells.&lt;br /&gt;
&lt;br /&gt;
*Minor Protection&lt;br /&gt;
*Greater Protection&lt;br /&gt;
*Fertile Lands&lt;br /&gt;
*Magic Shield&lt;br /&gt;
*Natures Blessing&lt;br /&gt;
*Love and Peace&lt;br /&gt;
*Builders Boon&lt;br /&gt;
*Inspire Army&lt;br /&gt;
*Patriotism&lt;br /&gt;
*Divine Shield&lt;br /&gt;
*Illuminate Shadows&lt;br /&gt;
*Salvation&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; In order to cast a particular Support Spell, you must have access to it&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Successful Support Spells will now also remove 2 Mana from the target of the Spell. You can also choose to block support spells from the Wizard&#039;s Page.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Spell Book: Offensive Spells ==&lt;br /&gt;
&lt;br /&gt;
Listed here is a short reference guide to each of the spells available that can be cast upon your enemies. Any restrictions on usage will be listed under the name.&lt;br /&gt;
&lt;br /&gt;
=== Abolish Ritual ===&lt;br /&gt;
&lt;br /&gt;
Reduces the strength of an enemy kingdom&#039;s province and has a high cost/difficulty&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 73]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with minimum relationship of [[Relations#Unfriendly|Unfriendly]].&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces ritual strength by 2%. Limited to 10 casts on a single enemy province.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Your mages infest the guilds of X. Their ritual is now x% destroyed! This province can still be targeted X times!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.15&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blizzard ===&lt;br /&gt;
&lt;br /&gt;
Reduces the building effectiveness of a province for a short duration.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 69]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dark Elf]], [[Races and Personalities|Faery]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces the Building Effectiveness of a province by 10%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Short&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Your wizards gather n runes and begin casting, and the spell succeeds. Blizzards will beset the works of [province name] (#:#) for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: Blizzards are besetting our works, and our building efficiency will be crippled by 10% for for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.3&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Chastity ===&lt;br /&gt;
&lt;br /&gt;
Introducing Chastity amongst the peasants of your opponents is an effective way to grind their population growth to a halt.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 47]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Mystic]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decreases Birth Rate by 50%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Medium&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Much to the chagrin of their men, the womenfolk of [Province Name] have taken a vow&amp;lt;br&amp;gt;&lt;br /&gt;
of chastity for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our womenfolk have taken a vow of chastity preventing population growth for&amp;lt;br&amp;gt;&lt;br /&gt;
X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.15&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Crystal Ball ===&lt;br /&gt;
&lt;br /&gt;
Knowing more about your friends and opponents is vital to your success as a leader. This spell gives you insight into the workings of any province of your choice.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 47]], [[Age 88]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Displays the targeted provinces Throne&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Crystal Eye ===&lt;br /&gt;
&lt;br /&gt;
Cast on a kingdom instead of an individual province, this option gives a bird&#039;s eye view of all that has happened across the Kingdom of the current and previous Months.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 47]], [[Age 105]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Displays the targeted provinces Kingdom Paper.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Droughts ===&lt;br /&gt;
&lt;br /&gt;
The opposite of storms, droughts can do significant damage as well. Without the rains necessary for fertile land, food production will be lower than usual, possibly resulting in starvation throughout the lands. In addition, the harsh conditions slow interest in the military and interferes with the soldier draft. Horses across the province may die as well due to lack of water and food. Droughts negate any Storms currently ravaging the target&#039;s land. Increases Arson damage taken by 15%.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decreases food production by 25%, military draft rate by 15% and horses production by 50%.&amp;lt;br&amp;gt;&lt;br /&gt;
Some horses may also die as a result.&amp;lt;br&amp;gt;&lt;br /&gt;
Increases Arson damage taken by 15%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Medium&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: A drought will reign over the lands of [Province Name] for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.06&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Explosions ===&lt;br /&gt;
&lt;br /&gt;
Provinces work together by assisting each other in times of need. By casting Explosions, you can interrupt the flow of goods between provinces, creating explosions that destroy portions of shipments to and from a province at random.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 10 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: 50% chance to reduce an aid shipment to 55%-80% of original size.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Explosions will rock aid shipments to and from [Province Name] for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Explosions will rock aid shipments to and from our province for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.18&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Expose Thieves ===&lt;br /&gt;
&lt;br /&gt;
Thieves rely on stealth and surprise to be effective at their jobs. Casting this spell will expose an enemy&#039;s guild, leaving them less effective until they can recover.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with a minimum relationship of [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces Stealth level by 5% of current level each Tick, before Stealth regeneration.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Medium&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our mages have illuminated the lands of our enemies and exposed the thieves that walk&amp;lt;br&amp;gt;&lt;br /&gt;
through their lands.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.36&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fireball ===&lt;br /&gt;
&lt;br /&gt;
If you want to directly go after an enemy, launching a fireball at their peasantry is an effective weapon. The fireball, if successful, will splash directly into the heart of your opponent&#039;s lands, exploding on impact, and killing instantly.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with minimum relationship of [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Kills a small and random portion of peasants (4.5-7.5%).&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: A fireball burns through the skies of [province name] (##:##). X peasants are killed&amp;lt;br&amp;gt;&lt;br /&gt;
in the destruction!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.24&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fool&#039;s Gold ===&lt;br /&gt;
&lt;br /&gt;
The art of turning lead into gold has always been a confusing mystery. Is it possible? No one knows. However, turning gold into lead can be done! This spell will convert a portion of your opponent&#039;s gold into worthless lead.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 12 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Heretic]] - with a minimum relationship of [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Destroys up to 25% of target&#039;s gold.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our mages have turned X gold coins in [Province Name] to worthless lead.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: X gold coins have been turned into worthless lead.&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.42&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gluttony ===&lt;br /&gt;
&lt;br /&gt;
One of the seven deadly sins, your population will consume more food.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 68]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases food required by 25%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: The gluttony of [target] has increased for X days.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: A fit of gluttony has descended upon our people, and they will not be sated until for X days.&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.09&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Greed ===&lt;br /&gt;
&lt;br /&gt;
People are, by their very nature, greedy individuals. Soldiers have been trained to sacrifice themselves for the greater good. However, this spell reverts the natural greed back into soldiers for several days, causing your opponent to have to pay more in wages and to draft new troops.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 12 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases military wages and draft costs by 25%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our mages have caused our enemy&#039;s soldiers to turn greedy for X days.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: Enemies have convinced our soldiers to demand more money for upkeep.&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.15&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lightning Strike ===&lt;br /&gt;
&lt;br /&gt;
The power of a direct Lightning Strike is arguably the most deadly force on the planet. Your Lightning Strikes will go directly at opponents rune stores and destroy everything in sight. This strike is the most effective way to cripple any opponent&#039;s ability to cast spells.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with a minimum relationship of [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Destroys a random portion of runes between 30-65%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Lightning strikes the Towers in [province name] (##:##) and incinerates X runes!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.18&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Land Lust ===&lt;br /&gt;
&lt;br /&gt;
Land is the defining strength of any province, and this spell is the Mage&#039;s way of simply stealing an opponent&#039;s land. This spell is a difficult alternative to attacking.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 15 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with minimum relationship of [[Relations#Unfriendly|Unfriendly]].&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Captures a small and random (up to 1.25%) of the enemy land.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our Land Lust over Enemy Province (location) has given us X new acres of land!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: X acres of land have disappeared from our control!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Meteor Showers ===&lt;br /&gt;
&lt;br /&gt;
This spell will rain Meteors across the lands of an opponent for several days, killing peasants, troops and more. Deadly and enduring, casting this spell is both difficult and costly. The damage done, however, can be just as great.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 12 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Mystic]] - with minimum relationship of [[Relations#Hostile|Hostile]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Kills peasants and troops (soldiers, specialists and elites) at home each Utopian Day the&amp;lt;br&amp;gt;&lt;br /&gt;
spell is active.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Short-moderate&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Meteors will rain across the lands of [province name] (##:##) for X days&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Meteors rain across our lands, and are not expected to stop for X days.&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: Meteors rain across the lands and kill X peasants and X troops!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.75&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mystic Vortex ===&lt;br /&gt;
&lt;br /&gt;
The Mystic Vortex is one of the more powerful spells in the Utopian World. A successful cast will cause approximately half of the spells currently active over a province to vanish. However, this spell does not discriminate and will nullify both positive and negative spells affecting their lands.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with a minimum relationship of [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Nullifies spells on the enemy province (50% chance per spell).&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: A magic vortex overcomes the province of [province name] (##:##), negating X active&amp;lt;br&amp;gt;&lt;br /&gt;
spells.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: A magic vortex rendered many of our spells inactive!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.45&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Nightmares ===&lt;br /&gt;
&lt;br /&gt;
The effects fear can have on an individual are amazing. By causing nightmares within the soldiers of an opposing army, you may be able to cause them to quiver in fear. Troops having nightmares have to be rehabilitated and are unavailable for a period of time.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Heretic]] - with a minimum relationship of [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Instantly returns around 1.5% of the military troops (specialists, elites and thieves) under training for 8 days.&amp;lt;br&amp;gt;&lt;br /&gt;
Will only affect the troops that are at home.&amp;lt;br&amp;gt;&lt;br /&gt;
Soldiers simply quit the army.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant damage spell, with duration effect: Troops in training queue stretching 8 days (not affected by Train Time or Spell Duration).&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: During the night, X of the men in the armies and thieves&#039; guilds of [Province Name]&amp;lt;br&amp;gt;&lt;br /&gt;
had nightmares.&amp;lt;br&amp;gt;&lt;br /&gt;
Some were forced into rehabilitation, but the soldiers simply quit the army!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification:&amp;lt;br&amp;gt;&lt;br /&gt;
This morning, X of our men from our armies and thieves&#039; guild turned up unfit.&amp;lt;br&amp;gt;&lt;br /&gt;
The Soldiers quit, while the rest are being retrained. They should be available again in 8 days.&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.45&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Pitfalls ===&lt;br /&gt;
&lt;br /&gt;
Placing magical pitfalls throughout an enemy&#039;s lands will cause them to suffer higher Military Defensive Casualties in combat for several days. This is an effective way to frustrate attackers and strengthen your own position in the midst of [[Relations#War|war]].&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 14 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Elf]], [[Races and Personalities|Faery, Mystic]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases defensive military losses by 20%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Medium&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Pitfalls will haunt the lands of [province name] (##:##) for X days. They will suffer&amp;lt;br&amp;gt;&lt;br /&gt;
increased defensive losses during battle.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.18&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Storms ===&lt;br /&gt;
&lt;br /&gt;
The power of mother nature is amongst the most powerful in existence. Sending storms over another province will cause destruction and death across the lands for days. The Storm Spell will cancel any Droughts affecting the target province. Increases Tornado damage taken by 15%.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Kills 1.5% of peasant population per day.&amp;lt;br&amp;gt;&lt;br /&gt;
Increases Tornado damage taken by 15%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Storms will ravage [province name] (##:##) for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: Storms are ravaging our lands!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.06&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tornadoes ===&lt;br /&gt;
&lt;br /&gt;
One of the most dangerous and destructive offensive spells, casting this will rain a terror of tornadoes across an opponent&#039;s lands, laying waste to acres of buildings across the province.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 14 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with minimum relationship of [[Relations#Unfriendly|Unfriendly]].&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Destroys a small and random portion of buildings.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Tornadoes scour the lands of [province name] (##:##), laying waste to X acres of&amp;lt;br&amp;gt;&lt;br /&gt;
buildings!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: Tornadoes scour the lands, causing the destruction of X acres of&amp;lt;br&amp;gt;&lt;br /&gt;
buildings!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.3&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Vermin ===&lt;br /&gt;
&lt;br /&gt;
Sending vermin scurrying into the Food supplies of an opponent forces the destruction of a great deal of their reserves.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 67]], [[Age 82]] ... [[Age 86]], [[Age 90]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Heretic, Mystic, Necromancer]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Destroys (on average) about 50% of target&#039;s Food supplies.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.00 (incorrect value)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Forgotten Spells ==&lt;br /&gt;
&lt;br /&gt;
=== Amnesia ===&lt;br /&gt;
&lt;br /&gt;
Knowledge is vital to the longterm survival of a province. The unique powers of magic allow you to strip a province of some of its long-sought science. Its effects are temporary. By casting Amnesia, you can cause an enemy province to lose effectiveness of their arts &amp;amp; sciences knowledge, opening a window to attack or further damage the enemy.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with a minimum relationship of [[Relations#War|War]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Temporarily removes ~5% of target&#039;s current total allocated Science Books. These Books return over 48 ticks, not affected by EOWCF. &amp;lt;!--Successful Casts will display the target&#039;s current Science Effectiveness.--&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant with duration effect: 48Ticks&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0 (War Only)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Barrier of Integrity ===&lt;br /&gt;
&lt;br /&gt;
Stops all drafting that would normally take place in target province.&lt;br /&gt;
&lt;br /&gt;
Was upgraded to [[Mystics#Sloth|Sloth]]&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 72 ... [[Age 80]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to:&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Stops all drafting that would normally take place in target province.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fog ===&lt;br /&gt;
&lt;br /&gt;
Casting a sphere of protection over your province, this spell helps protect your province from invasion from others. This spell can last for a couple of days.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 50]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dwarf]], [[Races and Personalities|Faery]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases enemy attack times by 3 hours.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 22 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our lands are protected by dense fog (Estimated: X more Days).&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our lands are filled with fog, slowing opposing armies for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Haste ===&lt;br /&gt;
&lt;br /&gt;
Haste makes your workers build faster and harder than otherwise. All buildings constructed while the Haste spell is active will be completed faster than otherwise would be expected.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 3 ... Age 14&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to:&amp;lt;br&amp;gt;&lt;br /&gt;
Effect:&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hero&#039;s Inspiration ===&lt;br /&gt;
&lt;br /&gt;
The spell helps make your military train harder on their own, thus reducing the daily wages you pay your military for several days. This is especially useful in times of limited cash. This spell also increases the intensity of training, allowing your troops to be ready more quickly; provided the spell is cast before the troops are ordered to be trained.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 72]] ... [[Age 80]], [[Age 82]], [[Age 85]] ... [[Age 86]], [[Age 93]] ... [[Age 98]], [[Age 101]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|War Hero]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decreases your military wages by 30%. Decreases your military training time by 30%. Does not stack with [[Mystics#Inspire_Army|Inspire Army]].&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 24 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our army has been inspired to train even harder. We expect maintenance costs to be reduced for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Illusionary ===&lt;br /&gt;
&lt;br /&gt;
By creating illusionary forces throughout your lands, it is possible to make an army of men look larger than life. Any crystal balls cast while this spell is active will show a larger-than-normal army.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... Age 11&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to:&amp;lt;br&amp;gt;&lt;br /&gt;
Effect:&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Magic Ward ===&lt;br /&gt;
&lt;br /&gt;
Projects a magical ward into the skies above an enemy province, forcing the enemy to pour more resources into their spell casts.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 72]] ... [[Age 81]], [[Age 86]]... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dark Elf]], [[Races and Personalities|Mystic]] - with minimum relationship of [[Relations#Unfriendly|Unfriendly]].&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases target&#039;s rune costs by 100%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.15&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mystic Aura ===&lt;br /&gt;
&lt;br /&gt;
A defense spell, creating a Mystic Aura around your lands will repel the next evil spell cast upon you from abroad. Unfortunately, the effect focuses only on the first spell cast upon you.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 58]], [[Age 60]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dwarf]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Repels the next offensive spell cast upon you (except own spells).&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: A Mystic Aura has been placed around our province, protecting us from the next evil&amp;lt;br&amp;gt;&lt;br /&gt;
spell from abroad.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that Mystic Aura does not activate on intel spells like Crystal Ball.&lt;br /&gt;
&lt;br /&gt;
=== Nightfall ===&lt;br /&gt;
&lt;br /&gt;
Darkness falls on the land and it is a darker night than most, the minds of mages are clouded by the psychic fog and the magical energies within the towers dims.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 110 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Undead]] - with a minimum relationship of [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces enemy Guild and Tower effectiveness by 50% for 8 ticks. (High Difficulty/High Rune Cost)&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant damage spell, with duration effect: Reduce enemy Guild and Tower Effectiveness by 50%, Effects last for 8 ticks.&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: TBD&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification:&amp;lt;br&amp;gt;&lt;br /&gt;
TBD&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: TBD&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Righteous Aggressor===&lt;br /&gt;
Convert offensive specialist to elites on successful attack (Trad, learns, massacres, and plunders).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Warrior &amp;amp; Paladin]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Convert offensive specialist to elites on successful attack.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Short&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Convinced of their righteous cause, our warriors strike with ever-increasing might for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Convinced of their righteous cause, our warriors strike with ever-increasing might for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Scientific Insights ===&lt;br /&gt;
&lt;br /&gt;
This spell clears the minds of your scientists, allowing them to think more clearly and increasing the effectiveness of their research.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 72]] ... [[Age 92]], [[Age 96]] ... [[Age 98]], [[Age 100]] ... [[Age 103]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Sage]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increase the science effectiveness of target province by 10%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Medium, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Your scientists have been imbued with mental energy, making them work harder for XX days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as cast message&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sloth ===&lt;br /&gt;
&lt;br /&gt;
This spell enchants the enemy&#039;s peasantry, calling upon their deep-rooted morals to family and preventing them from signing up for military service.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 72]] ... [[Age 81]], [[Age 87]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dark Elf]] - with minimum relationship of [[Relations#Unfriendly|Unfriendly]].&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces drafting within a target province by 50%. Also increases Draft Cost by 100%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Short&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Genesis Spells ==&lt;br /&gt;
&lt;br /&gt;
=== Soul Blight ===&lt;br /&gt;
&lt;br /&gt;
Causes death among the peasants of an enemy, turning some into the caster&#039;s soldiers&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to:&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Kills x% of peasants and then adds x% of those killed to the caster&#039;s soldiers&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: A Pall of death descends upon enemy (x:x), taking xxx peasent&#039;s lives. Your legion is reinforced by xx of their fallen.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
[[Age 106]]&lt;br /&gt;
* Meter movements updated to reflect forum changes of &amp;quot;all values have tripled&amp;quot; on 6 May 2024.&lt;br /&gt;
[[Age 107]]&lt;br /&gt;
* Revelation bonus reduced from 30% to 20%&lt;br /&gt;
[[Age 108]]&lt;br /&gt;
* Assassinate Wizards damage has been increased by ~17.5%&lt;br /&gt;
* Spells and Sabotage operations Meter Point values have been reduced slightly&lt;br /&gt;
[[Age 110]]&lt;br /&gt;
* Pitfalls - Increased Damage from 15% to 20%&lt;br /&gt;
* Bribe Generals - Increased Damage from 15% to 20%&lt;br /&gt;
* Greater Arson difficulty reduced from High to Medium&lt;br /&gt;
* New Spell: &amp;quot;Nightfall&amp;quot; – Reduces enemy Guild and Tower effectiveness by 50% for 8 ticks. (High Difficulty/High Rune Cost)&lt;br /&gt;
[[Age 112]]&lt;br /&gt;
* Magic Ward → Removed.&lt;br /&gt;
* Tornado → Rune cost –20%, Difficulty –35%.&lt;br /&gt;
* Moved to Hostile: Nightmares, Land Lust, Abolish Ritual, Fireball, Fool’s Gold, Lightning Strike, Mystic Vortex, Nightfall, Sloth, Steal War Horses, Assassinate Wizards, Greater Arson, Nightstrike&lt;br /&gt;
[[Age 113]]&lt;br /&gt;
* Amnesia - Not accessible next age&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Uniques&amp;diff=1031</id>
		<title>Uniques</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Uniques&amp;diff=1031"/>
		<updated>2026-03-29T02:05:28Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Link to sortable table */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Link to searchable table =&lt;br /&gt;
[https://utopia-game.com/wol/game/unique_abilities Utopia Unique Abilities]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;DPL&amp;gt;&lt;br /&gt;
category = Unique&lt;br /&gt;
include = {Unique}:name:unique_type:unique_description&lt;br /&gt;
mode = table&lt;br /&gt;
table = class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
tableheader = Name || Type || Description&lt;br /&gt;
&amp;lt;/DPL&amp;gt;&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Uniques&amp;diff=1030</id>
		<title>Uniques</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Uniques&amp;diff=1030"/>
		<updated>2026-03-29T01:46:05Z</updated>

		<summary type="html">&lt;p&gt;Revival: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Link to sortable table =&lt;br /&gt;
[https://utopia-game.com/wol/game/unique_abilities Utopia Unique Abilities]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;DPL&amp;gt;&lt;br /&gt;
category = Unique&lt;br /&gt;
include = {Unique}:name:unique_type:unique_description&lt;br /&gt;
mode = table&lt;br /&gt;
table = class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
tableheader = Name || Type || Description&lt;br /&gt;
&amp;lt;/DPL&amp;gt;&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=User_talk:Revival&amp;diff=1029</id>
		<title>User talk:Revival</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=User_talk:Revival&amp;diff=1029"/>
		<updated>2026-03-28T21:57:34Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Uniques */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Self Spell DPL=&lt;br /&gt;
&amp;lt;DPL&amp;gt;&lt;br /&gt;
category = Self Spells&lt;br /&gt;
include = {SelfSpell}&lt;br /&gt;
table = class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%;&amp;quot; , , ,&lt;br /&gt;
tableheader = Spell Name || Available To || Effect || Duration&lt;br /&gt;
&amp;lt;/DPL&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Race Table DPL Stuff=&lt;br /&gt;
==Step 1==&lt;br /&gt;
Create: Template:RaceCell&lt;br /&gt;
&lt;br /&gt;
Contents to be:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; font-size:0.95em;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
| {{{name}}}&lt;br /&gt;
|-&lt;br /&gt;
! War Doctrine&lt;br /&gt;
| {{{benefit}}}&lt;br /&gt;
|-&lt;br /&gt;
! Bonuses&lt;br /&gt;
| {{{bonuses}}}&lt;br /&gt;
|-&lt;br /&gt;
! Unique Ability&lt;br /&gt;
| {{{ability}}}&lt;br /&gt;
|-&lt;br /&gt;
! Penalties&lt;br /&gt;
| {{{penalties}}}&lt;br /&gt;
|-&lt;br /&gt;
! Units&lt;br /&gt;
| {{{units}}}&lt;br /&gt;
|-&lt;br /&gt;
! Spells&lt;br /&gt;
| {{{spells}}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Step 2==&lt;br /&gt;
On each race page add&lt;br /&gt;
&lt;br /&gt;
{{RaceCell&lt;br /&gt;
| name = Avian&lt;br /&gt;
| bonuses = –25% Attack Time &amp;lt;br&amp;gt;+20% Birth Rates&lt;br /&gt;
| penalties = +15% Military Casualties &amp;lt;br&amp;gt; Cannot use Barracks &amp;lt;br&amp;gt; No Access to Stables / War Horses &lt;br /&gt;
| ability = &#039;&#039;&#039;Skybound Strike&#039;&#039;&#039;&amp;lt;br&amp;gt; (War/Hostile) Next attack automatically succeeds with –50% losses; gains scale by offense vs. defense; 0 Honour gains. 23 Hour Cooldown.&lt;br /&gt;
| wardoctrine = Introduced Age 114&lt;br /&gt;
| soldier = 3/0 (0.75nw)&lt;br /&gt;
| offspec = 12/0 (4.0nw)&lt;br /&gt;
| defspec = 0/10 (5.0nw)&lt;br /&gt;
| elite = 15/3 (900gc, 6.75nw)&lt;br /&gt;
| warhorse = n/a&lt;br /&gt;
| spells = [[Greater Protection]], [[Quick Feet]], [[Town Watch]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Step 3==&lt;br /&gt;
Auto grid&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; border-collapse:collapse;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;DynamicPageList&amp;gt;&lt;br /&gt;
category = Race&lt;br /&gt;
order = ascending&lt;br /&gt;
columns = 5&lt;br /&gt;
rowcolformat = table&lt;br /&gt;
include = {RaceCell}&lt;br /&gt;
&amp;lt;/DynamicPageList&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Uniques]] ==&lt;br /&gt;
&amp;lt;DPL&amp;gt;&lt;br /&gt;
category = Unique&lt;br /&gt;
include = {Unique}:name:unique_type:unique_description&lt;br /&gt;
mode = table&lt;br /&gt;
format = table&lt;br /&gt;
table = class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
tableheader = Name || Type || Description&lt;br /&gt;
&amp;lt;/DPL&amp;gt;&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=MediaWiki:Common.css&amp;diff=1028</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=MediaWiki:Common.css&amp;diff=1028"/>
		<updated>2026-03-28T21:40:11Z</updated>

		<summary type="html">&lt;p&gt;Revival: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* =========================================================&lt;br /&gt;
   GLOBAL THEME – MediaWiki 1.45 / Vector 2022&lt;br /&gt;
   ========================================================= */&lt;br /&gt;
&lt;br /&gt;
/* ---------- Keyframes ---------- */&lt;br /&gt;
@keyframes gradient {&lt;br /&gt;
  0%   { background-position: 0% 50%; }&lt;br /&gt;
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&lt;br /&gt;
@keyframes float {&lt;br /&gt;
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}&lt;br /&gt;
&lt;br /&gt;
/* ---------- Animated gradient layer ---------- */&lt;br /&gt;
body::before {&lt;br /&gt;
  content: &#039;&#039;;&lt;br /&gt;
  position: fixed;&lt;br /&gt;
  inset: 0;&lt;br /&gt;
  z-index: -2;&lt;br /&gt;
  background: linear-gradient(-45deg, #000814, #001d3d, #000814, #003566);&lt;br /&gt;
  background-size: 400% 400%;&lt;br /&gt;
  animation: gradient 15s ease infinite;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* ---------- Base background reset ---------- */&lt;br /&gt;
&lt;br /&gt;
:root {&lt;br /&gt;
  background: #000814 !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
html,&lt;br /&gt;
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.vector-feature-page-tools-disabled .mw-page-container,&lt;br /&gt;
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  background: transparent !important;&lt;br /&gt;
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h1, h2, h3, h4, h5, h6,&lt;br /&gt;
.mw-headline,&lt;br /&gt;
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.mw-page-title-main,&lt;br /&gt;
.page-Main_Page h1 {&lt;br /&gt;
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.mw-logo-icon,&lt;br /&gt;
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.mw-logo-icon { background-size: auto 100px !important; }&lt;br /&gt;
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    height: 32px !important;&lt;br /&gt;
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  }&lt;br /&gt;
  .mw-logo-icon { background-size: auto 32px !important; }&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* ---------- Header ---------- */&lt;br /&gt;
.vector-header-container,&lt;br /&gt;
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#mw-header-container,&lt;br /&gt;
.mw-header {&lt;br /&gt;
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/* Site name */&lt;br /&gt;
.mw-logo-wordmark,&lt;br /&gt;
.mw-logo-wordmark a {&lt;br /&gt;
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/* Sidebar headings */&lt;br /&gt;
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.vector-main-menu-heading,&lt;br /&gt;
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   PAGE CONTENT LINKS&lt;br /&gt;
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.mw-parser-output a { color: #4DA3FF !important; }&lt;br /&gt;
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/* =========================================================&lt;br /&gt;
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&lt;br /&gt;
/* Active item */&lt;br /&gt;
#vector-toc .vector-toc-list-item-active { background: transparent !important; }&lt;br /&gt;
#vector-toc .vector-toc-list-item-active &amp;gt; a.vector-toc-link { background-color: #FFD60A !important; }&lt;br /&gt;
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&lt;br /&gt;
/* Expanded parent rules */&lt;br /&gt;
#vector-toc .vector-toc-level-1.vector-toc-list-item-expanded &amp;gt; a.vector-toc-link .vector-toc-text {&lt;br /&gt;
  color: #FFC300 !important;&lt;br /&gt;
  font-weight: 600 !important;&lt;br /&gt;
}&lt;br /&gt;
#vector-toc .vector-toc-level-1.vector-toc-list-item-expanded.vector-toc-list-item-active &amp;gt; a.vector-toc-link .vector-toc-text {&lt;br /&gt;
  color: #000814 !important;&lt;br /&gt;
  font-weight: 700 !important;&lt;br /&gt;
}&lt;br /&gt;
#vector-toc .vector-toc-level-1.vector-toc-list-item-expanded ul .vector-toc-text {&lt;br /&gt;
  color: #EAEAEA !important;&lt;br /&gt;
  font-weight: normal !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Hover */&lt;br /&gt;
#vector-toc .vector-toc-list-item:not(.vector-toc-list-item-active) &amp;gt; a.vector-toc-link:hover .vector-toc-text {&lt;br /&gt;
  color: #FFD60A !important;&lt;br /&gt;
}&lt;br /&gt;
#vector-toc .vector-toc-list-item-active &amp;gt; a.vector-toc-link:hover .vector-toc-text {&lt;br /&gt;
  color: #000814 !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Remove wrappers */&lt;br /&gt;
.vector-toc-container,&lt;br /&gt;
#vector-toc-pinned-container,&lt;br /&gt;
.vector-pinned-container {&lt;br /&gt;
  background: transparent !important;&lt;br /&gt;
  border: none !important;&lt;br /&gt;
  box-shadow: none !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Inline (article) TOC only */&lt;br /&gt;
.mw-parser-output &amp;gt; .toc {&lt;br /&gt;
  background: #001D3D !important;&lt;br /&gt;
  border: 1px solid #FFC300 !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* =========================================================&lt;br /&gt;
   Formula Boxes&lt;br /&gt;
   ========================================================= */&lt;br /&gt;
.formula-box {&lt;br /&gt;
  display: inline-block !important;  /* shrink to fit */&lt;br /&gt;
  width: auto !important;            /* no full width */&lt;br /&gt;
  max-width: 100% !important;        /* prevent overflow */&lt;br /&gt;
  background: #001D3D;&lt;br /&gt;
  border: 1px solid #FFC300;&lt;br /&gt;
  border-radius: 10px;&lt;br /&gt;
  padding: 0.8em 1em;&lt;br /&gt;
  margin: 0.75em 0;&lt;br /&gt;
  color: #EAEAEA;&lt;br /&gt;
  line-height: 1.6;&lt;br /&gt;
  white-space: normal;&lt;br /&gt;
  overflow-wrap: anywhere;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.formula-box a { color: #4DA3FF !important; }&lt;br /&gt;
.formula-box a:visited { color: #9B7CFF !important; }&lt;br /&gt;
&lt;br /&gt;
/* =========================&lt;br /&gt;
   Vector 2022 – RIGHT PAGE TOOLS: remove the fade/gradient&lt;br /&gt;
   ========================= */&lt;br /&gt;
.vector-page-tools::before,&lt;br /&gt;
.vector-page-tools::after,&lt;br /&gt;
.vector-page-tools-container::before,&lt;br /&gt;
.vector-page-tools-container::after,&lt;br /&gt;
.vector-page-tools-landmark::before,&lt;br /&gt;
.vector-page-tools-landmark::after,&lt;br /&gt;
.vector-sticky-pinned-container::before,&lt;br /&gt;
.vector-sticky-pinned-container::after,&lt;br /&gt;
.vector-page-tools .vector-sticky-pinned-container::before,&lt;br /&gt;
.vector-page-tools .vector-sticky-pinned-container::after {&lt;br /&gt;
  background: none !important;&lt;br /&gt;
  background-image: none !important;&lt;br /&gt;
  box-shadow: none !important;&lt;br /&gt;
  filter: none !important;&lt;br /&gt;
  backdrop-filter: none !important;&lt;br /&gt;
  mask-image: none !important;&lt;br /&gt;
  -webkit-mask-image: none !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* Change Navigation Icon/Link Colors */&lt;br /&gt;
#mw-panel .portal a,  &lt;br /&gt;
#mw-panel .portal a:visited {&lt;br /&gt;
     color: #FFC300 !important; /* Change to your desired color */&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* Change Footer Link Colors */&lt;br /&gt;
div#footer ul li a, &lt;br /&gt;
div#footer ul li a:visited {&lt;br /&gt;
     color: #FFC300 !important; /* Change to your desired color */&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* Change Footer Text and Icons */&lt;br /&gt;
div#footer ul li {&lt;br /&gt;
     color: #FFC300 !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* Change Navigation Icon/Link Colors */&lt;br /&gt;
#mw-panel .portal a,  &lt;br /&gt;
#mw-panel .portal a:visited {&lt;br /&gt;
     color: #FFC300 !important; /* Change to your desired color */&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* ===== NAVIGATION ICONS - VECTOR 2022 ===== */&lt;br /&gt;
/* User menu icon (person icon) */&lt;br /&gt;
.vector-user-links .vector-icon,&lt;br /&gt;
.vector-user-menu-login .vector-icon,&lt;br /&gt;
.vector-user-menu-create-account .vector-icon {&lt;br /&gt;
     filter: brightness(0) saturate(100%) invert(85%) sepia(67%) saturate(1000%) hue-rotate(0deg) brightness(103%) contrast(101%) !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Settings/hamburger menu icon */&lt;br /&gt;
.vector-main-menu-action-toggle .vector-icon,&lt;br /&gt;
.vector-page-tools-landmark .vector-icon {&lt;br /&gt;
     filter: brightness(0) saturate(100%) invert(85%) sepia(67%) saturate(1000%) hue-rotate(0deg) brightness(103%) contrast(101%) !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* All navigation icons */&lt;br /&gt;
.vector-icon,&lt;br /&gt;
.mw-ui-icon {&lt;br /&gt;
     filter: brightness(0) saturate(100%) invert(85%) sepia(67%) saturate(1000%) hue-rotate(0deg) brightness(103%) contrast(101%) !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* User menu links (username) */&lt;br /&gt;
.vector-user-links a,&lt;br /&gt;
.vector-user-menu-logged-in .vector-user-links-main a {&lt;br /&gt;
     color: #FFC300 !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* ===== FOOTER LINKS - VECTOR 2022 ===== */&lt;br /&gt;
/* All footer links */&lt;br /&gt;
#footer a,&lt;br /&gt;
#footer a:link,&lt;br /&gt;
#footer a:visited,&lt;br /&gt;
.mw-footer a,&lt;br /&gt;
.mw-footer a:link,&lt;br /&gt;
.mw-footer a:visited,&lt;br /&gt;
footer a,&lt;br /&gt;
footer a:link,&lt;br /&gt;
footer a:visited {&lt;br /&gt;
     color: #FFC300 !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Footer text color */&lt;br /&gt;
#footer,&lt;br /&gt;
#footer li,&lt;br /&gt;
.mw-footer,&lt;br /&gt;
.mw-footer li,&lt;br /&gt;
footer,&lt;br /&gt;
footer li {&lt;br /&gt;
     color: #FFC300 !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Older footer selectors (keeping for compatibility) */&lt;br /&gt;
div#footer ul li a, &lt;br /&gt;
div#footer ul li a:visited {&lt;br /&gt;
     color: #FFC300 !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
div#footer ul li {&lt;br /&gt;
    color: #FFC300 !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* =========================================================&lt;br /&gt;
   VECTOR 2022 – PAGE ACTIONS / TABS COLOR CONTROL&lt;br /&gt;
   Applies to: Main Page | Discussion | Read | Edit | History | Tools&lt;br /&gt;
   ========================================================= */&lt;br /&gt;
&lt;br /&gt;
/* Default page action links (not active) */&lt;br /&gt;
.vector-page-toolbar a,&lt;br /&gt;
.vector-page-toolbar a:link,&lt;br /&gt;
.vector-page-toolbar a:visited,&lt;br /&gt;
.vector-page-toolbar .mw-ui-icon a {&lt;br /&gt;
    color: #FFC300 !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Hover state (optional subtle brighten) */&lt;br /&gt;
.vector-page-toolbar a:hover {&lt;br /&gt;
    color: #FFD60A !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* ACTIVE / CURRENT TAB (e.g. Main Page, Edit when editing) */&lt;br /&gt;
.vector-page-toolbar .selected a,&lt;br /&gt;
.vector-page-toolbar .mw-ui-button.mw-ui-progressive,&lt;br /&gt;
.vector-page-toolbar .mw-ui-button.mw-ui-progressive:visited {&lt;br /&gt;
    color: #FFFFFF !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Ensure active tab background doesn&#039;t force dark text */&lt;br /&gt;
.vector-page-toolbar .selected a,&lt;br /&gt;
.vector-page-toolbar .selected span {&lt;br /&gt;
    color: #FFFFFF !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Missing page links stay red */&lt;br /&gt;
.vector-page-toolbar a.new,&lt;br /&gt;
.vector-page-toolbar a.new:visited {&lt;br /&gt;
    color: #CC2200 !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* ============ NAVPILLS ============ */&lt;br /&gt;
/* Navpills styling */&lt;br /&gt;
.navpills-container {&lt;br /&gt;
    margin: 1.5em 0;&lt;br /&gt;
    padding: 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.navpills {&lt;br /&gt;
    display: flex;&lt;br /&gt;
    flex-wrap: wrap;&lt;br /&gt;
    gap: 0.8em;&lt;br /&gt;
    list-style: none;&lt;br /&gt;
    margin: 0;&lt;br /&gt;
    padding: 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.navpill-item {&lt;br /&gt;
    display: inline-block;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.navpill-item a {&lt;br /&gt;
    text-decoration: none !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.navpill-item a span {&lt;br /&gt;
    display: inline-block;&lt;br /&gt;
    padding: 0.7em 1.3em;&lt;br /&gt;
    background: linear-gradient(135deg, #003566 0%, #001D3D 100%);&lt;br /&gt;
    color: #FFC300 !important;&lt;br /&gt;
    border: 2px solid #FFC300;&lt;br /&gt;
    border-radius: 6px;&lt;br /&gt;
    font-weight: bold;&lt;br /&gt;
    text-decoration: none;&lt;br /&gt;
    transition: all 0.3s ease;&lt;br /&gt;
    font-size: 1.05em;&lt;br /&gt;
    box-shadow: 0 2px 8px rgba(255, 195, 0, 0.2);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.navpill-item a:hover span {&lt;br /&gt;
    background: linear-gradient(135deg, #FFC300 0%, #FFD60A 100%);&lt;br /&gt;
    color: #000814 !important;&lt;br /&gt;
    border-color: #FFD60A;&lt;br /&gt;
    box-shadow: 0 4px 12px rgba(255, 195, 0, 0.4);&lt;br /&gt;
    transform: translateY(-2px);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Mobile responsive */&lt;br /&gt;
@media (max-width: 768px) {&lt;br /&gt;
    .navpills {&lt;br /&gt;
        flex-direction: column;&lt;br /&gt;
    }&lt;br /&gt;
    &lt;br /&gt;
    .navpill-item {&lt;br /&gt;
        width: 100%;&lt;br /&gt;
    }&lt;br /&gt;
    &lt;br /&gt;
    .navpill-item a span {&lt;br /&gt;
        display: block;&lt;br /&gt;
        text-align: center;&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* ============ TABS ============ */&lt;br /&gt;
/* CSS-Only Tabs */&lt;br /&gt;
.wiki-tabs-container-css {&lt;br /&gt;
    margin: 2em 0;&lt;br /&gt;
    background: linear-gradient(180deg, #001D3D 0%, #000814 100%);&lt;br /&gt;
    border: 2px solid #FFC300;&lt;br /&gt;
    border-radius: 8px;&lt;br /&gt;
    overflow: hidden;&lt;br /&gt;
    box-shadow: 0 4px 15px rgba(255, 195, 0, 0.2);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Hide radio buttons */&lt;br /&gt;
.wiki-tab-radio {&lt;br /&gt;
    display: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Tab Labels (Buttons) */&lt;br /&gt;
.wiki-tab-label {&lt;br /&gt;
    display: inline-block;&lt;br /&gt;
    padding: 1em 1.5em;&lt;br /&gt;
    background: #001D3D;&lt;br /&gt;
    color: #FFC300;&lt;br /&gt;
    border-right: 1px solid rgba(255, 195, 0, 0.3);&lt;br /&gt;
    font-size: 1.1em;&lt;br /&gt;
    font-weight: bold;&lt;br /&gt;
    cursor: pointer;&lt;br /&gt;
    transition: all 0.3s ease;&lt;br /&gt;
    text-align: center;&lt;br /&gt;
    font-family: &#039;Palatino Linotype&#039;, &#039;Book Antiqua&#039;, Palatino, Georgia, serif;&lt;br /&gt;
    margin: 0;&lt;br /&gt;
    border-bottom: 2px solid #000814;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.wiki-tab-label:hover {&lt;br /&gt;
    background: #003566;&lt;br /&gt;
    color: #FFD60A;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Active tab style */&lt;br /&gt;
.wiki-tab-radio:checked + .wiki-tab-label {&lt;br /&gt;
    background: #FFC300;&lt;br /&gt;
    color: #000814;&lt;br /&gt;
    border-bottom: 3px solid #FFD60A;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Tab Content */&lt;br /&gt;
.wiki-tab-content {&lt;br /&gt;
    display: none;&lt;br /&gt;
    padding: 2em;&lt;br /&gt;
    color: #FFFFFF;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Show content when tab is checked */&lt;br /&gt;
.wiki-tab-radio:checked ~ .wiki-tab-content {&lt;br /&gt;
    display: block;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Mobile Responsive */&lt;br /&gt;
@media (max-width: 768px) {&lt;br /&gt;
    .wiki-tab-label {&lt;br /&gt;
        display: block;&lt;br /&gt;
        width: 100%;&lt;br /&gt;
        border-right: none;&lt;br /&gt;
        border-bottom: 1px solid rgba(255, 195, 0, 0.3);&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* =========================================================&lt;br /&gt;
   STICKY HEADER FIX - Keep blue background when scrolling&lt;br /&gt;
   ========================================================= */&lt;br /&gt;
&lt;br /&gt;
/* Sticky header container */&lt;br /&gt;
.vector-sticky-header,&lt;br /&gt;
.vector-sticky-header-container {&lt;br /&gt;
    background: #000814 !important;&lt;br /&gt;
    border-bottom: 2px solid #FFC300 !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Sticky header elements */&lt;br /&gt;
.vector-sticky-header-start,&lt;br /&gt;
.vector-sticky-header-end,&lt;br /&gt;
.vector-sticky-header-context-bar {&lt;br /&gt;
    background: #000814 !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Page title in sticky header */&lt;br /&gt;
.vector-sticky-header-context-bar-primary,&lt;br /&gt;
.vector-sticky-header .mw-page-title-main {&lt;br /&gt;
    color: #FFC300 !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Sticky header buttons and icons */&lt;br /&gt;
.vector-sticky-header button,&lt;br /&gt;
.vector-sticky-header .vector-icon {&lt;br /&gt;
    filter: brightness(0) saturate(100%) invert(85%) sepia(67%) saturate(1000%) hue-rotate(0deg) brightness(103%) contrast(101%) !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Sticky header links */&lt;br /&gt;
.vector-sticky-header a {&lt;br /&gt;
    color: #FFC300 !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Race table text override */&lt;br /&gt;
.racebox td {&lt;br /&gt;
  color: black !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.racebox th {&lt;br /&gt;
  color: white !important; /* keeps your header colors */&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Equal-width navpills grid */&lt;br /&gt;
.navpills-equal-grid .navpills {&lt;br /&gt;
    display: grid !important;&lt;br /&gt;
    grid-template-columns: repeat(3, 1fr) !important;&lt;br /&gt;
    gap: 1em !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.navpills-equal-grid .navpill-item {&lt;br /&gt;
    width: 100% !important;&lt;br /&gt;
    display: block !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.navpills-equal-grid .navpill-item a span {&lt;br /&gt;
    display: block !important;&lt;br /&gt;
    width: 100% !important;&lt;br /&gt;
    text-align: center !important;&lt;br /&gt;
    padding: 0.5em !important;&lt;br /&gt;
    box-sizing: border-box !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
@media (max-width: 768px) {&lt;br /&gt;
    .navpills-equal-grid .navpills {&lt;br /&gt;
        grid-template-columns: 1fr !important;&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Race card buttons with hover animation */&lt;br /&gt;
.race-card {&lt;br /&gt;
    display: block;&lt;br /&gt;
    text-align: center;&lt;br /&gt;
    padding: 1.5em 1em;&lt;br /&gt;
    background: linear-gradient(135deg, #003566 0%, #001D3D 100%);&lt;br /&gt;
    border: 2px solid #FFC300;&lt;br /&gt;
    border-radius: 8px;&lt;br /&gt;
    transition: all 0.3s ease;&lt;br /&gt;
    box-shadow: 0 2px 8px rgba(255, 195, 0, 0.2);&lt;br /&gt;
    text-decoration: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.race-card:hover {&lt;br /&gt;
    background: linear-gradient(135deg, #FFC300 0%, #FFD60A 100%);&lt;br /&gt;
    border-color: #FFD60A;&lt;br /&gt;
    box-shadow: 0 4px 12px rgba(255, 195, 0, 0.4);&lt;br /&gt;
    transform: translateY(-4px);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.race-card img {&lt;br /&gt;
    display: block;&lt;br /&gt;
    margin: 0 auto;&lt;br /&gt;
    transition: transform 0.3s ease;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.race-card:hover img {&lt;br /&gt;
    transform: scale(1.05);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.race-card-name {&lt;br /&gt;
    margin-top: 0.8em;&lt;br /&gt;
    font-size: 1.2em;&lt;br /&gt;
    font-weight: bold;&lt;br /&gt;
    color: #FFC300;&lt;br /&gt;
    transition: color 0.3s ease;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.race-card:hover .race-card-name {&lt;br /&gt;
    color: #000814;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* =========================================================&lt;br /&gt;
   Time widgets (works in BOTH main header + sticky header)&lt;br /&gt;
   ========================================================= */&lt;br /&gt;
&lt;br /&gt;
.time-widgets {&lt;br /&gt;
  display: inline-flex !important;&lt;br /&gt;
  align-items: center !important;&lt;br /&gt;
  gap: 12px !important;&lt;br /&gt;
  white-space: nowrap !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Nice pill styling */&lt;br /&gt;
.time-widgets .header-widget {&lt;br /&gt;
  display: inline-flex !important;&lt;br /&gt;
  align-items: center !important;&lt;br /&gt;
  gap: 6px !important;&lt;br /&gt;
  padding: 6px 10px !important;&lt;br /&gt;
  border: 1px solid #FFC300 !important;&lt;br /&gt;
  border-radius: 999px !important;&lt;br /&gt;
  background: linear-gradient(135deg, #003566 0%, #001D3D 100%) !important;&lt;br /&gt;
  box-shadow: 0 2px 8px rgba(255, 195, 0, 0.18) !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.time-widgets .header-widget__label {&lt;br /&gt;
  color: #FFC300 !important;&lt;br /&gt;
  font-weight: 700 !important;&lt;br /&gt;
  font-size: 0.95em !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.time-widgets .header-widget__value {&lt;br /&gt;
  color: #FFFFFF !important;&lt;br /&gt;
  font-weight: 700 !important;&lt;br /&gt;
  font-variant-numeric: tabular-nums;&lt;br /&gt;
  font-size: 0.95em !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* MAIN header: center the bar within the header end area */&lt;br /&gt;
.vector-header .vector-header-end {&lt;br /&gt;
  display: flex !important;&lt;br /&gt;
  align-items: center !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#main-time-widgets.time-widgets {&lt;br /&gt;
  flex: 1 1 auto !important;&lt;br /&gt;
  justify-content: center !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Sticky header: keep your current behavior (Discord left, widgets center) */&lt;br /&gt;
.vector-sticky-header-icons {&lt;br /&gt;
  display: flex !important;&lt;br /&gt;
  align-items: center !important;&lt;br /&gt;
  gap: 10px !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#sticky-time-widgets.time-widgets,&lt;br /&gt;
#main-time-widgets.time-widgets {&lt;br /&gt;
  margin: 0 auto !important;&lt;br /&gt;
  display: inline-flex !important;&lt;br /&gt;
  align-items: center !important;&lt;br /&gt;
  gap: 12px !important;&lt;br /&gt;
  white-space: nowrap !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* Optional: hide labels when cramped */&lt;br /&gt;
@media (max-width: 1100px) {&lt;br /&gt;
  .time-widgets .header-widget__label { display: none !important; }&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Hide bar entirely on very small screens */&lt;br /&gt;
@media (max-width: 860px) {&lt;br /&gt;
  #main-time-widgets,&lt;br /&gt;
  #sticky-time-widgets { display: none !important; }&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
@keyframes pulseRed {&lt;br /&gt;
  0%   { transform: scale(1); opacity: 1; }&lt;br /&gt;
  50%  { transform: scale(1.06); opacity: 0.85; }&lt;br /&gt;
  100% { transform: scale(1); opacity: 1; }&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.pulse-red {&lt;br /&gt;
  color: #ff4d4d !important;&lt;br /&gt;
  font-weight: 800 !important;&lt;br /&gt;
  animation: pulseRed 0.9s ease-in-out infinite !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* =========================================================&lt;br /&gt;
   Discord Link Styling&lt;br /&gt;
   ========================================================= */&lt;br /&gt;
&lt;br /&gt;
.sticky-discord-link,&lt;br /&gt;
#custom-sticky-link,&lt;br /&gt;
#main-discord-link {&lt;br /&gt;
  color: #FFC300 !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.sticky-discord-link:hover,&lt;br /&gt;
#custom-sticky-link:hover,&lt;br /&gt;
#main-discord-link:hover {&lt;br /&gt;
  color: #FFD60A !important;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=MediaWiki:Common.css&amp;diff=1027</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=MediaWiki:Common.css&amp;diff=1027"/>
		<updated>2026-03-28T21:34:21Z</updated>

		<summary type="html">&lt;p&gt;Revival: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* =========================================================&lt;br /&gt;
   GLOBAL THEME – MediaWiki 1.45 / Vector 2022&lt;br /&gt;
   ========================================================= */&lt;br /&gt;
&lt;br /&gt;
/* ---------- Keyframes ---------- */&lt;br /&gt;
@keyframes gradient {&lt;br /&gt;
  0%   { background-position: 0% 50%; }&lt;br /&gt;
  50%  { background-position: 100% 50%; }&lt;br /&gt;
  100% { background-position: 0% 50%; }&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
@keyframes float {&lt;br /&gt;
  0%   { transform: translateY(0px)   translateX(0px)   scale(1);   opacity: 0; }&lt;br /&gt;
  10%  { opacity: 1; }&lt;br /&gt;
  90%  { opacity: 1; }&lt;br /&gt;
  100% { transform: translateY(-100vh) translateX(30px)  scale(1.2); opacity: 0; }&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* ---------- Animated gradient layer ---------- */&lt;br /&gt;
body::before {&lt;br /&gt;
  content: &#039;&#039;;&lt;br /&gt;
  position: fixed;&lt;br /&gt;
  inset: 0;&lt;br /&gt;
  z-index: -2;&lt;br /&gt;
  background: linear-gradient(-45deg, #000814, #001d3d, #000814, #003566);&lt;br /&gt;
  background-size: 400% 400%;&lt;br /&gt;
  animation: gradient 15s ease infinite;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* ---------- Base background reset ---------- */&lt;br /&gt;
&lt;br /&gt;
:root {&lt;br /&gt;
  background: #000814 !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
html,&lt;br /&gt;
body,&lt;br /&gt;
.vector-feature-page-tools-disabled .mw-page-container,&lt;br /&gt;
.vector-feature-page-tools-enabled .mw-page-container {&lt;br /&gt;
  background: transparent !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Transparent content containers */&lt;br /&gt;
.mw-page-container,&lt;br /&gt;
.mw-body,&lt;br /&gt;
.vector-body {&lt;br /&gt;
  background: transparent !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* ---------- Particle canvas ---------- */&lt;br /&gt;
#particle-canvas {&lt;br /&gt;
  position: fixed;&lt;br /&gt;
  inset: 0;&lt;br /&gt;
  z-index: -1;&lt;br /&gt;
  pointer-events: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* ---------- Base text ---------- */&lt;br /&gt;
body,&lt;br /&gt;
.mw-body,&lt;br /&gt;
.mw-body-content,&lt;br /&gt;
#mw-content-text,&lt;br /&gt;
.vector-body {&lt;br /&gt;
  color: #fff !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* ---------- Headings ---------- */&lt;br /&gt;
h1, h2, h3, h4, h5, h6,&lt;br /&gt;
.mw-headline,&lt;br /&gt;
#firstHeading,&lt;br /&gt;
.mw-page-title-main,&lt;br /&gt;
.page-Main_Page h1 {&lt;br /&gt;
  color: #FFC300 !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* ---------- Logo ---------- */&lt;br /&gt;
.mw-logo-icon,&lt;br /&gt;
.mw-logo-icon img,&lt;br /&gt;
.mw-logo img,&lt;br /&gt;
.mw-logo a.mw-logo-container img {&lt;br /&gt;
  height: 100px !important;&lt;br /&gt;
  width: auto !important;&lt;br /&gt;
  max-height: 100px !important;&lt;br /&gt;
}&lt;br /&gt;
.mw-logo-icon { background-size: auto 100px !important; }&lt;br /&gt;
&lt;br /&gt;
@media (max-width: 720px) {&lt;br /&gt;
  .mw-logo-icon,&lt;br /&gt;
  .mw-logo-icon img,&lt;br /&gt;
  .mw-logo img,&lt;br /&gt;
  .mw-logo a.mw-logo-container img {&lt;br /&gt;
    height: 32px !important;&lt;br /&gt;
    max-height: 32px !important;&lt;br /&gt;
  }&lt;br /&gt;
  .mw-logo-icon { background-size: auto 32px !important; }&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* ---------- Header ---------- */&lt;br /&gt;
.vector-header-container,&lt;br /&gt;
.vector-header,&lt;br /&gt;
#mw-header-container,&lt;br /&gt;
.mw-header {&lt;br /&gt;
  background: #000814 !important;&lt;br /&gt;
  border-bottom: 2px solid #FFC300 !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Site name */&lt;br /&gt;
.mw-logo-wordmark,&lt;br /&gt;
.mw-logo-wordmark a {&lt;br /&gt;
  color: #FFC300 !important;&lt;br /&gt;
  font-size: 1.8em !important;&lt;br /&gt;
  font-weight: bold !important;&lt;br /&gt;
  text-decoration: none !important;&lt;br /&gt;
}&lt;br /&gt;
.mw-logo-wordmark a:hover { color: #FFD60A !important; }&lt;br /&gt;
&lt;br /&gt;
/* Sidebar headings */&lt;br /&gt;
.vector-pinnable-header-label,&lt;br /&gt;
.vector-main-menu-heading,&lt;br /&gt;
.mw-portlet h3 {&lt;br /&gt;
  color: #FFC300 !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* =========================================================&lt;br /&gt;
   PAGE CONTENT LINKS&lt;br /&gt;
   ========================================================= */&lt;br /&gt;
.mw-parser-output a { color: #4DA3FF !important; }&lt;br /&gt;
.mw-parser-output a:visited { color: #9B7CFF !important; }&lt;br /&gt;
.mw-parser-output a:hover { color: #6BB6FF !important; text-decoration: underline; }&lt;br /&gt;
.mw-parser-output a:active { color: #1F4FA3 !important; }&lt;br /&gt;
.mw-parser-output a.new,&lt;br /&gt;
.mw-parser-output a.new:visited { color: #CC2200 !important; }&lt;br /&gt;
&lt;br /&gt;
/* Optional: keep only if something is overriding text colors inside articles */&lt;br /&gt;
/* .mw-parser-output { color: #fff !important; } */&lt;br /&gt;
&lt;br /&gt;
/* =========================================================&lt;br /&gt;
   GLOBAL TABLE THEME (ALL PAGES)&lt;br /&gt;
   ========================================================= */&lt;br /&gt;
&lt;br /&gt;
.mw-parser-output .wikitable {&lt;br /&gt;
  width: auto !important;          /* stop full-width */&lt;br /&gt;
  display: table !important;/* shrink-wrap to content */&lt;br /&gt;
  max-width: 100% !important;      /* don’t overflow the page */&lt;br /&gt;
  border-collapse: collapse !important;&lt;br /&gt;
  margin: 0.75em 0;&lt;br /&gt;
  background: #303030 !important;&lt;br /&gt;
  border: 1px solid #555555 !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-parser-output .wikitable caption {&lt;br /&gt;
  background: #001D3D !important;&lt;br /&gt;
  color: #fff !important;&lt;br /&gt;
  font-weight: bold;&lt;br /&gt;
  padding: 0.5em 0.7em !important;&lt;br /&gt;
  border-bottom: 1px solid #555555 !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-parser-output .wikitable thead th {&lt;br /&gt;
  background: #000 !important;&lt;br /&gt;
  color: #EAEAEA !important;&lt;br /&gt;
  font-weight: 700;&lt;br /&gt;
  border: 1px solid #666666 !important;&lt;br /&gt;
  padding: 0.5em 0.7em !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-parser-output .wikitable tbody tr:nth-child(odd) { background-color: #303030 !important; }&lt;br /&gt;
.mw-parser-output .wikitable tbody tr:nth-child(even) { background-color: #505050 !important; }&lt;br /&gt;
&lt;br /&gt;
.mw-parser-output .wikitable tbody td {&lt;br /&gt;
  border: 1px solid #555555 !important;&lt;br /&gt;
  color: #EAEAEA !important;&lt;br /&gt;
  padding: 0.5em 0.7em !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* =========================================================&lt;br /&gt;
   TABLE OF CONTENTS – Vector 2022&lt;br /&gt;
   ========================================================= */&lt;br /&gt;
#vector-toc,&lt;br /&gt;
#toc {&lt;br /&gt;
  background: #001D3D !important;&lt;br /&gt;
  border: 1px solid #FFC300 !important;&lt;br /&gt;
  border-radius: 6px;&lt;br /&gt;
  padding: 0.75em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#vector-toc .vector-pinnable-header-label,&lt;br /&gt;
#toc .toctitle {&lt;br /&gt;
  color: #FFC300 !important;&lt;br /&gt;
  font-weight: bold;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#vector-toc .vector-toc-text,&lt;br /&gt;
#toc a {&lt;br /&gt;
  color: #EAEAEA !important;&lt;br /&gt;
  opacity: 1 !important;&lt;br /&gt;
  text-decoration: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Active item */&lt;br /&gt;
#vector-toc .vector-toc-list-item-active { background: transparent !important; }&lt;br /&gt;
#vector-toc .vector-toc-list-item-active &amp;gt; a.vector-toc-link { background-color: #FFD60A !important; }&lt;br /&gt;
#vector-toc .vector-toc-list-item-active &amp;gt; a.vector-toc-link .vector-toc-text {&lt;br /&gt;
  color: #000814 !important;&lt;br /&gt;
  font-weight: 700 !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Expanded parent rules */&lt;br /&gt;
#vector-toc .vector-toc-level-1.vector-toc-list-item-expanded &amp;gt; a.vector-toc-link .vector-toc-text {&lt;br /&gt;
  color: #FFC300 !important;&lt;br /&gt;
  font-weight: 600 !important;&lt;br /&gt;
}&lt;br /&gt;
#vector-toc .vector-toc-level-1.vector-toc-list-item-expanded.vector-toc-list-item-active &amp;gt; a.vector-toc-link .vector-toc-text {&lt;br /&gt;
  color: #000814 !important;&lt;br /&gt;
  font-weight: 700 !important;&lt;br /&gt;
}&lt;br /&gt;
#vector-toc .vector-toc-level-1.vector-toc-list-item-expanded ul .vector-toc-text {&lt;br /&gt;
  color: #EAEAEA !important;&lt;br /&gt;
  font-weight: normal !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Hover */&lt;br /&gt;
#vector-toc .vector-toc-list-item:not(.vector-toc-list-item-active) &amp;gt; a.vector-toc-link:hover .vector-toc-text {&lt;br /&gt;
  color: #FFD60A !important;&lt;br /&gt;
}&lt;br /&gt;
#vector-toc .vector-toc-list-item-active &amp;gt; a.vector-toc-link:hover .vector-toc-text {&lt;br /&gt;
  color: #000814 !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Remove wrappers */&lt;br /&gt;
.vector-toc-container,&lt;br /&gt;
#vector-toc-pinned-container,&lt;br /&gt;
.vector-pinned-container {&lt;br /&gt;
  background: transparent !important;&lt;br /&gt;
  border: none !important;&lt;br /&gt;
  box-shadow: none !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Inline (article) TOC only */&lt;br /&gt;
.mw-parser-output &amp;gt; .toc {&lt;br /&gt;
  background: #001D3D !important;&lt;br /&gt;
  border: 1px solid #FFC300 !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* =========================================================&lt;br /&gt;
   Formula Boxes&lt;br /&gt;
   ========================================================= */&lt;br /&gt;
.formula-box {&lt;br /&gt;
  display: inline-block !important;  /* shrink to fit */&lt;br /&gt;
  width: auto !important;            /* no full width */&lt;br /&gt;
  max-width: 100% !important;        /* prevent overflow */&lt;br /&gt;
  background: #001D3D;&lt;br /&gt;
  border: 1px solid #FFC300;&lt;br /&gt;
  border-radius: 10px;&lt;br /&gt;
  padding: 0.8em 1em;&lt;br /&gt;
  margin: 0.75em 0;&lt;br /&gt;
  color: #EAEAEA;&lt;br /&gt;
  line-height: 1.6;&lt;br /&gt;
  white-space: normal;&lt;br /&gt;
  overflow-wrap: anywhere;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.formula-box a { color: #4DA3FF !important; }&lt;br /&gt;
.formula-box a:visited { color: #9B7CFF !important; }&lt;br /&gt;
&lt;br /&gt;
/* =========================&lt;br /&gt;
   Vector 2022 – RIGHT PAGE TOOLS: remove the fade/gradient&lt;br /&gt;
   ========================= */&lt;br /&gt;
.vector-page-tools::before,&lt;br /&gt;
.vector-page-tools::after,&lt;br /&gt;
.vector-page-tools-container::before,&lt;br /&gt;
.vector-page-tools-container::after,&lt;br /&gt;
.vector-page-tools-landmark::before,&lt;br /&gt;
.vector-page-tools-landmark::after,&lt;br /&gt;
.vector-sticky-pinned-container::before,&lt;br /&gt;
.vector-sticky-pinned-container::after,&lt;br /&gt;
.vector-page-tools .vector-sticky-pinned-container::before,&lt;br /&gt;
.vector-page-tools .vector-sticky-pinned-container::after {&lt;br /&gt;
  background: none !important;&lt;br /&gt;
  background-image: none !important;&lt;br /&gt;
  box-shadow: none !important;&lt;br /&gt;
  filter: none !important;&lt;br /&gt;
  backdrop-filter: none !important;&lt;br /&gt;
  mask-image: none !important;&lt;br /&gt;
  -webkit-mask-image: none !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* Change Navigation Icon/Link Colors */&lt;br /&gt;
#mw-panel .portal a,  &lt;br /&gt;
#mw-panel .portal a:visited {&lt;br /&gt;
     color: #FFC300 !important; /* Change to your desired color */&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* Change Footer Link Colors */&lt;br /&gt;
div#footer ul li a, &lt;br /&gt;
div#footer ul li a:visited {&lt;br /&gt;
     color: #FFC300 !important; /* Change to your desired color */&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* Change Footer Text and Icons */&lt;br /&gt;
div#footer ul li {&lt;br /&gt;
     color: #FFC300 !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* Change Navigation Icon/Link Colors */&lt;br /&gt;
#mw-panel .portal a,  &lt;br /&gt;
#mw-panel .portal a:visited {&lt;br /&gt;
     color: #FFC300 !important; /* Change to your desired color */&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* ===== NAVIGATION ICONS - VECTOR 2022 ===== */&lt;br /&gt;
/* User menu icon (person icon) */&lt;br /&gt;
.vector-user-links .vector-icon,&lt;br /&gt;
.vector-user-menu-login .vector-icon,&lt;br /&gt;
.vector-user-menu-create-account .vector-icon {&lt;br /&gt;
     filter: brightness(0) saturate(100%) invert(85%) sepia(67%) saturate(1000%) hue-rotate(0deg) brightness(103%) contrast(101%) !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Settings/hamburger menu icon */&lt;br /&gt;
.vector-main-menu-action-toggle .vector-icon,&lt;br /&gt;
.vector-page-tools-landmark .vector-icon {&lt;br /&gt;
     filter: brightness(0) saturate(100%) invert(85%) sepia(67%) saturate(1000%) hue-rotate(0deg) brightness(103%) contrast(101%) !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* All navigation icons */&lt;br /&gt;
.vector-icon,&lt;br /&gt;
.mw-ui-icon {&lt;br /&gt;
     filter: brightness(0) saturate(100%) invert(85%) sepia(67%) saturate(1000%) hue-rotate(0deg) brightness(103%) contrast(101%) !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* User menu links (username) */&lt;br /&gt;
.vector-user-links a,&lt;br /&gt;
.vector-user-menu-logged-in .vector-user-links-main a {&lt;br /&gt;
     color: #FFC300 !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* ===== FOOTER LINKS - VECTOR 2022 ===== */&lt;br /&gt;
/* All footer links */&lt;br /&gt;
#footer a,&lt;br /&gt;
#footer a:link,&lt;br /&gt;
#footer a:visited,&lt;br /&gt;
.mw-footer a,&lt;br /&gt;
.mw-footer a:link,&lt;br /&gt;
.mw-footer a:visited,&lt;br /&gt;
footer a,&lt;br /&gt;
footer a:link,&lt;br /&gt;
footer a:visited {&lt;br /&gt;
     color: #FFC300 !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Footer text color */&lt;br /&gt;
#footer,&lt;br /&gt;
#footer li,&lt;br /&gt;
.mw-footer,&lt;br /&gt;
.mw-footer li,&lt;br /&gt;
footer,&lt;br /&gt;
footer li {&lt;br /&gt;
     color: #FFC300 !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Older footer selectors (keeping for compatibility) */&lt;br /&gt;
div#footer ul li a, &lt;br /&gt;
div#footer ul li a:visited {&lt;br /&gt;
     color: #FFC300 !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
div#footer ul li {&lt;br /&gt;
    color: #FFC300 !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* =========================================================&lt;br /&gt;
   VECTOR 2022 – PAGE ACTIONS / TABS COLOR CONTROL&lt;br /&gt;
   Applies to: Main Page | Discussion | Read | Edit | History | Tools&lt;br /&gt;
   ========================================================= */&lt;br /&gt;
&lt;br /&gt;
/* Default page action links (not active) */&lt;br /&gt;
.vector-page-toolbar a,&lt;br /&gt;
.vector-page-toolbar a:link,&lt;br /&gt;
.vector-page-toolbar a:visited,&lt;br /&gt;
.vector-page-toolbar .mw-ui-icon a {&lt;br /&gt;
    color: #FFC300 !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Hover state (optional subtle brighten) */&lt;br /&gt;
.vector-page-toolbar a:hover {&lt;br /&gt;
    color: #FFD60A !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* ACTIVE / CURRENT TAB (e.g. Main Page, Edit when editing) */&lt;br /&gt;
.vector-page-toolbar .selected a,&lt;br /&gt;
.vector-page-toolbar .mw-ui-button.mw-ui-progressive,&lt;br /&gt;
.vector-page-toolbar .mw-ui-button.mw-ui-progressive:visited {&lt;br /&gt;
    color: #FFFFFF !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Ensure active tab background doesn&#039;t force dark text */&lt;br /&gt;
.vector-page-toolbar .selected a,&lt;br /&gt;
.vector-page-toolbar .selected span {&lt;br /&gt;
    color: #FFFFFF !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Missing page links stay red */&lt;br /&gt;
.vector-page-toolbar a.new,&lt;br /&gt;
.vector-page-toolbar a.new:visited {&lt;br /&gt;
    color: #CC2200 !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* ============ NAVPILLS ============ */&lt;br /&gt;
/* Navpills styling */&lt;br /&gt;
.navpills-container {&lt;br /&gt;
    margin: 1.5em 0;&lt;br /&gt;
    padding: 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.navpills {&lt;br /&gt;
    display: flex;&lt;br /&gt;
    flex-wrap: wrap;&lt;br /&gt;
    gap: 0.8em;&lt;br /&gt;
    list-style: none;&lt;br /&gt;
    margin: 0;&lt;br /&gt;
    padding: 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.navpill-item {&lt;br /&gt;
    display: inline-block;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.navpill-item a {&lt;br /&gt;
    text-decoration: none !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.navpill-item a span {&lt;br /&gt;
    display: inline-block;&lt;br /&gt;
    padding: 0.7em 1.3em;&lt;br /&gt;
    background: linear-gradient(135deg, #003566 0%, #001D3D 100%);&lt;br /&gt;
    color: #FFC300 !important;&lt;br /&gt;
    border: 2px solid #FFC300;&lt;br /&gt;
    border-radius: 6px;&lt;br /&gt;
    font-weight: bold;&lt;br /&gt;
    text-decoration: none;&lt;br /&gt;
    transition: all 0.3s ease;&lt;br /&gt;
    font-size: 1.05em;&lt;br /&gt;
    box-shadow: 0 2px 8px rgba(255, 195, 0, 0.2);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.navpill-item a:hover span {&lt;br /&gt;
    background: linear-gradient(135deg, #FFC300 0%, #FFD60A 100%);&lt;br /&gt;
    color: #000814 !important;&lt;br /&gt;
    border-color: #FFD60A;&lt;br /&gt;
    box-shadow: 0 4px 12px rgba(255, 195, 0, 0.4);&lt;br /&gt;
    transform: translateY(-2px);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Mobile responsive */&lt;br /&gt;
@media (max-width: 768px) {&lt;br /&gt;
    .navpills {&lt;br /&gt;
        flex-direction: column;&lt;br /&gt;
    }&lt;br /&gt;
    &lt;br /&gt;
    .navpill-item {&lt;br /&gt;
        width: 100%;&lt;br /&gt;
    }&lt;br /&gt;
    &lt;br /&gt;
    .navpill-item a span {&lt;br /&gt;
        display: block;&lt;br /&gt;
        text-align: center;&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* ============ TABS ============ */&lt;br /&gt;
/* CSS-Only Tabs */&lt;br /&gt;
.wiki-tabs-container-css {&lt;br /&gt;
    margin: 2em 0;&lt;br /&gt;
    background: linear-gradient(180deg, #001D3D 0%, #000814 100%);&lt;br /&gt;
    border: 2px solid #FFC300;&lt;br /&gt;
    border-radius: 8px;&lt;br /&gt;
    overflow: hidden;&lt;br /&gt;
    box-shadow: 0 4px 15px rgba(255, 195, 0, 0.2);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Hide radio buttons */&lt;br /&gt;
.wiki-tab-radio {&lt;br /&gt;
    display: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Tab Labels (Buttons) */&lt;br /&gt;
.wiki-tab-label {&lt;br /&gt;
    display: inline-block;&lt;br /&gt;
    padding: 1em 1.5em;&lt;br /&gt;
    background: #001D3D;&lt;br /&gt;
    color: #FFC300;&lt;br /&gt;
    border-right: 1px solid rgba(255, 195, 0, 0.3);&lt;br /&gt;
    font-size: 1.1em;&lt;br /&gt;
    font-weight: bold;&lt;br /&gt;
    cursor: pointer;&lt;br /&gt;
    transition: all 0.3s ease;&lt;br /&gt;
    text-align: center;&lt;br /&gt;
    font-family: &#039;Palatino Linotype&#039;, &#039;Book Antiqua&#039;, Palatino, Georgia, serif;&lt;br /&gt;
    margin: 0;&lt;br /&gt;
    border-bottom: 2px solid #000814;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.wiki-tab-label:hover {&lt;br /&gt;
    background: #003566;&lt;br /&gt;
    color: #FFD60A;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Active tab style */&lt;br /&gt;
.wiki-tab-radio:checked + .wiki-tab-label {&lt;br /&gt;
    background: #FFC300;&lt;br /&gt;
    color: #000814;&lt;br /&gt;
    border-bottom: 3px solid #FFD60A;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Tab Content */&lt;br /&gt;
.wiki-tab-content {&lt;br /&gt;
    display: none;&lt;br /&gt;
    padding: 2em;&lt;br /&gt;
    color: #FFFFFF;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Show content when tab is checked */&lt;br /&gt;
.wiki-tab-radio:checked ~ .wiki-tab-content {&lt;br /&gt;
    display: block;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Mobile Responsive */&lt;br /&gt;
@media (max-width: 768px) {&lt;br /&gt;
    .wiki-tab-label {&lt;br /&gt;
        display: block;&lt;br /&gt;
        width: 100%;&lt;br /&gt;
        border-right: none;&lt;br /&gt;
        border-bottom: 1px solid rgba(255, 195, 0, 0.3);&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* =========================================================&lt;br /&gt;
   STICKY HEADER FIX - Keep blue background when scrolling&lt;br /&gt;
   ========================================================= */&lt;br /&gt;
&lt;br /&gt;
/* Sticky header container */&lt;br /&gt;
.vector-sticky-header,&lt;br /&gt;
.vector-sticky-header-container {&lt;br /&gt;
    background: #000814 !important;&lt;br /&gt;
    border-bottom: 2px solid #FFC300 !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Sticky header elements */&lt;br /&gt;
.vector-sticky-header-start,&lt;br /&gt;
.vector-sticky-header-end,&lt;br /&gt;
.vector-sticky-header-context-bar {&lt;br /&gt;
    background: #000814 !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Page title in sticky header */&lt;br /&gt;
.vector-sticky-header-context-bar-primary,&lt;br /&gt;
.vector-sticky-header .mw-page-title-main {&lt;br /&gt;
    color: #FFC300 !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Sticky header buttons and icons */&lt;br /&gt;
.vector-sticky-header button,&lt;br /&gt;
.vector-sticky-header .vector-icon {&lt;br /&gt;
    filter: brightness(0) saturate(100%) invert(85%) sepia(67%) saturate(1000%) hue-rotate(0deg) brightness(103%) contrast(101%) !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Sticky header links */&lt;br /&gt;
.vector-sticky-header a {&lt;br /&gt;
    color: #FFC300 !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Race table text override */&lt;br /&gt;
.racebox td {&lt;br /&gt;
  color: black !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.racebox th {&lt;br /&gt;
  color: white !important; /* keeps your header colors */&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Equal-width navpills grid */&lt;br /&gt;
.navpills-equal-grid .navpills {&lt;br /&gt;
    display: grid !important;&lt;br /&gt;
    grid-template-columns: repeat(3, 1fr) !important;&lt;br /&gt;
    gap: 1em !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.navpills-equal-grid .navpill-item {&lt;br /&gt;
    width: 100% !important;&lt;br /&gt;
    display: block !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.navpills-equal-grid .navpill-item a span {&lt;br /&gt;
    display: block !important;&lt;br /&gt;
    width: 100% !important;&lt;br /&gt;
    text-align: center !important;&lt;br /&gt;
    padding: 0.5em !important;&lt;br /&gt;
    box-sizing: border-box !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
@media (max-width: 768px) {&lt;br /&gt;
    .navpills-equal-grid .navpills {&lt;br /&gt;
        grid-template-columns: 1fr !important;&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Race card buttons with hover animation */&lt;br /&gt;
.race-card {&lt;br /&gt;
    display: block;&lt;br /&gt;
    text-align: center;&lt;br /&gt;
    padding: 1.5em 1em;&lt;br /&gt;
    background: linear-gradient(135deg, #003566 0%, #001D3D 100%);&lt;br /&gt;
    border: 2px solid #FFC300;&lt;br /&gt;
    border-radius: 8px;&lt;br /&gt;
    transition: all 0.3s ease;&lt;br /&gt;
    box-shadow: 0 2px 8px rgba(255, 195, 0, 0.2);&lt;br /&gt;
    text-decoration: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.race-card:hover {&lt;br /&gt;
    background: linear-gradient(135deg, #FFC300 0%, #FFD60A 100%);&lt;br /&gt;
    border-color: #FFD60A;&lt;br /&gt;
    box-shadow: 0 4px 12px rgba(255, 195, 0, 0.4);&lt;br /&gt;
    transform: translateY(-4px);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.race-card img {&lt;br /&gt;
    display: block;&lt;br /&gt;
    margin: 0 auto;&lt;br /&gt;
    transition: transform 0.3s ease;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.race-card:hover img {&lt;br /&gt;
    transform: scale(1.05);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.race-card-name {&lt;br /&gt;
    margin-top: 0.8em;&lt;br /&gt;
    font-size: 1.2em;&lt;br /&gt;
    font-weight: bold;&lt;br /&gt;
    color: #FFC300;&lt;br /&gt;
    transition: color 0.3s ease;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.race-card:hover .race-card-name {&lt;br /&gt;
    color: #000814;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* =========================================================&lt;br /&gt;
   Time widgets (works in BOTH main header + sticky header)&lt;br /&gt;
   ========================================================= */&lt;br /&gt;
&lt;br /&gt;
.time-widgets {&lt;br /&gt;
  display: inline-flex !important;&lt;br /&gt;
  align-items: center !important;&lt;br /&gt;
  gap: 12px !important;&lt;br /&gt;
  white-space: nowrap !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Nice pill styling */&lt;br /&gt;
.time-widgets .header-widget {&lt;br /&gt;
  display: inline-flex !important;&lt;br /&gt;
  align-items: center !important;&lt;br /&gt;
  gap: 6px !important;&lt;br /&gt;
  padding: 6px 10px !important;&lt;br /&gt;
  border: 1px solid #FFC300 !important;&lt;br /&gt;
  border-radius: 999px !important;&lt;br /&gt;
  background: linear-gradient(135deg, #003566 0%, #001D3D 100%) !important;&lt;br /&gt;
  box-shadow: 0 2px 8px rgba(255, 195, 0, 0.18) !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.time-widgets .header-widget__label {&lt;br /&gt;
  color: #FFC300 !important;&lt;br /&gt;
  font-weight: 700 !important;&lt;br /&gt;
  font-size: 0.95em !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.time-widgets .header-widget__value {&lt;br /&gt;
  color: #FFFFFF !important;&lt;br /&gt;
  font-weight: 700 !important;&lt;br /&gt;
  font-variant-numeric: tabular-nums;&lt;br /&gt;
  font-size: 0.95em !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* MAIN header: center the bar within the header end area */&lt;br /&gt;
.vector-header .vector-header-end {&lt;br /&gt;
  display: flex !important;&lt;br /&gt;
  align-items: center !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#main-time-widgets.time-widgets {&lt;br /&gt;
  flex: 1 1 auto !important;&lt;br /&gt;
  justify-content: center !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Sticky header: keep your current behavior (Discord left, widgets center) */&lt;br /&gt;
.vector-sticky-header-icons {&lt;br /&gt;
  display: flex !important;&lt;br /&gt;
  align-items: center !important;&lt;br /&gt;
  gap: 10px !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#sticky-time-widgets.time-widgets,&lt;br /&gt;
#main-time-widgets.time-widgets {&lt;br /&gt;
  margin: 0 auto !important;&lt;br /&gt;
  display: inline-flex !important;&lt;br /&gt;
  align-items: center !important;&lt;br /&gt;
  gap: 12px !important;&lt;br /&gt;
  white-space: nowrap !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* Optional: hide labels when cramped */&lt;br /&gt;
@media (max-width: 1100px) {&lt;br /&gt;
  .time-widgets .header-widget__label { display: none !important; }&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Hide bar entirely on very small screens */&lt;br /&gt;
@media (max-width: 860px) {&lt;br /&gt;
  #main-time-widgets,&lt;br /&gt;
  #sticky-time-widgets { display: none !important; }&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
@keyframes pulseRed {&lt;br /&gt;
  0%   { transform: scale(1); opacity: 1; }&lt;br /&gt;
  50%  { transform: scale(1.06); opacity: 0.85; }&lt;br /&gt;
  100% { transform: scale(1); opacity: 1; }&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.pulse-red {&lt;br /&gt;
  color: #ff4d4d !important;&lt;br /&gt;
  font-weight: 800 !important;&lt;br /&gt;
  animation: pulseRed 0.9s ease-in-out infinite !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* =========================================================&lt;br /&gt;
   Discord Link Styling&lt;br /&gt;
   ========================================================= */&lt;br /&gt;
&lt;br /&gt;
.sticky-discord-link,&lt;br /&gt;
#custom-sticky-link,&lt;br /&gt;
#main-discord-link {&lt;br /&gt;
  color: #FFC300 !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.sticky-discord-link:hover,&lt;br /&gt;
#custom-sticky-link:hover,&lt;br /&gt;
#main-discord-link:hover {&lt;br /&gt;
  color: #FFD60A !important;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=User_talk:Revival&amp;diff=1026</id>
		<title>User talk:Revival</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=User_talk:Revival&amp;diff=1026"/>
		<updated>2026-03-28T21:18:17Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Uniques */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Self Spell DPL=&lt;br /&gt;
&amp;lt;DPL&amp;gt;&lt;br /&gt;
category = Self Spells&lt;br /&gt;
include = {SelfSpell}&lt;br /&gt;
table = class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%;&amp;quot; , , ,&lt;br /&gt;
tableheader = Spell Name || Available To || Effect || Duration&lt;br /&gt;
&amp;lt;/DPL&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Race Table DPL Stuff=&lt;br /&gt;
==Step 1==&lt;br /&gt;
Create: Template:RaceCell&lt;br /&gt;
&lt;br /&gt;
Contents to be:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; font-size:0.95em;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
| {{{name}}}&lt;br /&gt;
|-&lt;br /&gt;
! War Doctrine&lt;br /&gt;
| {{{benefit}}}&lt;br /&gt;
|-&lt;br /&gt;
! Bonuses&lt;br /&gt;
| {{{bonuses}}}&lt;br /&gt;
|-&lt;br /&gt;
! Unique Ability&lt;br /&gt;
| {{{ability}}}&lt;br /&gt;
|-&lt;br /&gt;
! Penalties&lt;br /&gt;
| {{{penalties}}}&lt;br /&gt;
|-&lt;br /&gt;
! Units&lt;br /&gt;
| {{{units}}}&lt;br /&gt;
|-&lt;br /&gt;
! Spells&lt;br /&gt;
| {{{spells}}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Step 2==&lt;br /&gt;
On each race page add&lt;br /&gt;
&lt;br /&gt;
{{RaceCell&lt;br /&gt;
| name = Avian&lt;br /&gt;
| bonuses = –25% Attack Time &amp;lt;br&amp;gt;+20% Birth Rates&lt;br /&gt;
| penalties = +15% Military Casualties &amp;lt;br&amp;gt; Cannot use Barracks &amp;lt;br&amp;gt; No Access to Stables / War Horses &lt;br /&gt;
| ability = &#039;&#039;&#039;Skybound Strike&#039;&#039;&#039;&amp;lt;br&amp;gt; (War/Hostile) Next attack automatically succeeds with –50% losses; gains scale by offense vs. defense; 0 Honour gains. 23 Hour Cooldown.&lt;br /&gt;
| wardoctrine = Introduced Age 114&lt;br /&gt;
| soldier = 3/0 (0.75nw)&lt;br /&gt;
| offspec = 12/0 (4.0nw)&lt;br /&gt;
| defspec = 0/10 (5.0nw)&lt;br /&gt;
| elite = 15/3 (900gc, 6.75nw)&lt;br /&gt;
| warhorse = n/a&lt;br /&gt;
| spells = [[Greater Protection]], [[Quick Feet]], [[Town Watch]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Step 3==&lt;br /&gt;
Auto grid&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; border-collapse:collapse;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;DynamicPageList&amp;gt;&lt;br /&gt;
category = Race&lt;br /&gt;
order = ascending&lt;br /&gt;
columns = 5&lt;br /&gt;
rowcolformat = table&lt;br /&gt;
include = {RaceCell}&lt;br /&gt;
&amp;lt;/DynamicPageList&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Uniques]] ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;DPL&amp;gt;&lt;br /&gt;
category = Unique&lt;br /&gt;
include = {Unique}:name:unique_type:unique_description&lt;br /&gt;
mode = table&lt;br /&gt;
table = class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
tableheader = Name || Type || Description&lt;br /&gt;
&amp;lt;/DPL&amp;gt;&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Template:Unique&amp;diff=1025</id>
		<title>Template:Unique</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Template:Unique&amp;diff=1025"/>
		<updated>2026-03-28T21:17:27Z</updated>

		<summary type="html">&lt;p&gt;Revival: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; border:1px solid #aaa; background:#f9f9f9;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
| {{{name|Unique Name}}}&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
| {{{unique_type|Active or Passive}}}&lt;br /&gt;
|-&lt;br /&gt;
! Description&lt;br /&gt;
| {{{unique_description|list effects. duration. cooldown.}}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=User_talk:Revival&amp;diff=1024</id>
		<title>User talk:Revival</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=User_talk:Revival&amp;diff=1024"/>
		<updated>2026-03-28T21:13:25Z</updated>

		<summary type="html">&lt;p&gt;Revival: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Self Spell DPL=&lt;br /&gt;
&amp;lt;DPL&amp;gt;&lt;br /&gt;
category = Self Spells&lt;br /&gt;
include = {SelfSpell}&lt;br /&gt;
table = class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%;&amp;quot; , , ,&lt;br /&gt;
tableheader = Spell Name || Available To || Effect || Duration&lt;br /&gt;
&amp;lt;/DPL&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Race Table DPL Stuff=&lt;br /&gt;
==Step 1==&lt;br /&gt;
Create: Template:RaceCell&lt;br /&gt;
&lt;br /&gt;
Contents to be:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; font-size:0.95em;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
| {{{name}}}&lt;br /&gt;
|-&lt;br /&gt;
! War Doctrine&lt;br /&gt;
| {{{benefit}}}&lt;br /&gt;
|-&lt;br /&gt;
! Bonuses&lt;br /&gt;
| {{{bonuses}}}&lt;br /&gt;
|-&lt;br /&gt;
! Unique Ability&lt;br /&gt;
| {{{ability}}}&lt;br /&gt;
|-&lt;br /&gt;
! Penalties&lt;br /&gt;
| {{{penalties}}}&lt;br /&gt;
|-&lt;br /&gt;
! Units&lt;br /&gt;
| {{{units}}}&lt;br /&gt;
|-&lt;br /&gt;
! Spells&lt;br /&gt;
| {{{spells}}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Step 2==&lt;br /&gt;
On each race page add&lt;br /&gt;
&lt;br /&gt;
{{RaceCell&lt;br /&gt;
| name = Avian&lt;br /&gt;
| bonuses = –25% Attack Time &amp;lt;br&amp;gt;+20% Birth Rates&lt;br /&gt;
| penalties = +15% Military Casualties &amp;lt;br&amp;gt; Cannot use Barracks &amp;lt;br&amp;gt; No Access to Stables / War Horses &lt;br /&gt;
| ability = &#039;&#039;&#039;Skybound Strike&#039;&#039;&#039;&amp;lt;br&amp;gt; (War/Hostile) Next attack automatically succeeds with –50% losses; gains scale by offense vs. defense; 0 Honour gains. 23 Hour Cooldown.&lt;br /&gt;
| wardoctrine = Introduced Age 114&lt;br /&gt;
| soldier = 3/0 (0.75nw)&lt;br /&gt;
| offspec = 12/0 (4.0nw)&lt;br /&gt;
| defspec = 0/10 (5.0nw)&lt;br /&gt;
| elite = 15/3 (900gc, 6.75nw)&lt;br /&gt;
| warhorse = n/a&lt;br /&gt;
| spells = [[Greater Protection]], [[Quick Feet]], [[Town Watch]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Step 3==&lt;br /&gt;
Auto grid&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; border-collapse:collapse;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;DynamicPageList&amp;gt;&lt;br /&gt;
category = Race&lt;br /&gt;
order = ascending&lt;br /&gt;
columns = 5&lt;br /&gt;
rowcolformat = table&lt;br /&gt;
include = {RaceCell}&lt;br /&gt;
&amp;lt;/DynamicPageList&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Uniques]] ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;DPL&amp;gt;&lt;br /&gt;
category = Unique&lt;br /&gt;
include = {Unique/data}:name:unique_type:unique_description&lt;br /&gt;
mode = table&lt;br /&gt;
table = class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
tableheader = Name || Type || Description&lt;br /&gt;
&amp;lt;/DPL&amp;gt;&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=User_talk:Revival&amp;diff=1023</id>
		<title>User talk:Revival</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=User_talk:Revival&amp;diff=1023"/>
		<updated>2026-03-28T21:12:38Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Uniques */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Self Spell DPL=&lt;br /&gt;
&amp;lt;DPL&amp;gt;&lt;br /&gt;
category = Self Spells&lt;br /&gt;
include = {SelfSpell}&lt;br /&gt;
table = class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%;&amp;quot; , , ,&lt;br /&gt;
tableheader = Spell Name || Available To || Effect || Duration&lt;br /&gt;
&amp;lt;/DPL&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Race Table DPL Stuff=&lt;br /&gt;
==Step 1==&lt;br /&gt;
Create: Template:RaceCell&lt;br /&gt;
&lt;br /&gt;
Contents to be:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; font-size:0.95em;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
| {{{name}}}&lt;br /&gt;
|-&lt;br /&gt;
! War Doctrine&lt;br /&gt;
| {{{benefit}}}&lt;br /&gt;
|-&lt;br /&gt;
! Bonuses&lt;br /&gt;
| {{{bonuses}}}&lt;br /&gt;
|-&lt;br /&gt;
! Unique Ability&lt;br /&gt;
| {{{ability}}}&lt;br /&gt;
|-&lt;br /&gt;
! Penalties&lt;br /&gt;
| {{{penalties}}}&lt;br /&gt;
|-&lt;br /&gt;
! Units&lt;br /&gt;
| {{{units}}}&lt;br /&gt;
|-&lt;br /&gt;
! Spells&lt;br /&gt;
| {{{spells}}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Step 2==&lt;br /&gt;
On each race page add&lt;br /&gt;
&lt;br /&gt;
{{RaceCell&lt;br /&gt;
| name = Avian&lt;br /&gt;
| bonuses = –25% Attack Time &amp;lt;br&amp;gt;+20% Birth Rates&lt;br /&gt;
| penalties = +15% Military Casualties &amp;lt;br&amp;gt; Cannot use Barracks &amp;lt;br&amp;gt; No Access to Stables / War Horses &lt;br /&gt;
| ability = &#039;&#039;&#039;Skybound Strike&#039;&#039;&#039;&amp;lt;br&amp;gt; (War/Hostile) Next attack automatically succeeds with –50% losses; gains scale by offense vs. defense; 0 Honour gains. 23 Hour Cooldown.&lt;br /&gt;
| wardoctrine = Introduced Age 114&lt;br /&gt;
| soldier = 3/0 (0.75nw)&lt;br /&gt;
| offspec = 12/0 (4.0nw)&lt;br /&gt;
| defspec = 0/10 (5.0nw)&lt;br /&gt;
| elite = 15/3 (900gc, 6.75nw)&lt;br /&gt;
| warhorse = n/a&lt;br /&gt;
| spells = [[Greater Protection]], [[Quick Feet]], [[Town Watch]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Step 3==&lt;br /&gt;
Auto grid&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; border-collapse:collapse;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;DynamicPageList&amp;gt;&lt;br /&gt;
category = Race&lt;br /&gt;
order = ascending&lt;br /&gt;
columns = 5&lt;br /&gt;
rowcolformat = table&lt;br /&gt;
include = {RaceCell}&lt;br /&gt;
&amp;lt;/DynamicPageList&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Uniques]] ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;DPL&amp;gt;&lt;br /&gt;
category = Unique&lt;br /&gt;
include = {Unique/data}&lt;br /&gt;
mode = table&lt;br /&gt;
table = class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
tableheader = Name || Type || Description&lt;br /&gt;
&amp;lt;/DPL&amp;gt;&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=User_talk:Revival&amp;diff=1022</id>
		<title>User talk:Revival</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=User_talk:Revival&amp;diff=1022"/>
		<updated>2026-03-28T21:12:19Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Uniques */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Self Spell DPL=&lt;br /&gt;
&amp;lt;DPL&amp;gt;&lt;br /&gt;
category = Self Spells&lt;br /&gt;
include = {SelfSpell}&lt;br /&gt;
table = class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%;&amp;quot; , , ,&lt;br /&gt;
tableheader = Spell Name || Available To || Effect || Duration&lt;br /&gt;
&amp;lt;/DPL&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Race Table DPL Stuff=&lt;br /&gt;
==Step 1==&lt;br /&gt;
Create: Template:RaceCell&lt;br /&gt;
&lt;br /&gt;
Contents to be:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; font-size:0.95em;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
| {{{name}}}&lt;br /&gt;
|-&lt;br /&gt;
! War Doctrine&lt;br /&gt;
| {{{benefit}}}&lt;br /&gt;
|-&lt;br /&gt;
! Bonuses&lt;br /&gt;
| {{{bonuses}}}&lt;br /&gt;
|-&lt;br /&gt;
! Unique Ability&lt;br /&gt;
| {{{ability}}}&lt;br /&gt;
|-&lt;br /&gt;
! Penalties&lt;br /&gt;
| {{{penalties}}}&lt;br /&gt;
|-&lt;br /&gt;
! Units&lt;br /&gt;
| {{{units}}}&lt;br /&gt;
|-&lt;br /&gt;
! Spells&lt;br /&gt;
| {{{spells}}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Step 2==&lt;br /&gt;
On each race page add&lt;br /&gt;
&lt;br /&gt;
{{RaceCell&lt;br /&gt;
| name = Avian&lt;br /&gt;
| bonuses = –25% Attack Time &amp;lt;br&amp;gt;+20% Birth Rates&lt;br /&gt;
| penalties = +15% Military Casualties &amp;lt;br&amp;gt; Cannot use Barracks &amp;lt;br&amp;gt; No Access to Stables / War Horses &lt;br /&gt;
| ability = &#039;&#039;&#039;Skybound Strike&#039;&#039;&#039;&amp;lt;br&amp;gt; (War/Hostile) Next attack automatically succeeds with –50% losses; gains scale by offense vs. defense; 0 Honour gains. 23 Hour Cooldown.&lt;br /&gt;
| wardoctrine = Introduced Age 114&lt;br /&gt;
| soldier = 3/0 (0.75nw)&lt;br /&gt;
| offspec = 12/0 (4.0nw)&lt;br /&gt;
| defspec = 0/10 (5.0nw)&lt;br /&gt;
| elite = 15/3 (900gc, 6.75nw)&lt;br /&gt;
| warhorse = n/a&lt;br /&gt;
| spells = [[Greater Protection]], [[Quick Feet]], [[Town Watch]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Step 3==&lt;br /&gt;
Auto grid&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; border-collapse:collapse;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;DynamicPageList&amp;gt;&lt;br /&gt;
category = Race&lt;br /&gt;
order = ascending&lt;br /&gt;
columns = 5&lt;br /&gt;
rowcolformat = table&lt;br /&gt;
include = {RaceCell}&lt;br /&gt;
&amp;lt;/DynamicPageList&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Uniques]] ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;DPL&amp;gt;&lt;br /&gt;
category = Unique&lt;br /&gt;
include = {Unique/data}:name:unique_type:unique_description&lt;br /&gt;
mode = table&lt;br /&gt;
table = class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
tableheader = Name || Type || Description&lt;br /&gt;
&amp;lt;/DPL&amp;gt;&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Sneak_Attack&amp;diff=1021</id>
		<title>Sneak Attack</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Sneak_Attack&amp;diff=1021"/>
		<updated>2026-03-28T21:09:37Z</updated>

		<summary type="html">&lt;p&gt;Revival: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Unique&lt;br /&gt;
 | name = Sneak Attack&lt;br /&gt;
 | unique_type = Active&lt;br /&gt;
 | unique_description = All thievery operations incur -x% thievery losses. 23 hour cooldown. Last 2 ticks.&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Unique]]&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Battle_Cry&amp;diff=1020</id>
		<title>Battle Cry</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Battle_Cry&amp;diff=1020"/>
		<updated>2026-03-28T21:09:32Z</updated>

		<summary type="html">&lt;p&gt;Revival: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Unique&lt;br /&gt;
 | name = Battle Cry&lt;br /&gt;
 | unique_type = Passive&lt;br /&gt;
 | unique_description = Upon successful attack, the attack will destroy x% of the target&#039;s total population&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Unique]]&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Honor_and_Glory&amp;diff=1019</id>
		<title>Honor and Glory</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Honor_and_Glory&amp;diff=1019"/>
		<updated>2026-03-28T21:09:26Z</updated>

		<summary type="html">&lt;p&gt;Revival: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Unique&lt;br /&gt;
 | name = Honor and Glory&lt;br /&gt;
 | unique_type = Passive&lt;br /&gt;
 | unique_description = All successful attacks generate +x% additional Honor Gains.&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Unique]]&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Dragon%27s_Wrath&amp;diff=1018</id>
		<title>Dragon&#039;s Wrath</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Dragon%27s_Wrath&amp;diff=1018"/>
		<updated>2026-03-28T21:09:21Z</updated>

		<summary type="html">&lt;p&gt;Revival: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Unique&lt;br /&gt;
 | name = Dragon&#039;s Wrath&lt;br /&gt;
 | unique_type = Passive&lt;br /&gt;
 | unique_description = When attacking with a dragon, x% of your raw offense from units will also deal damage to the dragon.&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Unique]]&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Shadow_Persistence&amp;diff=1017</id>
		<title>Shadow Persistence</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Shadow_Persistence&amp;diff=1017"/>
		<updated>2026-03-28T21:09:12Z</updated>

		<summary type="html">&lt;p&gt;Revival: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Unique&lt;br /&gt;
 | name = Shadow Persistence&lt;br /&gt;
 | unique_type = Passive&lt;br /&gt;
 | unique_description = You may perform thievery operations even while overpopulated.&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Unique]]&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Divine_Blessing&amp;diff=1016</id>
		<title>Divine Blessing</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Divine_Blessing&amp;diff=1016"/>
		<updated>2026-03-28T21:09:08Z</updated>

		<summary type="html">&lt;p&gt;Revival: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Unique&lt;br /&gt;
 | name = Divine Blessing&lt;br /&gt;
 | unique_type = Passive&lt;br /&gt;
 | unique_description = All daily bonuses granted on the 1st of each month are doubled.&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Unique]]&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Black_Magic&amp;diff=1015</id>
		<title>Black Magic</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Black_Magic&amp;diff=1015"/>
		<updated>2026-03-28T21:09:02Z</updated>

		<summary type="html">&lt;p&gt;Revival: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Unique&lt;br /&gt;
 | name = Black Magic&lt;br /&gt;
 | unique_type = Passive&lt;br /&gt;
 | unique_description = Successful offensive instant spells also kill x% of the target&#039;s peasant population.&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Unique]]&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Focused_Channeling&amp;diff=1014</id>
		<title>Focused Channeling</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Focused_Channeling&amp;diff=1014"/>
		<updated>2026-03-28T21:08:55Z</updated>

		<summary type="html">&lt;p&gt;Revival: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Unique&lt;br /&gt;
 | name = Focused Channeling&lt;br /&gt;
 | unique_type = Passive&lt;br /&gt;
 | unique_description = While your mana is above x%, all spells gain +y% Wizard Effectiveness (WPA).&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Unique]]&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Chaotic_Affliction&amp;diff=1013</id>
		<title>Chaotic Affliction</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Chaotic_Affliction&amp;diff=1013"/>
		<updated>2026-03-28T21:08:50Z</updated>

		<summary type="html">&lt;p&gt;Revival: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Unique&lt;br /&gt;
 | name = Chaotic Affliction&lt;br /&gt;
 | unique_type = Passive&lt;br /&gt;
 | unique_description = All offensive spells and sabotage operations deal random bonus damage between +x% and +y%. 23 hour cooldown. Last 2 ticks.&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Unique]]&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Generals_Authority&amp;diff=1012</id>
		<title>Generals Authority</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Generals_Authority&amp;diff=1012"/>
		<updated>2026-03-28T21:08:33Z</updated>

		<summary type="html">&lt;p&gt;Revival: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Unique&lt;br /&gt;
 | name = Generals Authority&lt;br /&gt;
 | unique_type = Passive&lt;br /&gt;
 | unique_description = When attacking with 2 or more generals, enemy military casualties are increased by x%.&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Unique]]&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Template:Unique&amp;diff=1011</id>
		<title>Template:Unique</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Template:Unique&amp;diff=1011"/>
		<updated>2026-03-28T21:08:20Z</updated>

		<summary type="html">&lt;p&gt;Revival: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; border:1px solid #aaa; background:#f9f9f9;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
| {{{name|Unique Name}}}&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
| {{{unique_type|Active or Passive}}}&lt;br /&gt;
|-&lt;br /&gt;
! Description&lt;br /&gt;
| {{{unique_description|list effects. duration. cooldown.}}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Construction_Delays&amp;diff=1010</id>
		<title>Construction Delays</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Construction_Delays&amp;diff=1010"/>
		<updated>2026-03-28T21:06:06Z</updated>

		<summary type="html">&lt;p&gt;Revival: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Unique&lt;br /&gt;
 | name = Construction Delays&lt;br /&gt;
 | unique_type = Passive&lt;br /&gt;
 | unique_description = For y ticks after a successful attack, the target&#039;s building efficiency is reduced by x% (does not stack with multiple attacks).&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Unique]]&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Plaguebearers&amp;diff=1009</id>
		<title>Plaguebearers</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Plaguebearers&amp;diff=1009"/>
		<updated>2026-03-28T21:05:58Z</updated>

		<summary type="html">&lt;p&gt;Revival: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Unique&lt;br /&gt;
 | name = Plaguebearers&lt;br /&gt;
 | unique_type = Passive&lt;br /&gt;
 | unique_description = All successful attacks have a x% chance to spread plague to the target province.&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Unique]]&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Pillage_and_Burn&amp;diff=1008</id>
		<title>Pillage and Burn</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Pillage_and_Burn&amp;diff=1008"/>
		<updated>2026-03-28T21:05:43Z</updated>

		<summary type="html">&lt;p&gt;Revival: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Unique&lt;br /&gt;
 | name = Pillage and Burn&lt;br /&gt;
 | unique_type = Passive&lt;br /&gt;
 | unique_description = Traditional Marches capture +x% additional Prisoners. Massacre attacks are +y% more effective at killing Wizards.&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Unique]]&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Civil_Administration&amp;diff=1007</id>
		<title>Civil Administration</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Civil_Administration&amp;diff=1007"/>
		<updated>2026-03-28T21:05:34Z</updated>

		<summary type="html">&lt;p&gt;Revival: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Unique&lt;br /&gt;
 | name = Civil Administration&lt;br /&gt;
 | unique_type = Passive&lt;br /&gt;
 | unique_description = Prisoners generate an additional x gold coins per tick. Mercenary costs are reduced by y%.&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Unique]]&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Architect%27s_Revenge&amp;diff=1006</id>
		<title>Architect&#039;s Revenge</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Architect%27s_Revenge&amp;diff=1006"/>
		<updated>2026-03-28T21:05:28Z</updated>

		<summary type="html">&lt;p&gt;Revival: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Unique&lt;br /&gt;
 | name = Architect&#039;s Revenge&lt;br /&gt;
 | unique_type = Passive&lt;br /&gt;
 | unique_description = Incoming Raze damage is reduced by x%. Your Raze attacks destroy y% additional buildings.&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Unique]]&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Mystic_Enthusiasts&amp;diff=1005</id>
		<title>Mystic Enthusiasts</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Mystic_Enthusiasts&amp;diff=1005"/>
		<updated>2026-03-28T21:05:22Z</updated>

		<summary type="html">&lt;p&gt;Revival: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Unique&lt;br /&gt;
 | name = Mystic Enthusiasts&lt;br /&gt;
 | unique_type = Passive&lt;br /&gt;
 | unique_description = Successful offensive instant spells refund x% of the rune cost.&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Unique]]&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Opportunistic_Raiders&amp;diff=1004</id>
		<title>Opportunistic Raiders</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Opportunistic_Raiders&amp;diff=1004"/>
		<updated>2026-03-28T21:04:47Z</updated>

		<summary type="html">&lt;p&gt;Revival: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Unique&lt;br /&gt;
 | name = Opportunistic Raiders&lt;br /&gt;
 | unique_type = Passive&lt;br /&gt;
 | unique_description = Learn and Plunder attacks return armies 1 tick faster (after modifiers).&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Unique]]&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Uniques&amp;diff=1003</id>
		<title>Uniques</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Uniques&amp;diff=1003"/>
		<updated>2026-03-28T21:04:34Z</updated>

		<summary type="html">&lt;p&gt;Revival: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;DPL&amp;gt;&lt;br /&gt;
category = Unique&lt;br /&gt;
include = {Unique}:name:unique_type:unique_description&lt;br /&gt;
mode = table&lt;br /&gt;
table = class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
tableheader = Name || Type || Description&lt;br /&gt;
&amp;lt;/DPL&amp;gt;&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Uniques&amp;diff=1002</id>
		<title>Uniques</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Uniques&amp;diff=1002"/>
		<updated>2026-03-28T21:04:22Z</updated>

		<summary type="html">&lt;p&gt;Revival: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;DPL&amp;gt;&lt;br /&gt;
category = Unique&lt;br /&gt;
include = {Unique/data}:name:unique_type:unique_description&lt;br /&gt;
mode = table&lt;br /&gt;
table = class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
tableheader = Name || Type || Description&lt;br /&gt;
&amp;lt;/DPL&amp;gt;&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Leyline_Interference&amp;diff=1001</id>
		<title>Leyline Interference</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Leyline_Interference&amp;diff=1001"/>
		<updated>2026-03-28T21:03:54Z</updated>

		<summary type="html">&lt;p&gt;Revival: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Unique&lt;br /&gt;
 | name = Leyline Interference&lt;br /&gt;
 | unique_type = Passive&lt;br /&gt;
 | unique_description = Enemy spells cast against Faery provinces have a x% chance to fail.&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Unique]]&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
</feed>