<?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>2026-08-29T04:00:36Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.45.1</generator>
	<entry>
		<id>https://utopiawiki.com/index.php?title=User_talk:Revival&amp;diff=1552</id>
		<title>User talk:Revival</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=User_talk:Revival&amp;diff=1552"/>
		<updated>2026-07-27T06:36:54Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Step 3 */&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;
&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:80%; 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=Orc&amp;diff=1551</id>
		<title>Orc</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Orc&amp;diff=1551"/>
		<updated>2026-07-26T09:18:52Z</updated>

		<summary type="html">&lt;p&gt;Revival: created for 116&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RaceCell&lt;br /&gt;
| name = Orc&lt;br /&gt;
| bonuses = +10% Gains OOW &amp;amp; +15% Gains During War &amp;lt;br&amp;gt; -40% Draft Cost &amp;lt;br&amp;gt; +15% Enemy Military Casualties&lt;br /&gt;
| penalties = +20% Instant Damage from Sabotage and Sorcery &lt;br /&gt;
| ability = &#039;&#039;&#039;Carnage&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
Every time an Orc makes a successful attack, there is a random bonus effect applied to that attack — the spirit of war is unpredictable and wild.&lt;br /&gt;
* Destroy 25% of enemy resources (gold, runes, food)&lt;br /&gt;
* Increases Military Wages by 25% for 4-6 ticks.&lt;br /&gt;
* -30% Military Losses&lt;br /&gt;
| wardoctrine = Provides up to +10% Offensive Military Efficiency and +12.5% Raze Damage to you and all your kingdom.&lt;br /&gt;
| soldier = 3/0 (0.75nw)&lt;br /&gt;
| offspec = 13/0 (5.2nw)&lt;br /&gt;
| defspec = 0/10 (5.0nw)&lt;br /&gt;
| elite = 18/3 (850gc, 7.0nw)&lt;br /&gt;
| warhorse = 2/0 (0.6nw)&lt;br /&gt;
| spells = [[Bloodlust]], [[Aggression]], [[Wrath]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Template:RaceCell&amp;diff=1550</id>
		<title>Template:RaceCell</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Template:RaceCell&amp;diff=1550"/>
		<updated>2026-07-26T09:12:12Z</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:25%; font-size:0.95em; border:2px solid #000;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#000814; color:#d4a017; text-align:center; font-size:1.1em;&amp;quot; | {{{name}}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#2f6b2f; color:white; width:25%;&amp;quot; | Bonuses&lt;br /&gt;
| style=&amp;quot;background:#cfe8cf; color:black !important&amp;quot; | {{{bonuses}}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#5a2a83; color:white;&amp;quot; | War Doctrine&lt;br /&gt;
| style=&amp;quot;background:#d8c6ea; color:black !important;&amp;quot; | {{{wardoctrine}}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#8b1e1e; color:white;&amp;quot; | Penalties&lt;br /&gt;
| style=&amp;quot;background:#f2c8c8; color:black !important;&amp;quot; | {{{penalties}}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#b8860b; color:white;&amp;quot; | Unique Ability&lt;br /&gt;
| style=&amp;quot;background:#f3e2b3; color:black !important;&amp;quot; | {{{ability}}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#555555; color:white;&amp;quot; | Units&lt;br /&gt;
| style=&amp;quot;background:#e0e0e0; padding:0;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
  {| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; background:#e0e0e0; font-size:0.9em; margin:0;&amp;quot;&lt;br /&gt;
  ! style=&amp;quot;background:#777; color:white; width:30%;&amp;quot; | Soldier&lt;br /&gt;
  | {{{soldier}}}&lt;br /&gt;
  |-&lt;br /&gt;
  ! style=&amp;quot;background:#777; color:white;&amp;quot; | Offspec&lt;br /&gt;
  | {{{offspec}}}&lt;br /&gt;
  |-&lt;br /&gt;
  ! style=&amp;quot;background:#777; color:white;&amp;quot; | Defspec&lt;br /&gt;
  | {{{defspec}}}&lt;br /&gt;
  |-&lt;br /&gt;
  ! style=&amp;quot;background:#777; color:white;&amp;quot; | Elite&lt;br /&gt;
  | {{{elite}}}&lt;br /&gt;
  |-&lt;br /&gt;
  ! style=&amp;quot;background:#777; color:white;&amp;quot; | War Horse&lt;br /&gt;
  | {{{warhorse}}}&lt;br /&gt;
  |}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#1e3a8a; color:white;&amp;quot; | Spells&lt;br /&gt;
| style=&amp;quot;background:#c7d7ff; color:black !important;&amp;quot; | {{{spells}}}&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Race]]&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Template:RaceCell&amp;diff=1549</id>
		<title>Template:RaceCell</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Template:RaceCell&amp;diff=1549"/>
		<updated>2026-07-26T09:07:13Z</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:25%; font-size:0.95em; border:2px solid #000;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#000814; color:#d4a017; text-align:center; font-size:1.1em;&amp;quot; | {{{name}}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#2f6b2f; color:white; width:25%;&amp;quot; | Bonuses&lt;br /&gt;
| style=&amp;quot;background:#cfe8cf; color:black&amp;quot; | {{{bonuses}}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#5a2a83; color:white;&amp;quot; | War Doctrine&lt;br /&gt;
| style=&amp;quot;background:#d8c6ea; color:black;&amp;quot; | {{{wardoctrine}}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#8b1e1e; color:white;&amp;quot; | Penalties&lt;br /&gt;
| style=&amp;quot;background:#f2c8c8; color:black;&amp;quot; | {{{penalties}}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#b8860b; color:white;&amp;quot; | Unique Ability&lt;br /&gt;
| style=&amp;quot;background:#f3e2b3; color:black;&amp;quot; | {{{ability}}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#555555; color:white;&amp;quot; | Units&lt;br /&gt;
| style=&amp;quot;background:#e0e0e0; padding:0;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
  {| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; background:#e0e0e0; font-size:0.9em; margin:0;&amp;quot;&lt;br /&gt;
  ! style=&amp;quot;background:#777; color:white; width:30%;&amp;quot; | Soldier&lt;br /&gt;
  | {{{soldier}}}&lt;br /&gt;
  |-&lt;br /&gt;
  ! style=&amp;quot;background:#777; color:white;&amp;quot; | Offspec&lt;br /&gt;
  | {{{offspec}}}&lt;br /&gt;
  |-&lt;br /&gt;
  ! style=&amp;quot;background:#777; color:white;&amp;quot; | Defspec&lt;br /&gt;
  | {{{defspec}}}&lt;br /&gt;
  |-&lt;br /&gt;
  ! style=&amp;quot;background:#777; color:white;&amp;quot; | Elite&lt;br /&gt;
  | {{{elite}}}&lt;br /&gt;
  |-&lt;br /&gt;
  ! style=&amp;quot;background:#777; color:white;&amp;quot; | War Horse&lt;br /&gt;
  | {{{warhorse}}}&lt;br /&gt;
  |}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#1e3a8a; color:white;&amp;quot; | Spells&lt;br /&gt;
| style=&amp;quot;background:#c7d7ff; color:black;&amp;quot; | {{{spells}}}&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Race]]&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Template:RaceCell&amp;diff=1548</id>
		<title>Template:RaceCell</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Template:RaceCell&amp;diff=1548"/>
		<updated>2026-07-26T09:02:01Z</updated>

		<summary type="html">&lt;p&gt;Revival: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable racebox&amp;quot; style=&amp;quot;width:25%; font-size:0.95em; border:2px solid #000;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#000814; color:#d4a017; text-align:center; font-size:1.1em;&amp;quot; | {{{name}}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#2f6b2f; color:black; width:25%;&amp;quot; | Bonuses&lt;br /&gt;
| style=&amp;quot;background:#cfe8cf;&amp;quot; | {{{bonuses}}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#5a2a83; color:black;&amp;quot; | War Doctrine&lt;br /&gt;
| style=&amp;quot;background:#d8c6ea;&amp;quot; | {{{wardoctrine}}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#8b1e1e; color:black;&amp;quot; | Penalties&lt;br /&gt;
| style=&amp;quot;background:#f2c8c8;&amp;quot; | {{{penalties}}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#b8860b; color:black;&amp;quot; | Unique Ability&lt;br /&gt;
| style=&amp;quot;background:#f3e2b3;&amp;quot; | {{{ability}}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#555555; color:black;&amp;quot; | Units&lt;br /&gt;
| style=&amp;quot;background:#e0e0e0; padding:0;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
  {| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; background:#e0e0e0; font-size:0.9em; margin:0;&amp;quot;&lt;br /&gt;
  ! style=&amp;quot;background:#777; color:white; width:30%;&amp;quot; | Soldier&lt;br /&gt;
  | {{{soldier}}}&lt;br /&gt;
  |-&lt;br /&gt;
  ! style=&amp;quot;background:#777; color:white;&amp;quot; | Offspec&lt;br /&gt;
  | {{{offspec}}}&lt;br /&gt;
  |-&lt;br /&gt;
  ! style=&amp;quot;background:#777; color:white;&amp;quot; | Defspec&lt;br /&gt;
  | {{{defspec}}}&lt;br /&gt;
  |-&lt;br /&gt;
  ! style=&amp;quot;background:#777; color:white;&amp;quot; | Elite&lt;br /&gt;
  | {{{elite}}}&lt;br /&gt;
  |-&lt;br /&gt;
  ! style=&amp;quot;background:#777; color:white;&amp;quot; | War Horse&lt;br /&gt;
  | {{{warhorse}}}&lt;br /&gt;
  |}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#1e3a8a; color:black;&amp;quot; | Spells&lt;br /&gt;
| style=&amp;quot;background:#c7d7ff;&amp;quot; | {{{spells}}}&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Race]]&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=User_talk:Revival&amp;diff=1547</id>
		<title>User talk:Revival</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=User_talk:Revival&amp;diff=1547"/>
		<updated>2026-07-26T08:58:17Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Self Spell DPL */&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;
&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=Template:RaceCell&amp;diff=1546</id>
		<title>Template:RaceCell</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Template:RaceCell&amp;diff=1546"/>
		<updated>2026-07-26T08:53:51Z</updated>

		<summary type="html">&lt;p&gt;Revival: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable racebox&amp;quot; style=&amp;quot;width:25%; font-size:0.95em; border:2px solid #000;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#000814; color:#d4a017; text-align:center; font-size:1.1em;&amp;quot; | {{{name}}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#5a2a83; color:black;&amp;quot; | War Doctrine&lt;br /&gt;
| style=&amp;quot;background:#d8c6ea;&amp;quot; | {{{wardoctrine}}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#2f6b2f; color:black; width:25%;&amp;quot; | Bonuses&lt;br /&gt;
| style=&amp;quot;background:#cfe8cf;&amp;quot; | {{{bonuses}}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#b8860b; color:black;&amp;quot; | Unique Ability&lt;br /&gt;
| style=&amp;quot;background:#f3e2b3;&amp;quot; | {{{ability}}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#8b1e1e; color:black;&amp;quot; | Penalties&lt;br /&gt;
| style=&amp;quot;background:#f2c8c8;&amp;quot; | {{{penalties}}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#555555; color:black;&amp;quot; | Units&lt;br /&gt;
| style=&amp;quot;background:#e0e0e0; padding:0;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
  {| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; background:#e0e0e0; font-size:0.9em; margin:0;&amp;quot;&lt;br /&gt;
  ! style=&amp;quot;background:#777; color:white; width:30%;&amp;quot; | Soldier&lt;br /&gt;
  | {{{soldier}}}&lt;br /&gt;
  |-&lt;br /&gt;
  ! style=&amp;quot;background:#777; color:white;&amp;quot; | Offspec&lt;br /&gt;
  | {{{offspec}}}&lt;br /&gt;
  |-&lt;br /&gt;
  ! style=&amp;quot;background:#777; color:white;&amp;quot; | Defspec&lt;br /&gt;
  | {{{defspec}}}&lt;br /&gt;
  |-&lt;br /&gt;
  ! style=&amp;quot;background:#777; color:white;&amp;quot; | Elite&lt;br /&gt;
  | {{{elite}}}&lt;br /&gt;
  |-&lt;br /&gt;
  ! style=&amp;quot;background:#777; color:white;&amp;quot; | War Horse&lt;br /&gt;
  | {{{warhorse}}}&lt;br /&gt;
  |}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#1e3a8a; color:black;&amp;quot; | Spells&lt;br /&gt;
| style=&amp;quot;background:#c7d7ff;&amp;quot; | {{{spells}}}&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Race]]&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Template:RaceCell&amp;diff=1545</id>
		<title>Template:RaceCell</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Template:RaceCell&amp;diff=1545"/>
		<updated>2026-07-26T08:51:38Z</updated>

		<summary type="html">&lt;p&gt;Revival: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable racebox&amp;quot; style=&amp;quot;width:25%; font-size:0.95em; border:2px solid #000; color:black&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#000814; color:#d4a017; text-align:center; font-size:1.1em;&amp;quot; | {{{name}}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#5a2a83; color:black;&amp;quot; | War Doctrine&lt;br /&gt;
| style=&amp;quot;background:#d8c6ea;&amp;quot; | {{{wardoctrine}}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#2f6b2f; color:black; width:25%;&amp;quot; | Bonuses&lt;br /&gt;
| style=&amp;quot;background:#cfe8cf;&amp;quot; | {{{bonuses}}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#b8860b; color:black;&amp;quot; | Unique Ability&lt;br /&gt;
| style=&amp;quot;background:#f3e2b3;&amp;quot; | {{{ability}}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#8b1e1e; color:black;&amp;quot; | Penalties&lt;br /&gt;
| style=&amp;quot;background:#f2c8c8;&amp;quot; | {{{penalties}}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#555555; color:black;&amp;quot; | Units&lt;br /&gt;
| style=&amp;quot;background:#e0e0e0; padding:0;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
  {| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; background:#e0e0e0; font-size:0.9em; margin:0;&amp;quot;&lt;br /&gt;
  ! style=&amp;quot;background:#777; color:white; width:30%;&amp;quot; | Soldier&lt;br /&gt;
  | {{{soldier}}}&lt;br /&gt;
  |-&lt;br /&gt;
  ! style=&amp;quot;background:#777; color:white;&amp;quot; | Offspec&lt;br /&gt;
  | {{{offspec}}}&lt;br /&gt;
  |-&lt;br /&gt;
  ! style=&amp;quot;background:#777; color:white;&amp;quot; | Defspec&lt;br /&gt;
  | {{{defspec}}}&lt;br /&gt;
  |-&lt;br /&gt;
  ! style=&amp;quot;background:#777; color:white;&amp;quot; | Elite&lt;br /&gt;
  | {{{elite}}}&lt;br /&gt;
  |-&lt;br /&gt;
  ! style=&amp;quot;background:#777; color:white;&amp;quot; | War Horse&lt;br /&gt;
  | {{{warhorse}}}&lt;br /&gt;
  |}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#1e3a8a; color:black;&amp;quot; | Spells&lt;br /&gt;
| style=&amp;quot;background:#c7d7ff;&amp;quot; | {{{spells}}}&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Race]]&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Uniques&amp;diff=1544</id>
		<title>Uniques</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Uniques&amp;diff=1544"/>
		<updated>2026-07-26T08:44:32Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Link to searchable 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}: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;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Change Log==&lt;br /&gt;
[[Age 112]]&lt;br /&gt;
*Uniques Introduced&lt;br /&gt;
[[Age 113]]&lt;br /&gt;
*Cooldowns reduced to 23 Days (was 24)&lt;br /&gt;
*Any activated ability with a duration of 1 Day will now be activated for 2 Days&lt;br /&gt;
*Any Unique Ability that provides a bonus to the province as a result of a successful attack:&lt;br /&gt;
**If the Attacker is at war, then the target must be in the Kingdom they are at war with for the ability bonus to be triggered&lt;br /&gt;
*Bonuses will not be able to stack, if the bonus gets triggered again, it will simply renew the bonus (for example, if I have 3 Days left on +Sabotage Damage and it gets triggered again, I will now have 6 Days left, not Double the sabotage damage buff)&lt;br /&gt;
*Keep in mind the definition of “Successful Attack”&lt;br /&gt;
*These bonuses will be shown on your Throne page, similar to how spells appear, with their duration remaining countdown. Enemies that SoT/CB your province will see these bonuses while they are active&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Relations&amp;diff=1543</id>
		<title>Relations</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Relations&amp;diff=1543"/>
		<updated>2026-07-26T06:06:33Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Unfriendly Age 112 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Relation Types =&lt;br /&gt;
There are five relation types &amp;lt;sup&amp;gt; Normal, Unfriendly, Hostile, War, Ceasefire &amp;lt;/sup&amp;gt;, each of which have various benefits and penalties. 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;
[[Military#Understanding_Attacks|Attacking]], using [[Mystics|Sorcery]] &amp;amp; [[Thievery|Sabotage]] on another kingdom affects the relations between the two kingdoms. &lt;br /&gt;
&lt;br /&gt;
By continually conducting these actions, your kingdom&#039;s conflict level against the opposing kingdom will move 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;
== 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]] reaches &#039;&#039;&#039;15 points&#039;&#039;&#039;, the aggressor kingdom’s stance changes to &#039;&#039;&#039;Unfriendly&#039;&#039;&#039; toward the target kingdom.  &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;
* NOTE: When another kingdom is Unfriendly towards you, you have access to Unfriendly Sorcery spells and Sabotage ops&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;
** &#039;&#039;&#039;Cannot FCF until 3 ticks of Hostile have occurred&#039;&#039;&#039; &amp;lt;sup&amp;gt; NEW* &amp;lt;/sup&amp;gt;&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 42]]&lt;br /&gt;
*War&lt;br /&gt;
**Removing NW based attack times in war (as in genesis)&lt;br /&gt;
**On war declaration, attack time reduction will jump to -10% immediately, then phase to -20% (previously 0% then -15%)&lt;br /&gt;
**War phasing will be reduced to 12 hours (from 24 hours, this does not apply to protection which is still 24h)&lt;br /&gt;
*War Recovery&lt;br /&gt;
**In CF, +200% increase in birth rates (from +50%)&lt;br /&gt;
**Extending post war CF to 48 hours, monarch can opt out of the CF at any point after 24 hours have passed (each monarch can decide on his own - both kingdoms don&#039;t have to stay)&lt;br /&gt;
[[Age 51]]&lt;br /&gt;
*The End Of War Ceasefire period is extended to 72 hours but can now be exited after 12 hours with no daily honor loss in war&lt;br /&gt;
[[Age 52]]&lt;br /&gt;
*End of War Ceasefire period can be extended up to 4 days&lt;br /&gt;
[[Age 54]]&lt;br /&gt;
*The war declaration range for kingdoms will be changed to 25% smaller or 33% larger&lt;br /&gt;
*War will end automatically if your opponents networth drops to 50% of yours. This will only occur after a minimum of 7 days of warring and is calculated on tick.&lt;br /&gt;
*A war ending will grant, for both kds:&lt;br /&gt;
**All land currently out with armies at war end returns home immediately.&lt;br /&gt;
**Instant population growth of 20% of your max pop if you are under 50% of your max pop&lt;br /&gt;
**+500% Birthrate&lt;br /&gt;
**30% reduction in training costs of all troops.&lt;br /&gt;
**Draft cost reduced 50%&lt;br /&gt;
*Winning a war will grant the following:&lt;br /&gt;
**+10% honor taken from the opponents honor pool&lt;br /&gt;
**100 books of science per acre based on your median province&lt;br /&gt;
**3 times your median provinces acres in spec credits&lt;br /&gt;
**Free building credits to the total of your current unbuilt acres&lt;br /&gt;
[[Age 55]]&lt;br /&gt;
*Attacks in war will not take extra acres from the exploration pool.&lt;br /&gt;
*The reduced gains protection afforded to smaller kingdom when attacked by larger kingdoms will be removed when the smaller kingdom reaches 50 points on the meter.&lt;br /&gt;
*Towards a similar end, when both kingdom reach max hostility the option to declare will appear regardless of the kingdoms networth.&lt;br /&gt;
*Winning a war will not grant any honor taken from your opponents honor pool. Monarchs will instead be able to set a kingdom reward for winning wars, this reward will be honor or land and will be a combination based on both kingdoms relevant resources.&lt;br /&gt;
[[Age 56]]&lt;br /&gt;
*Winning a war and selecting land as a reward will grant a minimum of 5k acres to the kingdom.&lt;br /&gt;
[[Age 57]]&lt;br /&gt;
*In War the minimum gains will be reduced by 50%&lt;br /&gt;
[[Age 64]]&lt;br /&gt;
*War wins&lt;br /&gt;
**Acre reward capped at 20k&lt;br /&gt;
**Selecting land as a bonus will also result in a smaller honor bonus and vice versa.&lt;br /&gt;
[[Age 67]]&lt;br /&gt;
*50 books per acre of science (based on median province size) granted to both kingdoms&lt;br /&gt;
*An additional 150 BPA added to the winner&lt;br /&gt;
*Wizard training doubled in end of war ceasefire&lt;br /&gt;
[[Age 68]]&lt;br /&gt;
*War win reward: Not granted if the kingdoms are out of range at war start.&lt;br /&gt;
*War declaration: Requires 2 different people from each kingdom to have attacked (in such a way that the meter is moved) before war can be declared.&lt;br /&gt;
*End of War ceasefire: Maximum time reduced to 72 hours. Double wizards removed.&lt;br /&gt;
*War: Timer will tick during war for stances and war will override any stance. You can change stances during war so as to exit war in your desired stance.&lt;br /&gt;
[[Age 71]]&lt;br /&gt;
*The War Win bonus choice of &#039;Land&#039; or &#039;Honor&#039; will be removed. All War Wins will yield a single bonus, which will be an increased amount of both Land and Honor. Similar to the minimum land bonus, a minimum honor bonus will also be added.&lt;br /&gt;
*Immediately upon entering End of War Cease-Fire any provinces affected by plague will have it removed instantly.&lt;br /&gt;
*Additionally, upon entering End of War Cease-Fire, the losing kingdom will receive 50% of their land as free building credits, while the winning kingdom will receive 150% of their land as free building credits. We would like to stimulate the ability for both kingdoms to recover from war such that both the losing kingdom has a better chance at coming out of war recovered and ready to fight again and more importantly, the winning kingdom has an opportunity to defend their land better upon exiting war.&lt;br /&gt;
[[Age 72]]&lt;br /&gt;
*WW Chart Chains - In order to incentivize conflict between top WW kingdoms, we have altered the formula to provide additional WW points (scaling from the current if the kingdom you war is outside of the top 50 for land, honor, NW, and warwins) to double the current points.&lt;br /&gt;
*WW Bonus - Additionally, we are adding a new set of WW bonuses. Kingdoms will receive recognition on their kingdompage based on the number of WW points they achieve. Each additional &#039;tier&#039; that they obtain will also increase their WW bonus -- land, honor, credits, etc -- by 10%. This is capped at a WW bonus that is 50% larger than the baseline bonus.&lt;br /&gt;
*Finally the WW bonus will scale with kingdom size under 20 provinces to reduce the potential for abuse with kingdoms that remain intentionally small in the number of provinces.&lt;br /&gt;
*The War Win bonus will also include a provision of additional land to every province&#039;s individual explore pool in both kingdoms, this is mainly aimed at helping provinces that are destroyed in war to have a chance to grow back to a functional size.&lt;br /&gt;
*WAR - Exploration during eowcf will have reduced cost penalties (from 500% to 250% of normal cost).&lt;br /&gt;
*Propose War - Kingdoms will have the diplomatic option to Propose War to enemies in range and start war instantly instead of via attacks&lt;br /&gt;
[[Age73]]&lt;br /&gt;
*Auto-CeaseFire (Surrender) - Once a meter variance of 100 points occurs between 2 Kingdoms, the Kingdom with lower meter points will have the option to Surrender to the aggressor Kingdom. This will create an in-game CeaseFire between both kingdoms that cannot be cancelled by either side for a minimum of 7 days. The surrendering Kingdom will be required to not have any attacks for at least 12 hours similar to the restriction on Withdraw during War. You must also be OUT of war declaration range in order to have this button available to you.&lt;br /&gt;
*War Gains Formula - The top-feed minimum gains is being reduced slightly to accommodate the LBG top-feed bonuses from Age 72 (note this is only for Top Feed gains, all other gains remain the same)&lt;br /&gt;
[[Age 74]]&lt;br /&gt;
*Ceasefires - There is a new feature with Cease-Fires that allows you to choose a date until which the Cease-Fire cannot be broken. The farthest date in the future that can be chosen is 3 Utopian Years.&lt;br /&gt;
*War Proposals - Limit of 3 proposals that can be oustanding at any given time&lt;br /&gt;
*EoWCF Duration - Increased to 96 hours from 72 hours.&lt;br /&gt;
*Immediately upon exit of End of War Cease-Fire all Credits will decay by 1/3 instantly&lt;br /&gt;
[[Age 75]]&lt;br /&gt;
*Relative Kingdom Networth - Currently this is a part of the gains formula and is based entirely on the overall size of your Kingdom vs the Opponent Kingdom. This will change to be based on the average province size of your Kingdom to be a more accurate representation of the Kingdom strength&lt;br /&gt;
*War Win Bonus - The minimum war win acres bonus will be reduced to 4000 acres (from 5000)&lt;br /&gt;
*War Range - War Ranges will be determined by either land or networth, for example you will be IN war range if either land or Networth is within range of your target&lt;br /&gt;
*Force Cease-Fire - There will be an option for an aggressor Kingdom in a conflict to force both parties into a binding 7 Utopian Month cease-fire period. We are still working on the best method by which to implement the functionality on this, but the currently designed way for it to work has several components to it:&lt;br /&gt;
**The aggressor Kingdom (the KD looking to Force Cease-Fire) will need to have 100 or more meter disparity on the 1st of each Utopian Month for 3 consecutive Months&lt;br /&gt;
**The &#039;Force Cease-Fire&#039; button for the aggressor Kingdom will be available beginning on the 12th of the 3rd Month&lt;br /&gt;
**The defending Kingdom will be able to stop the forced cease-fire in several ways: a) Reduce the meter disparity between Kingdoms to under 100; or b) make at least 5 successful attacks during the Month of which the aggressor is capable of forcing the cease-fire (example: if you are the defending Kingdom and don&#039;t want the aggressor to receive the button at all, you must make 5 successful attacks between the 1st and 12th otherwise the aggressor will have the force cease-fire button until 5 attacks are successfully completed)&lt;br /&gt;
**If the defending Kingdom prevents a button on the 3rd consecutive day of 100+ meter by making 5 attacks, the defending Kingdom will have the same task of prevention on the following day: either reduce the disparity to less than 100 or make 5 attacks on the 1st - 12th&lt;br /&gt;
**The only way to reset the 3 day counter is to reduce the meter disparity below 100, at that point the aggressor must satisfy the first requirement which is 3 consecutive days of 100 or more meter disparity&lt;br /&gt;
**There is no wait period for the aggressor to press the button, once it becomes available on the 12th it can be pressed at any time&lt;br /&gt;
[[Age 76]]&lt;br /&gt;
*During ANY Cease-Fire espionage operations will be allowed (including End of War Cease-Fire) on the Kingdom you are in Cease-Fire with&lt;br /&gt;
[[Age 77]]&lt;br /&gt;
*The 10% reduced attack time granted instantly on War Declare will be removed&lt;br /&gt;
*Attack speed reduction from war will slide in up to -25% over 12 ticks&lt;br /&gt;
[[Age 78]]&lt;br /&gt;
*Auto Cease-Fire - The mechanic that allows a smaller Kingdom to automatically enter into a 7 day cease-fire with a larger Kingdom that has a large meter disparity will be removed&lt;br /&gt;
*War&lt;br /&gt;
**The amount of unique provinces required to attack from each Kingdom will be increased from 2 to 3 in order to declare war&lt;br /&gt;
**MAP reduction from War will be reduced by ~25%, this means that gains on a province with max MAP will be lower than they currently are&lt;br /&gt;
*End of War Cease-Fire&lt;br /&gt;
**Population growth will be increase from +500% to +1000%&lt;br /&gt;
**There will be a minimum peasant growth per tick of 500&lt;br /&gt;
[[Age 79]]&lt;br /&gt;
*There will remain a requirement of at least 3 provinces within a Kingdom to perform operations on the opposing Kingdom for War to be declared&lt;br /&gt;
*An aggressor Kingdom can enter into a 72 hour unbreakable Cease-Fire with a defending Kingdom if the aggressor has not made military attacks for at least 24 ticks&lt;br /&gt;
*To remove confusion, the definition of aggressor Kingdom shall mean the Kingdom with higher hostility meter points&lt;br /&gt;
*A defending Kingdom may enter into a 72 hour unbreakable Cease-Fire with an aggressor Kingdom if:&lt;br /&gt;
**a) Defender has not made any military attacks for at least 3 ticks, AND;&lt;br /&gt;
**b) Defender relations toward Aggressor are not Hostile&lt;br /&gt;
**c) Aggressor is Hostile with Defender&lt;br /&gt;
**d) Aggressor has been Hostile with defender for at least 3 ticks.&lt;br /&gt;
*If both Kingdoms are Hostile, either Kingdom may declare War (normal Unfriendly v Hostile declares are available)&lt;br /&gt;
*War Win rewards will only be provided if Kingdoms are in range at declare (range moved to 80% - 125%)&lt;br /&gt;
*If Kingdoms enter war while out of range, Surrender will be available much sooner than traditionally (i.e. 16 hours after start of war, these wars will have adjusted EoWCF length based on the amount of hours of war i.e. for each tick of war there will be 2 ticks of EoWCF)&lt;br /&gt;
*End of War Cease-Fire&lt;br /&gt;
**Birth Rate will be increased by current effects only for the first 36 hours&lt;br /&gt;
**Troop/Thief cost reduction will be removed&lt;br /&gt;
**All credits (Specialist/Build) will be lost upon exit of End of War Cease-Fire&lt;br /&gt;
**A small amount of science will be awarded to the winner&lt;br /&gt;
[[Age 81]]&lt;br /&gt;
*War&lt;br /&gt;
**War Range is now, low end 85% up to ~117.64% (1 / .85)&lt;br /&gt;
**Auto Surrender will be possible after 5 days of war instead of 7 when opponent is 50% or less networth&lt;br /&gt;
**Learn attack effects while in war will be increased from 4% to 8%&lt;br /&gt;
**Out of range wars will yield war points based on relative size at the war start and scale accordingly, for example:&lt;br /&gt;
**Example: 84.9% range = 100% points&lt;br /&gt;
***80% range = 85% points&lt;br /&gt;
***75% range = 65% points&lt;br /&gt;
***65% range = 20% points&lt;br /&gt;
***&amp;lt; 65% range = 0 points&lt;br /&gt;
*Force Cease-Fire&lt;br /&gt;
**If you are in war range (85-117.64%) when activating a Forced Cease-Fire your Kingdom will lose up to 3% honor at 95%+ and scale linearly to 1.5% at the bottom of the range (85%)&lt;br /&gt;
**This honor will be lost by the Kingdom pressing Force CF, it will not be transferred to the opponent Kingdom&lt;br /&gt;
[[Age 82]]&lt;br /&gt;
*War&lt;br /&gt;
**War declare range is now: (X * .85) to (X / .85)&lt;br /&gt;
**War win acre minimum bonus will be reduced to 2500 acres (from 4000)&lt;br /&gt;
*Force Cease-Fire&lt;br /&gt;
**Only kingdoms under 85% size can force CF with an aggressor (same requirements for time and attacks remain)&lt;br /&gt;
**Aggressor kingdoms can force CF after 24 hours of no attacks in kingdom news&lt;br /&gt;
[[Age 83]]&lt;br /&gt;
*War&lt;br /&gt;
**War win acre maximum bonus will be introduced and set to 10000 acres&lt;br /&gt;
*Force Cease-Fire&lt;br /&gt;
**This mechanic will no longer cancel dragons that have been started&lt;br /&gt;
[[Age 84]]&lt;br /&gt;
*War&lt;br /&gt;
**War may be declared by EITHER Kingdom if both Kingdoms have at least 75 Hostile Meter points&lt;br /&gt;
**Hostile Meter Cap is increased from 150 to 225&lt;br /&gt;
**End of War build credits awarded will be based on Median province size&lt;br /&gt;
**Build credits awarded to the losing Kingdom will be increased from 50% to 100%&lt;br /&gt;
**War Win science books awarded will be reduced from 72 hours of books to 48 hours&lt;br /&gt;
**While under Median, you are able to explore up to 500 acres (total land area) in a single explore. For example, if you are 50 acres with 0 acres currently being explored then you may explore up to 450 acres all at once which will take you to a total of 500 acres after the explore is complete.&lt;br /&gt;
*Force Cease-Fire&lt;br /&gt;
**While at war, a Kingdom will now be capable of activating Force CF (Defender only)&lt;br /&gt;
**Force CF duration will increase from 3 days to 5 days&lt;br /&gt;
[[Age 85]]&lt;br /&gt;
*Gains going into or out of war are being reduced from -75% to -85%&lt;br /&gt;
*While in War income will be reduced by 10%&lt;br /&gt;
[[Age 86]]&lt;br /&gt;
*War&lt;br /&gt;
**Bad spells will be removed at the conclusion of war&lt;br /&gt;
**Mutual Peace will provide building credits to each Kingdom in the amount of the median acre size&lt;br /&gt;
**Surrender will provide building credits to the Losing Kingdom in the amount of 1.5x median acre size&lt;br /&gt;
**Surrender will provide building credits to the Winning Kingdom in the amount of 2.5x median acre size&lt;br /&gt;
**The increased book production received from Schools will not affect the books awarded from a War Win&lt;br /&gt;
**The effects from Fountain of Knowledge will affect the books awarded from a War Win&lt;br /&gt;
**Racial and Personality mods that affect book production will increase the books awarded from a War Win&lt;br /&gt;
[[Age 87]]&lt;br /&gt;
*Total Wars &amp;amp; Losses removed from KD page (only the number of Wars Won displayed)&lt;br /&gt;
*Propose War removed&lt;br /&gt;
*Mutual Peace free Building Credits rewarded increased to 150%, added Specialist Credits equal to 2x Median Province size&lt;br /&gt;
*War will provide +25% Draft Speed&lt;br /&gt;
*War Stance protections lowered from 85% to 80%&lt;br /&gt;
*War Stance Raze Gains to and from other Kingdoms reduced from 100% to 50%&lt;br /&gt;
*EoWCF Draft Cost discount removed&lt;br /&gt;
*War &amp;amp; EoWCF Income penalty removed&lt;br /&gt;
[[Age 88]]&lt;br /&gt;
*Force Ceasefire time window needed to Surrender increased from 3 to 6 ticks&lt;br /&gt;
*Force Ceasefire duration reduced to 48 ticks&lt;br /&gt;
*War provides -25% Build Time&lt;br /&gt;
*War Training Time bonus applies on declare (instead of after 24 ticks)&lt;br /&gt;
*War Military Losses reduction bonus removed&lt;br /&gt;
*Mutual Peace free Specialist Credits reward increased to 3 * Median&lt;br /&gt;
*Mutual Peace free Building Credits reward increased to 200%&lt;br /&gt;
*Withdrawal free Building Credits reward increased to 200%&lt;br /&gt;
*Victory free Building Credits reward reduced to 200%&lt;br /&gt;
*War Points formula altered - Land/Networth/Honor Kingdom ranking and Tier will have a significant impact on the points rewarded&lt;br /&gt;
[[Age 89]]&lt;br /&gt;
*Hostile Relations reached at 30 meter points&lt;br /&gt;
*War Points and War Tier values adjusted (similar to Genesis)&lt;br /&gt;
[[Age 90]]&lt;br /&gt;
*Dragon Meter Points increased to 30&lt;br /&gt;
*Force Ceasefire time window needed to Surrender reduced to 3 Ticks&lt;br /&gt;
*A Hostile Aggressor Kingdom (the Kingdom with the higher Meter value) will gain access to Declare War button when the Defending Kingdom (the Kingdom with the lower Meter value) reaches 90 Meter Points, up from 75&lt;br /&gt;
[[Age 91]]&lt;br /&gt;
*Riots removed upon entering End of War Ceasefire (EoWCF)&lt;br /&gt;
*All troops currently away on attacks against the War opponent return home immediately upon entering EoWCF (Generals are still unavailable for the Attack duration)&lt;br /&gt;
*EoWCF maximum duration reduced to 72 ticks&lt;br /&gt;
*Explore time up to Median reduced by 50% during EoWCF&lt;br /&gt;
[[Age 92]]&lt;br /&gt;
*End of War Cease Fire: increased from 72 hours to 96 hours&lt;br /&gt;
*End of War Cease Fire: +50% science production during end of war cease fire&lt;br /&gt;
*During WAR: Elite conversion rate on Traditional March attacks will be doubled&lt;br /&gt;
[[Age 93]]&lt;br /&gt;
*Unfriendly Relations threshold increased from 10 to 15 points &lt;br /&gt;
*War Win score formula modified&lt;br /&gt;
[[Age 94]]&lt;br /&gt;
*Force Ceasefire for Aggressors: Aggressors cannot use Force CeaseFire against a Kingdom that is in War&lt;br /&gt;
*Any Ceasefire will cancel Dragon project from both Kingdoms&lt;br /&gt;
*War - Forced Surrender: Now occurs when opponent is 60% Networth (instead of 50%)&lt;br /&gt;
*End of War Ceasefire: Science Book bonus production of +50% removed &lt;br /&gt;
*End of War Ceasefire: Upon entering End of War Ceasefire BE will be restored to 100% for any province with less than 100% BE&lt;br /&gt;
*War Win Points: Points will now only change on conclusion of a War&lt;br /&gt;
*War Win Points: Will be hidden until the end of Age&lt;br /&gt;
[[Age 96]]&lt;br /&gt;
*Force Ceasefire is now 4 Utopian Months&lt;br /&gt;
*Starting War Win points for all Kingdoms will be increased significantly&lt;br /&gt;
*War Win Points formula will be modified slightly to increase the amount of points awarded for war wins&lt;br /&gt;
*War Win Chart will be viewable throughout the age&lt;br /&gt;
*War Win Points will be shown on Kingdom Page&lt;br /&gt;
*Defensive FCF can now be used irrespective of war range&lt;br /&gt;
*When FCF is used while in war range while outside war the following two penalties occur:&lt;br /&gt;
**If Defensive FCF is used in war range, the defender will pay (to the Aggressor) up to 3% of the defender’s total kingdom honor based on relative kingdom networth, and the aggressor will receive war win points (the defender will not lose any War Win points)&lt;br /&gt;
**If Aggressive FCF is used in while the defender is in war range, the aggressor will receive war win points.&lt;br /&gt;
*FCF will award war win points based on a percentage of a war win by the aggressor against the defender. If the two kingdoms are equal in networth 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 NW 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. We would expect a kingdom waving smaller kingdoms for CF with identical war win points to need between 20 and 40 FCFs to equal a single war win against one of those kingdoms.&lt;br /&gt;
*War: Will no longer have draft speed bonus, training time reduction and build time reduction (This includes End of War Ceasefire)&lt;br /&gt;
**+25% Draft Speed is being removed&lt;br /&gt;
**-25% Build Time is being removed&lt;br /&gt;
**-25% Train Time is being removed&lt;br /&gt;
**12 Hour Phase In -25% Attack Time reduce to -15% Attack Time&lt;br /&gt;
[[Age 97]]&lt;br /&gt;
*Out of Range Wars will no longer transfer War Score&lt;br /&gt;
*Aggressive FCF will no longer transfer War Score&lt;br /&gt;
*Military Casualties will be proportionally reduced by the scaling Effectiveness penalty for hitting into/out of War&lt;br /&gt;
*Points needed for reaching War Tiers have been adjusted (each tier provides additional bonuses to the winning Kingdom of a War)&lt;br /&gt;
*War Score Tiers&lt;br /&gt;
**Tier 1: 120&lt;br /&gt;
**Tier 2: 140&lt;br /&gt;
**Tier 3: 165&lt;br /&gt;
**Tier 4: 190&lt;br /&gt;
**Tier 5: 220&lt;br /&gt;
[[Age 98]]&lt;br /&gt;
*The losing Kingdom of a War will now have 10% of total Honor transferred to the winning Kingdom. Each province from the losing Kingdom will lose x% of honor, each province in the Winning Kingdom will receive an equal amount of honor. War Win Score Tier bonuses will affect the honor received by the winning Kingdom but not the honor lost by the losing Kingdom. &lt;br /&gt;
*War Networth auto-win requirements changed to opponent Networth dropping to 66% and a minimum of 72 ticks passed.&lt;br /&gt;
[[Age 99]]&lt;br /&gt;
*The losing Kingdom of a War receives Science Books equal to 24 Ticks of production.&lt;br /&gt;
*The losing Kingdom of a War does not transfer (lose) Honor to the winner.&lt;br /&gt;
*Out of Range Wars will not award War Score&lt;br /&gt;
[[Age 100]]&lt;br /&gt;
*Defensive Force Ceasefire removed.&lt;br /&gt;
*Offensive FCF is available&lt;br /&gt;
**After 24 ticks with no combat attacks or dragon sent&lt;br /&gt;
**After 24 ticks of the date the hostility meter reached Hostile&lt;br /&gt;
**Only if you are not in war (including End of War CeaseFire)&lt;br /&gt;
**Only if the target is not in war (including End of War CeaseFire)&lt;br /&gt;
**The 24 tick waiting period will not begin until EoWCF concludes&lt;br /&gt;
*Wars may end automatically at 48 ticks, reduced from 72 ticks.&lt;br /&gt;
*War rewards will be changed as follows:&lt;br /&gt;
**Land awarded at the conclusion of war to the winning Kingdom is now equal to 10% of the losing Kingdom&#039;s total Acres after withdrawal which will include the acres returned from armies (10% will be subtracted from each province in the losing Kingdom, distributed evenly to the winner, this will not be modified by the War Tier Bonus).&lt;br /&gt;
**Honor awarded at the conclusion of war to the winning Kingdom is now equal to 5% of the losing Kingdom&#039;s total Honor at withdrawal (5% will be subtracted from each province in the losing Kingdom, distributed evenly to the winner, this will not modified by the War Tier Bonus)&lt;br /&gt;
**There will be an additional amount of honor generated and awarded to the winner. This has a minimum amount of 2,500 with no maximum (This will be modified by the War Tier Bonus)&lt;br /&gt;
**The winning Kingdom gains additional Explore Pool, Building and Specialist Credits and Science Books modified by War Tier Bonus&lt;br /&gt;
War Tier Bonus is now equal to number of Wars won * 5%; maximum 50%. For example, a Kingdom with 5 War Wins is on Tier 5 =&amp;gt; 5 Wins * 5% each win = +25% bonus&lt;br /&gt;
[[Age 101]]&lt;br /&gt;
*Meter Throttle mechanic removed.&lt;br /&gt;
*Defensive Force-Ceasefire reintroduced. Only available out of War Range with no penalties, available after 3 Ticks of no Attacks, 96 Ticks duration.&lt;br /&gt;
*War Win Land transfer reduced from 10% to 5%. Bonus Land will now be awarded to the winner, equal to 5% of the winner’s size (before transfer).&lt;br /&gt;
*Base Honor generated on War Win increased by 50%.&lt;br /&gt;
*War Wins will now award additional Honor (10% bonus to the generated amount per Tier difference) to Kingdoms that win against opponents with a Tier equal or greater than their own (before transfer).&lt;br /&gt;
[[Age 103]]&lt;br /&gt;
*War Win Land reward will be a minimum of 2500 Acres.&lt;br /&gt;
*War Win will now also reward an additional Scientist.&lt;br /&gt;
*Mutual Peace and Withdrawal now also award Specialist Credits equal to 3 times median Province size (as Victory).&lt;br /&gt;
*Mutual Peace now also awards Science Books equal to 24 ticks of production (as Withdrawal).&lt;br /&gt;
*Mutual Peace now also awards bonus Pool (as Victory/Withdrawal).&lt;br /&gt;
*Maximum Gains GBP/MAP in War reduced from 30% to 20%.&lt;br /&gt;
*Maximum GBP/MAP generated on failed Attacks reduced. Amount of GBP/MAP generated at low relative Off/Def ratios adjusted to prevent situations where the casualties efficiency would be higher than intended.&lt;br /&gt;
[[Age 104]]&lt;br /&gt;
*Minimum EoWCF duration increased to 24 Ticks, 1000% Birthrate bonus reduced from 36 Ticks to 24 Ticks.&lt;br /&gt;
[[Age 106]]&lt;br /&gt;
*Provinces created/reset during WAR will be unable to donate to dragon or aid to those within their kingdom for 24 hours after they leave protection&lt;br /&gt;
*War Win bonus will incur a 5% stacking penalty for each province below 2&lt;br /&gt;
*To declare war, the kingdom you are declaring war against must have had hostile actions from at least 3 unique provinces. (hits only)&lt;br /&gt;
*Changes to War Completion&lt;br /&gt;
**Acre redistribution: Upon completion of war, acres awarded will prioritize the smallest Provinces first.&lt;br /&gt;
**On Conclusion of War - both kingdoms will receive&lt;br /&gt;
***3 times the kingdom’s median province’s acres in Specialist Credits&lt;br /&gt;
***Free Building Credits to the total of 200% of the median province’s total land at the end of the war&lt;br /&gt;
***Science Books bonus equal to 24 ticks of production for each Province&lt;br /&gt;
***Each Province will have 5% of their land lost and moved to their explore pool (minimum of 100 acres added to pool, regardless of how many are lost)&lt;br /&gt;
***An equal number of acres to those lost will be redistributed to Provinces across the kingdom**&lt;br /&gt;
***Recognition on Kingdom Page based on the number of Wars achieved&lt;br /&gt;
*Mutual Peace &lt;br /&gt;
**No additional Bonus&#039;s or penalties&lt;br /&gt;
*On war Loss the surrendering kingdom will lose &lt;br /&gt;
**5% of the Kingdom&#039;s Land (each province loses 5%)&lt;br /&gt;
**5% of the Kingdom&#039;s Honor (each province loses 5%)&lt;br /&gt;
*On war Win the winning kingdom will receive an additional war win bonus&lt;br /&gt;
**The following bonuses are modified based on War Win Tier and the Kingdom Province count penalty as outlined above.&lt;br /&gt;
***Each win increases these numbers by 5% to to a max of 50%&lt;br /&gt;
***Science Books bonus equal to 12 ticks of production for each Province&lt;br /&gt;
***+0.50 to “Current scientist generation”&lt;br /&gt;
***Honor equal to 5% of the losing Kingdom&#039;s total Honor at the end of the War (distributed evenly), plus 200 Honor per province&lt;br /&gt;
***Land equal to to 10% of the losing Kingdom&#039;s total land at the end of the War redistributed prioritizing smallest province**&lt;br /&gt;
***Additional Free Building credits equal to province land&lt;br /&gt;
[[Age 107]]&lt;br /&gt;
*End of War Ceasefire War win Bonus - Additional Building Credits upon War win has been removed. &lt;br /&gt;
*You will still receive Free Building Credits to the total of 200% of the median province’s total land at the end of the War.&lt;br /&gt;
[[Age 108]]&lt;br /&gt;
*Either Kingdom may now declare War if both Kingdom&#039;s Meter Points are 60 or higher&lt;br /&gt;
*Changes to how the acre shuffle works on War completion (War Win)&lt;br /&gt;
**Removed the Kingdom shuffle/redistribution at War end&lt;br /&gt;
**Winning Kingdom gets 10% of the losing Kingdom&#039;s land, distributed to lowest provinces (as current)&lt;br /&gt;
**An extra amount equal to 5% losing Kingdom&#039;s land is distributed to the provinces in the Winning Kingdom (distributed equally)&lt;br /&gt;
**Losing Kingdom only loses 5% (as current)&lt;br /&gt;
*Provinces who join during War do not receive War bonuses upon completion and are in Protection for the duration of the War&lt;br /&gt;
[[Age 111]]&lt;br /&gt;
*The Hostile Meter will no longer decay on the 1st of each Month. It will only be reset by:&lt;br /&gt;
**Ceasefire&lt;br /&gt;
**Both Kingdoms have their Hostility towards each other reset to 0&lt;br /&gt;
**Entering war&lt;br /&gt;
*When entering war, all Hostility towards your Kingdom will be reset to 0&lt;br /&gt;
*All Hostility your Kingdom has towards other Kingdoms will remain &lt;br /&gt;
**(e.g. if you are Hostile towards Kingdom A then enter war with Kingdom B, &lt;br /&gt;
*when you leave war you will still be Hostile towards Kingdom A, however, they will have 0 meter towards you)&lt;br /&gt;
*Aggressor Force CeaseFire is removed completely&lt;br /&gt;
*War Reward Scaling&lt;br /&gt;
*To encourage fully filled kingdoms — and reduce the incentive to stay small — war rewards now scale based on kingdom size at the time of war declaration. &lt;br /&gt;
*This scaling applies to land, honor, science books, and scientist generation only. &lt;br /&gt;
*It does not include build credits or specialist credits.&lt;br /&gt;
**War Victory Rewards Notes:&lt;br /&gt;
**Count is locked at the start of war — changes in province count after declaration do not affect rewards.&lt;br /&gt;
**War Points for a win have been increased from 2.00 to 2.25 for kingdoms with 25 provinces.&lt;br /&gt;
**Rewards include:&lt;br /&gt;
***Land&lt;br /&gt;
***Honour&lt;br /&gt;
***Science book generation&lt;br /&gt;
***50% of a scientist&lt;br /&gt;
***Explore pool&lt;br /&gt;
***Build credits&lt;br /&gt;
***Specialist credits &lt;br /&gt;
*Only land, honour, science books, and scientist generation are scaled. All others remain at full value regardless of Kingdom Size&lt;br /&gt;
*Example:&lt;br /&gt;
**If a kingdom with 24 provinces wins a war: &lt;br /&gt;
***Land = X * 0.8&lt;br /&gt;
***Honor = X * 0.8&lt;br /&gt;
***Science Books = 36 * 0.8 = 28.8 ticks&lt;br /&gt;
***Scientist Generation = 50% * 0.8 = 40%&lt;br /&gt;
***Build credits, specialist credits, and explore pool = 100% &lt;br /&gt;
**The same scaling applies all the way down to 40% for kingdoms under 20 provinces. &lt;br /&gt;
&lt;br /&gt;
[[File:War Reward Scaling.png]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Age 112]]&lt;br /&gt;
*Relations Overhaul – Unfriendly &amp;amp; Hostile Bonuses&lt;br /&gt;
*Note: These effects are granted only towards the Kingdom you have relations with, or have relations from.&lt;br /&gt;
**Effects when your Kingdom has relations towards another:&lt;br /&gt;
***Unfriendly: +4% Gains, –5% Military Casualties, +5% WPA/TPA, –2.5% Attack Time, +2% OME.&lt;br /&gt;
***Hostile: +10% Gains, –12% Military Casualties, +15% WPA/TPA, –6% Attack Time, +5% OME. &lt;br /&gt;
****Access to Unfriendly T/M ops against Target Kingdom Only&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
**When another Kingdom has relations towards you:&lt;br /&gt;
***When Unfriendly: +1.5% Gains, –2.5% Military Casualties, +2.5% WPA/TPA, –1% Attack Time, +1% OME. &lt;br /&gt;
****Access to Unfriendly T/M ops&lt;br /&gt;
***When Hostile: +3% Gains, –4% Military Casualties, +5% WPA/TPA, –2% Attack Time, +2% OME. &lt;br /&gt;
****Access to Hostile T/M ops&lt;br /&gt;
[[Age 113]]&lt;br /&gt;
*War Declarations: When attempting to declare war against a Kingdom that is less networth than your Kingdom, the target Kingdom must be considered in-range for both land and net worth to be a war candidate&lt;br /&gt;
*War Bounty: When defeating a Kingdom that was &amp;gt; 10% larger in Networth at war declaration, the victor gains +30% additional Honor and +10% Science Books&lt;br /&gt;
&lt;br /&gt;
[[Age 115]]&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;
*Hostile meter will now decay after 48 hours of going hostile, decay rate will ramp with meter points &lt;br /&gt;
&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=1542</id>
		<title>Relations</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Relations&amp;diff=1542"/>
		<updated>2026-07-26T06:04:23Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Effects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Relation Types =&lt;br /&gt;
There are five relation types &amp;lt;sup&amp;gt; Normal, Unfriendly, Hostile, War, Ceasefire &amp;lt;/sup&amp;gt;, each of which have various benefits and penalties. 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;
[[Military#Understanding_Attacks|Attacking]], using [[Mystics|Sorcery]] &amp;amp; [[Thievery|Sabotage]] on another kingdom affects the relations between the two kingdoms. &lt;br /&gt;
&lt;br /&gt;
By continually conducting these actions, your kingdom&#039;s conflict level against the opposing kingdom will move 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;
== 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;
* NOTE: When another kingdom is Unfriendly towards you, you have access to Unfriendly Sorcery spells and Sabotage ops&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;
** &#039;&#039;&#039;Cannot FCF until 3 ticks of Hostile have occurred&#039;&#039;&#039; &amp;lt;sup&amp;gt; NEW* &amp;lt;/sup&amp;gt;&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 42]]&lt;br /&gt;
*War&lt;br /&gt;
**Removing NW based attack times in war (as in genesis)&lt;br /&gt;
**On war declaration, attack time reduction will jump to -10% immediately, then phase to -20% (previously 0% then -15%)&lt;br /&gt;
**War phasing will be reduced to 12 hours (from 24 hours, this does not apply to protection which is still 24h)&lt;br /&gt;
*War Recovery&lt;br /&gt;
**In CF, +200% increase in birth rates (from +50%)&lt;br /&gt;
**Extending post war CF to 48 hours, monarch can opt out of the CF at any point after 24 hours have passed (each monarch can decide on his own - both kingdoms don&#039;t have to stay)&lt;br /&gt;
[[Age 51]]&lt;br /&gt;
*The End Of War Ceasefire period is extended to 72 hours but can now be exited after 12 hours with no daily honor loss in war&lt;br /&gt;
[[Age 52]]&lt;br /&gt;
*End of War Ceasefire period can be extended up to 4 days&lt;br /&gt;
[[Age 54]]&lt;br /&gt;
*The war declaration range for kingdoms will be changed to 25% smaller or 33% larger&lt;br /&gt;
*War will end automatically if your opponents networth drops to 50% of yours. This will only occur after a minimum of 7 days of warring and is calculated on tick.&lt;br /&gt;
*A war ending will grant, for both kds:&lt;br /&gt;
**All land currently out with armies at war end returns home immediately.&lt;br /&gt;
**Instant population growth of 20% of your max pop if you are under 50% of your max pop&lt;br /&gt;
**+500% Birthrate&lt;br /&gt;
**30% reduction in training costs of all troops.&lt;br /&gt;
**Draft cost reduced 50%&lt;br /&gt;
*Winning a war will grant the following:&lt;br /&gt;
**+10% honor taken from the opponents honor pool&lt;br /&gt;
**100 books of science per acre based on your median province&lt;br /&gt;
**3 times your median provinces acres in spec credits&lt;br /&gt;
**Free building credits to the total of your current unbuilt acres&lt;br /&gt;
[[Age 55]]&lt;br /&gt;
*Attacks in war will not take extra acres from the exploration pool.&lt;br /&gt;
*The reduced gains protection afforded to smaller kingdom when attacked by larger kingdoms will be removed when the smaller kingdom reaches 50 points on the meter.&lt;br /&gt;
*Towards a similar end, when both kingdom reach max hostility the option to declare will appear regardless of the kingdoms networth.&lt;br /&gt;
*Winning a war will not grant any honor taken from your opponents honor pool. Monarchs will instead be able to set a kingdom reward for winning wars, this reward will be honor or land and will be a combination based on both kingdoms relevant resources.&lt;br /&gt;
[[Age 56]]&lt;br /&gt;
*Winning a war and selecting land as a reward will grant a minimum of 5k acres to the kingdom.&lt;br /&gt;
[[Age 57]]&lt;br /&gt;
*In War the minimum gains will be reduced by 50%&lt;br /&gt;
[[Age 64]]&lt;br /&gt;
*War wins&lt;br /&gt;
**Acre reward capped at 20k&lt;br /&gt;
**Selecting land as a bonus will also result in a smaller honor bonus and vice versa.&lt;br /&gt;
[[Age 67]]&lt;br /&gt;
*50 books per acre of science (based on median province size) granted to both kingdoms&lt;br /&gt;
*An additional 150 BPA added to the winner&lt;br /&gt;
*Wizard training doubled in end of war ceasefire&lt;br /&gt;
[[Age 68]]&lt;br /&gt;
*War win reward: Not granted if the kingdoms are out of range at war start.&lt;br /&gt;
*War declaration: Requires 2 different people from each kingdom to have attacked (in such a way that the meter is moved) before war can be declared.&lt;br /&gt;
*End of War ceasefire: Maximum time reduced to 72 hours. Double wizards removed.&lt;br /&gt;
*War: Timer will tick during war for stances and war will override any stance. You can change stances during war so as to exit war in your desired stance.&lt;br /&gt;
[[Age 71]]&lt;br /&gt;
*The War Win bonus choice of &#039;Land&#039; or &#039;Honor&#039; will be removed. All War Wins will yield a single bonus, which will be an increased amount of both Land and Honor. Similar to the minimum land bonus, a minimum honor bonus will also be added.&lt;br /&gt;
*Immediately upon entering End of War Cease-Fire any provinces affected by plague will have it removed instantly.&lt;br /&gt;
*Additionally, upon entering End of War Cease-Fire, the losing kingdom will receive 50% of their land as free building credits, while the winning kingdom will receive 150% of their land as free building credits. We would like to stimulate the ability for both kingdoms to recover from war such that both the losing kingdom has a better chance at coming out of war recovered and ready to fight again and more importantly, the winning kingdom has an opportunity to defend their land better upon exiting war.&lt;br /&gt;
[[Age 72]]&lt;br /&gt;
*WW Chart Chains - In order to incentivize conflict between top WW kingdoms, we have altered the formula to provide additional WW points (scaling from the current if the kingdom you war is outside of the top 50 for land, honor, NW, and warwins) to double the current points.&lt;br /&gt;
*WW Bonus - Additionally, we are adding a new set of WW bonuses. Kingdoms will receive recognition on their kingdompage based on the number of WW points they achieve. Each additional &#039;tier&#039; that they obtain will also increase their WW bonus -- land, honor, credits, etc -- by 10%. This is capped at a WW bonus that is 50% larger than the baseline bonus.&lt;br /&gt;
*Finally the WW bonus will scale with kingdom size under 20 provinces to reduce the potential for abuse with kingdoms that remain intentionally small in the number of provinces.&lt;br /&gt;
*The War Win bonus will also include a provision of additional land to every province&#039;s individual explore pool in both kingdoms, this is mainly aimed at helping provinces that are destroyed in war to have a chance to grow back to a functional size.&lt;br /&gt;
*WAR - Exploration during eowcf will have reduced cost penalties (from 500% to 250% of normal cost).&lt;br /&gt;
*Propose War - Kingdoms will have the diplomatic option to Propose War to enemies in range and start war instantly instead of via attacks&lt;br /&gt;
[[Age73]]&lt;br /&gt;
*Auto-CeaseFire (Surrender) - Once a meter variance of 100 points occurs between 2 Kingdoms, the Kingdom with lower meter points will have the option to Surrender to the aggressor Kingdom. This will create an in-game CeaseFire between both kingdoms that cannot be cancelled by either side for a minimum of 7 days. The surrendering Kingdom will be required to not have any attacks for at least 12 hours similar to the restriction on Withdraw during War. You must also be OUT of war declaration range in order to have this button available to you.&lt;br /&gt;
*War Gains Formula - The top-feed minimum gains is being reduced slightly to accommodate the LBG top-feed bonuses from Age 72 (note this is only for Top Feed gains, all other gains remain the same)&lt;br /&gt;
[[Age 74]]&lt;br /&gt;
*Ceasefires - There is a new feature with Cease-Fires that allows you to choose a date until which the Cease-Fire cannot be broken. The farthest date in the future that can be chosen is 3 Utopian Years.&lt;br /&gt;
*War Proposals - Limit of 3 proposals that can be oustanding at any given time&lt;br /&gt;
*EoWCF Duration - Increased to 96 hours from 72 hours.&lt;br /&gt;
*Immediately upon exit of End of War Cease-Fire all Credits will decay by 1/3 instantly&lt;br /&gt;
[[Age 75]]&lt;br /&gt;
*Relative Kingdom Networth - Currently this is a part of the gains formula and is based entirely on the overall size of your Kingdom vs the Opponent Kingdom. This will change to be based on the average province size of your Kingdom to be a more accurate representation of the Kingdom strength&lt;br /&gt;
*War Win Bonus - The minimum war win acres bonus will be reduced to 4000 acres (from 5000)&lt;br /&gt;
*War Range - War Ranges will be determined by either land or networth, for example you will be IN war range if either land or Networth is within range of your target&lt;br /&gt;
*Force Cease-Fire - There will be an option for an aggressor Kingdom in a conflict to force both parties into a binding 7 Utopian Month cease-fire period. We are still working on the best method by which to implement the functionality on this, but the currently designed way for it to work has several components to it:&lt;br /&gt;
**The aggressor Kingdom (the KD looking to Force Cease-Fire) will need to have 100 or more meter disparity on the 1st of each Utopian Month for 3 consecutive Months&lt;br /&gt;
**The &#039;Force Cease-Fire&#039; button for the aggressor Kingdom will be available beginning on the 12th of the 3rd Month&lt;br /&gt;
**The defending Kingdom will be able to stop the forced cease-fire in several ways: a) Reduce the meter disparity between Kingdoms to under 100; or b) make at least 5 successful attacks during the Month of which the aggressor is capable of forcing the cease-fire (example: if you are the defending Kingdom and don&#039;t want the aggressor to receive the button at all, you must make 5 successful attacks between the 1st and 12th otherwise the aggressor will have the force cease-fire button until 5 attacks are successfully completed)&lt;br /&gt;
**If the defending Kingdom prevents a button on the 3rd consecutive day of 100+ meter by making 5 attacks, the defending Kingdom will have the same task of prevention on the following day: either reduce the disparity to less than 100 or make 5 attacks on the 1st - 12th&lt;br /&gt;
**The only way to reset the 3 day counter is to reduce the meter disparity below 100, at that point the aggressor must satisfy the first requirement which is 3 consecutive days of 100 or more meter disparity&lt;br /&gt;
**There is no wait period for the aggressor to press the button, once it becomes available on the 12th it can be pressed at any time&lt;br /&gt;
[[Age 76]]&lt;br /&gt;
*During ANY Cease-Fire espionage operations will be allowed (including End of War Cease-Fire) on the Kingdom you are in Cease-Fire with&lt;br /&gt;
[[Age 77]]&lt;br /&gt;
*The 10% reduced attack time granted instantly on War Declare will be removed&lt;br /&gt;
*Attack speed reduction from war will slide in up to -25% over 12 ticks&lt;br /&gt;
[[Age 78]]&lt;br /&gt;
*Auto Cease-Fire - The mechanic that allows a smaller Kingdom to automatically enter into a 7 day cease-fire with a larger Kingdom that has a large meter disparity will be removed&lt;br /&gt;
*War&lt;br /&gt;
**The amount of unique provinces required to attack from each Kingdom will be increased from 2 to 3 in order to declare war&lt;br /&gt;
**MAP reduction from War will be reduced by ~25%, this means that gains on a province with max MAP will be lower than they currently are&lt;br /&gt;
*End of War Cease-Fire&lt;br /&gt;
**Population growth will be increase from +500% to +1000%&lt;br /&gt;
**There will be a minimum peasant growth per tick of 500&lt;br /&gt;
[[Age 79]]&lt;br /&gt;
*There will remain a requirement of at least 3 provinces within a Kingdom to perform operations on the opposing Kingdom for War to be declared&lt;br /&gt;
*An aggressor Kingdom can enter into a 72 hour unbreakable Cease-Fire with a defending Kingdom if the aggressor has not made military attacks for at least 24 ticks&lt;br /&gt;
*To remove confusion, the definition of aggressor Kingdom shall mean the Kingdom with higher hostility meter points&lt;br /&gt;
*A defending Kingdom may enter into a 72 hour unbreakable Cease-Fire with an aggressor Kingdom if:&lt;br /&gt;
**a) Defender has not made any military attacks for at least 3 ticks, AND;&lt;br /&gt;
**b) Defender relations toward Aggressor are not Hostile&lt;br /&gt;
**c) Aggressor is Hostile with Defender&lt;br /&gt;
**d) Aggressor has been Hostile with defender for at least 3 ticks.&lt;br /&gt;
*If both Kingdoms are Hostile, either Kingdom may declare War (normal Unfriendly v Hostile declares are available)&lt;br /&gt;
*War Win rewards will only be provided if Kingdoms are in range at declare (range moved to 80% - 125%)&lt;br /&gt;
*If Kingdoms enter war while out of range, Surrender will be available much sooner than traditionally (i.e. 16 hours after start of war, these wars will have adjusted EoWCF length based on the amount of hours of war i.e. for each tick of war there will be 2 ticks of EoWCF)&lt;br /&gt;
*End of War Cease-Fire&lt;br /&gt;
**Birth Rate will be increased by current effects only for the first 36 hours&lt;br /&gt;
**Troop/Thief cost reduction will be removed&lt;br /&gt;
**All credits (Specialist/Build) will be lost upon exit of End of War Cease-Fire&lt;br /&gt;
**A small amount of science will be awarded to the winner&lt;br /&gt;
[[Age 81]]&lt;br /&gt;
*War&lt;br /&gt;
**War Range is now, low end 85% up to ~117.64% (1 / .85)&lt;br /&gt;
**Auto Surrender will be possible after 5 days of war instead of 7 when opponent is 50% or less networth&lt;br /&gt;
**Learn attack effects while in war will be increased from 4% to 8%&lt;br /&gt;
**Out of range wars will yield war points based on relative size at the war start and scale accordingly, for example:&lt;br /&gt;
**Example: 84.9% range = 100% points&lt;br /&gt;
***80% range = 85% points&lt;br /&gt;
***75% range = 65% points&lt;br /&gt;
***65% range = 20% points&lt;br /&gt;
***&amp;lt; 65% range = 0 points&lt;br /&gt;
*Force Cease-Fire&lt;br /&gt;
**If you are in war range (85-117.64%) when activating a Forced Cease-Fire your Kingdom will lose up to 3% honor at 95%+ and scale linearly to 1.5% at the bottom of the range (85%)&lt;br /&gt;
**This honor will be lost by the Kingdom pressing Force CF, it will not be transferred to the opponent Kingdom&lt;br /&gt;
[[Age 82]]&lt;br /&gt;
*War&lt;br /&gt;
**War declare range is now: (X * .85) to (X / .85)&lt;br /&gt;
**War win acre minimum bonus will be reduced to 2500 acres (from 4000)&lt;br /&gt;
*Force Cease-Fire&lt;br /&gt;
**Only kingdoms under 85% size can force CF with an aggressor (same requirements for time and attacks remain)&lt;br /&gt;
**Aggressor kingdoms can force CF after 24 hours of no attacks in kingdom news&lt;br /&gt;
[[Age 83]]&lt;br /&gt;
*War&lt;br /&gt;
**War win acre maximum bonus will be introduced and set to 10000 acres&lt;br /&gt;
*Force Cease-Fire&lt;br /&gt;
**This mechanic will no longer cancel dragons that have been started&lt;br /&gt;
[[Age 84]]&lt;br /&gt;
*War&lt;br /&gt;
**War may be declared by EITHER Kingdom if both Kingdoms have at least 75 Hostile Meter points&lt;br /&gt;
**Hostile Meter Cap is increased from 150 to 225&lt;br /&gt;
**End of War build credits awarded will be based on Median province size&lt;br /&gt;
**Build credits awarded to the losing Kingdom will be increased from 50% to 100%&lt;br /&gt;
**War Win science books awarded will be reduced from 72 hours of books to 48 hours&lt;br /&gt;
**While under Median, you are able to explore up to 500 acres (total land area) in a single explore. For example, if you are 50 acres with 0 acres currently being explored then you may explore up to 450 acres all at once which will take you to a total of 500 acres after the explore is complete.&lt;br /&gt;
*Force Cease-Fire&lt;br /&gt;
**While at war, a Kingdom will now be capable of activating Force CF (Defender only)&lt;br /&gt;
**Force CF duration will increase from 3 days to 5 days&lt;br /&gt;
[[Age 85]]&lt;br /&gt;
*Gains going into or out of war are being reduced from -75% to -85%&lt;br /&gt;
*While in War income will be reduced by 10%&lt;br /&gt;
[[Age 86]]&lt;br /&gt;
*War&lt;br /&gt;
**Bad spells will be removed at the conclusion of war&lt;br /&gt;
**Mutual Peace will provide building credits to each Kingdom in the amount of the median acre size&lt;br /&gt;
**Surrender will provide building credits to the Losing Kingdom in the amount of 1.5x median acre size&lt;br /&gt;
**Surrender will provide building credits to the Winning Kingdom in the amount of 2.5x median acre size&lt;br /&gt;
**The increased book production received from Schools will not affect the books awarded from a War Win&lt;br /&gt;
**The effects from Fountain of Knowledge will affect the books awarded from a War Win&lt;br /&gt;
**Racial and Personality mods that affect book production will increase the books awarded from a War Win&lt;br /&gt;
[[Age 87]]&lt;br /&gt;
*Total Wars &amp;amp; Losses removed from KD page (only the number of Wars Won displayed)&lt;br /&gt;
*Propose War removed&lt;br /&gt;
*Mutual Peace free Building Credits rewarded increased to 150%, added Specialist Credits equal to 2x Median Province size&lt;br /&gt;
*War will provide +25% Draft Speed&lt;br /&gt;
*War Stance protections lowered from 85% to 80%&lt;br /&gt;
*War Stance Raze Gains to and from other Kingdoms reduced from 100% to 50%&lt;br /&gt;
*EoWCF Draft Cost discount removed&lt;br /&gt;
*War &amp;amp; EoWCF Income penalty removed&lt;br /&gt;
[[Age 88]]&lt;br /&gt;
*Force Ceasefire time window needed to Surrender increased from 3 to 6 ticks&lt;br /&gt;
*Force Ceasefire duration reduced to 48 ticks&lt;br /&gt;
*War provides -25% Build Time&lt;br /&gt;
*War Training Time bonus applies on declare (instead of after 24 ticks)&lt;br /&gt;
*War Military Losses reduction bonus removed&lt;br /&gt;
*Mutual Peace free Specialist Credits reward increased to 3 * Median&lt;br /&gt;
*Mutual Peace free Building Credits reward increased to 200%&lt;br /&gt;
*Withdrawal free Building Credits reward increased to 200%&lt;br /&gt;
*Victory free Building Credits reward reduced to 200%&lt;br /&gt;
*War Points formula altered - Land/Networth/Honor Kingdom ranking and Tier will have a significant impact on the points rewarded&lt;br /&gt;
[[Age 89]]&lt;br /&gt;
*Hostile Relations reached at 30 meter points&lt;br /&gt;
*War Points and War Tier values adjusted (similar to Genesis)&lt;br /&gt;
[[Age 90]]&lt;br /&gt;
*Dragon Meter Points increased to 30&lt;br /&gt;
*Force Ceasefire time window needed to Surrender reduced to 3 Ticks&lt;br /&gt;
*A Hostile Aggressor Kingdom (the Kingdom with the higher Meter value) will gain access to Declare War button when the Defending Kingdom (the Kingdom with the lower Meter value) reaches 90 Meter Points, up from 75&lt;br /&gt;
[[Age 91]]&lt;br /&gt;
*Riots removed upon entering End of War Ceasefire (EoWCF)&lt;br /&gt;
*All troops currently away on attacks against the War opponent return home immediately upon entering EoWCF (Generals are still unavailable for the Attack duration)&lt;br /&gt;
*EoWCF maximum duration reduced to 72 ticks&lt;br /&gt;
*Explore time up to Median reduced by 50% during EoWCF&lt;br /&gt;
[[Age 92]]&lt;br /&gt;
*End of War Cease Fire: increased from 72 hours to 96 hours&lt;br /&gt;
*End of War Cease Fire: +50% science production during end of war cease fire&lt;br /&gt;
*During WAR: Elite conversion rate on Traditional March attacks will be doubled&lt;br /&gt;
[[Age 93]]&lt;br /&gt;
*Unfriendly Relations threshold increased from 10 to 15 points &lt;br /&gt;
*War Win score formula modified&lt;br /&gt;
[[Age 94]]&lt;br /&gt;
*Force Ceasefire for Aggressors: Aggressors cannot use Force CeaseFire against a Kingdom that is in War&lt;br /&gt;
*Any Ceasefire will cancel Dragon project from both Kingdoms&lt;br /&gt;
*War - Forced Surrender: Now occurs when opponent is 60% Networth (instead of 50%)&lt;br /&gt;
*End of War Ceasefire: Science Book bonus production of +50% removed &lt;br /&gt;
*End of War Ceasefire: Upon entering End of War Ceasefire BE will be restored to 100% for any province with less than 100% BE&lt;br /&gt;
*War Win Points: Points will now only change on conclusion of a War&lt;br /&gt;
*War Win Points: Will be hidden until the end of Age&lt;br /&gt;
[[Age 96]]&lt;br /&gt;
*Force Ceasefire is now 4 Utopian Months&lt;br /&gt;
*Starting War Win points for all Kingdoms will be increased significantly&lt;br /&gt;
*War Win Points formula will be modified slightly to increase the amount of points awarded for war wins&lt;br /&gt;
*War Win Chart will be viewable throughout the age&lt;br /&gt;
*War Win Points will be shown on Kingdom Page&lt;br /&gt;
*Defensive FCF can now be used irrespective of war range&lt;br /&gt;
*When FCF is used while in war range while outside war the following two penalties occur:&lt;br /&gt;
**If Defensive FCF is used in war range, the defender will pay (to the Aggressor) up to 3% of the defender’s total kingdom honor based on relative kingdom networth, and the aggressor will receive war win points (the defender will not lose any War Win points)&lt;br /&gt;
**If Aggressive FCF is used in while the defender is in war range, the aggressor will receive war win points.&lt;br /&gt;
*FCF will award war win points based on a percentage of a war win by the aggressor against the defender. If the two kingdoms are equal in networth 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 NW 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. We would expect a kingdom waving smaller kingdoms for CF with identical war win points to need between 20 and 40 FCFs to equal a single war win against one of those kingdoms.&lt;br /&gt;
*War: Will no longer have draft speed bonus, training time reduction and build time reduction (This includes End of War Ceasefire)&lt;br /&gt;
**+25% Draft Speed is being removed&lt;br /&gt;
**-25% Build Time is being removed&lt;br /&gt;
**-25% Train Time is being removed&lt;br /&gt;
**12 Hour Phase In -25% Attack Time reduce to -15% Attack Time&lt;br /&gt;
[[Age 97]]&lt;br /&gt;
*Out of Range Wars will no longer transfer War Score&lt;br /&gt;
*Aggressive FCF will no longer transfer War Score&lt;br /&gt;
*Military Casualties will be proportionally reduced by the scaling Effectiveness penalty for hitting into/out of War&lt;br /&gt;
*Points needed for reaching War Tiers have been adjusted (each tier provides additional bonuses to the winning Kingdom of a War)&lt;br /&gt;
*War Score Tiers&lt;br /&gt;
**Tier 1: 120&lt;br /&gt;
**Tier 2: 140&lt;br /&gt;
**Tier 3: 165&lt;br /&gt;
**Tier 4: 190&lt;br /&gt;
**Tier 5: 220&lt;br /&gt;
[[Age 98]]&lt;br /&gt;
*The losing Kingdom of a War will now have 10% of total Honor transferred to the winning Kingdom. Each province from the losing Kingdom will lose x% of honor, each province in the Winning Kingdom will receive an equal amount of honor. War Win Score Tier bonuses will affect the honor received by the winning Kingdom but not the honor lost by the losing Kingdom. &lt;br /&gt;
*War Networth auto-win requirements changed to opponent Networth dropping to 66% and a minimum of 72 ticks passed.&lt;br /&gt;
[[Age 99]]&lt;br /&gt;
*The losing Kingdom of a War receives Science Books equal to 24 Ticks of production.&lt;br /&gt;
*The losing Kingdom of a War does not transfer (lose) Honor to the winner.&lt;br /&gt;
*Out of Range Wars will not award War Score&lt;br /&gt;
[[Age 100]]&lt;br /&gt;
*Defensive Force Ceasefire removed.&lt;br /&gt;
*Offensive FCF is available&lt;br /&gt;
**After 24 ticks with no combat attacks or dragon sent&lt;br /&gt;
**After 24 ticks of the date the hostility meter reached Hostile&lt;br /&gt;
**Only if you are not in war (including End of War CeaseFire)&lt;br /&gt;
**Only if the target is not in war (including End of War CeaseFire)&lt;br /&gt;
**The 24 tick waiting period will not begin until EoWCF concludes&lt;br /&gt;
*Wars may end automatically at 48 ticks, reduced from 72 ticks.&lt;br /&gt;
*War rewards will be changed as follows:&lt;br /&gt;
**Land awarded at the conclusion of war to the winning Kingdom is now equal to 10% of the losing Kingdom&#039;s total Acres after withdrawal which will include the acres returned from armies (10% will be subtracted from each province in the losing Kingdom, distributed evenly to the winner, this will not be modified by the War Tier Bonus).&lt;br /&gt;
**Honor awarded at the conclusion of war to the winning Kingdom is now equal to 5% of the losing Kingdom&#039;s total Honor at withdrawal (5% will be subtracted from each province in the losing Kingdom, distributed evenly to the winner, this will not modified by the War Tier Bonus)&lt;br /&gt;
**There will be an additional amount of honor generated and awarded to the winner. This has a minimum amount of 2,500 with no maximum (This will be modified by the War Tier Bonus)&lt;br /&gt;
**The winning Kingdom gains additional Explore Pool, Building and Specialist Credits and Science Books modified by War Tier Bonus&lt;br /&gt;
War Tier Bonus is now equal to number of Wars won * 5%; maximum 50%. For example, a Kingdom with 5 War Wins is on Tier 5 =&amp;gt; 5 Wins * 5% each win = +25% bonus&lt;br /&gt;
[[Age 101]]&lt;br /&gt;
*Meter Throttle mechanic removed.&lt;br /&gt;
*Defensive Force-Ceasefire reintroduced. Only available out of War Range with no penalties, available after 3 Ticks of no Attacks, 96 Ticks duration.&lt;br /&gt;
*War Win Land transfer reduced from 10% to 5%. Bonus Land will now be awarded to the winner, equal to 5% of the winner’s size (before transfer).&lt;br /&gt;
*Base Honor generated on War Win increased by 50%.&lt;br /&gt;
*War Wins will now award additional Honor (10% bonus to the generated amount per Tier difference) to Kingdoms that win against opponents with a Tier equal or greater than their own (before transfer).&lt;br /&gt;
[[Age 103]]&lt;br /&gt;
*War Win Land reward will be a minimum of 2500 Acres.&lt;br /&gt;
*War Win will now also reward an additional Scientist.&lt;br /&gt;
*Mutual Peace and Withdrawal now also award Specialist Credits equal to 3 times median Province size (as Victory).&lt;br /&gt;
*Mutual Peace now also awards Science Books equal to 24 ticks of production (as Withdrawal).&lt;br /&gt;
*Mutual Peace now also awards bonus Pool (as Victory/Withdrawal).&lt;br /&gt;
*Maximum Gains GBP/MAP in War reduced from 30% to 20%.&lt;br /&gt;
*Maximum GBP/MAP generated on failed Attacks reduced. Amount of GBP/MAP generated at low relative Off/Def ratios adjusted to prevent situations where the casualties efficiency would be higher than intended.&lt;br /&gt;
[[Age 104]]&lt;br /&gt;
*Minimum EoWCF duration increased to 24 Ticks, 1000% Birthrate bonus reduced from 36 Ticks to 24 Ticks.&lt;br /&gt;
[[Age 106]]&lt;br /&gt;
*Provinces created/reset during WAR will be unable to donate to dragon or aid to those within their kingdom for 24 hours after they leave protection&lt;br /&gt;
*War Win bonus will incur a 5% stacking penalty for each province below 2&lt;br /&gt;
*To declare war, the kingdom you are declaring war against must have had hostile actions from at least 3 unique provinces. (hits only)&lt;br /&gt;
*Changes to War Completion&lt;br /&gt;
**Acre redistribution: Upon completion of war, acres awarded will prioritize the smallest Provinces first.&lt;br /&gt;
**On Conclusion of War - both kingdoms will receive&lt;br /&gt;
***3 times the kingdom’s median province’s acres in Specialist Credits&lt;br /&gt;
***Free Building Credits to the total of 200% of the median province’s total land at the end of the war&lt;br /&gt;
***Science Books bonus equal to 24 ticks of production for each Province&lt;br /&gt;
***Each Province will have 5% of their land lost and moved to their explore pool (minimum of 100 acres added to pool, regardless of how many are lost)&lt;br /&gt;
***An equal number of acres to those lost will be redistributed to Provinces across the kingdom**&lt;br /&gt;
***Recognition on Kingdom Page based on the number of Wars achieved&lt;br /&gt;
*Mutual Peace &lt;br /&gt;
**No additional Bonus&#039;s or penalties&lt;br /&gt;
*On war Loss the surrendering kingdom will lose &lt;br /&gt;
**5% of the Kingdom&#039;s Land (each province loses 5%)&lt;br /&gt;
**5% of the Kingdom&#039;s Honor (each province loses 5%)&lt;br /&gt;
*On war Win the winning kingdom will receive an additional war win bonus&lt;br /&gt;
**The following bonuses are modified based on War Win Tier and the Kingdom Province count penalty as outlined above.&lt;br /&gt;
***Each win increases these numbers by 5% to to a max of 50%&lt;br /&gt;
***Science Books bonus equal to 12 ticks of production for each Province&lt;br /&gt;
***+0.50 to “Current scientist generation”&lt;br /&gt;
***Honor equal to 5% of the losing Kingdom&#039;s total Honor at the end of the War (distributed evenly), plus 200 Honor per province&lt;br /&gt;
***Land equal to to 10% of the losing Kingdom&#039;s total land at the end of the War redistributed prioritizing smallest province**&lt;br /&gt;
***Additional Free Building credits equal to province land&lt;br /&gt;
[[Age 107]]&lt;br /&gt;
*End of War Ceasefire War win Bonus - Additional Building Credits upon War win has been removed. &lt;br /&gt;
*You will still receive Free Building Credits to the total of 200% of the median province’s total land at the end of the War.&lt;br /&gt;
[[Age 108]]&lt;br /&gt;
*Either Kingdom may now declare War if both Kingdom&#039;s Meter Points are 60 or higher&lt;br /&gt;
*Changes to how the acre shuffle works on War completion (War Win)&lt;br /&gt;
**Removed the Kingdom shuffle/redistribution at War end&lt;br /&gt;
**Winning Kingdom gets 10% of the losing Kingdom&#039;s land, distributed to lowest provinces (as current)&lt;br /&gt;
**An extra amount equal to 5% losing Kingdom&#039;s land is distributed to the provinces in the Winning Kingdom (distributed equally)&lt;br /&gt;
**Losing Kingdom only loses 5% (as current)&lt;br /&gt;
*Provinces who join during War do not receive War bonuses upon completion and are in Protection for the duration of the War&lt;br /&gt;
[[Age 111]]&lt;br /&gt;
*The Hostile Meter will no longer decay on the 1st of each Month. It will only be reset by:&lt;br /&gt;
**Ceasefire&lt;br /&gt;
**Both Kingdoms have their Hostility towards each other reset to 0&lt;br /&gt;
**Entering war&lt;br /&gt;
*When entering war, all Hostility towards your Kingdom will be reset to 0&lt;br /&gt;
*All Hostility your Kingdom has towards other Kingdoms will remain &lt;br /&gt;
**(e.g. if you are Hostile towards Kingdom A then enter war with Kingdom B, &lt;br /&gt;
*when you leave war you will still be Hostile towards Kingdom A, however, they will have 0 meter towards you)&lt;br /&gt;
*Aggressor Force CeaseFire is removed completely&lt;br /&gt;
*War Reward Scaling&lt;br /&gt;
*To encourage fully filled kingdoms — and reduce the incentive to stay small — war rewards now scale based on kingdom size at the time of war declaration. &lt;br /&gt;
*This scaling applies to land, honor, science books, and scientist generation only. &lt;br /&gt;
*It does not include build credits or specialist credits.&lt;br /&gt;
**War Victory Rewards Notes:&lt;br /&gt;
**Count is locked at the start of war — changes in province count after declaration do not affect rewards.&lt;br /&gt;
**War Points for a win have been increased from 2.00 to 2.25 for kingdoms with 25 provinces.&lt;br /&gt;
**Rewards include:&lt;br /&gt;
***Land&lt;br /&gt;
***Honour&lt;br /&gt;
***Science book generation&lt;br /&gt;
***50% of a scientist&lt;br /&gt;
***Explore pool&lt;br /&gt;
***Build credits&lt;br /&gt;
***Specialist credits &lt;br /&gt;
*Only land, honour, science books, and scientist generation are scaled. All others remain at full value regardless of Kingdom Size&lt;br /&gt;
*Example:&lt;br /&gt;
**If a kingdom with 24 provinces wins a war: &lt;br /&gt;
***Land = X * 0.8&lt;br /&gt;
***Honor = X * 0.8&lt;br /&gt;
***Science Books = 36 * 0.8 = 28.8 ticks&lt;br /&gt;
***Scientist Generation = 50% * 0.8 = 40%&lt;br /&gt;
***Build credits, specialist credits, and explore pool = 100% &lt;br /&gt;
**The same scaling applies all the way down to 40% for kingdoms under 20 provinces. &lt;br /&gt;
&lt;br /&gt;
[[File:War Reward Scaling.png]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Age 112]]&lt;br /&gt;
*Relations Overhaul – Unfriendly &amp;amp; Hostile Bonuses&lt;br /&gt;
*Note: These effects are granted only towards the Kingdom you have relations with, or have relations from.&lt;br /&gt;
**Effects when your Kingdom has relations towards another:&lt;br /&gt;
***Unfriendly: +4% Gains, –5% Military Casualties, +5% WPA/TPA, –2.5% Attack Time, +2% OME.&lt;br /&gt;
***Hostile: +10% Gains, –12% Military Casualties, +15% WPA/TPA, –6% Attack Time, +5% OME. &lt;br /&gt;
****Access to Unfriendly T/M ops against Target Kingdom Only&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
**When another Kingdom has relations towards you:&lt;br /&gt;
***When Unfriendly: +1.5% Gains, –2.5% Military Casualties, +2.5% WPA/TPA, –1% Attack Time, +1% OME. &lt;br /&gt;
****Access to Unfriendly T/M ops&lt;br /&gt;
***When Hostile: +3% Gains, –4% Military Casualties, +5% WPA/TPA, –2% Attack Time, +2% OME. &lt;br /&gt;
****Access to Hostile T/M ops&lt;br /&gt;
[[Age 113]]&lt;br /&gt;
*War Declarations: When attempting to declare war against a Kingdom that is less networth than your Kingdom, the target Kingdom must be considered in-range for both land and net worth to be a war candidate&lt;br /&gt;
*War Bounty: When defeating a Kingdom that was &amp;gt; 10% larger in Networth at war declaration, the victor gains +30% additional Honor and +10% Science Books&lt;br /&gt;
&lt;br /&gt;
[[Age 115]]&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;
*Hostile meter will now decay after 48 hours of going hostile, decay rate will ramp with meter points &lt;br /&gt;
&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=1541</id>
		<title>Relations</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Relations&amp;diff=1541"/>
		<updated>2026-07-26T05:59:58Z</updated>

		<summary type="html">&lt;p&gt;Revival: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Relation Types =&lt;br /&gt;
There are five relation types &amp;lt;sup&amp;gt; Normal, Unfriendly, Hostile, War, Ceasefire &amp;lt;/sup&amp;gt;, each of which have various benefits and penalties. 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;
[[Military#Understanding_Attacks|Attacking]], using [[Mystics|Sorcery]] &amp;amp; [[Thievery|Sabotage]] on another kingdom affects the relations between the two kingdoms. &lt;br /&gt;
&lt;br /&gt;
By continually conducting these actions, your kingdom&#039;s conflict level against the opposing kingdom will move 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;
== 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;
** &#039;&#039;&#039;Cannot FCF until 3 ticks of Hostile have occurred&#039;&#039;&#039; &amp;lt;sup&amp;gt; NEW* &amp;lt;/sup&amp;gt;&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 42]]&lt;br /&gt;
*War&lt;br /&gt;
**Removing NW based attack times in war (as in genesis)&lt;br /&gt;
**On war declaration, attack time reduction will jump to -10% immediately, then phase to -20% (previously 0% then -15%)&lt;br /&gt;
**War phasing will be reduced to 12 hours (from 24 hours, this does not apply to protection which is still 24h)&lt;br /&gt;
*War Recovery&lt;br /&gt;
**In CF, +200% increase in birth rates (from +50%)&lt;br /&gt;
**Extending post war CF to 48 hours, monarch can opt out of the CF at any point after 24 hours have passed (each monarch can decide on his own - both kingdoms don&#039;t have to stay)&lt;br /&gt;
[[Age 51]]&lt;br /&gt;
*The End Of War Ceasefire period is extended to 72 hours but can now be exited after 12 hours with no daily honor loss in war&lt;br /&gt;
[[Age 52]]&lt;br /&gt;
*End of War Ceasefire period can be extended up to 4 days&lt;br /&gt;
[[Age 54]]&lt;br /&gt;
*The war declaration range for kingdoms will be changed to 25% smaller or 33% larger&lt;br /&gt;
*War will end automatically if your opponents networth drops to 50% of yours. This will only occur after a minimum of 7 days of warring and is calculated on tick.&lt;br /&gt;
*A war ending will grant, for both kds:&lt;br /&gt;
**All land currently out with armies at war end returns home immediately.&lt;br /&gt;
**Instant population growth of 20% of your max pop if you are under 50% of your max pop&lt;br /&gt;
**+500% Birthrate&lt;br /&gt;
**30% reduction in training costs of all troops.&lt;br /&gt;
**Draft cost reduced 50%&lt;br /&gt;
*Winning a war will grant the following:&lt;br /&gt;
**+10% honor taken from the opponents honor pool&lt;br /&gt;
**100 books of science per acre based on your median province&lt;br /&gt;
**3 times your median provinces acres in spec credits&lt;br /&gt;
**Free building credits to the total of your current unbuilt acres&lt;br /&gt;
[[Age 55]]&lt;br /&gt;
*Attacks in war will not take extra acres from the exploration pool.&lt;br /&gt;
*The reduced gains protection afforded to smaller kingdom when attacked by larger kingdoms will be removed when the smaller kingdom reaches 50 points on the meter.&lt;br /&gt;
*Towards a similar end, when both kingdom reach max hostility the option to declare will appear regardless of the kingdoms networth.&lt;br /&gt;
*Winning a war will not grant any honor taken from your opponents honor pool. Monarchs will instead be able to set a kingdom reward for winning wars, this reward will be honor or land and will be a combination based on both kingdoms relevant resources.&lt;br /&gt;
[[Age 56]]&lt;br /&gt;
*Winning a war and selecting land as a reward will grant a minimum of 5k acres to the kingdom.&lt;br /&gt;
[[Age 57]]&lt;br /&gt;
*In War the minimum gains will be reduced by 50%&lt;br /&gt;
[[Age 64]]&lt;br /&gt;
*War wins&lt;br /&gt;
**Acre reward capped at 20k&lt;br /&gt;
**Selecting land as a bonus will also result in a smaller honor bonus and vice versa.&lt;br /&gt;
[[Age 67]]&lt;br /&gt;
*50 books per acre of science (based on median province size) granted to both kingdoms&lt;br /&gt;
*An additional 150 BPA added to the winner&lt;br /&gt;
*Wizard training doubled in end of war ceasefire&lt;br /&gt;
[[Age 68]]&lt;br /&gt;
*War win reward: Not granted if the kingdoms are out of range at war start.&lt;br /&gt;
*War declaration: Requires 2 different people from each kingdom to have attacked (in such a way that the meter is moved) before war can be declared.&lt;br /&gt;
*End of War ceasefire: Maximum time reduced to 72 hours. Double wizards removed.&lt;br /&gt;
*War: Timer will tick during war for stances and war will override any stance. You can change stances during war so as to exit war in your desired stance.&lt;br /&gt;
[[Age 71]]&lt;br /&gt;
*The War Win bonus choice of &#039;Land&#039; or &#039;Honor&#039; will be removed. All War Wins will yield a single bonus, which will be an increased amount of both Land and Honor. Similar to the minimum land bonus, a minimum honor bonus will also be added.&lt;br /&gt;
*Immediately upon entering End of War Cease-Fire any provinces affected by plague will have it removed instantly.&lt;br /&gt;
*Additionally, upon entering End of War Cease-Fire, the losing kingdom will receive 50% of their land as free building credits, while the winning kingdom will receive 150% of their land as free building credits. We would like to stimulate the ability for both kingdoms to recover from war such that both the losing kingdom has a better chance at coming out of war recovered and ready to fight again and more importantly, the winning kingdom has an opportunity to defend their land better upon exiting war.&lt;br /&gt;
[[Age 72]]&lt;br /&gt;
*WW Chart Chains - In order to incentivize conflict between top WW kingdoms, we have altered the formula to provide additional WW points (scaling from the current if the kingdom you war is outside of the top 50 for land, honor, NW, and warwins) to double the current points.&lt;br /&gt;
*WW Bonus - Additionally, we are adding a new set of WW bonuses. Kingdoms will receive recognition on their kingdompage based on the number of WW points they achieve. Each additional &#039;tier&#039; that they obtain will also increase their WW bonus -- land, honor, credits, etc -- by 10%. This is capped at a WW bonus that is 50% larger than the baseline bonus.&lt;br /&gt;
*Finally the WW bonus will scale with kingdom size under 20 provinces to reduce the potential for abuse with kingdoms that remain intentionally small in the number of provinces.&lt;br /&gt;
*The War Win bonus will also include a provision of additional land to every province&#039;s individual explore pool in both kingdoms, this is mainly aimed at helping provinces that are destroyed in war to have a chance to grow back to a functional size.&lt;br /&gt;
*WAR - Exploration during eowcf will have reduced cost penalties (from 500% to 250% of normal cost).&lt;br /&gt;
*Propose War - Kingdoms will have the diplomatic option to Propose War to enemies in range and start war instantly instead of via attacks&lt;br /&gt;
[[Age73]]&lt;br /&gt;
*Auto-CeaseFire (Surrender) - Once a meter variance of 100 points occurs between 2 Kingdoms, the Kingdom with lower meter points will have the option to Surrender to the aggressor Kingdom. This will create an in-game CeaseFire between both kingdoms that cannot be cancelled by either side for a minimum of 7 days. The surrendering Kingdom will be required to not have any attacks for at least 12 hours similar to the restriction on Withdraw during War. You must also be OUT of war declaration range in order to have this button available to you.&lt;br /&gt;
*War Gains Formula - The top-feed minimum gains is being reduced slightly to accommodate the LBG top-feed bonuses from Age 72 (note this is only for Top Feed gains, all other gains remain the same)&lt;br /&gt;
[[Age 74]]&lt;br /&gt;
*Ceasefires - There is a new feature with Cease-Fires that allows you to choose a date until which the Cease-Fire cannot be broken. The farthest date in the future that can be chosen is 3 Utopian Years.&lt;br /&gt;
*War Proposals - Limit of 3 proposals that can be oustanding at any given time&lt;br /&gt;
*EoWCF Duration - Increased to 96 hours from 72 hours.&lt;br /&gt;
*Immediately upon exit of End of War Cease-Fire all Credits will decay by 1/3 instantly&lt;br /&gt;
[[Age 75]]&lt;br /&gt;
*Relative Kingdom Networth - Currently this is a part of the gains formula and is based entirely on the overall size of your Kingdom vs the Opponent Kingdom. This will change to be based on the average province size of your Kingdom to be a more accurate representation of the Kingdom strength&lt;br /&gt;
*War Win Bonus - The minimum war win acres bonus will be reduced to 4000 acres (from 5000)&lt;br /&gt;
*War Range - War Ranges will be determined by either land or networth, for example you will be IN war range if either land or Networth is within range of your target&lt;br /&gt;
*Force Cease-Fire - There will be an option for an aggressor Kingdom in a conflict to force both parties into a binding 7 Utopian Month cease-fire period. We are still working on the best method by which to implement the functionality on this, but the currently designed way for it to work has several components to it:&lt;br /&gt;
**The aggressor Kingdom (the KD looking to Force Cease-Fire) will need to have 100 or more meter disparity on the 1st of each Utopian Month for 3 consecutive Months&lt;br /&gt;
**The &#039;Force Cease-Fire&#039; button for the aggressor Kingdom will be available beginning on the 12th of the 3rd Month&lt;br /&gt;
**The defending Kingdom will be able to stop the forced cease-fire in several ways: a) Reduce the meter disparity between Kingdoms to under 100; or b) make at least 5 successful attacks during the Month of which the aggressor is capable of forcing the cease-fire (example: if you are the defending Kingdom and don&#039;t want the aggressor to receive the button at all, you must make 5 successful attacks between the 1st and 12th otherwise the aggressor will have the force cease-fire button until 5 attacks are successfully completed)&lt;br /&gt;
**If the defending Kingdom prevents a button on the 3rd consecutive day of 100+ meter by making 5 attacks, the defending Kingdom will have the same task of prevention on the following day: either reduce the disparity to less than 100 or make 5 attacks on the 1st - 12th&lt;br /&gt;
**The only way to reset the 3 day counter is to reduce the meter disparity below 100, at that point the aggressor must satisfy the first requirement which is 3 consecutive days of 100 or more meter disparity&lt;br /&gt;
**There is no wait period for the aggressor to press the button, once it becomes available on the 12th it can be pressed at any time&lt;br /&gt;
[[Age 76]]&lt;br /&gt;
*During ANY Cease-Fire espionage operations will be allowed (including End of War Cease-Fire) on the Kingdom you are in Cease-Fire with&lt;br /&gt;
[[Age 77]]&lt;br /&gt;
*The 10% reduced attack time granted instantly on War Declare will be removed&lt;br /&gt;
*Attack speed reduction from war will slide in up to -25% over 12 ticks&lt;br /&gt;
[[Age 78]]&lt;br /&gt;
*Auto Cease-Fire - The mechanic that allows a smaller Kingdom to automatically enter into a 7 day cease-fire with a larger Kingdom that has a large meter disparity will be removed&lt;br /&gt;
*War&lt;br /&gt;
**The amount of unique provinces required to attack from each Kingdom will be increased from 2 to 3 in order to declare war&lt;br /&gt;
**MAP reduction from War will be reduced by ~25%, this means that gains on a province with max MAP will be lower than they currently are&lt;br /&gt;
*End of War Cease-Fire&lt;br /&gt;
**Population growth will be increase from +500% to +1000%&lt;br /&gt;
**There will be a minimum peasant growth per tick of 500&lt;br /&gt;
[[Age 79]]&lt;br /&gt;
*There will remain a requirement of at least 3 provinces within a Kingdom to perform operations on the opposing Kingdom for War to be declared&lt;br /&gt;
*An aggressor Kingdom can enter into a 72 hour unbreakable Cease-Fire with a defending Kingdom if the aggressor has not made military attacks for at least 24 ticks&lt;br /&gt;
*To remove confusion, the definition of aggressor Kingdom shall mean the Kingdom with higher hostility meter points&lt;br /&gt;
*A defending Kingdom may enter into a 72 hour unbreakable Cease-Fire with an aggressor Kingdom if:&lt;br /&gt;
**a) Defender has not made any military attacks for at least 3 ticks, AND;&lt;br /&gt;
**b) Defender relations toward Aggressor are not Hostile&lt;br /&gt;
**c) Aggressor is Hostile with Defender&lt;br /&gt;
**d) Aggressor has been Hostile with defender for at least 3 ticks.&lt;br /&gt;
*If both Kingdoms are Hostile, either Kingdom may declare War (normal Unfriendly v Hostile declares are available)&lt;br /&gt;
*War Win rewards will only be provided if Kingdoms are in range at declare (range moved to 80% - 125%)&lt;br /&gt;
*If Kingdoms enter war while out of range, Surrender will be available much sooner than traditionally (i.e. 16 hours after start of war, these wars will have adjusted EoWCF length based on the amount of hours of war i.e. for each tick of war there will be 2 ticks of EoWCF)&lt;br /&gt;
*End of War Cease-Fire&lt;br /&gt;
**Birth Rate will be increased by current effects only for the first 36 hours&lt;br /&gt;
**Troop/Thief cost reduction will be removed&lt;br /&gt;
**All credits (Specialist/Build) will be lost upon exit of End of War Cease-Fire&lt;br /&gt;
**A small amount of science will be awarded to the winner&lt;br /&gt;
[[Age 81]]&lt;br /&gt;
*War&lt;br /&gt;
**War Range is now, low end 85% up to ~117.64% (1 / .85)&lt;br /&gt;
**Auto Surrender will be possible after 5 days of war instead of 7 when opponent is 50% or less networth&lt;br /&gt;
**Learn attack effects while in war will be increased from 4% to 8%&lt;br /&gt;
**Out of range wars will yield war points based on relative size at the war start and scale accordingly, for example:&lt;br /&gt;
**Example: 84.9% range = 100% points&lt;br /&gt;
***80% range = 85% points&lt;br /&gt;
***75% range = 65% points&lt;br /&gt;
***65% range = 20% points&lt;br /&gt;
***&amp;lt; 65% range = 0 points&lt;br /&gt;
*Force Cease-Fire&lt;br /&gt;
**If you are in war range (85-117.64%) when activating a Forced Cease-Fire your Kingdom will lose up to 3% honor at 95%+ and scale linearly to 1.5% at the bottom of the range (85%)&lt;br /&gt;
**This honor will be lost by the Kingdom pressing Force CF, it will not be transferred to the opponent Kingdom&lt;br /&gt;
[[Age 82]]&lt;br /&gt;
*War&lt;br /&gt;
**War declare range is now: (X * .85) to (X / .85)&lt;br /&gt;
**War win acre minimum bonus will be reduced to 2500 acres (from 4000)&lt;br /&gt;
*Force Cease-Fire&lt;br /&gt;
**Only kingdoms under 85% size can force CF with an aggressor (same requirements for time and attacks remain)&lt;br /&gt;
**Aggressor kingdoms can force CF after 24 hours of no attacks in kingdom news&lt;br /&gt;
[[Age 83]]&lt;br /&gt;
*War&lt;br /&gt;
**War win acre maximum bonus will be introduced and set to 10000 acres&lt;br /&gt;
*Force Cease-Fire&lt;br /&gt;
**This mechanic will no longer cancel dragons that have been started&lt;br /&gt;
[[Age 84]]&lt;br /&gt;
*War&lt;br /&gt;
**War may be declared by EITHER Kingdom if both Kingdoms have at least 75 Hostile Meter points&lt;br /&gt;
**Hostile Meter Cap is increased from 150 to 225&lt;br /&gt;
**End of War build credits awarded will be based on Median province size&lt;br /&gt;
**Build credits awarded to the losing Kingdom will be increased from 50% to 100%&lt;br /&gt;
**War Win science books awarded will be reduced from 72 hours of books to 48 hours&lt;br /&gt;
**While under Median, you are able to explore up to 500 acres (total land area) in a single explore. For example, if you are 50 acres with 0 acres currently being explored then you may explore up to 450 acres all at once which will take you to a total of 500 acres after the explore is complete.&lt;br /&gt;
*Force Cease-Fire&lt;br /&gt;
**While at war, a Kingdom will now be capable of activating Force CF (Defender only)&lt;br /&gt;
**Force CF duration will increase from 3 days to 5 days&lt;br /&gt;
[[Age 85]]&lt;br /&gt;
*Gains going into or out of war are being reduced from -75% to -85%&lt;br /&gt;
*While in War income will be reduced by 10%&lt;br /&gt;
[[Age 86]]&lt;br /&gt;
*War&lt;br /&gt;
**Bad spells will be removed at the conclusion of war&lt;br /&gt;
**Mutual Peace will provide building credits to each Kingdom in the amount of the median acre size&lt;br /&gt;
**Surrender will provide building credits to the Losing Kingdom in the amount of 1.5x median acre size&lt;br /&gt;
**Surrender will provide building credits to the Winning Kingdom in the amount of 2.5x median acre size&lt;br /&gt;
**The increased book production received from Schools will not affect the books awarded from a War Win&lt;br /&gt;
**The effects from Fountain of Knowledge will affect the books awarded from a War Win&lt;br /&gt;
**Racial and Personality mods that affect book production will increase the books awarded from a War Win&lt;br /&gt;
[[Age 87]]&lt;br /&gt;
*Total Wars &amp;amp; Losses removed from KD page (only the number of Wars Won displayed)&lt;br /&gt;
*Propose War removed&lt;br /&gt;
*Mutual Peace free Building Credits rewarded increased to 150%, added Specialist Credits equal to 2x Median Province size&lt;br /&gt;
*War will provide +25% Draft Speed&lt;br /&gt;
*War Stance protections lowered from 85% to 80%&lt;br /&gt;
*War Stance Raze Gains to and from other Kingdoms reduced from 100% to 50%&lt;br /&gt;
*EoWCF Draft Cost discount removed&lt;br /&gt;
*War &amp;amp; EoWCF Income penalty removed&lt;br /&gt;
[[Age 88]]&lt;br /&gt;
*Force Ceasefire time window needed to Surrender increased from 3 to 6 ticks&lt;br /&gt;
*Force Ceasefire duration reduced to 48 ticks&lt;br /&gt;
*War provides -25% Build Time&lt;br /&gt;
*War Training Time bonus applies on declare (instead of after 24 ticks)&lt;br /&gt;
*War Military Losses reduction bonus removed&lt;br /&gt;
*Mutual Peace free Specialist Credits reward increased to 3 * Median&lt;br /&gt;
*Mutual Peace free Building Credits reward increased to 200%&lt;br /&gt;
*Withdrawal free Building Credits reward increased to 200%&lt;br /&gt;
*Victory free Building Credits reward reduced to 200%&lt;br /&gt;
*War Points formula altered - Land/Networth/Honor Kingdom ranking and Tier will have a significant impact on the points rewarded&lt;br /&gt;
[[Age 89]]&lt;br /&gt;
*Hostile Relations reached at 30 meter points&lt;br /&gt;
*War Points and War Tier values adjusted (similar to Genesis)&lt;br /&gt;
[[Age 90]]&lt;br /&gt;
*Dragon Meter Points increased to 30&lt;br /&gt;
*Force Ceasefire time window needed to Surrender reduced to 3 Ticks&lt;br /&gt;
*A Hostile Aggressor Kingdom (the Kingdom with the higher Meter value) will gain access to Declare War button when the Defending Kingdom (the Kingdom with the lower Meter value) reaches 90 Meter Points, up from 75&lt;br /&gt;
[[Age 91]]&lt;br /&gt;
*Riots removed upon entering End of War Ceasefire (EoWCF)&lt;br /&gt;
*All troops currently away on attacks against the War opponent return home immediately upon entering EoWCF (Generals are still unavailable for the Attack duration)&lt;br /&gt;
*EoWCF maximum duration reduced to 72 ticks&lt;br /&gt;
*Explore time up to Median reduced by 50% during EoWCF&lt;br /&gt;
[[Age 92]]&lt;br /&gt;
*End of War Cease Fire: increased from 72 hours to 96 hours&lt;br /&gt;
*End of War Cease Fire: +50% science production during end of war cease fire&lt;br /&gt;
*During WAR: Elite conversion rate on Traditional March attacks will be doubled&lt;br /&gt;
[[Age 93]]&lt;br /&gt;
*Unfriendly Relations threshold increased from 10 to 15 points &lt;br /&gt;
*War Win score formula modified&lt;br /&gt;
[[Age 94]]&lt;br /&gt;
*Force Ceasefire for Aggressors: Aggressors cannot use Force CeaseFire against a Kingdom that is in War&lt;br /&gt;
*Any Ceasefire will cancel Dragon project from both Kingdoms&lt;br /&gt;
*War - Forced Surrender: Now occurs when opponent is 60% Networth (instead of 50%)&lt;br /&gt;
*End of War Ceasefire: Science Book bonus production of +50% removed &lt;br /&gt;
*End of War Ceasefire: Upon entering End of War Ceasefire BE will be restored to 100% for any province with less than 100% BE&lt;br /&gt;
*War Win Points: Points will now only change on conclusion of a War&lt;br /&gt;
*War Win Points: Will be hidden until the end of Age&lt;br /&gt;
[[Age 96]]&lt;br /&gt;
*Force Ceasefire is now 4 Utopian Months&lt;br /&gt;
*Starting War Win points for all Kingdoms will be increased significantly&lt;br /&gt;
*War Win Points formula will be modified slightly to increase the amount of points awarded for war wins&lt;br /&gt;
*War Win Chart will be viewable throughout the age&lt;br /&gt;
*War Win Points will be shown on Kingdom Page&lt;br /&gt;
*Defensive FCF can now be used irrespective of war range&lt;br /&gt;
*When FCF is used while in war range while outside war the following two penalties occur:&lt;br /&gt;
**If Defensive FCF is used in war range, the defender will pay (to the Aggressor) up to 3% of the defender’s total kingdom honor based on relative kingdom networth, and the aggressor will receive war win points (the defender will not lose any War Win points)&lt;br /&gt;
**If Aggressive FCF is used in while the defender is in war range, the aggressor will receive war win points.&lt;br /&gt;
*FCF will award war win points based on a percentage of a war win by the aggressor against the defender. If the two kingdoms are equal in networth 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 NW 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. We would expect a kingdom waving smaller kingdoms for CF with identical war win points to need between 20 and 40 FCFs to equal a single war win against one of those kingdoms.&lt;br /&gt;
*War: Will no longer have draft speed bonus, training time reduction and build time reduction (This includes End of War Ceasefire)&lt;br /&gt;
**+25% Draft Speed is being removed&lt;br /&gt;
**-25% Build Time is being removed&lt;br /&gt;
**-25% Train Time is being removed&lt;br /&gt;
**12 Hour Phase In -25% Attack Time reduce to -15% Attack Time&lt;br /&gt;
[[Age 97]]&lt;br /&gt;
*Out of Range Wars will no longer transfer War Score&lt;br /&gt;
*Aggressive FCF will no longer transfer War Score&lt;br /&gt;
*Military Casualties will be proportionally reduced by the scaling Effectiveness penalty for hitting into/out of War&lt;br /&gt;
*Points needed for reaching War Tiers have been adjusted (each tier provides additional bonuses to the winning Kingdom of a War)&lt;br /&gt;
*War Score Tiers&lt;br /&gt;
**Tier 1: 120&lt;br /&gt;
**Tier 2: 140&lt;br /&gt;
**Tier 3: 165&lt;br /&gt;
**Tier 4: 190&lt;br /&gt;
**Tier 5: 220&lt;br /&gt;
[[Age 98]]&lt;br /&gt;
*The losing Kingdom of a War will now have 10% of total Honor transferred to the winning Kingdom. Each province from the losing Kingdom will lose x% of honor, each province in the Winning Kingdom will receive an equal amount of honor. War Win Score Tier bonuses will affect the honor received by the winning Kingdom but not the honor lost by the losing Kingdom. &lt;br /&gt;
*War Networth auto-win requirements changed to opponent Networth dropping to 66% and a minimum of 72 ticks passed.&lt;br /&gt;
[[Age 99]]&lt;br /&gt;
*The losing Kingdom of a War receives Science Books equal to 24 Ticks of production.&lt;br /&gt;
*The losing Kingdom of a War does not transfer (lose) Honor to the winner.&lt;br /&gt;
*Out of Range Wars will not award War Score&lt;br /&gt;
[[Age 100]]&lt;br /&gt;
*Defensive Force Ceasefire removed.&lt;br /&gt;
*Offensive FCF is available&lt;br /&gt;
**After 24 ticks with no combat attacks or dragon sent&lt;br /&gt;
**After 24 ticks of the date the hostility meter reached Hostile&lt;br /&gt;
**Only if you are not in war (including End of War CeaseFire)&lt;br /&gt;
**Only if the target is not in war (including End of War CeaseFire)&lt;br /&gt;
**The 24 tick waiting period will not begin until EoWCF concludes&lt;br /&gt;
*Wars may end automatically at 48 ticks, reduced from 72 ticks.&lt;br /&gt;
*War rewards will be changed as follows:&lt;br /&gt;
**Land awarded at the conclusion of war to the winning Kingdom is now equal to 10% of the losing Kingdom&#039;s total Acres after withdrawal which will include the acres returned from armies (10% will be subtracted from each province in the losing Kingdom, distributed evenly to the winner, this will not be modified by the War Tier Bonus).&lt;br /&gt;
**Honor awarded at the conclusion of war to the winning Kingdom is now equal to 5% of the losing Kingdom&#039;s total Honor at withdrawal (5% will be subtracted from each province in the losing Kingdom, distributed evenly to the winner, this will not modified by the War Tier Bonus)&lt;br /&gt;
**There will be an additional amount of honor generated and awarded to the winner. This has a minimum amount of 2,500 with no maximum (This will be modified by the War Tier Bonus)&lt;br /&gt;
**The winning Kingdom gains additional Explore Pool, Building and Specialist Credits and Science Books modified by War Tier Bonus&lt;br /&gt;
War Tier Bonus is now equal to number of Wars won * 5%; maximum 50%. For example, a Kingdom with 5 War Wins is on Tier 5 =&amp;gt; 5 Wins * 5% each win = +25% bonus&lt;br /&gt;
[[Age 101]]&lt;br /&gt;
*Meter Throttle mechanic removed.&lt;br /&gt;
*Defensive Force-Ceasefire reintroduced. Only available out of War Range with no penalties, available after 3 Ticks of no Attacks, 96 Ticks duration.&lt;br /&gt;
*War Win Land transfer reduced from 10% to 5%. Bonus Land will now be awarded to the winner, equal to 5% of the winner’s size (before transfer).&lt;br /&gt;
*Base Honor generated on War Win increased by 50%.&lt;br /&gt;
*War Wins will now award additional Honor (10% bonus to the generated amount per Tier difference) to Kingdoms that win against opponents with a Tier equal or greater than their own (before transfer).&lt;br /&gt;
[[Age 103]]&lt;br /&gt;
*War Win Land reward will be a minimum of 2500 Acres.&lt;br /&gt;
*War Win will now also reward an additional Scientist.&lt;br /&gt;
*Mutual Peace and Withdrawal now also award Specialist Credits equal to 3 times median Province size (as Victory).&lt;br /&gt;
*Mutual Peace now also awards Science Books equal to 24 ticks of production (as Withdrawal).&lt;br /&gt;
*Mutual Peace now also awards bonus Pool (as Victory/Withdrawal).&lt;br /&gt;
*Maximum Gains GBP/MAP in War reduced from 30% to 20%.&lt;br /&gt;
*Maximum GBP/MAP generated on failed Attacks reduced. Amount of GBP/MAP generated at low relative Off/Def ratios adjusted to prevent situations where the casualties efficiency would be higher than intended.&lt;br /&gt;
[[Age 104]]&lt;br /&gt;
*Minimum EoWCF duration increased to 24 Ticks, 1000% Birthrate bonus reduced from 36 Ticks to 24 Ticks.&lt;br /&gt;
[[Age 106]]&lt;br /&gt;
*Provinces created/reset during WAR will be unable to donate to dragon or aid to those within their kingdom for 24 hours after they leave protection&lt;br /&gt;
*War Win bonus will incur a 5% stacking penalty for each province below 2&lt;br /&gt;
*To declare war, the kingdom you are declaring war against must have had hostile actions from at least 3 unique provinces. (hits only)&lt;br /&gt;
*Changes to War Completion&lt;br /&gt;
**Acre redistribution: Upon completion of war, acres awarded will prioritize the smallest Provinces first.&lt;br /&gt;
**On Conclusion of War - both kingdoms will receive&lt;br /&gt;
***3 times the kingdom’s median province’s acres in Specialist Credits&lt;br /&gt;
***Free Building Credits to the total of 200% of the median province’s total land at the end of the war&lt;br /&gt;
***Science Books bonus equal to 24 ticks of production for each Province&lt;br /&gt;
***Each Province will have 5% of their land lost and moved to their explore pool (minimum of 100 acres added to pool, regardless of how many are lost)&lt;br /&gt;
***An equal number of acres to those lost will be redistributed to Provinces across the kingdom**&lt;br /&gt;
***Recognition on Kingdom Page based on the number of Wars achieved&lt;br /&gt;
*Mutual Peace &lt;br /&gt;
**No additional Bonus&#039;s or penalties&lt;br /&gt;
*On war Loss the surrendering kingdom will lose &lt;br /&gt;
**5% of the Kingdom&#039;s Land (each province loses 5%)&lt;br /&gt;
**5% of the Kingdom&#039;s Honor (each province loses 5%)&lt;br /&gt;
*On war Win the winning kingdom will receive an additional war win bonus&lt;br /&gt;
**The following bonuses are modified based on War Win Tier and the Kingdom Province count penalty as outlined above.&lt;br /&gt;
***Each win increases these numbers by 5% to to a max of 50%&lt;br /&gt;
***Science Books bonus equal to 12 ticks of production for each Province&lt;br /&gt;
***+0.50 to “Current scientist generation”&lt;br /&gt;
***Honor equal to 5% of the losing Kingdom&#039;s total Honor at the end of the War (distributed evenly), plus 200 Honor per province&lt;br /&gt;
***Land equal to to 10% of the losing Kingdom&#039;s total land at the end of the War redistributed prioritizing smallest province**&lt;br /&gt;
***Additional Free Building credits equal to province land&lt;br /&gt;
[[Age 107]]&lt;br /&gt;
*End of War Ceasefire War win Bonus - Additional Building Credits upon War win has been removed. &lt;br /&gt;
*You will still receive Free Building Credits to the total of 200% of the median province’s total land at the end of the War.&lt;br /&gt;
[[Age 108]]&lt;br /&gt;
*Either Kingdom may now declare War if both Kingdom&#039;s Meter Points are 60 or higher&lt;br /&gt;
*Changes to how the acre shuffle works on War completion (War Win)&lt;br /&gt;
**Removed the Kingdom shuffle/redistribution at War end&lt;br /&gt;
**Winning Kingdom gets 10% of the losing Kingdom&#039;s land, distributed to lowest provinces (as current)&lt;br /&gt;
**An extra amount equal to 5% losing Kingdom&#039;s land is distributed to the provinces in the Winning Kingdom (distributed equally)&lt;br /&gt;
**Losing Kingdom only loses 5% (as current)&lt;br /&gt;
*Provinces who join during War do not receive War bonuses upon completion and are in Protection for the duration of the War&lt;br /&gt;
[[Age 111]]&lt;br /&gt;
*The Hostile Meter will no longer decay on the 1st of each Month. It will only be reset by:&lt;br /&gt;
**Ceasefire&lt;br /&gt;
**Both Kingdoms have their Hostility towards each other reset to 0&lt;br /&gt;
**Entering war&lt;br /&gt;
*When entering war, all Hostility towards your Kingdom will be reset to 0&lt;br /&gt;
*All Hostility your Kingdom has towards other Kingdoms will remain &lt;br /&gt;
**(e.g. if you are Hostile towards Kingdom A then enter war with Kingdom B, &lt;br /&gt;
*when you leave war you will still be Hostile towards Kingdom A, however, they will have 0 meter towards you)&lt;br /&gt;
*Aggressor Force CeaseFire is removed completely&lt;br /&gt;
*War Reward Scaling&lt;br /&gt;
*To encourage fully filled kingdoms — and reduce the incentive to stay small — war rewards now scale based on kingdom size at the time of war declaration. &lt;br /&gt;
*This scaling applies to land, honor, science books, and scientist generation only. &lt;br /&gt;
*It does not include build credits or specialist credits.&lt;br /&gt;
**War Victory Rewards Notes:&lt;br /&gt;
**Count is locked at the start of war — changes in province count after declaration do not affect rewards.&lt;br /&gt;
**War Points for a win have been increased from 2.00 to 2.25 for kingdoms with 25 provinces.&lt;br /&gt;
**Rewards include:&lt;br /&gt;
***Land&lt;br /&gt;
***Honour&lt;br /&gt;
***Science book generation&lt;br /&gt;
***50% of a scientist&lt;br /&gt;
***Explore pool&lt;br /&gt;
***Build credits&lt;br /&gt;
***Specialist credits &lt;br /&gt;
*Only land, honour, science books, and scientist generation are scaled. All others remain at full value regardless of Kingdom Size&lt;br /&gt;
*Example:&lt;br /&gt;
**If a kingdom with 24 provinces wins a war: &lt;br /&gt;
***Land = X * 0.8&lt;br /&gt;
***Honor = X * 0.8&lt;br /&gt;
***Science Books = 36 * 0.8 = 28.8 ticks&lt;br /&gt;
***Scientist Generation = 50% * 0.8 = 40%&lt;br /&gt;
***Build credits, specialist credits, and explore pool = 100% &lt;br /&gt;
**The same scaling applies all the way down to 40% for kingdoms under 20 provinces. &lt;br /&gt;
&lt;br /&gt;
[[File:War Reward Scaling.png]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Age 112]]&lt;br /&gt;
*Relations Overhaul – Unfriendly &amp;amp; Hostile Bonuses&lt;br /&gt;
*Note: These effects are granted only towards the Kingdom you have relations with, or have relations from.&lt;br /&gt;
**Effects when your Kingdom has relations towards another:&lt;br /&gt;
***Unfriendly: +4% Gains, –5% Military Casualties, +5% WPA/TPA, –2.5% Attack Time, +2% OME.&lt;br /&gt;
***Hostile: +10% Gains, –12% Military Casualties, +15% WPA/TPA, –6% Attack Time, +5% OME. &lt;br /&gt;
****Access to Unfriendly T/M ops against Target Kingdom Only&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
**When another Kingdom has relations towards you:&lt;br /&gt;
***When Unfriendly: +1.5% Gains, –2.5% Military Casualties, +2.5% WPA/TPA, –1% Attack Time, +1% OME. &lt;br /&gt;
****Access to Unfriendly T/M ops&lt;br /&gt;
***When Hostile: +3% Gains, –4% Military Casualties, +5% WPA/TPA, –2% Attack Time, +2% OME. &lt;br /&gt;
****Access to Hostile T/M ops&lt;br /&gt;
[[Age 113]]&lt;br /&gt;
*War Declarations: When attempting to declare war against a Kingdom that is less networth than your Kingdom, the target Kingdom must be considered in-range for both land and net worth to be a war candidate&lt;br /&gt;
*War Bounty: When defeating a Kingdom that was &amp;gt; 10% larger in Networth at war declaration, the victor gains +30% additional Honor and +10% Science Books&lt;br /&gt;
&lt;br /&gt;
[[Age 115]]&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;
*Hostile meter will now decay after 48 hours of going hostile, decay rate will ramp with meter points &lt;br /&gt;
&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=Hostile_Meter&amp;diff=1540</id>
		<title>Hostile Meter</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Hostile_Meter&amp;diff=1540"/>
		<updated>2026-07-26T05:34:07Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Decay */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Significance of the Hostility Meter=&lt;br /&gt;
The Hostility Meter tracks rising tensions between two kingdoms. Key thresholds determine relation states and war eligibility.&lt;br /&gt;
&lt;br /&gt;
=Relation Thresholds=&lt;br /&gt;
*15 points → Kingdom becomes Unfriendly&lt;br /&gt;
*30 points → Kingdom becomes Hostile&lt;br /&gt;
*The meter is capped at 180 points&lt;br /&gt;
&lt;br /&gt;
=War Eligibility=&lt;br /&gt;
*If both kingdoms reach Hostile, the kingdom with fewer points may declare war.&lt;br /&gt;
*If both reach 60 points, either kingdom may declare war.&lt;br /&gt;
&lt;br /&gt;
=Decay=&lt;br /&gt;
*Hostile meter will now decay after 48 hours of going hostile, decay rate will ramp with meter points &amp;lt;sup&amp;gt;[[Age 115]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
*Otherwise;&amp;lt;sup&amp;gt;[[Age 111]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
*It will only be reset by:&lt;br /&gt;
* Ceasefire&lt;br /&gt;
** Both Kingdoms have their Hostility towards each other reset to 0&lt;br /&gt;
&lt;br /&gt;
* Entering war&lt;br /&gt;
** When entering war, all Hostility towards your Kingdom will be reset to 0&lt;br /&gt;
** All Hostility your Kingdom has towards other Kingdoms will remain &lt;br /&gt;
** (e.g. if you are Hostile towards Kingdom A then enter war with Kingdom B, &lt;br /&gt;
** when you leave war you will still be Hostile towards Kingdom A, however, they will have 0 meter towards you)&lt;br /&gt;
&lt;br /&gt;
*Aggressor Force CeaseFire is removed completely&lt;br /&gt;
&lt;br /&gt;
=Attacks, Spells, Ops and Hostility Generation=&lt;br /&gt;
*Different offensive actions add varying amounts to the Hostility Meter.&lt;br /&gt;
*Standard Attacks&lt;br /&gt;
**Traditional March, Conquest, Raze, Plunder, Massacre, Learn&lt;br /&gt;
***Each successful attack adds +3 points.&lt;br /&gt;
**Ambush&lt;br /&gt;
***Adds +1.5 points.&lt;br /&gt;
**Bounces&lt;br /&gt;
***Meter gain is based on Offense Sent vs Defense.&lt;br /&gt;
***A failed Raze generates +3 points (see [[Age 109]]).&lt;br /&gt;
&lt;br /&gt;
=Dragons=&lt;br /&gt;
Sending a Dragon adds +30 points.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Spells_and_Thievery_Operations&amp;quot;&amp;gt;Spells and Thievery Operations&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr bgcolor=&amp;quot;#dedeff&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Spell&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Relations Required&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Value&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Storms&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.06&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Drought&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.06&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Gluttony&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.09&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Magic Ward&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.15&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Chastity&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.15&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Sloth&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.15&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Greed&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.15&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Vermin&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.00&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Abolish Ritual&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.15&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Lightning Strike&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.18&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Pitfalls&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.18&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Explosions&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.18&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Fireball&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.24&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Tornadoes&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.3&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Blizzard&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.3&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Expose Thieves&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.36&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Fool&#039;s Gold&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.42&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Mystic Vortex&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.45&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Nightmares&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.45&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Land Lust&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.6&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Meteor Showers&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Hostile &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.75&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr bgcolor=&amp;quot;#dedeff&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Thievery Operation&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Relations Required&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Value&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Free Prisoners&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.03&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Rob the Granaries&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.06&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Bribe Generals&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.09&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Bribe Thieves&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.09&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Rob the Towers&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.09&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Kidnap&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.12&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Rob the Vaults&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.12&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Steal War Horses&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.18&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Incite Riots&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.18&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Night Strike&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.24&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Sabotage Wizards&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.24&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Destabilize Guilds&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.24&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Arson&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.24&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Greater Arson&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.3&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Assassinate Wizards&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.36&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Effects of Hostility Meter &amp;amp; Relation Changes=&lt;br /&gt;
==Normal==&lt;br /&gt;
*No special effects.&lt;br /&gt;
&lt;br /&gt;
==Unfriendly==&lt;br /&gt;
*General Effects&lt;br /&gt;
**Dragons sent to an Unfriendly kingdom arrive with 50% health.&lt;br /&gt;
*Mystics&lt;br /&gt;
**Expose Thieves, Chastity, Tornadoes, Magic Ward&lt;br /&gt;
*Thievery&lt;br /&gt;
**Sabotage Wizards&lt;br /&gt;
&lt;br /&gt;
==Hostile==&lt;br /&gt;
*General Effects&lt;br /&gt;
**Some Honor gains from offensive spells and ops&lt;br /&gt;
**Dragons sent to a Hostile kingdom arrive with 75% health&lt;br /&gt;
**Offensive spell mana cost reduced to 2%&lt;br /&gt;
**Offensive operation stealth cost reduced to 2%&lt;br /&gt;
*Mystics&lt;br /&gt;
**Access to Meteor Showers, Nightmares, Land Lust, Abolish Ritual, Fireball, Fool’s Gold, Lightning Strike, Mystic Vortex, Nightfall, Sloth&lt;br /&gt;
*Thievery&lt;br /&gt;
**Access to Steal War Horses, Assassinate Wizards, Greater Arson, Nightstrike&lt;br /&gt;
&lt;br /&gt;
==War==&lt;br /&gt;
*General Effects&lt;br /&gt;
**Greatly increased Honor gains from offensive spells and ops&lt;br /&gt;
**Dragons sent in War have full health&lt;br /&gt;
**Dragon Networth Range removed when targeting a kingdom you are at war with&lt;br /&gt;
**Greatly reduced Multi‑Attack Protection&lt;br /&gt;
*Phases in after 12 ticks&lt;br /&gt;
**Attack Time reduced by 15%&lt;br /&gt;
*Phases in over 24 hours&lt;br /&gt;
**80% protection from hits and spell/op effects from kingdoms outside the war&lt;br /&gt;
*Mystics&lt;br /&gt;
**Amnesia, War Spoils&lt;br /&gt;
*Thievery &lt;br /&gt;
**Propaganda&lt;br /&gt;
=Changelog=&lt;br /&gt;
[[Age 52]]&lt;br /&gt;
*Meter changes&lt;br /&gt;
**Assumptions: We count trads as 2 points, all other hits as 1. The reduction factor is built into all attacks.&lt;br /&gt;
**Meter Cap 200 points:&lt;br /&gt;
***Throttling: Occurs after 100 points and slides linearly to 200 points having - 50% gains.&lt;br /&gt;
[[Age 59]]&lt;br /&gt;
*Hostile meter: Reduced to from 200 points to 150&lt;br /&gt;
[[Age 73]]&lt;br /&gt;
*Gains Throttling will be significantly more effective - Once the meter variance between Kingdoms is 50 points, each point over 50 will reduce gains by 1% up to a maximum of 75% at a variance of 125 meter points. Max meter will remain at 150&lt;br /&gt;
[[Age 74]]&lt;br /&gt;
*Meter Throttling - Adjusted to reduce operation damage against Kingdoms that have gains throttled on you. Also there will be a reduction to throttling that occurs within declare range&lt;br /&gt;
[[Age 79]]&lt;br /&gt;
*KD vs KD Throttle&lt;br /&gt;
**The throttle that was put in place to deter continued attacks on the same Kingdom by reducing gains based on Meter variance will be removed&lt;br /&gt;
*Hostile Meter &amp;amp; War&lt;br /&gt;
**The Hostile Meter will now be affected by Thief and Sorcery Operations&lt;br /&gt;
**Thievery and Sorcery Operation Meter Values&lt;br /&gt;
[[File:Sorcery &amp;amp; Sabotage Meter Points A79.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
*Thief/Sorcery operations that increase the meter will be shown in a new area that Monarch and Stewards only have access to&lt;br /&gt;
*There is a new display on the War Room, Thievery and Sorcery page that provides information on Meter Movement and Status&lt;br /&gt;
*Bounces will affect the meter based on offense vs defense sent (i.e. a failed attack with greater than 75% offense sent would move the meter equivalent to 50% of a successful Traditional March)&lt;br /&gt;
[[Age 80]]&lt;br /&gt;
*Unfriendly will begin at 10 points&lt;br /&gt;
*Hostile will begin at 25 points&lt;br /&gt;
*Sending a Dragon will move the Hostile meter&lt;br /&gt;
*Traditional March, Massacre and Learn will add 3 points to the meter&lt;br /&gt;
*Ambush will add 1.5 meter points&lt;br /&gt;
*Failed attack meter movement will also be increased by ~25%&lt;br /&gt;
*The meter will decrease by 1/6 on the 1st of each Month&lt;br /&gt;
[[Age 81]]&lt;br /&gt;
*Sending a Dragon will move the Hostile meter by 18 points instantly&lt;br /&gt;
*The meter will decrease by 1/5 on the 1st of each Month, or 3 points whichever is higher&lt;br /&gt;
[[Age 98]]&lt;br /&gt;
*MAP generated by Learn Attack increased by ~15%.&lt;br /&gt;
*Failed attacks will generate Hostility Meter points more closely related to Offense / Defense ratio of a Traditional March. The minimum meter movement has been removed.&lt;br /&gt;
[[Age 100]]&lt;br /&gt;
*Maximum Hostility Meter reduced from 225 to 180 points.&lt;br /&gt;
*Hostility Meter based Relations throttling is being reintroduced. For every 1 point of hostility meter variance over 90 will result in:&lt;br /&gt;
**a reduction in Gains for the Kingdom with the higher Meter, this will scale linearly from 0 at a 90 point variance up to -75% gains at 180 point variance; &lt;br /&gt;
**and reduced Defensive Military Casualties for the Kingdom with the lower Meter, scaling in the same way from 90 point variance to 180 point variance with military casualties (on defense) reduced linearly from 0% to -50%&lt;br /&gt;
&lt;br /&gt;
[[Age 106]]&lt;br /&gt;
*Thievery and magic meter movements updated to reflect forum changes of &amp;quot;all values have tripled&amp;quot; on 6 May 2024.&lt;br /&gt;
[[Age 108]]&lt;br /&gt;
*Spells and Sabotage operations Meter Point values have been reduced slightly&lt;br /&gt;
&lt;br /&gt;
[[Age 109]]&lt;br /&gt;
*Failing a Raze Attack will generate 3 meter points&lt;br /&gt;
*Defender Casualties on Failed Attacks -35%&lt;br /&gt;
[[Age 111]]&lt;br /&gt;
*The Hostile Meter will no longer decay on the 1st of each Month. It will only be reset by:&lt;br /&gt;
* Ceasefire&lt;br /&gt;
** Both Kingdoms have their Hostility towards each other reset to 0&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Entering war&lt;br /&gt;
** When entering war, all Hostility towards your Kingdom will be reset to 0&lt;br /&gt;
** All Hostility your Kingdom has towards other Kingdoms will remain &lt;br /&gt;
** (e.g. if you are Hostile towards Kingdom A then enter war with Kingdom B, &lt;br /&gt;
** when you leave war you will still be Hostile towards Kingdom A, however, they will have 0 meter towards you)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*Aggressor Force CeaseFire is removed completely&lt;br /&gt;
[[Age 112]]&lt;br /&gt;
*Hostile relations decay after 96h without war&lt;br /&gt;
[[Age 115]]&lt;br /&gt;
*Hostile meter will now decay after 48 hours of going hostile, decay rate will ramp with meter points&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Hostile_Meter&amp;diff=1539</id>
		<title>Hostile Meter</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Hostile_Meter&amp;diff=1539"/>
		<updated>2026-07-26T05:32:15Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Changelog */ added a111&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Significance of the Hostility Meter=&lt;br /&gt;
The Hostility Meter tracks rising tensions between two kingdoms. Key thresholds determine relation states and war eligibility.&lt;br /&gt;
&lt;br /&gt;
=Relation Thresholds=&lt;br /&gt;
*15 points → Kingdom becomes Unfriendly&lt;br /&gt;
*30 points → Kingdom becomes Hostile&lt;br /&gt;
*The meter is capped at 180 points&lt;br /&gt;
&lt;br /&gt;
=War Eligibility=&lt;br /&gt;
*If both kingdoms reach Hostile, the kingdom with fewer points may declare war.&lt;br /&gt;
*If both reach 60 points, either kingdom may declare war.&lt;br /&gt;
&lt;br /&gt;
=Decay=&lt;br /&gt;
*Hostile meter will now decay after 48 hours of going hostile, decay rate will ramp with meter points &amp;lt;sup&amp;gt;[[Age 115]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Attacks, Spells, Ops and Hostility Generation=&lt;br /&gt;
*Different offensive actions add varying amounts to the Hostility Meter.&lt;br /&gt;
*Standard Attacks&lt;br /&gt;
**Traditional March, Conquest, Raze, Plunder, Massacre, Learn&lt;br /&gt;
***Each successful attack adds +3 points.&lt;br /&gt;
**Ambush&lt;br /&gt;
***Adds +1.5 points.&lt;br /&gt;
**Bounces&lt;br /&gt;
***Meter gain is based on Offense Sent vs Defense.&lt;br /&gt;
***A failed Raze generates +3 points (see [[Age 109]]).&lt;br /&gt;
&lt;br /&gt;
=Dragons=&lt;br /&gt;
Sending a Dragon adds +30 points.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Spells_and_Thievery_Operations&amp;quot;&amp;gt;Spells and Thievery Operations&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr bgcolor=&amp;quot;#dedeff&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Spell&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Relations Required&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Value&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Storms&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.06&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Drought&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.06&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Gluttony&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.09&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Magic Ward&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.15&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Chastity&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.15&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Sloth&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.15&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Greed&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.15&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Vermin&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.00&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Abolish Ritual&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.15&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Lightning Strike&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.18&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Pitfalls&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.18&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Explosions&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.18&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Fireball&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.24&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Tornadoes&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.3&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Blizzard&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.3&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Expose Thieves&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.36&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Fool&#039;s Gold&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.42&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Mystic Vortex&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.45&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Nightmares&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.45&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Land Lust&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.6&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Meteor Showers&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Hostile &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.75&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr bgcolor=&amp;quot;#dedeff&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Thievery Operation&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Relations Required&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Value&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Free Prisoners&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.03&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Rob the Granaries&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.06&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Bribe Generals&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.09&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Bribe Thieves&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.09&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Rob the Towers&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.09&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Kidnap&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.12&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Rob the Vaults&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.12&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Steal War Horses&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.18&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Incite Riots&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.18&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Night Strike&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.24&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Sabotage Wizards&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.24&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Destabilize Guilds&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.24&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Arson&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.24&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Greater Arson&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.3&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Assassinate Wizards&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.36&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Effects of Hostility Meter &amp;amp; Relation Changes=&lt;br /&gt;
==Normal==&lt;br /&gt;
*No special effects.&lt;br /&gt;
&lt;br /&gt;
==Unfriendly==&lt;br /&gt;
*General Effects&lt;br /&gt;
**Dragons sent to an Unfriendly kingdom arrive with 50% health.&lt;br /&gt;
*Mystics&lt;br /&gt;
**Expose Thieves, Chastity, Tornadoes, Magic Ward&lt;br /&gt;
*Thievery&lt;br /&gt;
**Sabotage Wizards&lt;br /&gt;
&lt;br /&gt;
==Hostile==&lt;br /&gt;
*General Effects&lt;br /&gt;
**Some Honor gains from offensive spells and ops&lt;br /&gt;
**Dragons sent to a Hostile kingdom arrive with 75% health&lt;br /&gt;
**Offensive spell mana cost reduced to 2%&lt;br /&gt;
**Offensive operation stealth cost reduced to 2%&lt;br /&gt;
*Mystics&lt;br /&gt;
**Access to Meteor Showers, Nightmares, Land Lust, Abolish Ritual, Fireball, Fool’s Gold, Lightning Strike, Mystic Vortex, Nightfall, Sloth&lt;br /&gt;
*Thievery&lt;br /&gt;
**Access to Steal War Horses, Assassinate Wizards, Greater Arson, Nightstrike&lt;br /&gt;
&lt;br /&gt;
==War==&lt;br /&gt;
*General Effects&lt;br /&gt;
**Greatly increased Honor gains from offensive spells and ops&lt;br /&gt;
**Dragons sent in War have full health&lt;br /&gt;
**Dragon Networth Range removed when targeting a kingdom you are at war with&lt;br /&gt;
**Greatly reduced Multi‑Attack Protection&lt;br /&gt;
*Phases in after 12 ticks&lt;br /&gt;
**Attack Time reduced by 15%&lt;br /&gt;
*Phases in over 24 hours&lt;br /&gt;
**80% protection from hits and spell/op effects from kingdoms outside the war&lt;br /&gt;
*Mystics&lt;br /&gt;
**Amnesia, War Spoils&lt;br /&gt;
*Thievery &lt;br /&gt;
**Propaganda&lt;br /&gt;
=Changelog=&lt;br /&gt;
[[Age 52]]&lt;br /&gt;
*Meter changes&lt;br /&gt;
**Assumptions: We count trads as 2 points, all other hits as 1. The reduction factor is built into all attacks.&lt;br /&gt;
**Meter Cap 200 points:&lt;br /&gt;
***Throttling: Occurs after 100 points and slides linearly to 200 points having - 50% gains.&lt;br /&gt;
[[Age 59]]&lt;br /&gt;
*Hostile meter: Reduced to from 200 points to 150&lt;br /&gt;
[[Age 73]]&lt;br /&gt;
*Gains Throttling will be significantly more effective - Once the meter variance between Kingdoms is 50 points, each point over 50 will reduce gains by 1% up to a maximum of 75% at a variance of 125 meter points. Max meter will remain at 150&lt;br /&gt;
[[Age 74]]&lt;br /&gt;
*Meter Throttling - Adjusted to reduce operation damage against Kingdoms that have gains throttled on you. Also there will be a reduction to throttling that occurs within declare range&lt;br /&gt;
[[Age 79]]&lt;br /&gt;
*KD vs KD Throttle&lt;br /&gt;
**The throttle that was put in place to deter continued attacks on the same Kingdom by reducing gains based on Meter variance will be removed&lt;br /&gt;
*Hostile Meter &amp;amp; War&lt;br /&gt;
**The Hostile Meter will now be affected by Thief and Sorcery Operations&lt;br /&gt;
**Thievery and Sorcery Operation Meter Values&lt;br /&gt;
[[File:Sorcery &amp;amp; Sabotage Meter Points A79.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
*Thief/Sorcery operations that increase the meter will be shown in a new area that Monarch and Stewards only have access to&lt;br /&gt;
*There is a new display on the War Room, Thievery and Sorcery page that provides information on Meter Movement and Status&lt;br /&gt;
*Bounces will affect the meter based on offense vs defense sent (i.e. a failed attack with greater than 75% offense sent would move the meter equivalent to 50% of a successful Traditional March)&lt;br /&gt;
[[Age 80]]&lt;br /&gt;
*Unfriendly will begin at 10 points&lt;br /&gt;
*Hostile will begin at 25 points&lt;br /&gt;
*Sending a Dragon will move the Hostile meter&lt;br /&gt;
*Traditional March, Massacre and Learn will add 3 points to the meter&lt;br /&gt;
*Ambush will add 1.5 meter points&lt;br /&gt;
*Failed attack meter movement will also be increased by ~25%&lt;br /&gt;
*The meter will decrease by 1/6 on the 1st of each Month&lt;br /&gt;
[[Age 81]]&lt;br /&gt;
*Sending a Dragon will move the Hostile meter by 18 points instantly&lt;br /&gt;
*The meter will decrease by 1/5 on the 1st of each Month, or 3 points whichever is higher&lt;br /&gt;
[[Age 98]]&lt;br /&gt;
*MAP generated by Learn Attack increased by ~15%.&lt;br /&gt;
*Failed attacks will generate Hostility Meter points more closely related to Offense / Defense ratio of a Traditional March. The minimum meter movement has been removed.&lt;br /&gt;
[[Age 100]]&lt;br /&gt;
*Maximum Hostility Meter reduced from 225 to 180 points.&lt;br /&gt;
*Hostility Meter based Relations throttling is being reintroduced. For every 1 point of hostility meter variance over 90 will result in:&lt;br /&gt;
**a reduction in Gains for the Kingdom with the higher Meter, this will scale linearly from 0 at a 90 point variance up to -75% gains at 180 point variance; &lt;br /&gt;
**and reduced Defensive Military Casualties for the Kingdom with the lower Meter, scaling in the same way from 90 point variance to 180 point variance with military casualties (on defense) reduced linearly from 0% to -50%&lt;br /&gt;
&lt;br /&gt;
[[Age 106]]&lt;br /&gt;
*Thievery and magic meter movements updated to reflect forum changes of &amp;quot;all values have tripled&amp;quot; on 6 May 2024.&lt;br /&gt;
[[Age 108]]&lt;br /&gt;
*Spells and Sabotage operations Meter Point values have been reduced slightly&lt;br /&gt;
&lt;br /&gt;
[[Age 109]]&lt;br /&gt;
*Failing a Raze Attack will generate 3 meter points&lt;br /&gt;
*Defender Casualties on Failed Attacks -35%&lt;br /&gt;
[[Age 111]]&lt;br /&gt;
*The Hostile Meter will no longer decay on the 1st of each Month. It will only be reset by:&lt;br /&gt;
* Ceasefire&lt;br /&gt;
** Both Kingdoms have their Hostility towards each other reset to 0&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Entering war&lt;br /&gt;
** When entering war, all Hostility towards your Kingdom will be reset to 0&lt;br /&gt;
** All Hostility your Kingdom has towards other Kingdoms will remain &lt;br /&gt;
** (e.g. if you are Hostile towards Kingdom A then enter war with Kingdom B, &lt;br /&gt;
** when you leave war you will still be Hostile towards Kingdom A, however, they will have 0 meter towards you)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*Aggressor Force CeaseFire is removed completely&lt;br /&gt;
[[Age 112]]&lt;br /&gt;
*Hostile relations decay after 96h without war&lt;br /&gt;
[[Age 115]]&lt;br /&gt;
*Hostile meter will now decay after 48 hours of going hostile, decay rate will ramp with meter points&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Hostile_Meter&amp;diff=1538</id>
		<title>Hostile Meter</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Hostile_Meter&amp;diff=1538"/>
		<updated>2026-07-25T06:41:27Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Decay */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Significance of the Hostility Meter=&lt;br /&gt;
The Hostility Meter tracks rising tensions between two kingdoms. Key thresholds determine relation states and war eligibility.&lt;br /&gt;
&lt;br /&gt;
=Relation Thresholds=&lt;br /&gt;
*15 points → Kingdom becomes Unfriendly&lt;br /&gt;
*30 points → Kingdom becomes Hostile&lt;br /&gt;
*The meter is capped at 180 points&lt;br /&gt;
&lt;br /&gt;
=War Eligibility=&lt;br /&gt;
*If both kingdoms reach Hostile, the kingdom with fewer points may declare war.&lt;br /&gt;
*If both reach 60 points, either kingdom may declare war.&lt;br /&gt;
&lt;br /&gt;
=Decay=&lt;br /&gt;
*Hostile meter will now decay after 48 hours of going hostile, decay rate will ramp with meter points &amp;lt;sup&amp;gt;[[Age 115]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Attacks, Spells, Ops and Hostility Generation=&lt;br /&gt;
*Different offensive actions add varying amounts to the Hostility Meter.&lt;br /&gt;
*Standard Attacks&lt;br /&gt;
**Traditional March, Conquest, Raze, Plunder, Massacre, Learn&lt;br /&gt;
***Each successful attack adds +3 points.&lt;br /&gt;
**Ambush&lt;br /&gt;
***Adds +1.5 points.&lt;br /&gt;
**Bounces&lt;br /&gt;
***Meter gain is based on Offense Sent vs Defense.&lt;br /&gt;
***A failed Raze generates +3 points (see [[Age 109]]).&lt;br /&gt;
&lt;br /&gt;
=Dragons=&lt;br /&gt;
Sending a Dragon adds +30 points.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Spells_and_Thievery_Operations&amp;quot;&amp;gt;Spells and Thievery Operations&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr bgcolor=&amp;quot;#dedeff&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Spell&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Relations Required&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Value&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Storms&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.06&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Drought&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.06&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Gluttony&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.09&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Magic Ward&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.15&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Chastity&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.15&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Sloth&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.15&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Greed&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.15&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Vermin&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.00&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Abolish Ritual&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.15&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Lightning Strike&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.18&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Pitfalls&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.18&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Explosions&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.18&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Fireball&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.24&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Tornadoes&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.3&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Blizzard&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.3&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Expose Thieves&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.36&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Fool&#039;s Gold&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.42&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Mystic Vortex&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.45&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Nightmares&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.45&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Land Lust&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.6&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Meteor Showers&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Hostile &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.75&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr bgcolor=&amp;quot;#dedeff&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Thievery Operation&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Relations Required&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Value&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Free Prisoners&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.03&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Rob the Granaries&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.06&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Bribe Generals&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.09&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Bribe Thieves&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.09&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Rob the Towers&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.09&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Kidnap&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.12&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Rob the Vaults&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.12&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Steal War Horses&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.18&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Incite Riots&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.18&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Night Strike&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.24&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Sabotage Wizards&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.24&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Destabilize Guilds&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.24&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Arson&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.24&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Greater Arson&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.3&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Assassinate Wizards&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.36&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Effects of Hostility Meter &amp;amp; Relation Changes=&lt;br /&gt;
==Normal==&lt;br /&gt;
*No special effects.&lt;br /&gt;
&lt;br /&gt;
==Unfriendly==&lt;br /&gt;
*General Effects&lt;br /&gt;
**Dragons sent to an Unfriendly kingdom arrive with 50% health.&lt;br /&gt;
*Mystics&lt;br /&gt;
**Expose Thieves, Chastity, Tornadoes, Magic Ward&lt;br /&gt;
*Thievery&lt;br /&gt;
**Sabotage Wizards&lt;br /&gt;
&lt;br /&gt;
==Hostile==&lt;br /&gt;
*General Effects&lt;br /&gt;
**Some Honor gains from offensive spells and ops&lt;br /&gt;
**Dragons sent to a Hostile kingdom arrive with 75% health&lt;br /&gt;
**Offensive spell mana cost reduced to 2%&lt;br /&gt;
**Offensive operation stealth cost reduced to 2%&lt;br /&gt;
*Mystics&lt;br /&gt;
**Access to Meteor Showers, Nightmares, Land Lust, Abolish Ritual, Fireball, Fool’s Gold, Lightning Strike, Mystic Vortex, Nightfall, Sloth&lt;br /&gt;
*Thievery&lt;br /&gt;
**Access to Steal War Horses, Assassinate Wizards, Greater Arson, Nightstrike&lt;br /&gt;
&lt;br /&gt;
==War==&lt;br /&gt;
*General Effects&lt;br /&gt;
**Greatly increased Honor gains from offensive spells and ops&lt;br /&gt;
**Dragons sent in War have full health&lt;br /&gt;
**Dragon Networth Range removed when targeting a kingdom you are at war with&lt;br /&gt;
**Greatly reduced Multi‑Attack Protection&lt;br /&gt;
*Phases in after 12 ticks&lt;br /&gt;
**Attack Time reduced by 15%&lt;br /&gt;
*Phases in over 24 hours&lt;br /&gt;
**80% protection from hits and spell/op effects from kingdoms outside the war&lt;br /&gt;
*Mystics&lt;br /&gt;
**Amnesia, War Spoils&lt;br /&gt;
*Thievery &lt;br /&gt;
**Propaganda&lt;br /&gt;
=Changelog=&lt;br /&gt;
[[Age 52]]&lt;br /&gt;
*Meter changes&lt;br /&gt;
**Assumptions: We count trads as 2 points, all other hits as 1. The reduction factor is built into all attacks.&lt;br /&gt;
**Meter Cap 200 points:&lt;br /&gt;
***Throttling: Occurs after 100 points and slides linearly to 200 points having - 50% gains.&lt;br /&gt;
[[Age 59]]&lt;br /&gt;
*Hostile meter: Reduced to from 200 points to 150&lt;br /&gt;
[[Age 73]]&lt;br /&gt;
*Gains Throttling will be significantly more effective - Once the meter variance between Kingdoms is 50 points, each point over 50 will reduce gains by 1% up to a maximum of 75% at a variance of 125 meter points. Max meter will remain at 150&lt;br /&gt;
[[Age 74]]&lt;br /&gt;
*Meter Throttling - Adjusted to reduce operation damage against Kingdoms that have gains throttled on you. Also there will be a reduction to throttling that occurs within declare range&lt;br /&gt;
[[Age 79]]&lt;br /&gt;
*KD vs KD Throttle&lt;br /&gt;
**The throttle that was put in place to deter continued attacks on the same Kingdom by reducing gains based on Meter variance will be removed&lt;br /&gt;
*Hostile Meter &amp;amp; War&lt;br /&gt;
**The Hostile Meter will now be affected by Thief and Sorcery Operations&lt;br /&gt;
**Thievery and Sorcery Operation Meter Values&lt;br /&gt;
[[File:Sorcery &amp;amp; Sabotage Meter Points A79.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
*Thief/Sorcery operations that increase the meter will be shown in a new area that Monarch and Stewards only have access to&lt;br /&gt;
*There is a new display on the War Room, Thievery and Sorcery page that provides information on Meter Movement and Status&lt;br /&gt;
*Bounces will affect the meter based on offense vs defense sent (i.e. a failed attack with greater than 75% offense sent would move the meter equivalent to 50% of a successful Traditional March)&lt;br /&gt;
[[Age 80]]&lt;br /&gt;
*Unfriendly will begin at 10 points&lt;br /&gt;
*Hostile will begin at 25 points&lt;br /&gt;
*Sending a Dragon will move the Hostile meter&lt;br /&gt;
*Traditional March, Massacre and Learn will add 3 points to the meter&lt;br /&gt;
*Ambush will add 1.5 meter points&lt;br /&gt;
*Failed attack meter movement will also be increased by ~25%&lt;br /&gt;
*The meter will decrease by 1/6 on the 1st of each Month&lt;br /&gt;
[[Age 81]]&lt;br /&gt;
*Sending a Dragon will move the Hostile meter by 18 points instantly&lt;br /&gt;
*The meter will decrease by 1/5 on the 1st of each Month, or 3 points whichever is higher&lt;br /&gt;
[[Age 98]]&lt;br /&gt;
*MAP generated by Learn Attack increased by ~15%.&lt;br /&gt;
*Failed attacks will generate Hostility Meter points more closely related to Offense / Defense ratio of a Traditional March. The minimum meter movement has been removed.&lt;br /&gt;
[[Age 100]]&lt;br /&gt;
*Maximum Hostility Meter reduced from 225 to 180 points.&lt;br /&gt;
*Hostility Meter based Relations throttling is being reintroduced. For every 1 point of hostility meter variance over 90 will result in:&lt;br /&gt;
**a reduction in Gains for the Kingdom with the higher Meter, this will scale linearly from 0 at a 90 point variance up to -75% gains at 180 point variance; &lt;br /&gt;
**and reduced Defensive Military Casualties for the Kingdom with the lower Meter, scaling in the same way from 90 point variance to 180 point variance with military casualties (on defense) reduced linearly from 0% to -50%&lt;br /&gt;
&lt;br /&gt;
[[Age 106]]&lt;br /&gt;
*Thievery and magic meter movements updated to reflect forum changes of &amp;quot;all values have tripled&amp;quot; on 6 May 2024.&lt;br /&gt;
[[Age 108]]&lt;br /&gt;
*Spells and Sabotage operations Meter Point values have been reduced slightly&lt;br /&gt;
&lt;br /&gt;
[[Age 109]]&lt;br /&gt;
*Failing a Raze Attack will generate 3 meter points&lt;br /&gt;
*Defender Casualties on Failed Attacks -35%&lt;br /&gt;
[[Age 112]]&lt;br /&gt;
*Hostile relations decay after 96h without war&lt;br /&gt;
[[Age 115]]&lt;br /&gt;
*Hostile meter will now decay after 48 hours of going hostile, decay rate will ramp with meter points&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Hostile_Meter&amp;diff=1537</id>
		<title>Hostile Meter</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Hostile_Meter&amp;diff=1537"/>
		<updated>2026-07-25T06:39:54Z</updated>

		<summary type="html">&lt;p&gt;Revival: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Significance of the Hostility Meter=&lt;br /&gt;
The Hostility Meter tracks rising tensions between two kingdoms. Key thresholds determine relation states and war eligibility.&lt;br /&gt;
&lt;br /&gt;
=Relation Thresholds=&lt;br /&gt;
*15 points → Kingdom becomes Unfriendly&lt;br /&gt;
*30 points → Kingdom becomes Hostile&lt;br /&gt;
*The meter is capped at 180 points&lt;br /&gt;
&lt;br /&gt;
=War Eligibility=&lt;br /&gt;
*If both kingdoms reach Hostile, the kingdom with fewer points may declare war.&lt;br /&gt;
*If both reach 60 points, either kingdom may declare war.&lt;br /&gt;
&lt;br /&gt;
=Decay=&lt;br /&gt;
*Hostile relations decay after 96h without war&lt;br /&gt;
&lt;br /&gt;
=Attacks, Spells, Ops and Hostility Generation=&lt;br /&gt;
*Different offensive actions add varying amounts to the Hostility Meter.&lt;br /&gt;
*Standard Attacks&lt;br /&gt;
**Traditional March, Conquest, Raze, Plunder, Massacre, Learn&lt;br /&gt;
***Each successful attack adds +3 points.&lt;br /&gt;
**Ambush&lt;br /&gt;
***Adds +1.5 points.&lt;br /&gt;
**Bounces&lt;br /&gt;
***Meter gain is based on Offense Sent vs Defense.&lt;br /&gt;
***A failed Raze generates +3 points (see [[Age 109]]).&lt;br /&gt;
&lt;br /&gt;
=Dragons=&lt;br /&gt;
Sending a Dragon adds +30 points.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Spells_and_Thievery_Operations&amp;quot;&amp;gt;Spells and Thievery Operations&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr bgcolor=&amp;quot;#dedeff&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Spell&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Relations Required&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Value&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Storms&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.06&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Drought&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.06&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Gluttony&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.09&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Magic Ward&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.15&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Chastity&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.15&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Sloth&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.15&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Greed&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.15&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Vermin&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.00&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Abolish Ritual&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.15&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Lightning Strike&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.18&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Pitfalls&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.18&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Explosions&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.18&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Fireball&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.24&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Tornadoes&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.3&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Blizzard&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.3&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Expose Thieves&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.36&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Fool&#039;s Gold&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.42&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Mystic Vortex&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.45&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Nightmares&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.45&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Land Lust&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.6&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Meteor Showers&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Hostile &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.75&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr bgcolor=&amp;quot;#dedeff&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Thievery Operation&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Relations Required&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Value&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Free Prisoners&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.03&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Rob the Granaries&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.06&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Bribe Generals&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.09&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Bribe Thieves&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.09&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Rob the Towers&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.09&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Kidnap&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.12&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Rob the Vaults&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.12&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Steal War Horses&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.18&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Incite Riots&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.18&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Night Strike&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.24&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Sabotage Wizards&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.24&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Destabilize Guilds&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.24&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Arson&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.24&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Greater Arson&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.3&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Assassinate Wizards&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.36&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Effects of Hostility Meter &amp;amp; Relation Changes=&lt;br /&gt;
==Normal==&lt;br /&gt;
*No special effects.&lt;br /&gt;
&lt;br /&gt;
==Unfriendly==&lt;br /&gt;
*General Effects&lt;br /&gt;
**Dragons sent to an Unfriendly kingdom arrive with 50% health.&lt;br /&gt;
*Mystics&lt;br /&gt;
**Expose Thieves, Chastity, Tornadoes, Magic Ward&lt;br /&gt;
*Thievery&lt;br /&gt;
**Sabotage Wizards&lt;br /&gt;
&lt;br /&gt;
==Hostile==&lt;br /&gt;
*General Effects&lt;br /&gt;
**Some Honor gains from offensive spells and ops&lt;br /&gt;
**Dragons sent to a Hostile kingdom arrive with 75% health&lt;br /&gt;
**Offensive spell mana cost reduced to 2%&lt;br /&gt;
**Offensive operation stealth cost reduced to 2%&lt;br /&gt;
*Mystics&lt;br /&gt;
**Access to Meteor Showers, Nightmares, Land Lust, Abolish Ritual, Fireball, Fool’s Gold, Lightning Strike, Mystic Vortex, Nightfall, Sloth&lt;br /&gt;
*Thievery&lt;br /&gt;
**Access to Steal War Horses, Assassinate Wizards, Greater Arson, Nightstrike&lt;br /&gt;
&lt;br /&gt;
==War==&lt;br /&gt;
*General Effects&lt;br /&gt;
**Greatly increased Honor gains from offensive spells and ops&lt;br /&gt;
**Dragons sent in War have full health&lt;br /&gt;
**Dragon Networth Range removed when targeting a kingdom you are at war with&lt;br /&gt;
**Greatly reduced Multi‑Attack Protection&lt;br /&gt;
*Phases in after 12 ticks&lt;br /&gt;
**Attack Time reduced by 15%&lt;br /&gt;
*Phases in over 24 hours&lt;br /&gt;
**80% protection from hits and spell/op effects from kingdoms outside the war&lt;br /&gt;
*Mystics&lt;br /&gt;
**Amnesia, War Spoils&lt;br /&gt;
*Thievery &lt;br /&gt;
**Propaganda&lt;br /&gt;
=Changelog=&lt;br /&gt;
[[Age 52]]&lt;br /&gt;
*Meter changes&lt;br /&gt;
**Assumptions: We count trads as 2 points, all other hits as 1. The reduction factor is built into all attacks.&lt;br /&gt;
**Meter Cap 200 points:&lt;br /&gt;
***Throttling: Occurs after 100 points and slides linearly to 200 points having - 50% gains.&lt;br /&gt;
[[Age 59]]&lt;br /&gt;
*Hostile meter: Reduced to from 200 points to 150&lt;br /&gt;
[[Age 73]]&lt;br /&gt;
*Gains Throttling will be significantly more effective - Once the meter variance between Kingdoms is 50 points, each point over 50 will reduce gains by 1% up to a maximum of 75% at a variance of 125 meter points. Max meter will remain at 150&lt;br /&gt;
[[Age 74]]&lt;br /&gt;
*Meter Throttling - Adjusted to reduce operation damage against Kingdoms that have gains throttled on you. Also there will be a reduction to throttling that occurs within declare range&lt;br /&gt;
[[Age 79]]&lt;br /&gt;
*KD vs KD Throttle&lt;br /&gt;
**The throttle that was put in place to deter continued attacks on the same Kingdom by reducing gains based on Meter variance will be removed&lt;br /&gt;
*Hostile Meter &amp;amp; War&lt;br /&gt;
**The Hostile Meter will now be affected by Thief and Sorcery Operations&lt;br /&gt;
**Thievery and Sorcery Operation Meter Values&lt;br /&gt;
[[File:Sorcery &amp;amp; Sabotage Meter Points A79.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
*Thief/Sorcery operations that increase the meter will be shown in a new area that Monarch and Stewards only have access to&lt;br /&gt;
*There is a new display on the War Room, Thievery and Sorcery page that provides information on Meter Movement and Status&lt;br /&gt;
*Bounces will affect the meter based on offense vs defense sent (i.e. a failed attack with greater than 75% offense sent would move the meter equivalent to 50% of a successful Traditional March)&lt;br /&gt;
[[Age 80]]&lt;br /&gt;
*Unfriendly will begin at 10 points&lt;br /&gt;
*Hostile will begin at 25 points&lt;br /&gt;
*Sending a Dragon will move the Hostile meter&lt;br /&gt;
*Traditional March, Massacre and Learn will add 3 points to the meter&lt;br /&gt;
*Ambush will add 1.5 meter points&lt;br /&gt;
*Failed attack meter movement will also be increased by ~25%&lt;br /&gt;
*The meter will decrease by 1/6 on the 1st of each Month&lt;br /&gt;
[[Age 81]]&lt;br /&gt;
*Sending a Dragon will move the Hostile meter by 18 points instantly&lt;br /&gt;
*The meter will decrease by 1/5 on the 1st of each Month, or 3 points whichever is higher&lt;br /&gt;
[[Age 98]]&lt;br /&gt;
*MAP generated by Learn Attack increased by ~15%.&lt;br /&gt;
*Failed attacks will generate Hostility Meter points more closely related to Offense / Defense ratio of a Traditional March. The minimum meter movement has been removed.&lt;br /&gt;
[[Age 100]]&lt;br /&gt;
*Maximum Hostility Meter reduced from 225 to 180 points.&lt;br /&gt;
*Hostility Meter based Relations throttling is being reintroduced. For every 1 point of hostility meter variance over 90 will result in:&lt;br /&gt;
**a reduction in Gains for the Kingdom with the higher Meter, this will scale linearly from 0 at a 90 point variance up to -75% gains at 180 point variance; &lt;br /&gt;
**and reduced Defensive Military Casualties for the Kingdom with the lower Meter, scaling in the same way from 90 point variance to 180 point variance with military casualties (on defense) reduced linearly from 0% to -50%&lt;br /&gt;
&lt;br /&gt;
[[Age 106]]&lt;br /&gt;
*Thievery and magic meter movements updated to reflect forum changes of &amp;quot;all values have tripled&amp;quot; on 6 May 2024.&lt;br /&gt;
[[Age 108]]&lt;br /&gt;
*Spells and Sabotage operations Meter Point values have been reduced slightly&lt;br /&gt;
&lt;br /&gt;
[[Age 109]]&lt;br /&gt;
*Failing a Raze Attack will generate 3 meter points&lt;br /&gt;
*Defender Casualties on Failed Attacks -35%&lt;br /&gt;
[[Age 112]]&lt;br /&gt;
*Hostile relations decay after 96h without war&lt;br /&gt;
[[Age 115]]&lt;br /&gt;
*Hostile meter will now decay after 48 hours of going hostile, decay rate will ramp with meter points&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Hostile_Meter&amp;diff=1536</id>
		<title>Hostile Meter</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Hostile_Meter&amp;diff=1536"/>
		<updated>2026-07-25T06:39:25Z</updated>

		<summary type="html">&lt;p&gt;Revival: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Significance of the Hostility Meter=&lt;br /&gt;
The Hostility Meter tracks rising tensions between two kingdoms. Key thresholds determine relation states and war eligibility.&lt;br /&gt;
&lt;br /&gt;
=Relation Thresholds=&lt;br /&gt;
*15 points → Kingdom becomes Unfriendly&lt;br /&gt;
*30 points → Kingdom becomes Hostile&lt;br /&gt;
*The meter is capped at 180 points&lt;br /&gt;
&lt;br /&gt;
=War Eligibility=&lt;br /&gt;
*If both kingdoms reach Hostile, the kingdom with fewer points may declare war.&lt;br /&gt;
*If both reach 60 points, either kingdom may declare war.&lt;br /&gt;
&lt;br /&gt;
=Decay=&lt;br /&gt;
*Hostile relations decay after 96h without war&lt;br /&gt;
&lt;br /&gt;
=Attacks, Spells, Ops and Hostility Generation=&lt;br /&gt;
*Different offensive actions add varying amounts to the Hostility Meter.&lt;br /&gt;
*Standard Attacks&lt;br /&gt;
**Traditional March, Conquest, Raze, Plunder, Massacre, Learn&lt;br /&gt;
***Each successful attack adds +3 points.&lt;br /&gt;
**Ambush&lt;br /&gt;
***Adds +1.5 points.&lt;br /&gt;
**Bounces&lt;br /&gt;
***Meter gain is based on Offense Sent vs Defense.&lt;br /&gt;
***A failed Raze generates +3 points (see [[Age 109]]).&lt;br /&gt;
&lt;br /&gt;
=Dragons=&lt;br /&gt;
Sending a Dragon adds +30 points.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Spells_and_Thievery_Operations&amp;quot;&amp;gt;Spells and Thievery Operations&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr bgcolor=&amp;quot;#dedeff&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Spell&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Relations Required&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Value&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Storms&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.06&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Drought&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.06&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Gluttony&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.09&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Magic Ward&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.15&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Chastity&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.15&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Sloth&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.15&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Greed&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.15&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Vermin&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.00&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Abolish Ritual&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.15&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Lightning Strike&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.18&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Pitfalls&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.18&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Explosions&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.18&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Fireball&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.24&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Tornadoes&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.3&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Blizzard&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.3&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Expose Thieves&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.36&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Fool&#039;s Gold&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.42&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Mystic Vortex&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.45&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Nightmares&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.45&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Land Lust&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.6&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Meteor Showers&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Hostile &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.75&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr bgcolor=&amp;quot;#dedeff&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Thievery Operation&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Relations Required&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Value&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Free Prisoners&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.03&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Rob the Granaries&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.06&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Bribe Generals&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.09&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Bribe Thieves&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.09&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Rob the Towers&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.09&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Kidnap&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.12&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Rob the Vaults&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.12&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Steal War Horses&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.18&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Incite Riots&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.18&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Night Strike&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.24&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Sabotage Wizards&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.24&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Destabilize Guilds&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.24&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Arson&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.24&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Greater Arson&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.3&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Assassinate Wizards&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.36&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Effects of Hostility Meter &amp;amp; Relation Changes=&lt;br /&gt;
==Normal==&lt;br /&gt;
*No special effects.&lt;br /&gt;
&lt;br /&gt;
==Unfriendly==&lt;br /&gt;
*General Effects&lt;br /&gt;
**Dragons sent to an Unfriendly kingdom arrive with 50% health.&lt;br /&gt;
*Mystics&lt;br /&gt;
**Expose Thieves, Chastity, Tornadoes, Magic Ward&lt;br /&gt;
*Thievery&lt;br /&gt;
**Sabotage Wizards&lt;br /&gt;
&lt;br /&gt;
==Hostile==&lt;br /&gt;
*General Effects&lt;br /&gt;
**Some Honor gains from offensive spells and ops&lt;br /&gt;
**Dragons sent to a Hostile kingdom arrive with 75% health&lt;br /&gt;
**Offensive spell mana cost reduced to 2%&lt;br /&gt;
**Offensive operation stealth cost reduced to 2%&lt;br /&gt;
*Mystics&lt;br /&gt;
**Access to Meteor Showers, Nightmares, Land Lust, Abolish Ritual, Fireball, Fool’s Gold, Lightning Strike, Mystic Vortex, Nightfall, Sloth&lt;br /&gt;
*Thievery&lt;br /&gt;
**Access to Steal War Horses, Assassinate Wizards, Greater Arson, Nightstrike&lt;br /&gt;
&lt;br /&gt;
==War==&lt;br /&gt;
*General Effects&lt;br /&gt;
**Greatly increased Honor gains from offensive spells and ops&lt;br /&gt;
**Dragons sent in War have full health&lt;br /&gt;
**Dragon Networth Range removed when targeting a kingdom you are at war with&lt;br /&gt;
**Greatly reduced Multi‑Attack Protection&lt;br /&gt;
*Phases in after 12 ticks&lt;br /&gt;
**Attack Time reduced by 15%&lt;br /&gt;
*Phases in over 24 hours&lt;br /&gt;
**80% protection from hits and spell/op effects from kingdoms outside the war&lt;br /&gt;
*Mystics&lt;br /&gt;
**Amnesia, War Spoils&lt;br /&gt;
*Thievery &lt;br /&gt;
**Propaganda&lt;br /&gt;
==Changelog==&lt;br /&gt;
[[Age 52]]&lt;br /&gt;
*Meter changes&lt;br /&gt;
**Assumptions: We count trads as 2 points, all other hits as 1. The reduction factor is built into all attacks.&lt;br /&gt;
**Meter Cap 200 points:&lt;br /&gt;
***Throttling: Occurs after 100 points and slides linearly to 200 points having - 50% gains.&lt;br /&gt;
[[Age 59]]&lt;br /&gt;
*Hostile meter: Reduced to from 200 points to 150&lt;br /&gt;
[[Age 73]]&lt;br /&gt;
*Gains Throttling will be significantly more effective - Once the meter variance between Kingdoms is 50 points, each point over 50 will reduce gains by 1% up to a maximum of 75% at a variance of 125 meter points. Max meter will remain at 150&lt;br /&gt;
[[Age 74]]&lt;br /&gt;
*Meter Throttling - Adjusted to reduce operation damage against Kingdoms that have gains throttled on you. Also there will be a reduction to throttling that occurs within declare range&lt;br /&gt;
[[Age 79]]&lt;br /&gt;
*KD vs KD Throttle&lt;br /&gt;
**The throttle that was put in place to deter continued attacks on the same Kingdom by reducing gains based on Meter variance will be removed&lt;br /&gt;
*Hostile Meter &amp;amp; War&lt;br /&gt;
**The Hostile Meter will now be affected by Thief and Sorcery Operations&lt;br /&gt;
**Thievery and Sorcery Operation Meter Values&lt;br /&gt;
[[File:Sorcery &amp;amp; Sabotage Meter Points A79.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
*Thief/Sorcery operations that increase the meter will be shown in a new area that Monarch and Stewards only have access to&lt;br /&gt;
*There is a new display on the War Room, Thievery and Sorcery page that provides information on Meter Movement and Status&lt;br /&gt;
*Bounces will affect the meter based on offense vs defense sent (i.e. a failed attack with greater than 75% offense sent would move the meter equivalent to 50% of a successful Traditional March)&lt;br /&gt;
[[Age 80]]&lt;br /&gt;
*Unfriendly will begin at 10 points&lt;br /&gt;
*Hostile will begin at 25 points&lt;br /&gt;
*Sending a Dragon will move the Hostile meter&lt;br /&gt;
*Traditional March, Massacre and Learn will add 3 points to the meter&lt;br /&gt;
*Ambush will add 1.5 meter points&lt;br /&gt;
*Failed attack meter movement will also be increased by ~25%&lt;br /&gt;
*The meter will decrease by 1/6 on the 1st of each Month&lt;br /&gt;
[[Age 81]]&lt;br /&gt;
*Sending a Dragon will move the Hostile meter by 18 points instantly&lt;br /&gt;
*The meter will decrease by 1/5 on the 1st of each Month, or 3 points whichever is higher&lt;br /&gt;
[[Age 98]]&lt;br /&gt;
*MAP generated by Learn Attack increased by ~15%.&lt;br /&gt;
*Failed attacks will generate Hostility Meter points more closely related to Offense / Defense ratio of a Traditional March. The minimum meter movement has been removed.&lt;br /&gt;
[[Age 100]]&lt;br /&gt;
*Maximum Hostility Meter reduced from 225 to 180 points.&lt;br /&gt;
*Hostility Meter based Relations throttling is being reintroduced. For every 1 point of hostility meter variance over 90 will result in:&lt;br /&gt;
**a reduction in Gains for the Kingdom with the higher Meter, this will scale linearly from 0 at a 90 point variance up to -75% gains at 180 point variance; &lt;br /&gt;
**and reduced Defensive Military Casualties for the Kingdom with the lower Meter, scaling in the same way from 90 point variance to 180 point variance with military casualties (on defense) reduced linearly from 0% to -50%&lt;br /&gt;
&lt;br /&gt;
[[Age 106]]&lt;br /&gt;
*Thievery and magic meter movements updated to reflect forum changes of &amp;quot;all values have tripled&amp;quot; on 6 May 2024.&lt;br /&gt;
[[Age 108]]&lt;br /&gt;
*Spells and Sabotage operations Meter Point values have been reduced slightly&lt;br /&gt;
&lt;br /&gt;
[[Age 109]]&lt;br /&gt;
*Failing a Raze Attack will generate 3 meter points&lt;br /&gt;
*Defender Casualties on Failed Attacks -35%&lt;br /&gt;
[[Age 112]]&lt;br /&gt;
*Hostile relations decay after 96h without war&lt;br /&gt;
[[Age 115]]&lt;br /&gt;
*Hostile meter will now decay after 48 hours of going hostile, decay rate will ramp with meter points&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Hostile_Meter&amp;diff=1535</id>
		<title>Hostile Meter</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Hostile_Meter&amp;diff=1535"/>
		<updated>2026-07-25T06:25:34Z</updated>

		<summary type="html">&lt;p&gt;Revival: formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Significance of the Hostility Meter=&lt;br /&gt;
The Hostility Meter tracks rising tensions between two kingdoms. Key thresholds determine relation states and war eligibility.&lt;br /&gt;
&lt;br /&gt;
=Relation Thresholds=&lt;br /&gt;
*15 points → Kingdom becomes Unfriendly&lt;br /&gt;
*30 points → Kingdom becomes Hostile&lt;br /&gt;
*The meter is capped at 180 points&lt;br /&gt;
&lt;br /&gt;
=War Eligibility=&lt;br /&gt;
*If both kingdoms reach Hostile, the kingdom with fewer points may declare war.&lt;br /&gt;
*If both reach 60 points, either kingdom may declare war.&lt;br /&gt;
&lt;br /&gt;
=Decay=&lt;br /&gt;
*Hostile relations decay after 96h without war&lt;br /&gt;
&lt;br /&gt;
=Attacks, Spells, Ops and Hostility Generation=&lt;br /&gt;
*Different offensive actions add varying amounts to the Hostility Meter.&lt;br /&gt;
*Standard Attacks&lt;br /&gt;
**Traditional March, Conquest, Raze, Plunder, Massacre, Learn&lt;br /&gt;
***Each successful attack adds +3 points.&lt;br /&gt;
**Ambush&lt;br /&gt;
***Adds +1.5 points.&lt;br /&gt;
**Bounces&lt;br /&gt;
***Meter gain is based on Offense Sent vs Defense.&lt;br /&gt;
***A failed Raze generates +3 points (see [[Age 109]]).&lt;br /&gt;
&lt;br /&gt;
=Dragons=&lt;br /&gt;
Sending a Dragon adds +30 points.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Spells_and_Thievery_Operations&amp;quot;&amp;gt;Spells and Thievery Operations&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr bgcolor=&amp;quot;#dedeff&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Spell&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Relations Required&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Value&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Storms&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.06&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Drought&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.06&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Gluttony&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.09&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Magic Ward&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.15&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Chastity&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.15&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Sloth&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.15&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Greed&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.15&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Vermin&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.00&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Abolish Ritual&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.15&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Lightning Strike&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.18&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Pitfalls&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.18&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Explosions&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.18&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Fireball&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.24&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Tornadoes&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.3&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Blizzard&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.3&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Expose Thieves&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.36&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Fool&#039;s Gold&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.42&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Mystic Vortex&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.45&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Nightmares&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.45&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Land Lust&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.6&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Meteor Showers&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Hostile &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.75&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr bgcolor=&amp;quot;#dedeff&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Thievery Operation&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Relations Required&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Value&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Free Prisoners&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.03&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Rob the Granaries&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.06&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Bribe Generals&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.09&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Bribe Thieves&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.09&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Rob the Towers&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.09&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Kidnap&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.12&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Rob the Vaults&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.12&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Steal War Horses&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.18&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Incite Riots&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.18&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Night Strike&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.24&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Sabotage Wizards&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.24&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Destabilize Guilds&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.24&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Arson&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.24&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Greater Arson&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.3&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Assassinate Wizards&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.36&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Detailed:_Effects_of_Moving_the_Meter_.26_Changing_Relations&amp;quot;&amp;gt;Detailed: Effects of Moving the Meter &amp;amp;amp; Changing Relations&amp;lt;/span&amp;gt;&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Normal&amp;quot;&amp;gt;Normal&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;No Effects&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Unfriendly&amp;quot;&amp;gt;Unfriendly&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;A Dragon sent to an unfriendly Kingdom will only have 50% health points.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;i&amp;gt;Mystics:&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Expose Thieves&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Fireball&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Lightning Strike&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Chastity&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Fool&#039;s Gold&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Nightmares&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Mystic Vortex&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Tornadoes&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Land Lust&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Abolish Ritual&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Magic Ward&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Sloth&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;i&amp;gt;Thievery:&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Night Strike&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Assassinate Wizards&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Greater Arson&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Sabotage Wizards&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Hostile&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; Some Honor gains from Ops and Spells&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; A Dragon sent to a Hostile Kingdom will only have 75% health points.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Mana costs of Offensive Spells decreases to 2% &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Stealth costs of Offensive Operations decreases to 2%&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Access to Meteor Showers&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;War&amp;quot;&amp;gt;War&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; Greatly increased Honor gains from Ops and Spells&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; A Dragon&amp;lt; sent in War has full health&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Dragon Networth Range is removed when targeting a Kingdom you are at War with&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Greatly reduced Multi-Attack Protection&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 80% Protection from hits and spell/op effects from Kingdoms outside the War (phasing in over 24h)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Decreased Attack Time (phasing in) by 15% after 12 Ticks&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;i&amp;gt;Mystics:&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Amnesia&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;War Spoils&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;i&amp;gt;Thievery:&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Propaganda&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Changelog==&lt;br /&gt;
[[Age 52]]&lt;br /&gt;
*Meter changes&lt;br /&gt;
**Assumptions: We count trads as 2 points, all other hits as 1. The reduction factor is built into all attacks.&lt;br /&gt;
**Meter Cap 200 points:&lt;br /&gt;
***Throttling: Occurs after 100 points and slides linearly to 200 points having - 50% gains.&lt;br /&gt;
[[Age 59]]&lt;br /&gt;
*Hostile meter: Reduced to from 200 points to 150&lt;br /&gt;
[[Age 73]]&lt;br /&gt;
*Gains Throttling will be significantly more effective - Once the meter variance between Kingdoms is 50 points, each point over 50 will reduce gains by 1% up to a maximum of 75% at a variance of 125 meter points. Max meter will remain at 150&lt;br /&gt;
[[Age 74]]&lt;br /&gt;
*Meter Throttling - Adjusted to reduce operation damage against Kingdoms that have gains throttled on you. Also there will be a reduction to throttling that occurs within declare range&lt;br /&gt;
[[Age 79]]&lt;br /&gt;
*KD vs KD Throttle&lt;br /&gt;
**The throttle that was put in place to deter continued attacks on the same Kingdom by reducing gains based on Meter variance will be removed&lt;br /&gt;
*Hostile Meter &amp;amp; War&lt;br /&gt;
**The Hostile Meter will now be affected by Thief and Sorcery Operations&lt;br /&gt;
**Thievery and Sorcery Operation Meter Values&lt;br /&gt;
[[File:Sorcery &amp;amp; Sabotage Meter Points A79.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
*Thief/Sorcery operations that increase the meter will be shown in a new area that Monarch and Stewards only have access to&lt;br /&gt;
*There is a new display on the War Room, Thievery and Sorcery page that provides information on Meter Movement and Status&lt;br /&gt;
*Bounces will affect the meter based on offense vs defense sent (i.e. a failed attack with greater than 75% offense sent would move the meter equivalent to 50% of a successful Traditional March)&lt;br /&gt;
[[Age 80]]&lt;br /&gt;
*Unfriendly will begin at 10 points&lt;br /&gt;
*Hostile will begin at 25 points&lt;br /&gt;
*Sending a Dragon will move the Hostile meter&lt;br /&gt;
*Traditional March, Massacre and Learn will add 3 points to the meter&lt;br /&gt;
*Ambush will add 1.5 meter points&lt;br /&gt;
*Failed attack meter movement will also be increased by ~25%&lt;br /&gt;
*The meter will decrease by 1/6 on the 1st of each Month&lt;br /&gt;
[[Age 81]]&lt;br /&gt;
*Sending a Dragon will move the Hostile meter by 18 points instantly&lt;br /&gt;
*The meter will decrease by 1/5 on the 1st of each Month, or 3 points whichever is higher&lt;br /&gt;
[[Age 98]]&lt;br /&gt;
*MAP generated by Learn Attack increased by ~15%.&lt;br /&gt;
*Failed attacks will generate Hostility Meter points more closely related to Offense / Defense ratio of a Traditional March. The minimum meter movement has been removed.&lt;br /&gt;
[[Age 100]]&lt;br /&gt;
*Maximum Hostility Meter reduced from 225 to 180 points.&lt;br /&gt;
*Hostility Meter based Relations throttling is being reintroduced. For every 1 point of hostility meter variance over 90 will result in:&lt;br /&gt;
**a reduction in Gains for the Kingdom with the higher Meter, this will scale linearly from 0 at a 90 point variance up to -75% gains at 180 point variance; &lt;br /&gt;
**and reduced Defensive Military Casualties for the Kingdom with the lower Meter, scaling in the same way from 90 point variance to 180 point variance with military casualties (on defense) reduced linearly from 0% to -50%&lt;br /&gt;
&lt;br /&gt;
[[Age 106]]&lt;br /&gt;
*Thievery and magic meter movements updated to reflect forum changes of &amp;quot;all values have tripled&amp;quot; on 6 May 2024.&lt;br /&gt;
[[Age 108]]&lt;br /&gt;
*Spells and Sabotage operations Meter Point values have been reduced slightly&lt;br /&gt;
&lt;br /&gt;
[[Age 109]]&lt;br /&gt;
*Failing a Raze Attack will generate 3 meter points&lt;br /&gt;
*Defender Casualties on Failed Attacks -35%&lt;br /&gt;
[[Age 112]]&lt;br /&gt;
*Hostile relations decay after 96h without war&lt;br /&gt;
[[Age 115]]&lt;br /&gt;
*Hostile meter will now decay after 48 hours of going hostile, decay rate will ramp with meter points&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Hostile_Meter&amp;diff=1534</id>
		<title>Hostile Meter</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Hostile_Meter&amp;diff=1534"/>
		<updated>2026-07-25T06:09:39Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Changelog */ added a115&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h2&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Significance_of_the_Hostility_Meter&amp;quot;&amp;gt;Significance of the Hostility Meter&amp;lt;/span&amp;gt;&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;When a party hits &amp;lt;b&amp;gt;15 points&amp;lt;/b&amp;gt; they become Unfriendly to the Kingdom which they hit/opped. Hostile status requires &amp;lt;b&amp;gt;30 points&amp;lt;/b&amp;gt; to achieve.&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;If both Kingdoms reach Hostile relations, the kingdom with fewer meter points may declare war. When &amp;lt;b&amp;gt;60 points&amp;lt;/b&amp;gt; are reached by both Kingdoms, either one can declare. &lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;On the first of each Utopian Month, both hostility meters decay by &amp;lt;b&amp;gt;one fifth (20%) or 3 points, whichever is greater&amp;lt;/b&amp;gt;.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Attacks.2C_Spells.2C_Ops_and_How_they_Move_the_Meter&amp;quot;&amp;gt;Attacks, Spells, Ops and How they Move the Meter&amp;lt;/span&amp;gt;&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Different successful Attack types, Spells and Thievery Operations add to the Hostility Meter at varying levels of intensity. The Attacks add to the Meter according to the figures given below. The Meter is capped at 180 points.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Traditional_Marches.2C_Conquests.2C_Razes.2C_Plunders.2C_Massacres.2C_Learns&amp;quot;&amp;gt;Traditional Marches, Conquests, Razes, Plunders, Massacres, Learns&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;All these Attacks add 3 points to the Hostility Meter per hit.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Ambushes&amp;quot;&amp;gt;Ambushes&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Ambushes add 1.5 points to the Meter.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Bounces&amp;quot;&amp;gt;Bounces&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; Bounces will affect the Meter based on Offense send / Defense. &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Failed Raze Attack will generate 3 meter points ([[Age 109]])&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Dragons&amp;quot;&amp;gt;Dragons&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Dragons sent add 30 points to the Hostility Meter.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Spells_and_Thievery_Operations&amp;quot;&amp;gt;Spells and Thievery Operations&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr bgcolor=&amp;quot;#dedeff&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Spell&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Relations Required&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Value&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Storms&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.06&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Drought&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.06&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Gluttony&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.09&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Magic Ward&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.15&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Chastity&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.15&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Sloth&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.15&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Greed&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.15&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Vermin&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.00&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Abolish Ritual&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.15&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Lightning Strike&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.18&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Pitfalls&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.18&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Explosions&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.18&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Fireball&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.24&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Tornadoes&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.3&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Blizzard&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.3&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Expose Thieves&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.36&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Fool&#039;s Gold&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.42&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Mystic Vortex&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.45&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Nightmares&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.45&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Land Lust&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.6&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Meteor Showers&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Hostile &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.75&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr bgcolor=&amp;quot;#dedeff&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Thievery Operation&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Relations Required&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Value&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Free Prisoners&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.03&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Rob the Granaries&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.06&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Bribe Generals&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.09&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Bribe Thieves&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.09&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Rob the Towers&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.09&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Kidnap&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.12&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Rob the Vaults&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.12&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Steal War Horses&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.18&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Incite Riots&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.18&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Night Strike&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.24&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Sabotage Wizards&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.24&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Destabilize Guilds&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.24&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Arson&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.24&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Greater Arson&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.3&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Assassinate Wizards&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.36&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Detailed:_Effects_of_Moving_the_Meter_.26_Changing_Relations&amp;quot;&amp;gt;Detailed: Effects of Moving the Meter &amp;amp;amp; Changing Relations&amp;lt;/span&amp;gt;&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Normal&amp;quot;&amp;gt;Normal&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;No Effects&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Unfriendly&amp;quot;&amp;gt;Unfriendly&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;A Dragon sent to an unfriendly Kingdom will only have 50% health points.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;i&amp;gt;Mystics:&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Expose Thieves&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Fireball&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Lightning Strike&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Chastity&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Fool&#039;s Gold&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Nightmares&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Mystic Vortex&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Tornadoes&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Land Lust&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Abolish Ritual&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Magic Ward&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Sloth&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;i&amp;gt;Thievery:&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Night Strike&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Assassinate Wizards&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Greater Arson&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Sabotage Wizards&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Hostile&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; Some Honor gains from Ops and Spells&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; A Dragon sent to a Hostile Kingdom will only have 75% health points.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Mana costs of Offensive Spells decreases to 2% &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Stealth costs of Offensive Operations decreases to 2%&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Access to Meteor Showers&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;War&amp;quot;&amp;gt;War&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; Greatly increased Honor gains from Ops and Spells&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; A Dragon&amp;lt; sent in War has full health&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Dragon Networth Range is removed when targeting a Kingdom you are at War with&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Greatly reduced Multi-Attack Protection&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 80% Protection from hits and spell/op effects from Kingdoms outside the War (phasing in over 24h)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Decreased Attack Time (phasing in) by 15% after 12 Ticks&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;i&amp;gt;Mystics:&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Amnesia&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;War Spoils&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;i&amp;gt;Thievery:&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Propaganda&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Changelog==&lt;br /&gt;
[[Age 52]]&lt;br /&gt;
*Meter changes&lt;br /&gt;
**Assumptions: We count trads as 2 points, all other hits as 1. The reduction factor is built into all attacks.&lt;br /&gt;
**Meter Cap 200 points:&lt;br /&gt;
***Throttling: Occurs after 100 points and slides linearly to 200 points having - 50% gains.&lt;br /&gt;
[[Age 59]]&lt;br /&gt;
*Hostile meter: Reduced to from 200 points to 150&lt;br /&gt;
[[Age 73]]&lt;br /&gt;
*Gains Throttling will be significantly more effective - Once the meter variance between Kingdoms is 50 points, each point over 50 will reduce gains by 1% up to a maximum of 75% at a variance of 125 meter points. Max meter will remain at 150&lt;br /&gt;
[[Age 74]]&lt;br /&gt;
*Meter Throttling - Adjusted to reduce operation damage against Kingdoms that have gains throttled on you. Also there will be a reduction to throttling that occurs within declare range&lt;br /&gt;
[[Age 79]]&lt;br /&gt;
*KD vs KD Throttle&lt;br /&gt;
**The throttle that was put in place to deter continued attacks on the same Kingdom by reducing gains based on Meter variance will be removed&lt;br /&gt;
*Hostile Meter &amp;amp; War&lt;br /&gt;
**The Hostile Meter will now be affected by Thief and Sorcery Operations&lt;br /&gt;
**Thievery and Sorcery Operation Meter Values&lt;br /&gt;
[[File:Sorcery &amp;amp; Sabotage Meter Points A79.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
*Thief/Sorcery operations that increase the meter will be shown in a new area that Monarch and Stewards only have access to&lt;br /&gt;
*There is a new display on the War Room, Thievery and Sorcery page that provides information on Meter Movement and Status&lt;br /&gt;
*Bounces will affect the meter based on offense vs defense sent (i.e. a failed attack with greater than 75% offense sent would move the meter equivalent to 50% of a successful Traditional March)&lt;br /&gt;
[[Age 80]]&lt;br /&gt;
*Unfriendly will begin at 10 points&lt;br /&gt;
*Hostile will begin at 25 points&lt;br /&gt;
*Sending a Dragon will move the Hostile meter&lt;br /&gt;
*Traditional March, Massacre and Learn will add 3 points to the meter&lt;br /&gt;
*Ambush will add 1.5 meter points&lt;br /&gt;
*Failed attack meter movement will also be increased by ~25%&lt;br /&gt;
*The meter will decrease by 1/6 on the 1st of each Month&lt;br /&gt;
[[Age 81]]&lt;br /&gt;
*Sending a Dragon will move the Hostile meter by 18 points instantly&lt;br /&gt;
*The meter will decrease by 1/5 on the 1st of each Month, or 3 points whichever is higher&lt;br /&gt;
[[Age 98]]&lt;br /&gt;
*MAP generated by Learn Attack increased by ~15%.&lt;br /&gt;
*Failed attacks will generate Hostility Meter points more closely related to Offense / Defense ratio of a Traditional March. The minimum meter movement has been removed.&lt;br /&gt;
[[Age 100]]&lt;br /&gt;
*Maximum Hostility Meter reduced from 225 to 180 points.&lt;br /&gt;
*Hostility Meter based Relations throttling is being reintroduced. For every 1 point of hostility meter variance over 90 will result in:&lt;br /&gt;
**a reduction in Gains for the Kingdom with the higher Meter, this will scale linearly from 0 at a 90 point variance up to -75% gains at 180 point variance; &lt;br /&gt;
**and reduced Defensive Military Casualties for the Kingdom with the lower Meter, scaling in the same way from 90 point variance to 180 point variance with military casualties (on defense) reduced linearly from 0% to -50%&lt;br /&gt;
&lt;br /&gt;
[[Age 106]]&lt;br /&gt;
*Thievery and magic meter movements updated to reflect forum changes of &amp;quot;all values have tripled&amp;quot; on 6 May 2024.&lt;br /&gt;
[[Age 108]]&lt;br /&gt;
*Spells and Sabotage operations Meter Point values have been reduced slightly&lt;br /&gt;
&lt;br /&gt;
[[Age 109]]&lt;br /&gt;
*Failing a Raze Attack will generate 3 meter points&lt;br /&gt;
*Defender Casualties on Failed Attacks -35%&lt;br /&gt;
[[Age 112]]&lt;br /&gt;
*Hostile relations decay after 96h without war&lt;br /&gt;
[[Age 115]]&lt;br /&gt;
*Hostile meter will now decay after 48 hours of going hostile, decay rate will ramp with meter points&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Relations&amp;diff=1533</id>
		<title>Relations</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Relations&amp;diff=1533"/>
		<updated>2026-07-25T06:09:04Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Changelog */ added a115&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;
** &#039;&#039;&#039;Cannot FCF until 3 ticks of Hostile have occurred&#039;&#039;&#039; &amp;lt;sup&amp;gt; NEW* &amp;lt;/sup&amp;gt;&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 42]]&lt;br /&gt;
*War&lt;br /&gt;
**Removing NW based attack times in war (as in genesis)&lt;br /&gt;
**On war declaration, attack time reduction will jump to -10% immediately, then phase to -20% (previously 0% then -15%)&lt;br /&gt;
**War phasing will be reduced to 12 hours (from 24 hours, this does not apply to protection which is still 24h)&lt;br /&gt;
*War Recovery&lt;br /&gt;
**In CF, +200% increase in birth rates (from +50%)&lt;br /&gt;
**Extending post war CF to 48 hours, monarch can opt out of the CF at any point after 24 hours have passed (each monarch can decide on his own - both kingdoms don&#039;t have to stay)&lt;br /&gt;
[[Age 51]]&lt;br /&gt;
*The End Of War Ceasefire period is extended to 72 hours but can now be exited after 12 hours with no daily honor loss in war&lt;br /&gt;
[[Age 52]]&lt;br /&gt;
*End of War Ceasefire period can be extended up to 4 days&lt;br /&gt;
[[Age 54]]&lt;br /&gt;
*The war declaration range for kingdoms will be changed to 25% smaller or 33% larger&lt;br /&gt;
*War will end automatically if your opponents networth drops to 50% of yours. This will only occur after a minimum of 7 days of warring and is calculated on tick.&lt;br /&gt;
*A war ending will grant, for both kds:&lt;br /&gt;
**All land currently out with armies at war end returns home immediately.&lt;br /&gt;
**Instant population growth of 20% of your max pop if you are under 50% of your max pop&lt;br /&gt;
**+500% Birthrate&lt;br /&gt;
**30% reduction in training costs of all troops.&lt;br /&gt;
**Draft cost reduced 50%&lt;br /&gt;
*Winning a war will grant the following:&lt;br /&gt;
**+10% honor taken from the opponents honor pool&lt;br /&gt;
**100 books of science per acre based on your median province&lt;br /&gt;
**3 times your median provinces acres in spec credits&lt;br /&gt;
**Free building credits to the total of your current unbuilt acres&lt;br /&gt;
[[Age 55]]&lt;br /&gt;
*Attacks in war will not take extra acres from the exploration pool.&lt;br /&gt;
*The reduced gains protection afforded to smaller kingdom when attacked by larger kingdoms will be removed when the smaller kingdom reaches 50 points on the meter.&lt;br /&gt;
*Towards a similar end, when both kingdom reach max hostility the option to declare will appear regardless of the kingdoms networth.&lt;br /&gt;
*Winning a war will not grant any honor taken from your opponents honor pool. Monarchs will instead be able to set a kingdom reward for winning wars, this reward will be honor or land and will be a combination based on both kingdoms relevant resources.&lt;br /&gt;
[[Age 56]]&lt;br /&gt;
*Winning a war and selecting land as a reward will grant a minimum of 5k acres to the kingdom.&lt;br /&gt;
[[Age 57]]&lt;br /&gt;
*In War the minimum gains will be reduced by 50%&lt;br /&gt;
[[Age 64]]&lt;br /&gt;
*War wins&lt;br /&gt;
**Acre reward capped at 20k&lt;br /&gt;
**Selecting land as a bonus will also result in a smaller honor bonus and vice versa.&lt;br /&gt;
[[Age 67]]&lt;br /&gt;
*50 books per acre of science (based on median province size) granted to both kingdoms&lt;br /&gt;
*An additional 150 BPA added to the winner&lt;br /&gt;
*Wizard training doubled in end of war ceasefire&lt;br /&gt;
[[Age 68]]&lt;br /&gt;
*War win reward: Not granted if the kingdoms are out of range at war start.&lt;br /&gt;
*War declaration: Requires 2 different people from each kingdom to have attacked (in such a way that the meter is moved) before war can be declared.&lt;br /&gt;
*End of War ceasefire: Maximum time reduced to 72 hours. Double wizards removed.&lt;br /&gt;
*War: Timer will tick during war for stances and war will override any stance. You can change stances during war so as to exit war in your desired stance.&lt;br /&gt;
[[Age 71]]&lt;br /&gt;
*The War Win bonus choice of &#039;Land&#039; or &#039;Honor&#039; will be removed. All War Wins will yield a single bonus, which will be an increased amount of both Land and Honor. Similar to the minimum land bonus, a minimum honor bonus will also be added.&lt;br /&gt;
*Immediately upon entering End of War Cease-Fire any provinces affected by plague will have it removed instantly.&lt;br /&gt;
*Additionally, upon entering End of War Cease-Fire, the losing kingdom will receive 50% of their land as free building credits, while the winning kingdom will receive 150% of their land as free building credits. We would like to stimulate the ability for both kingdoms to recover from war such that both the losing kingdom has a better chance at coming out of war recovered and ready to fight again and more importantly, the winning kingdom has an opportunity to defend their land better upon exiting war.&lt;br /&gt;
[[Age 72]]&lt;br /&gt;
*WW Chart Chains - In order to incentivize conflict between top WW kingdoms, we have altered the formula to provide additional WW points (scaling from the current if the kingdom you war is outside of the top 50 for land, honor, NW, and warwins) to double the current points.&lt;br /&gt;
*WW Bonus - Additionally, we are adding a new set of WW bonuses. Kingdoms will receive recognition on their kingdompage based on the number of WW points they achieve. Each additional &#039;tier&#039; that they obtain will also increase their WW bonus -- land, honor, credits, etc -- by 10%. This is capped at a WW bonus that is 50% larger than the baseline bonus.&lt;br /&gt;
*Finally the WW bonus will scale with kingdom size under 20 provinces to reduce the potential for abuse with kingdoms that remain intentionally small in the number of provinces.&lt;br /&gt;
*The War Win bonus will also include a provision of additional land to every province&#039;s individual explore pool in both kingdoms, this is mainly aimed at helping provinces that are destroyed in war to have a chance to grow back to a functional size.&lt;br /&gt;
*WAR - Exploration during eowcf will have reduced cost penalties (from 500% to 250% of normal cost).&lt;br /&gt;
*Propose War - Kingdoms will have the diplomatic option to Propose War to enemies in range and start war instantly instead of via attacks&lt;br /&gt;
[[Age73]]&lt;br /&gt;
*Auto-CeaseFire (Surrender) - Once a meter variance of 100 points occurs between 2 Kingdoms, the Kingdom with lower meter points will have the option to Surrender to the aggressor Kingdom. This will create an in-game CeaseFire between both kingdoms that cannot be cancelled by either side for a minimum of 7 days. The surrendering Kingdom will be required to not have any attacks for at least 12 hours similar to the restriction on Withdraw during War. You must also be OUT of war declaration range in order to have this button available to you.&lt;br /&gt;
*War Gains Formula - The top-feed minimum gains is being reduced slightly to accommodate the LBG top-feed bonuses from Age 72 (note this is only for Top Feed gains, all other gains remain the same)&lt;br /&gt;
[[Age 74]]&lt;br /&gt;
*Ceasefires - There is a new feature with Cease-Fires that allows you to choose a date until which the Cease-Fire cannot be broken. The farthest date in the future that can be chosen is 3 Utopian Years.&lt;br /&gt;
*War Proposals - Limit of 3 proposals that can be oustanding at any given time&lt;br /&gt;
*EoWCF Duration - Increased to 96 hours from 72 hours.&lt;br /&gt;
*Immediately upon exit of End of War Cease-Fire all Credits will decay by 1/3 instantly&lt;br /&gt;
[[Age 75]]&lt;br /&gt;
*Relative Kingdom Networth - Currently this is a part of the gains formula and is based entirely on the overall size of your Kingdom vs the Opponent Kingdom. This will change to be based on the average province size of your Kingdom to be a more accurate representation of the Kingdom strength&lt;br /&gt;
*War Win Bonus - The minimum war win acres bonus will be reduced to 4000 acres (from 5000)&lt;br /&gt;
*War Range - War Ranges will be determined by either land or networth, for example you will be IN war range if either land or Networth is within range of your target&lt;br /&gt;
*Force Cease-Fire - There will be an option for an aggressor Kingdom in a conflict to force both parties into a binding 7 Utopian Month cease-fire period. We are still working on the best method by which to implement the functionality on this, but the currently designed way for it to work has several components to it:&lt;br /&gt;
**The aggressor Kingdom (the KD looking to Force Cease-Fire) will need to have 100 or more meter disparity on the 1st of each Utopian Month for 3 consecutive Months&lt;br /&gt;
**The &#039;Force Cease-Fire&#039; button for the aggressor Kingdom will be available beginning on the 12th of the 3rd Month&lt;br /&gt;
**The defending Kingdom will be able to stop the forced cease-fire in several ways: a) Reduce the meter disparity between Kingdoms to under 100; or b) make at least 5 successful attacks during the Month of which the aggressor is capable of forcing the cease-fire (example: if you are the defending Kingdom and don&#039;t want the aggressor to receive the button at all, you must make 5 successful attacks between the 1st and 12th otherwise the aggressor will have the force cease-fire button until 5 attacks are successfully completed)&lt;br /&gt;
**If the defending Kingdom prevents a button on the 3rd consecutive day of 100+ meter by making 5 attacks, the defending Kingdom will have the same task of prevention on the following day: either reduce the disparity to less than 100 or make 5 attacks on the 1st - 12th&lt;br /&gt;
**The only way to reset the 3 day counter is to reduce the meter disparity below 100, at that point the aggressor must satisfy the first requirement which is 3 consecutive days of 100 or more meter disparity&lt;br /&gt;
**There is no wait period for the aggressor to press the button, once it becomes available on the 12th it can be pressed at any time&lt;br /&gt;
[[Age 76]]&lt;br /&gt;
*During ANY Cease-Fire espionage operations will be allowed (including End of War Cease-Fire) on the Kingdom you are in Cease-Fire with&lt;br /&gt;
[[Age 77]]&lt;br /&gt;
*The 10% reduced attack time granted instantly on War Declare will be removed&lt;br /&gt;
*Attack speed reduction from war will slide in up to -25% over 12 ticks&lt;br /&gt;
[[Age 78]]&lt;br /&gt;
*Auto Cease-Fire - The mechanic that allows a smaller Kingdom to automatically enter into a 7 day cease-fire with a larger Kingdom that has a large meter disparity will be removed&lt;br /&gt;
*War&lt;br /&gt;
**The amount of unique provinces required to attack from each Kingdom will be increased from 2 to 3 in order to declare war&lt;br /&gt;
**MAP reduction from War will be reduced by ~25%, this means that gains on a province with max MAP will be lower than they currently are&lt;br /&gt;
*End of War Cease-Fire&lt;br /&gt;
**Population growth will be increase from +500% to +1000%&lt;br /&gt;
**There will be a minimum peasant growth per tick of 500&lt;br /&gt;
[[Age 79]]&lt;br /&gt;
*There will remain a requirement of at least 3 provinces within a Kingdom to perform operations on the opposing Kingdom for War to be declared&lt;br /&gt;
*An aggressor Kingdom can enter into a 72 hour unbreakable Cease-Fire with a defending Kingdom if the aggressor has not made military attacks for at least 24 ticks&lt;br /&gt;
*To remove confusion, the definition of aggressor Kingdom shall mean the Kingdom with higher hostility meter points&lt;br /&gt;
*A defending Kingdom may enter into a 72 hour unbreakable Cease-Fire with an aggressor Kingdom if:&lt;br /&gt;
**a) Defender has not made any military attacks for at least 3 ticks, AND;&lt;br /&gt;
**b) Defender relations toward Aggressor are not Hostile&lt;br /&gt;
**c) Aggressor is Hostile with Defender&lt;br /&gt;
**d) Aggressor has been Hostile with defender for at least 3 ticks.&lt;br /&gt;
*If both Kingdoms are Hostile, either Kingdom may declare War (normal Unfriendly v Hostile declares are available)&lt;br /&gt;
*War Win rewards will only be provided if Kingdoms are in range at declare (range moved to 80% - 125%)&lt;br /&gt;
*If Kingdoms enter war while out of range, Surrender will be available much sooner than traditionally (i.e. 16 hours after start of war, these wars will have adjusted EoWCF length based on the amount of hours of war i.e. for each tick of war there will be 2 ticks of EoWCF)&lt;br /&gt;
*End of War Cease-Fire&lt;br /&gt;
**Birth Rate will be increased by current effects only for the first 36 hours&lt;br /&gt;
**Troop/Thief cost reduction will be removed&lt;br /&gt;
**All credits (Specialist/Build) will be lost upon exit of End of War Cease-Fire&lt;br /&gt;
**A small amount of science will be awarded to the winner&lt;br /&gt;
[[Age 81]]&lt;br /&gt;
*War&lt;br /&gt;
**War Range is now, low end 85% up to ~117.64% (1 / .85)&lt;br /&gt;
**Auto Surrender will be possible after 5 days of war instead of 7 when opponent is 50% or less networth&lt;br /&gt;
**Learn attack effects while in war will be increased from 4% to 8%&lt;br /&gt;
**Out of range wars will yield war points based on relative size at the war start and scale accordingly, for example:&lt;br /&gt;
**Example: 84.9% range = 100% points&lt;br /&gt;
***80% range = 85% points&lt;br /&gt;
***75% range = 65% points&lt;br /&gt;
***65% range = 20% points&lt;br /&gt;
***&amp;lt; 65% range = 0 points&lt;br /&gt;
*Force Cease-Fire&lt;br /&gt;
**If you are in war range (85-117.64%) when activating a Forced Cease-Fire your Kingdom will lose up to 3% honor at 95%+ and scale linearly to 1.5% at the bottom of the range (85%)&lt;br /&gt;
**This honor will be lost by the Kingdom pressing Force CF, it will not be transferred to the opponent Kingdom&lt;br /&gt;
[[Age 82]]&lt;br /&gt;
*War&lt;br /&gt;
**War declare range is now: (X * .85) to (X / .85)&lt;br /&gt;
**War win acre minimum bonus will be reduced to 2500 acres (from 4000)&lt;br /&gt;
*Force Cease-Fire&lt;br /&gt;
**Only kingdoms under 85% size can force CF with an aggressor (same requirements for time and attacks remain)&lt;br /&gt;
**Aggressor kingdoms can force CF after 24 hours of no attacks in kingdom news&lt;br /&gt;
[[Age 83]]&lt;br /&gt;
*War&lt;br /&gt;
**War win acre maximum bonus will be introduced and set to 10000 acres&lt;br /&gt;
*Force Cease-Fire&lt;br /&gt;
**This mechanic will no longer cancel dragons that have been started&lt;br /&gt;
[[Age 84]]&lt;br /&gt;
*War&lt;br /&gt;
**War may be declared by EITHER Kingdom if both Kingdoms have at least 75 Hostile Meter points&lt;br /&gt;
**Hostile Meter Cap is increased from 150 to 225&lt;br /&gt;
**End of War build credits awarded will be based on Median province size&lt;br /&gt;
**Build credits awarded to the losing Kingdom will be increased from 50% to 100%&lt;br /&gt;
**War Win science books awarded will be reduced from 72 hours of books to 48 hours&lt;br /&gt;
**While under Median, you are able to explore up to 500 acres (total land area) in a single explore. For example, if you are 50 acres with 0 acres currently being explored then you may explore up to 450 acres all at once which will take you to a total of 500 acres after the explore is complete.&lt;br /&gt;
*Force Cease-Fire&lt;br /&gt;
**While at war, a Kingdom will now be capable of activating Force CF (Defender only)&lt;br /&gt;
**Force CF duration will increase from 3 days to 5 days&lt;br /&gt;
[[Age 85]]&lt;br /&gt;
*Gains going into or out of war are being reduced from -75% to -85%&lt;br /&gt;
*While in War income will be reduced by 10%&lt;br /&gt;
[[Age 86]]&lt;br /&gt;
*War&lt;br /&gt;
**Bad spells will be removed at the conclusion of war&lt;br /&gt;
**Mutual Peace will provide building credits to each Kingdom in the amount of the median acre size&lt;br /&gt;
**Surrender will provide building credits to the Losing Kingdom in the amount of 1.5x median acre size&lt;br /&gt;
**Surrender will provide building credits to the Winning Kingdom in the amount of 2.5x median acre size&lt;br /&gt;
**The increased book production received from Schools will not affect the books awarded from a War Win&lt;br /&gt;
**The effects from Fountain of Knowledge will affect the books awarded from a War Win&lt;br /&gt;
**Racial and Personality mods that affect book production will increase the books awarded from a War Win&lt;br /&gt;
[[Age 87]]&lt;br /&gt;
*Total Wars &amp;amp; Losses removed from KD page (only the number of Wars Won displayed)&lt;br /&gt;
*Propose War removed&lt;br /&gt;
*Mutual Peace free Building Credits rewarded increased to 150%, added Specialist Credits equal to 2x Median Province size&lt;br /&gt;
*War will provide +25% Draft Speed&lt;br /&gt;
*War Stance protections lowered from 85% to 80%&lt;br /&gt;
*War Stance Raze Gains to and from other Kingdoms reduced from 100% to 50%&lt;br /&gt;
*EoWCF Draft Cost discount removed&lt;br /&gt;
*War &amp;amp; EoWCF Income penalty removed&lt;br /&gt;
[[Age 88]]&lt;br /&gt;
*Force Ceasefire time window needed to Surrender increased from 3 to 6 ticks&lt;br /&gt;
*Force Ceasefire duration reduced to 48 ticks&lt;br /&gt;
*War provides -25% Build Time&lt;br /&gt;
*War Training Time bonus applies on declare (instead of after 24 ticks)&lt;br /&gt;
*War Military Losses reduction bonus removed&lt;br /&gt;
*Mutual Peace free Specialist Credits reward increased to 3 * Median&lt;br /&gt;
*Mutual Peace free Building Credits reward increased to 200%&lt;br /&gt;
*Withdrawal free Building Credits reward increased to 200%&lt;br /&gt;
*Victory free Building Credits reward reduced to 200%&lt;br /&gt;
*War Points formula altered - Land/Networth/Honor Kingdom ranking and Tier will have a significant impact on the points rewarded&lt;br /&gt;
[[Age 89]]&lt;br /&gt;
*Hostile Relations reached at 30 meter points&lt;br /&gt;
*War Points and War Tier values adjusted (similar to Genesis)&lt;br /&gt;
[[Age 90]]&lt;br /&gt;
*Dragon Meter Points increased to 30&lt;br /&gt;
*Force Ceasefire time window needed to Surrender reduced to 3 Ticks&lt;br /&gt;
*A Hostile Aggressor Kingdom (the Kingdom with the higher Meter value) will gain access to Declare War button when the Defending Kingdom (the Kingdom with the lower Meter value) reaches 90 Meter Points, up from 75&lt;br /&gt;
[[Age 91]]&lt;br /&gt;
*Riots removed upon entering End of War Ceasefire (EoWCF)&lt;br /&gt;
*All troops currently away on attacks against the War opponent return home immediately upon entering EoWCF (Generals are still unavailable for the Attack duration)&lt;br /&gt;
*EoWCF maximum duration reduced to 72 ticks&lt;br /&gt;
*Explore time up to Median reduced by 50% during EoWCF&lt;br /&gt;
[[Age 92]]&lt;br /&gt;
*End of War Cease Fire: increased from 72 hours to 96 hours&lt;br /&gt;
*End of War Cease Fire: +50% science production during end of war cease fire&lt;br /&gt;
*During WAR: Elite conversion rate on Traditional March attacks will be doubled&lt;br /&gt;
[[Age 93]]&lt;br /&gt;
*Unfriendly Relations threshold increased from 10 to 15 points &lt;br /&gt;
*War Win score formula modified&lt;br /&gt;
[[Age 94]]&lt;br /&gt;
*Force Ceasefire for Aggressors: Aggressors cannot use Force CeaseFire against a Kingdom that is in War&lt;br /&gt;
*Any Ceasefire will cancel Dragon project from both Kingdoms&lt;br /&gt;
*War - Forced Surrender: Now occurs when opponent is 60% Networth (instead of 50%)&lt;br /&gt;
*End of War Ceasefire: Science Book bonus production of +50% removed &lt;br /&gt;
*End of War Ceasefire: Upon entering End of War Ceasefire BE will be restored to 100% for any province with less than 100% BE&lt;br /&gt;
*War Win Points: Points will now only change on conclusion of a War&lt;br /&gt;
*War Win Points: Will be hidden until the end of Age&lt;br /&gt;
[[Age 96]]&lt;br /&gt;
*Force Ceasefire is now 4 Utopian Months&lt;br /&gt;
*Starting War Win points for all Kingdoms will be increased significantly&lt;br /&gt;
*War Win Points formula will be modified slightly to increase the amount of points awarded for war wins&lt;br /&gt;
*War Win Chart will be viewable throughout the age&lt;br /&gt;
*War Win Points will be shown on Kingdom Page&lt;br /&gt;
*Defensive FCF can now be used irrespective of war range&lt;br /&gt;
*When FCF is used while in war range while outside war the following two penalties occur:&lt;br /&gt;
**If Defensive FCF is used in war range, the defender will pay (to the Aggressor) up to 3% of the defender’s total kingdom honor based on relative kingdom networth, and the aggressor will receive war win points (the defender will not lose any War Win points)&lt;br /&gt;
**If Aggressive FCF is used in while the defender is in war range, the aggressor will receive war win points.&lt;br /&gt;
*FCF will award war win points based on a percentage of a war win by the aggressor against the defender. If the two kingdoms are equal in networth 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 NW 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. We would expect a kingdom waving smaller kingdoms for CF with identical war win points to need between 20 and 40 FCFs to equal a single war win against one of those kingdoms.&lt;br /&gt;
*War: Will no longer have draft speed bonus, training time reduction and build time reduction (This includes End of War Ceasefire)&lt;br /&gt;
**+25% Draft Speed is being removed&lt;br /&gt;
**-25% Build Time is being removed&lt;br /&gt;
**-25% Train Time is being removed&lt;br /&gt;
**12 Hour Phase In -25% Attack Time reduce to -15% Attack Time&lt;br /&gt;
[[Age 97]]&lt;br /&gt;
*Out of Range Wars will no longer transfer War Score&lt;br /&gt;
*Aggressive FCF will no longer transfer War Score&lt;br /&gt;
*Military Casualties will be proportionally reduced by the scaling Effectiveness penalty for hitting into/out of War&lt;br /&gt;
*Points needed for reaching War Tiers have been adjusted (each tier provides additional bonuses to the winning Kingdom of a War)&lt;br /&gt;
*War Score Tiers&lt;br /&gt;
**Tier 1: 120&lt;br /&gt;
**Tier 2: 140&lt;br /&gt;
**Tier 3: 165&lt;br /&gt;
**Tier 4: 190&lt;br /&gt;
**Tier 5: 220&lt;br /&gt;
[[Age 98]]&lt;br /&gt;
*The losing Kingdom of a War will now have 10% of total Honor transferred to the winning Kingdom. Each province from the losing Kingdom will lose x% of honor, each province in the Winning Kingdom will receive an equal amount of honor. War Win Score Tier bonuses will affect the honor received by the winning Kingdom but not the honor lost by the losing Kingdom. &lt;br /&gt;
*War Networth auto-win requirements changed to opponent Networth dropping to 66% and a minimum of 72 ticks passed.&lt;br /&gt;
[[Age 99]]&lt;br /&gt;
*The losing Kingdom of a War receives Science Books equal to 24 Ticks of production.&lt;br /&gt;
*The losing Kingdom of a War does not transfer (lose) Honor to the winner.&lt;br /&gt;
*Out of Range Wars will not award War Score&lt;br /&gt;
[[Age 100]]&lt;br /&gt;
*Defensive Force Ceasefire removed.&lt;br /&gt;
*Offensive FCF is available&lt;br /&gt;
**After 24 ticks with no combat attacks or dragon sent&lt;br /&gt;
**After 24 ticks of the date the hostility meter reached Hostile&lt;br /&gt;
**Only if you are not in war (including End of War CeaseFire)&lt;br /&gt;
**Only if the target is not in war (including End of War CeaseFire)&lt;br /&gt;
**The 24 tick waiting period will not begin until EoWCF concludes&lt;br /&gt;
*Wars may end automatically at 48 ticks, reduced from 72 ticks.&lt;br /&gt;
*War rewards will be changed as follows:&lt;br /&gt;
**Land awarded at the conclusion of war to the winning Kingdom is now equal to 10% of the losing Kingdom&#039;s total Acres after withdrawal which will include the acres returned from armies (10% will be subtracted from each province in the losing Kingdom, distributed evenly to the winner, this will not be modified by the War Tier Bonus).&lt;br /&gt;
**Honor awarded at the conclusion of war to the winning Kingdom is now equal to 5% of the losing Kingdom&#039;s total Honor at withdrawal (5% will be subtracted from each province in the losing Kingdom, distributed evenly to the winner, this will not modified by the War Tier Bonus)&lt;br /&gt;
**There will be an additional amount of honor generated and awarded to the winner. This has a minimum amount of 2,500 with no maximum (This will be modified by the War Tier Bonus)&lt;br /&gt;
**The winning Kingdom gains additional Explore Pool, Building and Specialist Credits and Science Books modified by War Tier Bonus&lt;br /&gt;
War Tier Bonus is now equal to number of Wars won * 5%; maximum 50%. For example, a Kingdom with 5 War Wins is on Tier 5 =&amp;gt; 5 Wins * 5% each win = +25% bonus&lt;br /&gt;
[[Age 101]]&lt;br /&gt;
*Meter Throttle mechanic removed.&lt;br /&gt;
*Defensive Force-Ceasefire reintroduced. Only available out of War Range with no penalties, available after 3 Ticks of no Attacks, 96 Ticks duration.&lt;br /&gt;
*War Win Land transfer reduced from 10% to 5%. Bonus Land will now be awarded to the winner, equal to 5% of the winner’s size (before transfer).&lt;br /&gt;
*Base Honor generated on War Win increased by 50%.&lt;br /&gt;
*War Wins will now award additional Honor (10% bonus to the generated amount per Tier difference) to Kingdoms that win against opponents with a Tier equal or greater than their own (before transfer).&lt;br /&gt;
[[Age 103]]&lt;br /&gt;
*War Win Land reward will be a minimum of 2500 Acres.&lt;br /&gt;
*War Win will now also reward an additional Scientist.&lt;br /&gt;
*Mutual Peace and Withdrawal now also award Specialist Credits equal to 3 times median Province size (as Victory).&lt;br /&gt;
*Mutual Peace now also awards Science Books equal to 24 ticks of production (as Withdrawal).&lt;br /&gt;
*Mutual Peace now also awards bonus Pool (as Victory/Withdrawal).&lt;br /&gt;
*Maximum Gains GBP/MAP in War reduced from 30% to 20%.&lt;br /&gt;
*Maximum GBP/MAP generated on failed Attacks reduced. Amount of GBP/MAP generated at low relative Off/Def ratios adjusted to prevent situations where the casualties efficiency would be higher than intended.&lt;br /&gt;
[[Age 104]]&lt;br /&gt;
*Minimum EoWCF duration increased to 24 Ticks, 1000% Birthrate bonus reduced from 36 Ticks to 24 Ticks.&lt;br /&gt;
[[Age 106]]&lt;br /&gt;
*Provinces created/reset during WAR will be unable to donate to dragon or aid to those within their kingdom for 24 hours after they leave protection&lt;br /&gt;
*War Win bonus will incur a 5% stacking penalty for each province below 2&lt;br /&gt;
*To declare war, the kingdom you are declaring war against must have had hostile actions from at least 3 unique provinces. (hits only)&lt;br /&gt;
*Changes to War Completion&lt;br /&gt;
**Acre redistribution: Upon completion of war, acres awarded will prioritize the smallest Provinces first.&lt;br /&gt;
**On Conclusion of War - both kingdoms will receive&lt;br /&gt;
***3 times the kingdom’s median province’s acres in Specialist Credits&lt;br /&gt;
***Free Building Credits to the total of 200% of the median province’s total land at the end of the war&lt;br /&gt;
***Science Books bonus equal to 24 ticks of production for each Province&lt;br /&gt;
***Each Province will have 5% of their land lost and moved to their explore pool (minimum of 100 acres added to pool, regardless of how many are lost)&lt;br /&gt;
***An equal number of acres to those lost will be redistributed to Provinces across the kingdom**&lt;br /&gt;
***Recognition on Kingdom Page based on the number of Wars achieved&lt;br /&gt;
*Mutual Peace &lt;br /&gt;
**No additional Bonus&#039;s or penalties&lt;br /&gt;
*On war Loss the surrendering kingdom will lose &lt;br /&gt;
**5% of the Kingdom&#039;s Land (each province loses 5%)&lt;br /&gt;
**5% of the Kingdom&#039;s Honor (each province loses 5%)&lt;br /&gt;
*On war Win the winning kingdom will receive an additional war win bonus&lt;br /&gt;
**The following bonuses are modified based on War Win Tier and the Kingdom Province count penalty as outlined above.&lt;br /&gt;
***Each win increases these numbers by 5% to to a max of 50%&lt;br /&gt;
***Science Books bonus equal to 12 ticks of production for each Province&lt;br /&gt;
***+0.50 to “Current scientist generation”&lt;br /&gt;
***Honor equal to 5% of the losing Kingdom&#039;s total Honor at the end of the War (distributed evenly), plus 200 Honor per province&lt;br /&gt;
***Land equal to to 10% of the losing Kingdom&#039;s total land at the end of the War redistributed prioritizing smallest province**&lt;br /&gt;
***Additional Free Building credits equal to province land&lt;br /&gt;
[[Age 107]]&lt;br /&gt;
*End of War Ceasefire War win Bonus - Additional Building Credits upon War win has been removed. &lt;br /&gt;
*You will still receive Free Building Credits to the total of 200% of the median province’s total land at the end of the War.&lt;br /&gt;
[[Age 108]]&lt;br /&gt;
*Either Kingdom may now declare War if both Kingdom&#039;s Meter Points are 60 or higher&lt;br /&gt;
*Changes to how the acre shuffle works on War completion (War Win)&lt;br /&gt;
**Removed the Kingdom shuffle/redistribution at War end&lt;br /&gt;
**Winning Kingdom gets 10% of the losing Kingdom&#039;s land, distributed to lowest provinces (as current)&lt;br /&gt;
**An extra amount equal to 5% losing Kingdom&#039;s land is distributed to the provinces in the Winning Kingdom (distributed equally)&lt;br /&gt;
**Losing Kingdom only loses 5% (as current)&lt;br /&gt;
*Provinces who join during War do not receive War bonuses upon completion and are in Protection for the duration of the War&lt;br /&gt;
[[Age 111]]&lt;br /&gt;
*The Hostile Meter will no longer decay on the 1st of each Month. It will only be reset by:&lt;br /&gt;
**Ceasefire&lt;br /&gt;
**Both Kingdoms have their Hostility towards each other reset to 0&lt;br /&gt;
**Entering war&lt;br /&gt;
*When entering war, all Hostility towards your Kingdom will be reset to 0&lt;br /&gt;
*All Hostility your Kingdom has towards other Kingdoms will remain &lt;br /&gt;
**(e.g. if you are Hostile towards Kingdom A then enter war with Kingdom B, &lt;br /&gt;
*when you leave war you will still be Hostile towards Kingdom A, however, they will have 0 meter towards you)&lt;br /&gt;
*Aggressor Force CeaseFire is removed completely&lt;br /&gt;
*War Reward Scaling&lt;br /&gt;
*To encourage fully filled kingdoms — and reduce the incentive to stay small — war rewards now scale based on kingdom size at the time of war declaration. &lt;br /&gt;
*This scaling applies to land, honor, science books, and scientist generation only. &lt;br /&gt;
*It does not include build credits or specialist credits.&lt;br /&gt;
**War Victory Rewards Notes:&lt;br /&gt;
**Count is locked at the start of war — changes in province count after declaration do not affect rewards.&lt;br /&gt;
**War Points for a win have been increased from 2.00 to 2.25 for kingdoms with 25 provinces.&lt;br /&gt;
**Rewards include:&lt;br /&gt;
***Land&lt;br /&gt;
***Honour&lt;br /&gt;
***Science book generation&lt;br /&gt;
***50% of a scientist&lt;br /&gt;
***Explore pool&lt;br /&gt;
***Build credits&lt;br /&gt;
***Specialist credits &lt;br /&gt;
*Only land, honour, science books, and scientist generation are scaled. All others remain at full value regardless of Kingdom Size&lt;br /&gt;
*Example:&lt;br /&gt;
**If a kingdom with 24 provinces wins a war: &lt;br /&gt;
***Land = X * 0.8&lt;br /&gt;
***Honor = X * 0.8&lt;br /&gt;
***Science Books = 36 * 0.8 = 28.8 ticks&lt;br /&gt;
***Scientist Generation = 50% * 0.8 = 40%&lt;br /&gt;
***Build credits, specialist credits, and explore pool = 100% &lt;br /&gt;
**The same scaling applies all the way down to 40% for kingdoms under 20 provinces. &lt;br /&gt;
&lt;br /&gt;
[[File:War Reward Scaling.png]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Age 112]]&lt;br /&gt;
*Relations Overhaul – Unfriendly &amp;amp; Hostile Bonuses&lt;br /&gt;
*Note: These effects are granted only towards the Kingdom you have relations with, or have relations from.&lt;br /&gt;
**Effects when your Kingdom has relations towards another:&lt;br /&gt;
***Unfriendly: +4% Gains, –5% Military Casualties, +5% WPA/TPA, –2.5% Attack Time, +2% OME.&lt;br /&gt;
***Hostile: +10% Gains, –12% Military Casualties, +15% WPA/TPA, –6% Attack Time, +5% OME. &lt;br /&gt;
****Access to Unfriendly T/M ops against Target Kingdom Only&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
**When another Kingdom has relations towards you:&lt;br /&gt;
***When Unfriendly: +1.5% Gains, –2.5% Military Casualties, +2.5% WPA/TPA, –1% Attack Time, +1% OME. &lt;br /&gt;
****Access to Unfriendly T/M ops&lt;br /&gt;
***When Hostile: +3% Gains, –4% Military Casualties, +5% WPA/TPA, –2% Attack Time, +2% OME. &lt;br /&gt;
****Access to Hostile T/M ops&lt;br /&gt;
[[Age 113]]&lt;br /&gt;
*War Declarations: When attempting to declare war against a Kingdom that is less networth than your Kingdom, the target Kingdom must be considered in-range for both land and net worth to be a war candidate&lt;br /&gt;
*War Bounty: When defeating a Kingdom that was &amp;gt; 10% larger in Networth at war declaration, the victor gains +30% additional Honor and +10% Science Books&lt;br /&gt;
&lt;br /&gt;
[[Age 115]]&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;
*Hostile meter will now decay after 48 hours of going hostile, decay rate will ramp with meter points &lt;br /&gt;
&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=War_Doctrine&amp;diff=1532</id>
		<title>War Doctrine</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=War_Doctrine&amp;diff=1532"/>
		<updated>2026-07-25T06:07:14Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Changelog */ added a115&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Age 114]]&lt;br /&gt;
*Introduction of War Doctrines&lt;br /&gt;
*Each race contributes a War Doctrine that applies kingdom-wide during war.&lt;br /&gt;
*The strength of each War Doctrine scales with the number of provinces of that race, up to a defined cap.&lt;br /&gt;
*Global Parameters (Applies to All Races)&lt;br /&gt;
**Base Value: 1.5%&lt;br /&gt;
**Increment: +1% per province of that race&lt;br /&gt;
**Maximum Cap:7.5%&lt;br /&gt;
*Design Guardrails&lt;br /&gt;
**No Battle Doctrine may exceed 7.5% total effect&lt;br /&gt;
**Caps are designed to be reached at 7 provinces, not earlier&lt;br /&gt;
**Additional provinces beyond the cap do not increase doctrine strength&lt;br /&gt;
[[Age 115]]&lt;br /&gt;
*War Doctrine Updates&lt;br /&gt;
*Each Race provides a unique War Doctrine bonus when your kingdom is at war. The strength of the bonus depends on how many provinces of that race are in your kingdom.&lt;br /&gt;
**1st Province: +2.0%&lt;br /&gt;
**Each additional Province: +1.5%&lt;br /&gt;
**Maximum: 12.5%&lt;br /&gt;
*This means the first province of a race provides a stronger initial doctrine bonus, with each additional province contributing a smaller amount. This rewards early commitment to a race while still allowing deeper specialization, up to a maximum total bonus of 12.5%.&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Mystics&amp;diff=1531</id>
		<title>Mystics</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Mystics&amp;diff=1531"/>
		<updated>2026-07-25T06:06:14Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Changelog */ added a114&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 43]]&lt;br /&gt;
*Magic&lt;br /&gt;
**Meteor Shower spell available to all players&lt;br /&gt;
**Paradised Land now comes from the Explore Pool&lt;br /&gt;
[[Age 44]]&lt;br /&gt;
*Magic (clarification)&lt;br /&gt;
**If Explore Pool has 0 acres, you will only receive 50% acres from Paradise&lt;br /&gt;
[[Age 48]]&lt;br /&gt;
*Paradise:&lt;br /&gt;
**Base number of acres is randomised between 2 &amp;amp; 8. Quantity of acres no longer affected by Guilds.Mystics Spell Potency bonus does NOT apply.&lt;br /&gt;
[[Age 49]]&lt;br /&gt;
*NEW SPELLS&lt;br /&gt;
**Bloodlust&lt;br /&gt;
***Type: Self spell&lt;br /&gt;
***Cost: 2000 runes&lt;br /&gt;
***Difficulty: Similar to shadowlight and animate dead.&lt;br /&gt;
***Effect: A province under Bloodlust will inflict 15% more kills and suffer 5% more kills on their next attack.&lt;br /&gt;
**Mage&#039;s Fury.&lt;br /&gt;
***Type: Duration self-spell.&lt;br /&gt;
***Cost: 1400 runes.&lt;br /&gt;
***Difficulty: Similar to Fanaticism.&lt;br /&gt;
***Duration: Max 12 days.&lt;br /&gt;
***Effect: This spell increases the province&#039;s WPA by 10% for offensive purposes while decreasing it by 10% for defensive purposes. No effect on self-spells.&lt;br /&gt;
[[Age 50]]&lt;br /&gt;
*Fog will not affect an ambush&lt;br /&gt;
[[Age 51]]&lt;br /&gt;
*Chastity will cost twice the runes it does currently&lt;br /&gt;
[[Age 52]]&lt;br /&gt;
*Fog is removed from the game.&lt;br /&gt;
[[Age 53]]&lt;br /&gt;
*Mages Fury has been changed to now modify magic offensive and defensive efficiency by 20%, up from 10%.&lt;br /&gt;
[[Age 56]]&lt;br /&gt;
*Paradise will remove acres from the explore pool, which will now grow 5 times faster (i.e 100 acres an hour) and also decay .5% an hour. This decay will not occur during war or end of war ceasefire.&lt;br /&gt;
*The Anonymity spell has been modified. This spell will result in minus attack gains rather than additional attack time. Apart from this the spell works as before.&lt;br /&gt;
[[Age 64]]&lt;br /&gt;
*Mystic Vortex: Rune cost and difficulty reduced.&lt;br /&gt;
*Builders Boon: Time reduction buffed from 90% to 75%&lt;br /&gt;
*Greater Protection: Now stacks with Minor Protection&lt;br /&gt;
[[Age 68]]&lt;br /&gt;
*Anonymity: This spell will case the target to lose honor, but the attacker will not gain it.&lt;br /&gt;
*Tree of Gold: Reduced amount gained from this spell by 33.333333%, recurring of course.&lt;br /&gt;
*Vermin: Removed.&lt;br /&gt;
*Gluttony: New - Increases food required by 25%.&lt;br /&gt;
[[Age 69]]&lt;br /&gt;
*The Amnesia spell has also been updated to make your opponent’s scientists lose a number of game days worth of experience. For some this will delay them reaching the next level, while it will effectively demote some others to the previous level.&lt;br /&gt;
*Fountain of Knowledge previously increased book production for a while. This spell is now gone, and is replaced by the Revelate spell. The revelate spell increases the probability of a new scientist emerging on each affected game day by 30% while it is cast.&lt;br /&gt;
*New spell: Blizzard&lt;br /&gt;
**Reduces the building effectiveness of a province by 10%, does not stack, medium cost and difficulty, short duration.&lt;br /&gt;
[[Age 70]]&lt;br /&gt;
*Blizzard duration increased&lt;br /&gt;
[[Age 71]]&lt;br /&gt;
*Revelation will increase scientist spawn rate by 30%, down from 100%&lt;br /&gt;
*Revelation duration will be lowered&lt;br /&gt;
*Blood Lust will provide +10% Offensive Military Efficiency &amp;amp; +15% Higher Military Losses for the caster &amp;amp; +10% Military Losses for the enemy&lt;br /&gt;
*Anonymity will no longer destroy honor during war&lt;br /&gt;
[[Age 72]]&lt;br /&gt;
*Paradise - will still consume explore pool, will be available only to Mystic or Rogue personality (Not Faery)&lt;br /&gt;
*Inspire Army is no longer a baseline spell, it is being replaced by a Paladin Only spell called Paladin&#039;s Inspiration and has ~25% increased effects (low difficulty;moderate/high duration)&lt;br /&gt;
*New Spells:&lt;br /&gt;
**Scientific Insights (Paladin Only) - This spell will increase the science effectiveness of target province by +10% (moderate difficulty/short duration)&lt;br /&gt;
**Illuminate Shadows (Paladin Only) - Provide target with -20% damage from thievery operations (moderate/high difficulty;moderate duration)&lt;br /&gt;
**Wrathful Smite (Paladin Only) - Attacks against province while this spell is active will result in higher casualties for the attacker (moderate difficulty;low/moderate duration)&lt;br /&gt;
**Divine Shield (Paladin Only) - Increase magic defense of target (will stack with Magic Shield;low/moderate difficulty;moderate duration)&lt;br /&gt;
*Sorcery&lt;br /&gt;
**Magic Ward (Unf Only) (Paladin Only) - Increase target&#039;s spell cost in runes by 25% for duration (moderate difficulty)&lt;br /&gt;
**Barrier of Integrity (Unf Only) (Paladin Only) - Stops all drafting that would normally take place in target province (moderate/high difficulty;very short duration)&lt;br /&gt;
[[Age 73]]&lt;br /&gt;
*Mana Costs - Flat cost - 3% self spell, 3% offensive spell (2% with relations) &amp;amp; 2% flat rate for all Paladin self spells on others &amp;amp; Ritual Spell casts will also be a flat cost of 2%&lt;br /&gt;
*Paladin Spells - Increase all Paladin only spell durations&lt;br /&gt;
*Paladin Self Spells - The formula used to calculate success rate will be adjusted to make casting self spells on your allies easier. A WPA vs WPA calculation will still be made which will require Paladins to have WPA but the new formula will make it so that all Kingdom members have an opportunity to receive the self spell bonuses from their Paladins. In other words, a significant increase in the success rate of Paladin spells, although you still need WPA it won&#039;t be as significant a part of the formula as previously.&lt;br /&gt;
*There will be a new spell used specifically for Ritual destruction. The spell will be in the upper tier of difficulty and will reduce strength of the Ritual by a flat rate of 2%. A Ritual destruction spell can only be cast on a single province a maximum of 10 times such that in order to destroy a Ritual from 100% to 0% you would need to cast the spell 10x on 5 different provinces. Once a Ritual reaches 0% strength it will be removed, unless it has not reached it&#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;
*Elite Longevity - Elite losses via NightStrike will be closer to losses of Specialists seen now. Elites that go into retraining from Nightmare will also increase closer to that of specialists. Propaganda has also seen an increase to elite damage closer to that of Specialists. Military Casualties will be unchanged&lt;br /&gt;
[[Age 74]]&lt;br /&gt;
*Inspire Army/Paladin&#039;s Inspiration - Both of these spells are capable of being cast on a Province, however, while PI is cast it&#039;s effects will prevail until it wears off. Therefore, the bonuses from each of these spells will not stack, only 1 will be applied if both are present.&lt;br /&gt;
*Some Paladin Only spell durations tweaked slightly higher&lt;br /&gt;
*Nature&#039;s Blessing - The chance to cure plague will be increased to 1/3 up from 1/5&lt;br /&gt;
[[Age 75]]&lt;br /&gt;
*Some Paladin Only spell durations adjusted slightly higher&lt;br /&gt;
*All Instant Sorcery Spells will have damage reduced by 5%&lt;br /&gt;
*A slight reduction in damage will be made on the effectiveness of operations performed the farther out of range a province is (this will be affected in both directions, small vs large and large vs small)&lt;br /&gt;
[[Age 76]]&lt;br /&gt;
*Support spells will no longer have the possibility of exploding wizards&lt;br /&gt;
[[Age 77]]&lt;br /&gt;
*Expose Thieves will only become available with Unfriendly relations&lt;br /&gt;
*Support Spells - Success formula will be tweaked slightly to be more difficult in extreme range scenarios&lt;br /&gt;
[[Age 78]]&lt;br /&gt;
*Amnesia&lt;br /&gt;
**Will be WAR only&lt;br /&gt;
**Will reduce the effectiveness of target science, base reduction per cast is currently planned ~.5-.9% further affected by RNG and other factors, reduced science effectiveness will be removed upon entering End of War Cease-Fire&lt;br /&gt;
[[Age 79]]&lt;br /&gt;
*Amnesia - The minimum effectiveness reduction from this spell will be increased&lt;br /&gt;
[[Age 80]]&lt;br /&gt;
* Bloodlust effects are now:&lt;br /&gt;
**+20% Offensive Military Efficiency&lt;br /&gt;
**+15% Enemy Military Casualties&lt;br /&gt;
**+30% Own Military Casualties&lt;br /&gt;
[[Age 81]]&lt;br /&gt;
*Ghost Workers will reduce the amount of jobs needed to be filled for maximum Building Efficiency by 15%&lt;br /&gt;
*There is a new category referred to as Support&lt;br /&gt;
**Support Spells are the only spells that can be cast on Kingdom Mates (if your race/personality has the ability)&lt;br /&gt;
**Having the ability to cast Support Spells on Kingdom Mates does NOT grant access to ALL of these spells&lt;br /&gt;
**Support Spells are:&lt;br /&gt;
***Minor Protection, Greater Protection, Fertile Lands, Magic Shield, Mystic Aura, Nature&#039;s Blessing, Love and Peace, Builder&#039;s Boon, Inspire Army, Patriotism, Scientific Insight, Illuminate Shadows, Wrathful Smite, Invisibility, Aggression, Animate Dead&lt;br /&gt;
[[Age 82]]&lt;br /&gt;
*Fountain of Knowledge - Increase Book Production by 10% for duration (slightly longer duration than Revelation)&lt;br /&gt;
*Vermin - Food decays at a rate of 6%, up from a base of 1%&lt;br /&gt;
*Scientific Insight - Effect reduced to 5% increase in science book effectiveness&lt;br /&gt;
*Bloodlust - Offensive Military Efficiency reduced to 10%, Enemy Military Casualties reduced to 10%, Self Military Casualties reduced to 20% while active&lt;br /&gt;
*Paradise will be available for all races&lt;br /&gt;
[[Age 83]]&lt;br /&gt;
*Love and Peace - Increase War Horses production by 40% (in addition to existing spell effects)&lt;br /&gt;
*Ghost Workers - Duration will be increased slightly&lt;br /&gt;
*Bloodlust - Effects will be +10% offense, +10% kills to enemy during combat, +15% own losses during combat&lt;br /&gt;
*Invisibility and Fanaticism are now Support Spells&lt;br /&gt;
[[Age 84]]&lt;br /&gt;
*Offensive Spells will have reduced honor gains by 20%&lt;br /&gt;
*Aggression - Soldier offense will increase by 2 and soldier defense will be reduced by 2&lt;br /&gt;
*Invisibility - Will now also reduce thieves lost during thievery operations by 20% while active&lt;br /&gt;
*Town Watch - While active your peasants will defend your lands at 1 point of defense for every 3 peasants&lt;br /&gt;
*Inspire Army will be on all Races&lt;br /&gt;
*Support Spell durations increased slightly&lt;br /&gt;
*Fanaticism and Invisibility are no longer Support Spells&lt;br /&gt;
[[Age 85]]&lt;br /&gt;
*Sacred Mist - 10% reduced gains on the next attack made against you (will be triggered on fails)&lt;br /&gt;
*Invisibility - TPA bonus increased to 20%&lt;br /&gt;
*Mage&#039;s Fury - WPA bonus and penalty increased to 30%&lt;br /&gt;
[[Age 86]]&lt;br /&gt;
*Bloodlust - Increased the amount of self military casualties while the spell is active from 15% to 20%&lt;br /&gt;
*Ghost Workers - Reduce the number of jobs required for max building efficiency by 20% (instead of 15%)&lt;br /&gt;
*Amnesia - Significantly more powerful, unique to Sage (On 11 successful casts you could expect the science effectiveness of the target be reduced to somewhere between ~84% - 72%)&lt;br /&gt;
*Sacred Mist - Changed to a duration spell with short duration&lt;br /&gt;
*Paladins Inspiration - Renamed to Heros Inspiration&lt;br /&gt;
*Stealth and Mana can now be used down to 5%, instead of 10%&lt;br /&gt;
[[Age 87]]&lt;br /&gt;
*Barrier of Integrity - renamed to Sloth, effect changed to -50%, duration changed to 6 ticks average&lt;br /&gt;
*Divine Shield - reduces Instant Spell Damage taken by 20%, Support Spell&lt;br /&gt;
*Expose Thieves - available to everyone&lt;br /&gt;
*Magic Ward - effect increased to +50%&lt;br /&gt;
*Paradise - allowed during EoWCF&lt;br /&gt;
*Sacred Mist - name shortened to Mist&lt;br /&gt;
*Scientific Insights - effect increased to 10%, duration reduced to 3 ticks average&lt;br /&gt;
[[Age 88]]&lt;br /&gt;
*Crystal Ball - now available to everyone&lt;br /&gt;
*Mage&#039;s Fury - duration decreased&lt;br /&gt;
*Scientific Insights - duration significantly increased&lt;br /&gt;
[[Age 89]]&lt;br /&gt;
*Crystal Ball Rune cost reduced&lt;br /&gt;
*Mage&#039;s Fury bonus and penalty reduced to 25%&lt;br /&gt;
*Scientific Insights duration slightly increased&lt;br /&gt;
[[Age 90]]&lt;br /&gt;
*New Self Spell: Guile - increases Sabotage Operation and Instant Spell Damage by 15% for the spell&#039;s duration&lt;br /&gt;
*Aggression - bonus reduced to +1/-1&lt;br /&gt;
*Amnesia - available to everyone&lt;br /&gt;
*Expose Thieves - Damage rescaled from 7%-34% to 10%-20%&lt;br /&gt;
*Fanaticism - Defensive Military Effectiveness penalty increased to 5%&lt;br /&gt;
*Fountain of Knowledge - no longer increases Books reward from War Win&lt;br /&gt;
*Paradise - cannot be Cast during Protection&lt;br /&gt;
*Town Watch - rescaled from every 3 to every 5 Peasants will defend with 1 Defense point (in line with Military rescaling)&lt;br /&gt;
*Vermin - changed to Instant Spell, now destroys up to 40% of target&#039;s Food&lt;br /&gt;
[[Age 91]]&lt;br /&gt;
*Gluttony - availability changed to All&lt;br /&gt;
*Guile - effect increased to 20%&lt;br /&gt;
*Quick Feet - type changed to Duration Spell (extremely short), effect increased to 15%&lt;br /&gt;
*Vermin - effect increased to 50%&lt;br /&gt;
[[Age 92]]&lt;br /&gt;
*All races have access to the spell War Spoils&lt;br /&gt;
*Fireball damage has been increased by 10%&lt;br /&gt;
*Anonymity is available only to Avians&lt;br /&gt;
[[Age 93]]&lt;br /&gt;
*Rune Cost formula has been adjusted, resulting in lower costs at small acre size and slightly higher costs at bigger acre size&lt;br /&gt;
*Aggression - adjusted bonus/penalty to +2/-2&lt;br /&gt;
*Amnesia - difficulty and rune cost increased significantly; and successful Casts will display the target&#039;s current Science Effectiveness&lt;br /&gt;
*Anonymity - availability changed to All&lt;br /&gt;
*New spell: Mind Focus - increases Wizard Production by 50% (Cost and Difficulty as Patriotism)&lt;br /&gt;
[[Age 94]]&lt;br /&gt;
*Guile: Increases Instant Spell Damage and Sabotage Operation Damage by 15% for the duration. (down from 20%)&lt;br /&gt;
[[Age 96]]&lt;br /&gt;
*Significantly reduce the difficulty to gather Intel inside EOWCF to outside Kingdoms&lt;br /&gt;
*Crystal Ball reduced to 1 Mana cost&lt;br /&gt;
*Amnesia - Accessible by all Races&lt;br /&gt;
*Tree of Gold - Rune Cost increased by 100%&lt;br /&gt;
[[Age 97]]&lt;br /&gt;
*Returning Spell&lt;br /&gt;
**Miner&#039;s Mystique: Peasants provide a stable, supplemental source of Income from mining precious metals, generating an extra 0.3gc each (medium duration)&lt;br /&gt;
*New Spell&lt;br /&gt;
**Salvation: protects military in battle, reducing all Military Casualties by 10% (medium duration)&lt;br /&gt;
*Abolish Ritual - Rune Cost reduced&lt;br /&gt;
*Amnesia - availability changed to limited (Heretic)&lt;br /&gt;
*Bloodlust - Self and Enemy Military Casualties adjusted to +15%/+15%&lt;br /&gt;
*Chastity - effect changed to -50% Birth Rate&lt;br /&gt;
*Divine Shield - average duration reduced by ~15%&lt;br /&gt;
*Expose Thieves - effect has been changed to -1 Stealth Recovery per Tick (short duration); difficulty and cost increased &lt;br /&gt;
*Fanaticism - average duration reduced by ~25%&lt;br /&gt;
*Invisibility - TPA bonus reduced to +10%&lt;br /&gt;
*Meteor Showers - availability changed to War only&lt;br /&gt;
[[Age 98]]&lt;br /&gt;
*Chastity - duration increased by roughly 50%.&lt;br /&gt;
*Droughts - also increases Arson damage taken by 15%.&lt;br /&gt;
*Expose Thieves - duration increased by roughly 50%.&lt;br /&gt;
*Mind Focus - effect reduced to 25%.&lt;br /&gt;
*Shadowlight - will now also repel the next Sabotage Operation directed at you.&lt;br /&gt;
*Storms - also increases Tornado damage taken by 15%.&lt;br /&gt;
[[Age 99]]&lt;br /&gt;
*Meteor Showers - availability changed to Hostile/War.&lt;br /&gt;
*Mind Focus - bonus effect increased to 35% (up from 25%).&lt;br /&gt;
*Mystic Vortex - cost will be reduced when cast on Kingdom mates and a bot request will be available&lt;br /&gt;
[[Age 100]]&lt;br /&gt;
*Expose Thieves - Availability changed to War only. Effect changed to reduce stealth per tick by 5% of existing stealth, calculated before new stealth is provided by the tick. The stealth removed will be rounded to the nearest integer&lt;br /&gt;
*Magic Ward - Increase rune costs by 100%&lt;br /&gt;
*Sloth - will have an additional effect: increase Draft Cost by 100%&lt;br /&gt;
*War Spoils - availability changed to All races&lt;br /&gt;
[[Age 101]]&lt;br /&gt;
*Fanaticism is no longer a Support Spell.&lt;br /&gt;
*War Spoils removed&lt;br /&gt;
[[Age 102]]&lt;br /&gt;
*Mind Focus - effect reduced to +25%&lt;br /&gt;
[[Age 103]]&lt;br /&gt;
*Amnesia - availability changed to All.&lt;br /&gt;
*Expose Thieves - relations required changed to Unfriendly.&lt;br /&gt;
*Fanaticism - availability changed to All.&lt;br /&gt;
*Fool&#039;s Gold - difficulty and rune cost slightly increased.&lt;br /&gt;
*Gluttony - availability changed to All.&lt;br /&gt;
*Mist - average duration increased by ~50%.&lt;br /&gt;
*Pitfalls - effect reduced from +20% to +15%, difficulty and rune cost increased.&lt;br /&gt;
*Quick Feet - effect reduced from -15% to -10%.&lt;br /&gt;
*Revelation - average duration increased by ~25%.&lt;br /&gt;
*Salvation - effect increased from -10% to -15%.&lt;br /&gt;
*Tornadoes - damage increased by 20%.&lt;br /&gt;
*Wrathful Smite - renamed to Wrath, no longer a support spell&lt;br /&gt;
*Successful Support Spells will now also remove 2 Mana from the target of the Spell&lt;br /&gt;
[[Age 104]]&lt;br /&gt;
*Support Spellcasting mechanic removed&lt;br /&gt;
*Fireball - damage reduced from ~7% to ~6%.&lt;br /&gt;
*Guile - effect reduced from 15% to 10%.&lt;br /&gt;
*Land Lust - Rune Cost modifier increased from 3.5 to 4; reduced maximum gains from 1.35% to 1.25%.&lt;br /&gt;
*Meteor Showers - damage reduced by 25%, Rune Cost modifier increased from 2.8 to 3.5.&lt;br /&gt;
*War Spoils - available to all provinces during War&lt;br /&gt;
[[Age 105]]&lt;br /&gt;
*Aggression - now only increases Soldier Off value by 2.&lt;br /&gt;
*Crystal Eye - reintroduced, effect as Snatch News, difficulty and cost similar to Crystal Ball.&lt;br /&gt;
*Ghost Workers - effect increased from -20% to -25%.&lt;br /&gt;
*Currently retired (unavailable) spells: Animate Dead, Mind Focus, Mystic Aura, Revelation, Scientific Insights, Sloth&lt;br /&gt;
&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;
* 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 114]]&lt;br /&gt;
*Greed increased from 25% to 35% for both Wage and Draft Costs&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=Attacking_%26_Defending&amp;diff=1530</id>
		<title>Attacking &amp; Defending</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Attacking_%26_Defending&amp;diff=1530"/>
		<updated>2026-07-25T06:04:56Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Changelog */ added a114&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Military Efficiency==&lt;br /&gt;
===Base Military Efficiency===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Base Military Efficiency =&amp;lt;/b&amp;gt; ( 33 + 67 * ( Effective Wage Rate / 100 ) &amp;lt;sup&amp;gt;0.25&amp;lt;/sup&amp;gt; ) * [[Dragons#Ruby|Ruby Dragon]] * [[Multi-Attack Protection (MAP)|Multi-Attack Protection Bonus]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* Rounded to one decimal point, it should return the most accurate values. Effective Wage Rate lies between 20% (77.8% Efficiency) to 200% (112.7% Efficiency).&lt;br /&gt;
* While wages can be changed instantly, the effective wage rate used for base military efficiency changes slowly per tick. It takes approximately 96hrs to go from 20% wages to max at 200% wages.&lt;br /&gt;
* &#039;&#039;&#039;Effective Wage Rate Formula&#039;&#039;&#039; = (Final Wage Rate - Previous Wage Rate)* 0.05 - Previous Wage Rate&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;96 Hour Wage Rate Chart&#039;&#039;&#039;: [https://upload.wikimedia.org/wikipedia/commons/c/cb/ME_Chart.png ME Chart]&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;Change in Effective Wage Rate = &amp;lt;/b&amp;gt; 0.05 * (Wage Rate Paid - Effective Wage Rate)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* If wages were not fully paid in the previous tick, Wage Rate Paid will be set at minimum regardless of the amount of wages actually paid.&lt;br /&gt;
&lt;br /&gt;
===Offensive Military Efficiency===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;OME =&amp;lt;/b&amp;gt; (Base Military Efficiency + [[Growth|Training Grounds Bonus]] + [[Honor]] Bonus) * [[Science|Science Bonus]] * [[Races and Personalities|Race]] Bonus * [[Races and Personalities|Personality Bonus]] * [[Mystics#Fanaticism|Fanaticism]] * [[Mystics#Bloodlust|Bloodlust]] * [[Ritual|Ritual]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Defensive Military Efficiency===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;DME =&amp;lt;/b&amp;gt; (Base Military Efficiency + [[Growth|Forts Bonus]] + [[Honor]] Bonus) * [[Science|Science Bonus]] * [[Races and Personalities|Race]] Bonus * [[Races and Personalities|Personality Bonus]] * [[Mystics#Minor_Protection|Minor Protection]] * [[Mystics#Greater_Protection|Greater Protection]] * [[Mystics#Fanaticism|Fanaticism]] * [[The Plague|Plague]] * [[Ritual|Ritual]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Attacking==&lt;br /&gt;
===Raw Offense===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Raw Off =&amp;lt;/b&amp;gt; (Soldiers * (Soldier Off value + Aggression)) + (Offensive Specs * Off Spec Attack value) + (Elites * Elite Attack value) + (Horses * War Horse Attack value) + [(Mercs * Attack Value + Prisoners * Attack Value)]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Modified Offense===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Mod Off =&amp;lt;/b&amp;gt; Raw Offense * (OME + General Bonus)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Condition&lt;br /&gt;
!Modifier&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;OME&#039;&#039;&#039; || &#039;&#039;check your Military Advisor&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;General Bonus&#039;&#039;&#039; || +5% per additional general over 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Attack Times===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Attack Time =&amp;lt;/b&amp;gt; Base Attack Time * [[Races and Personalities|Race]] Bonus * [[Races and Personalities|Personality]] Bonus * [[Growth|Barracks]] Bonus * [[Mystics#Quick_Feet|Quick Feet]] * Attack Type * [[Relations|War]] * NW Mod * [[Ritual|Ritual Bonus]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Note: War Attack Speed phases in to -15%, after 12 hours of War have passed.&lt;br /&gt;
* There is a net worth value adjustment for attack times. This adjustment compares your net worth to the net worth of the province you are planning to attack. If these are close to each other the base attack times as given below are used. If the net worth differs, then the base attack time is multiplied, so your attack time is longer. This does not affect intra-KD attacks or in War.&lt;br /&gt;
&lt;br /&gt;
====Base Attack Time====&lt;br /&gt;
The base attack time is 14 hours. This is the value all calculations are based upon.&lt;br /&gt;
&lt;br /&gt;
====Minimum Offense to Win====&lt;br /&gt;
To guarantee a win, you must send Mod Offense that is at least 1 greater than the defender&#039;s Mod Defense.&lt;br /&gt;
&lt;br /&gt;
On Conquest attacks, the minimum Offense to win is 51% of the opponents Defense.&lt;br /&gt;
&lt;br /&gt;
==Attack Gains==&lt;br /&gt;
For Attacks that target and capture Resources (Traditional March, Conquest, Plunder, Learn), the Gains are calculated as follows:&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;B&amp;gt;Gains&amp;lt;/b&amp;gt; = Target Resource * Attack Type * [[Attacking_%26_Defending#Province_Networth_Factor|RPNW]] * [[Attacking_%26_Defending#Kingdom_Networth_Factor|RKNW]] * [[Multi-Attack_Protection_(MAP)|Multi-Attack Protection]] * Race Modifier * Personality Modifier * Castles Protection * Relations Modifier * Stance Modifier * Siege Science * Emerald Dragon * Attack Time Adjustment Factor * [[Ritual|Ritual Bonus]] * [[Mystics#Anonymity|Anonymity]] * [[Mystics#Anonymity|Mist]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* Resources are defined as: Land, Gold Coins, Food, Runes, Science Books&lt;br /&gt;
* Land attacks (except Ambush) also reward Military Credits (target&#039;s Defense Points *.008 * relative NW * Military Credits mod) and Building Credits (Acres captured * 0.4 * relative NW * Building Credits mod).&lt;br /&gt;
* Raze ignores all modifiers except Relations, [[Multi-Attack_Protection_(MAP)|Multi-Attack Protection]] and the Attack Time Adjustment Factor.&lt;br /&gt;
* Massacre ignores most Resource Gains modifiers, except RPNW, RKNW, Relations, [[Multi-Attack_Protection_(MAP)|Multi-Attack Protection]] and the Attack Time Adjustment Factor; Massacre is affected by Massacre Damage mod.&lt;br /&gt;
* Ambush ignores all modifiers except increased/decreased Ambush Battle Losses mod.&lt;br /&gt;
&lt;br /&gt;
===Province Networth Factor===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Relative Province Networth &amp;lt;/b&amp;gt;(rpnw) = Targets Networth / Self Networth&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Province Networth Factor =&amp;lt;/b&amp;gt; &#039;&#039;DEPEND&#039;&#039; ( rpnw ) :&amp;lt;br&amp;gt;&lt;br /&gt;
rpnw &amp;amp;lt; 0.567 = 0&amp;lt;br&amp;gt;&lt;br /&gt;
0.567 &amp;amp;lt; rpnw &amp;amp;lt; 0.9 = 3 * rpnw - 1.7&amp;lt;br&amp;gt;&lt;br /&gt;
0.9 &amp;amp;lt; rpnw &amp;amp;lt; 1.1 = 1&amp;lt;br&amp;gt;&lt;br /&gt;
1.1 &amp;amp;lt; rpnw &amp;amp;lt; 1.6 = -2 * rpnw + 3.2&amp;lt;br&amp;gt;&lt;br /&gt;
rpnw &amp;amp;gt; 1.6 = 0&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Kingdom Networth Factor===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Relative Kingdom Networth &amp;lt;/b&amp;gt;(rknw) = Target Kingdom Average Prov. Networth / Self Kingdom Average Prov. Networth&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Kingdom Networth Factor =&amp;lt;/b&amp;gt; &#039;&#039;DEPEND&#039;&#039; ( rknw ) :&amp;lt;br&amp;gt;&lt;br /&gt;
rknw &amp;amp;lt; 0.5 = 0.8&amp;lt;br&amp;gt;&lt;br /&gt;
0.5 &amp;amp;lt; rknw &amp;amp;lt; 0.9 = rknw / 2 + 0.55&amp;lt;br&amp;gt;&lt;br /&gt;
rknw &amp;amp;gt; 0.9 = 1&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: RKNW is based on the Average Province size of the Kingdom.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: RKNW factor protection slightly increased in [[Age 112]].&lt;br /&gt;
&lt;br /&gt;
===Attack Time Adjustment Factor===&lt;br /&gt;
Adding or subtracting hours modifies the Gains (based on your Attack Time), as follows:&lt;br /&gt;
&lt;br /&gt;
===Attack Type===&lt;br /&gt;
====Traditional March====&lt;br /&gt;
Base gains are 12% and are capped at 20% of your Acres or your opponent&#039;s Acres, whichever is smaller.&lt;br /&gt;
&lt;br /&gt;
====Ambush====&lt;br /&gt;
Will return 50% of the Acres lost in the attack. Unaffected by Gains modifiers. Inflicts 15% increased Military Casualties.&lt;br /&gt;
&lt;br /&gt;
====Plunder====&lt;br /&gt;
Base gains are 50% gold, 60% food and 60% runes. Max gains is 1.75x base (67.5% gold, 81% runes/food). Military Casualties on Plunder defense are reduced by 50%.&lt;br /&gt;
&lt;br /&gt;
====Learn====&lt;br /&gt;
Steals ~2.5% &amp;lt;sup&amp;gt;[[Age 111]]&amp;lt;/sup&amp;gt; of target&#039;s allocated Books. Out of War Learns will no longer capture unallocated books at a greater rate. &amp;lt;sup&amp;gt;[[Age 110]]&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
During War, Learn temporarily removes ~35% &amp;lt;sup&amp;gt;[[Age 109]]&amp;lt;/sup&amp;gt; of total allocated Science Books, these return over 48 Ticks.&amp;lt;br&amp;gt;&lt;br /&gt;
Military Casualties on Learn defense are reduced by 50%, except during war. &amp;lt;sup&amp;gt;[[Age 114]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Raze====&lt;br /&gt;
Destroys a portion (~5%) of the target&#039;s Land. In War, this attack only destroys ~30% Buildings.&lt;br /&gt;
&lt;br /&gt;
====Conquest====&lt;br /&gt;
Base gains are 6.8% land for a full hit, Gains are decreased in proportion to the relative Offense sent vs. target&#039;s Defense.&amp;lt;br&amp;gt;&lt;br /&gt;
Available only within 5% Net Worth range outside Hostile/War, unless attacker has access to Enhanced Conquest.&lt;br /&gt;
&lt;br /&gt;
====Massacre====&lt;br /&gt;
Base gains are 9.5% peasants, 7.5% Thieves and 5% Wizards. Efficiency increased roughly 2x during War. &amp;lt;sup&amp;gt;[[Age 114]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Defending==&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Raw Defense =&amp;lt;/b&amp;gt; (Defense Specs * Def Spec Points) + (Elites at Home * Elite&#039;s Defense) + (Soldiers * Sold Def Points * [[Mystics#Aggression|Aggression]]) + [[Mystics#Town_Watch|Townwatch]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Mod Defense =&amp;lt;/b&amp;gt; &#039;&#039;MAX&#039;&#039; ( Raw Defense * Defensive Military Efficiency , Land )&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Minimum Defense===&lt;br /&gt;
All land is protected by a minimum of 1 defense per Acre.&amp;lt;br&amp;gt;&lt;br /&gt;
Opponent needs one offense to break your defense&amp;lt;br&amp;gt;&lt;br /&gt;
This &#039;&#039;&#039;does not apply&#039;&#039;&#039; to Intra-Kingdom attacks.&lt;br /&gt;
&lt;br /&gt;
==Military Casualties==&lt;br /&gt;
Base Military Casualties are 6.5%-8.5% on Offense, 5%-6.5% on Defense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Changelog==&lt;br /&gt;
[[Age 42]]&lt;br /&gt;
*Attacks&lt;br /&gt;
**+25% gains on Learn Attacks (as in genesis)&lt;br /&gt;
[[Age 43]]&lt;br /&gt;
*Attacks&lt;br /&gt;
**Raze now destroys acres in war, too - razes after 200 acres do nothing in war&lt;br /&gt;
[[Age 44]]&lt;br /&gt;
*Attacks&lt;br /&gt;
**Raze destroys all acres in war&lt;br /&gt;
[[Age 54]]&lt;br /&gt;
*Failed attacks have a chance to move the meter 1 point proportional to the amount of offense sent. An attack that fails by sending 70% of the offense required to break has a 70% chance to move the meter 1 point.&lt;br /&gt;
*Plunder, Learn, Massacre and Raze are now worth 2 points on the meter&lt;br /&gt;
[[Age 55]]&lt;br /&gt;
*The reduced gains protection afforded to smaller kingdom when attacked by larger kingdoms will be removed when the smaller kingdom reaches 50 points on the meter.&lt;br /&gt;
*Intra kingdom hits will remove some honor from the attacked province.&lt;br /&gt;
*Attacks in war will not take extra acres from the exploration pool.&lt;br /&gt;
[[Age 57]]&lt;br /&gt;
*In War the minimum gains will be reduced by 50%&lt;br /&gt;
*Players will be able to choose to extend or reduce their attack times to allow greater schedule flexibility. Additional hours will result in greater gains while minus hours will result in less gains and less enemy kills. The modified gains etc will be derived from the modification in attack time and will also be displayed.&lt;br /&gt;
[[Age 61]]&lt;br /&gt;
*Massacre: Raze element in war removed. Damage in war increased.&lt;br /&gt;
*Raze: Damage in war to buildings significantly increased.&lt;br /&gt;
[[Age 62]]&lt;br /&gt;
*Learns&lt;br /&gt;
**Protection from subsequent hits will fire more aggressively when provinces are Learned&lt;br /&gt;
[[Age 63]]&lt;br /&gt;
*Specialist Credits: These will decay while out of war at a rate of 10% per RL day.&lt;br /&gt;
[[Age 69]]&lt;br /&gt;
*Learns attacks are now replaced with Abduct attacks, which capture a number of random Scientists from your opponent. These scientists are captured intact with their experience, allocated science and name&lt;br /&gt;
*Attack speed&lt;br /&gt;
**Reduction in war buffed from -20% to -25%.&lt;br /&gt;
[[Age 71]]&lt;br /&gt;
*The Raze attack&#039;s damage while in war has been increased&lt;br /&gt;
*The attack gains formula has been adjusted slightly to discourage bottom-feeding and reduce the penalties for top-feeding&lt;br /&gt;
*The in war attack gains formula has also been adjusted to increase minimum gains in both directions, with a larger increase for attacking larger targets&lt;br /&gt;
[[Age 72]]&lt;br /&gt;
*Gains - Replace Networth Based Gains (NWBG) with a hybrid Land Based Gains (LBG) system that incorporates NW.&lt;br /&gt;
[[Age 73]]&lt;br /&gt;
*Gains Throttling will be significantly more effective - Once the meter variance between Kingdoms is 50 points, each point over 50 will reduce gains by 1% up to a maximum of 75% at a variance of 125 meter points. Max meter will remain at 150&lt;br /&gt;
*War Gains Formula - The top-feed minimum gains is being reduced slightly to accommodate the LBG top-feed bonuses from Age 72 (note this is only for Top Feed gains, all other gains remain the same)&lt;br /&gt;
[[Age 74]]&lt;br /&gt;
*Abduct Military Casualties - Defensive military casualties on abducts has been reduced by 50%&lt;br /&gt;
*Multi-Attack Protection (MAP) - The rate at which this metric increases for abducts has been adjusted to be a more adequate representation of the resources lost. Additionally, this metric has been revised slightly in other areas to be a better representation of damage that occurs in an attack.&lt;br /&gt;
[[Age 75]]&lt;br /&gt;
*Abduct - Gains reduced&lt;br /&gt;
*Relative Kingdom Networth - Currently this is a part of the gains formula and is based entirely on the overall size of your Kingdom vs the Opponent Kingdom. This will change to be based on the average province size of your Kingdom to be a more accurate representation of the Kingdom strength&lt;br /&gt;
*Massacre - The damage of massacre will be reduced by roughly 10%&lt;br /&gt;
*Conquest - Gains from Conquest attacks will be increased. The amount of offense required to break your opponent will remain the same but yield a higher gain&lt;br /&gt;
[[Age 76]]&lt;br /&gt;
*Intra-Island attacks will no longer have reduced attack times&lt;br /&gt;
*Base attack time will be recuded by 10%&lt;br /&gt;
*Attack Gains Formula - Land component of gains formula will be removed and revert to a Networth based gains formula only&lt;br /&gt;
*Conquest - Meter will work more consistently with attack mechanics&lt;br /&gt;
[[Age 77]]&lt;br /&gt;
*Removal of abduct attack&lt;br /&gt;
*The 10% reduced attack time granted instantly on War Declare will be removed&lt;br /&gt;
*Attack speed reduction from war will slide in up to -25% over 12 ticks&lt;br /&gt;
[[Age 78]]&lt;br /&gt;
*Kingdom vs Kingdom Gains Reduction - The Kingdom vs Kingdom gains reduction throttle formula will be adjusted slightly to reduce the throttle effectiveness for in-range Kingdoms&lt;br /&gt;
*Learn Attack&lt;br /&gt;
**While out of war, a Learn attack will be available, it will steal a portion of the target&#039;s unallocated books (base ~30%) and a portion of allocated books (base ~5%)&lt;br /&gt;
**A portion of the stolen allocated books will be destroyed&lt;br /&gt;
**A portion of the stolen allocated books will become unallocated for the source to re-allocate&lt;br /&gt;
**Unallocated books and stolen allocated books that become unallocated will be placed into the same Category (see definition below) as they were in from the target&lt;br /&gt;
**All other stolen books will remain in the same science Type (see definition below)&lt;br /&gt;
**IN WAR Learn will reduce the effectiveness of target science, base reduction is currently planned ~4%, reduced science effectiveness will be removed upon entering End of War Cease-Fire&lt;br /&gt;
[[Age 79]]&lt;br /&gt;
*Attack Time&lt;br /&gt;
**Attack times will increase by ~10% (you may recall several ages ago the Island attack time reduction was expanded to the entire server, this is now being removed completely)&lt;br /&gt;
*Learn Attack&lt;br /&gt;
**Base amount of stolen allocated books will be reduced by about 50%&lt;br /&gt;
**Troop losses on Learn defense will be reduced by 50%&lt;br /&gt;
**In WAR base (effectiveness reduction) will be increased by roughly 50%&lt;br /&gt;
[[Age 86]]&lt;br /&gt;
*Learn attack damage is significantly increased while in war (+50%)&lt;br /&gt;
*Specialists credits from attacks have been increased by 20%&lt;br /&gt;
[[Age 87]]&lt;br /&gt;
*All Traditional March Attacks convert some Specialists to Elites&lt;br /&gt;
*Base Attack Time lowered to 14 ticks&lt;br /&gt;
*Intra-KD Traditional March land burned from 80% to 90%&lt;br /&gt;
[[Age 88]]&lt;br /&gt;
*Base Attack Time increased to 16 ticks&lt;br /&gt;
[[Age 89]]&lt;br /&gt;
*Military Casualties on Plunder defense reduced by 50%&lt;br /&gt;
[[Age 90]]&lt;br /&gt;
*Military Credits earned increased from Defense Points*0.004*RNW to Defense Points*0.008*RNW (in line with Military rescaling)&lt;br /&gt;
*Available Generals lowered to 4, extra General Offense bonus increased to 5%&lt;br /&gt;
*Raze Attack Gains floor lowered to 10 Acres (5 Acres when hitting into War stance)&lt;br /&gt;
[[Age 91]]&lt;br /&gt;
*Being unable to pay full Military Wages will adjust down Military Efficiency at a faster rate&lt;br /&gt;
*Relative-Kingdom Networth factor (RKNW) removed&lt;br /&gt;
[[Age 92]]&lt;br /&gt;
*Attacking: intra-Kingdom attack speed will be reduced by 50%&lt;br /&gt;
*LEARNS: Learn will take more from allocated science books and less from unallocated science books&lt;br /&gt;
**+50% allocated science books over current values&lt;br /&gt;
**-50% unallocated science books over current values&lt;br /&gt;
[[Age 93]]&lt;br /&gt;
*Learn Attack now captures Science Books in War, with reduced Gains (50%)&lt;br /&gt;
*Learn Attack amount of MAP (Multi-Attack Protection) generated increased by 75%&lt;br /&gt;
*Learn Attack Gains adjusted (allocated Book gains decreased ~20% while Gains from unallocated Books roughly doubled)&lt;br /&gt;
[[Age 94]]&lt;br /&gt;
*Learn Attack: no longer captures Science Books in War, it will reduce effectiveness similar to those seen with amnesia: Base gains of 5% effectiveness&lt;br /&gt;
*Massacre Attack: Damage done to peasants increased 50% when in war&lt;br /&gt;
[[Age 95]]&lt;br /&gt;
*Learn Attack: Will no longer benefit from -12.5% Attack Time reduction and has a gains cap of 10% of total books owned by the province using the Learn Attack&lt;br /&gt;
*Plunder Attack: Will no longer benefit from -12.5% Attack Time reduction and has a gains cap of 75% for all resources targeted&lt;br /&gt;
*Massacre&#039;s Attack: Will no longer benefit from -12.5% Attack Time reduction&lt;br /&gt;
*Intra-Kingdom Traditional March attacks will be removed&lt;br /&gt;
*Intra-Kingdom Traditional March previously had a higher minimum gains than Raze. With the removal of Traditional March as an option, Raze minimum gains has been modified to be the same as Traditional March (20).&lt;br /&gt;
[[Age 96]]&lt;br /&gt;
*Base Attack time reduce to 14 hours (note the change to in war attack times)&lt;br /&gt;
*Offense Specialists converting into Elites on successful Traditional Marches is being removed as a general mechanic to all Races.&lt;br /&gt;
[[Age 97]]&lt;br /&gt;
*Specialists once again convert to Elite Units on successful Traditional March Attacks for all Races&lt;br /&gt;
[[Age 98]]&lt;br /&gt;
*All Races convert specialists to elites on successful Traditional Marches and Conquest attacks&lt;br /&gt;
[[Age 99]]&lt;br /&gt;
*Ambush Attack inflicts 15% increased Military Kills.&lt;br /&gt;
*Peasant kills on Massacre Attack reduced ~30%.&lt;br /&gt;
[[Age 100]]&lt;br /&gt;
*Attacks no longer convert Specialists to Elite units.&lt;br /&gt;
*Wizards killed on Massacre Attack increased by ~20%. Thieves killed reduced by ~12%.&lt;br /&gt;
*A Relative Kingdom Networth (RKNW) gains factor is being reintroduced. For targets in a Kingdom with networth less than 50% your own Kingdom NW gains will be reduced by 20%. This will be a linear scale down to 0% gains reduced at 90% relative Kingdom Networth. Gains will not be affected over 90%&lt;br /&gt;
*Minimum Gains in War being increased from ~3.5% to ~4% (+15%)&lt;br /&gt;
*Amnesia and Learn attacks during war will remove books temporarily. These books will return evenly over time, similar to the way Nightmare currently works on Military, except Science book recovery will take place over 24 ticks&lt;br /&gt;
[[Age 101]]&lt;br /&gt;
*RKNW protection factor will now also apply to Defensive Military Casualties (of the smaller Kingdom), and the same scaling factor will apply as a penalty to Offensive Military Casualties (of the bigger Kingdom).&lt;br /&gt;
[[Age 102]]&lt;br /&gt;
*Failed Attacks will increase the GBP/MAP of the defender, based on relative offense sent/defense, linearly scaling from 0 to half the amount of GBP/MAP generated on a successful Traditional March.&lt;br /&gt;
[[Age 103]]&lt;br /&gt;
*Attack random factor removed. Attacks will now always succeed when Mod Offense sent is equal to at least Mod Defense +1.&lt;br /&gt;
*Learn base unallocated gains reduced from 30% to 20%.&lt;br /&gt;
*Learn 10% of own Science Books gains limit removed.&lt;br /&gt;
*RKNW penalty to Offensive Military Casualties removed&lt;br /&gt;
[[Age 104]]&lt;br /&gt;
*Resources/Gains will be standardized: &lt;br /&gt;
*Resources are defined as: Land, Gold Coins, Food, Runes, Science Books &lt;br /&gt;
*All Attack modifiers that include &#039;Resource Gains&#039; or &#039;Resource Losses&#039; will apply to Resources: Race/Personality bonuses and penalties, Castles, Siege Science, Dragons, Rituals, Mist, Anonymity, etc.&lt;br /&gt;
*Net Worth Range and GBP/MAP apply as normal, except noted.&lt;br /&gt;
**Traditional March: affected by Resource modifiers&lt;br /&gt;
**Raze: not affected by Resource modifiers, ignores Net Worth range&lt;br /&gt;
**Plunder: affected by Resource modifiers&lt;br /&gt;
**Learn: affected by Resource modifiers&lt;br /&gt;
**Massacre: not affected by Resource modifiers&lt;br /&gt;
**Conquest: affected by Resource modifiers&lt;br /&gt;
**Ambush: ignores all Resource modifiers, except Ambush Protection&lt;br /&gt;
[[Age 105]]&lt;br /&gt;
*Massacre Wizard kills reduced (reverted from 6% to 5% base kills).&lt;br /&gt;
*Learn Book damage in War increased from 24% to 30% (from ~12% to ~15% Science Efficiency damage). Book recovery time increased from 24 ticks to 48 ticks.&lt;br /&gt;
[[Age 106]]&lt;br /&gt;
*War - Learns and Amnesia recovery time - Book recovery time set to 48 Utopian Days. - Age 105 change&lt;br /&gt;
*War - Learns and Amnesia recovery time - Book recover back to 100% at end of war&lt;br /&gt;
*Military casualties can be expected to be roughly 5-6.5% base on defense, 6.5-8.5% base on offense&lt;br /&gt;
*Reviewing Age 102 change - Failed Attacks will increase the MAP of the defender, based on relative offense sent/defense, linearly scaling from 0 to half the amount of MAP generated on a successful Traditional March - Confirmed effect was implemented but results are non-obvious. &lt;br /&gt;
**Modified to - Failed Attacks will increase the MAP of the defender, based on relative offense sent/defense, linearly scaling from 0 to half the amount of MAP generated on a successful Raze - Result: Less MAP per hit than previous age (calculated to be about 40% reduced MAP per hit).&lt;br /&gt;
[[Age 108]]&lt;br /&gt;
*Massacre damage reduced by 15%&lt;br /&gt;
*Removed bounced Attack MAP/GBP&lt;br /&gt;
[[Age 109]]&lt;br /&gt;
*Learn Attack: Base gains are adjusted to ~2% of allocated books and ~30% of unallocated books During War, Learn temporarily removes ~35% of current allocated Science Books, these return over 48 Ticks&lt;br /&gt;
[[Age 110]]&lt;br /&gt;
*Out of War Learns will no longer capture unallocated books at a greater rate&lt;br /&gt;
**In war Learns will not change&lt;br /&gt;
[[Age 111]]&lt;br /&gt;
*Learn attack gains increased by approximately 25%&lt;br /&gt;
*Intra-Kingdom Raze minimum damage has been increased from 20 → 40&lt;br /&gt;
*Failed Raze attacks will increase hostility meter at double the rate of any other attack, up to 2.99 points, based on the ratio of offense sent similar to how other failed attacks currently work&lt;br /&gt;
[[Age 112]]&lt;br /&gt;
*Relative KD NW factor protection slightly increased&lt;br /&gt;
[[Age 113]]&lt;br /&gt;
*New Out Of War Attack penalties:&lt;br /&gt;
**When targeting a Kingdom that is less than 85% of both your Land and Networth the following attack modifiers exist:&lt;br /&gt;
***Battle Gains –10%&lt;br /&gt;
***Military Casualties +10%&lt;br /&gt;
***Honor gains –25%&lt;br /&gt;
[[Age 114]]&lt;br /&gt;
*Massacre effectiveness in war will now be 2x instead of 3x&lt;br /&gt;
*Learns and Plunders will have their enemy military reverted to normal troop kills in war. &lt;br /&gt;
*Out Of War Attack Penalty Updates:&lt;br /&gt;
**When targeting a Kingdom that is less than 85% of both your Land and Networth the following penalties exist:&lt;br /&gt;
***Battle Gains –10%&lt;br /&gt;
***Military Casualties +10%&lt;br /&gt;
***Honor gains –25%&lt;br /&gt;
***Attack Time +20%&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=War_Doctrine&amp;diff=1529</id>
		<title>War Doctrine</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=War_Doctrine&amp;diff=1529"/>
		<updated>2026-07-25T06:03:36Z</updated>

		<summary type="html">&lt;p&gt;Revival: Created page with &amp;quot;Age 114 *Introduction of War Doctrines *Each race contributes a War Doctrine that applies kingdom-wide during war. *The strength of each War Doctrine scales with the number of provinces of that race, up to a defined cap. *Global Parameters (Applies to All Races) **Base Value: 1.5% **Increment: +1% per province of that race **Maximum Cap:7.5% *Design Guardrails **No Battle Doctrine may exceed 7.5% total effect **Caps are designed to be reached at 7 provinces, not earl...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Age 114]]&lt;br /&gt;
*Introduction of War Doctrines&lt;br /&gt;
*Each race contributes a War Doctrine that applies kingdom-wide during war.&lt;br /&gt;
*The strength of each War Doctrine scales with the number of provinces of that race, up to a defined cap.&lt;br /&gt;
*Global Parameters (Applies to All Races)&lt;br /&gt;
**Base Value: 1.5%&lt;br /&gt;
**Increment: +1% per province of that race&lt;br /&gt;
**Maximum Cap:7.5%&lt;br /&gt;
*Design Guardrails&lt;br /&gt;
**No Battle Doctrine may exceed 7.5% total effect&lt;br /&gt;
**Caps are designed to be reached at 7 provinces, not earlier&lt;br /&gt;
**Additional provinces beyond the cap do not increase doctrine strength&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Uniques&amp;diff=1528</id>
		<title>Uniques</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Uniques&amp;diff=1528"/>
		<updated>2026-07-25T06:01:03Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Changelog */ added changelog, a112, a113&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;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Change Log==&lt;br /&gt;
[[Age 112]]&lt;br /&gt;
*Uniques Introduced&lt;br /&gt;
[[Age 113]]&lt;br /&gt;
*Cooldowns reduced to 23 Days (was 24)&lt;br /&gt;
*Any activated ability with a duration of 1 Day will now be activated for 2 Days&lt;br /&gt;
*Any Unique Ability that provides a bonus to the province as a result of a successful attack:&lt;br /&gt;
**If the Attacker is at war, then the target must be in the Kingdom they are at war with for the ability bonus to be triggered&lt;br /&gt;
*Bonuses will not be able to stack, if the bonus gets triggered again, it will simply renew the bonus (for example, if I have 3 Days left on +Sabotage Damage and it gets triggered again, I will now have 6 Days left, not Double the sabotage damage buff)&lt;br /&gt;
*Keep in mind the definition of “Successful Attack”&lt;br /&gt;
*These bonuses will be shown on your Throne page, similar to how spells appear, with their duration remaining countdown. Enemies that SoT/CB your province will see these bonuses while they are active&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Attacking_%26_Defending&amp;diff=1527</id>
		<title>Attacking &amp; Defending</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Attacking_%26_Defending&amp;diff=1527"/>
		<updated>2026-07-25T05:59:06Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Changelog */ added a113&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Military Efficiency==&lt;br /&gt;
===Base Military Efficiency===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Base Military Efficiency =&amp;lt;/b&amp;gt; ( 33 + 67 * ( Effective Wage Rate / 100 ) &amp;lt;sup&amp;gt;0.25&amp;lt;/sup&amp;gt; ) * [[Dragons#Ruby|Ruby Dragon]] * [[Multi-Attack Protection (MAP)|Multi-Attack Protection Bonus]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* Rounded to one decimal point, it should return the most accurate values. Effective Wage Rate lies between 20% (77.8% Efficiency) to 200% (112.7% Efficiency).&lt;br /&gt;
* While wages can be changed instantly, the effective wage rate used for base military efficiency changes slowly per tick. It takes approximately 96hrs to go from 20% wages to max at 200% wages.&lt;br /&gt;
* &#039;&#039;&#039;Effective Wage Rate Formula&#039;&#039;&#039; = (Final Wage Rate - Previous Wage Rate)* 0.05 - Previous Wage Rate&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;96 Hour Wage Rate Chart&#039;&#039;&#039;: [https://upload.wikimedia.org/wikipedia/commons/c/cb/ME_Chart.png ME Chart]&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;Change in Effective Wage Rate = &amp;lt;/b&amp;gt; 0.05 * (Wage Rate Paid - Effective Wage Rate)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* If wages were not fully paid in the previous tick, Wage Rate Paid will be set at minimum regardless of the amount of wages actually paid.&lt;br /&gt;
&lt;br /&gt;
===Offensive Military Efficiency===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;OME =&amp;lt;/b&amp;gt; (Base Military Efficiency + [[Growth|Training Grounds Bonus]] + [[Honor]] Bonus) * [[Science|Science Bonus]] * [[Races and Personalities|Race]] Bonus * [[Races and Personalities|Personality Bonus]] * [[Mystics#Fanaticism|Fanaticism]] * [[Mystics#Bloodlust|Bloodlust]] * [[Ritual|Ritual]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Defensive Military Efficiency===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;DME =&amp;lt;/b&amp;gt; (Base Military Efficiency + [[Growth|Forts Bonus]] + [[Honor]] Bonus) * [[Science|Science Bonus]] * [[Races and Personalities|Race]] Bonus * [[Races and Personalities|Personality Bonus]] * [[Mystics#Minor_Protection|Minor Protection]] * [[Mystics#Greater_Protection|Greater Protection]] * [[Mystics#Fanaticism|Fanaticism]] * [[The Plague|Plague]] * [[Ritual|Ritual]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Attacking==&lt;br /&gt;
===Raw Offense===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Raw Off =&amp;lt;/b&amp;gt; (Soldiers * (Soldier Off value + Aggression)) + (Offensive Specs * Off Spec Attack value) + (Elites * Elite Attack value) + (Horses * War Horse Attack value) + [(Mercs * Attack Value + Prisoners * Attack Value)]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Modified Offense===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Mod Off =&amp;lt;/b&amp;gt; Raw Offense * (OME + General Bonus)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Condition&lt;br /&gt;
!Modifier&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;OME&#039;&#039;&#039; || &#039;&#039;check your Military Advisor&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;General Bonus&#039;&#039;&#039; || +5% per additional general over 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Attack Times===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Attack Time =&amp;lt;/b&amp;gt; Base Attack Time * [[Races and Personalities|Race]] Bonus * [[Races and Personalities|Personality]] Bonus * [[Growth|Barracks]] Bonus * [[Mystics#Quick_Feet|Quick Feet]] * Attack Type * [[Relations|War]] * NW Mod * [[Ritual|Ritual Bonus]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Note: War Attack Speed phases in to -15%, after 12 hours of War have passed.&lt;br /&gt;
* There is a net worth value adjustment for attack times. This adjustment compares your net worth to the net worth of the province you are planning to attack. If these are close to each other the base attack times as given below are used. If the net worth differs, then the base attack time is multiplied, so your attack time is longer. This does not affect intra-KD attacks or in War.&lt;br /&gt;
&lt;br /&gt;
====Base Attack Time====&lt;br /&gt;
The base attack time is 14 hours. This is the value all calculations are based upon.&lt;br /&gt;
&lt;br /&gt;
====Minimum Offense to Win====&lt;br /&gt;
To guarantee a win, you must send Mod Offense that is at least 1 greater than the defender&#039;s Mod Defense.&lt;br /&gt;
&lt;br /&gt;
On Conquest attacks, the minimum Offense to win is 51% of the opponents Defense.&lt;br /&gt;
&lt;br /&gt;
==Attack Gains==&lt;br /&gt;
For Attacks that target and capture Resources (Traditional March, Conquest, Plunder, Learn), the Gains are calculated as follows:&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;B&amp;gt;Gains&amp;lt;/b&amp;gt; = Target Resource * Attack Type * [[Attacking_%26_Defending#Province_Networth_Factor|RPNW]] * [[Attacking_%26_Defending#Kingdom_Networth_Factor|RKNW]] * [[Multi-Attack_Protection_(MAP)|Multi-Attack Protection]] * Race Modifier * Personality Modifier * Castles Protection * Relations Modifier * Stance Modifier * Siege Science * Emerald Dragon * Attack Time Adjustment Factor * [[Ritual|Ritual Bonus]] * [[Mystics#Anonymity|Anonymity]] * [[Mystics#Anonymity|Mist]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* Resources are defined as: Land, Gold Coins, Food, Runes, Science Books&lt;br /&gt;
* Land attacks (except Ambush) also reward Military Credits (target&#039;s Defense Points *.008 * relative NW * Military Credits mod) and Building Credits (Acres captured * 0.4 * relative NW * Building Credits mod).&lt;br /&gt;
* Raze ignores all modifiers except Relations, [[Multi-Attack_Protection_(MAP)|Multi-Attack Protection]] and the Attack Time Adjustment Factor.&lt;br /&gt;
* Massacre ignores most Resource Gains modifiers, except RPNW, RKNW, Relations, [[Multi-Attack_Protection_(MAP)|Multi-Attack Protection]] and the Attack Time Adjustment Factor; Massacre is affected by Massacre Damage mod.&lt;br /&gt;
* Ambush ignores all modifiers except increased/decreased Ambush Battle Losses mod.&lt;br /&gt;
&lt;br /&gt;
===Province Networth Factor===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Relative Province Networth &amp;lt;/b&amp;gt;(rpnw) = Targets Networth / Self Networth&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Province Networth Factor =&amp;lt;/b&amp;gt; &#039;&#039;DEPEND&#039;&#039; ( rpnw ) :&amp;lt;br&amp;gt;&lt;br /&gt;
rpnw &amp;amp;lt; 0.567 = 0&amp;lt;br&amp;gt;&lt;br /&gt;
0.567 &amp;amp;lt; rpnw &amp;amp;lt; 0.9 = 3 * rpnw - 1.7&amp;lt;br&amp;gt;&lt;br /&gt;
0.9 &amp;amp;lt; rpnw &amp;amp;lt; 1.1 = 1&amp;lt;br&amp;gt;&lt;br /&gt;
1.1 &amp;amp;lt; rpnw &amp;amp;lt; 1.6 = -2 * rpnw + 3.2&amp;lt;br&amp;gt;&lt;br /&gt;
rpnw &amp;amp;gt; 1.6 = 0&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Kingdom Networth Factor===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Relative Kingdom Networth &amp;lt;/b&amp;gt;(rknw) = Target Kingdom Average Prov. Networth / Self Kingdom Average Prov. Networth&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Kingdom Networth Factor =&amp;lt;/b&amp;gt; &#039;&#039;DEPEND&#039;&#039; ( rknw ) :&amp;lt;br&amp;gt;&lt;br /&gt;
rknw &amp;amp;lt; 0.5 = 0.8&amp;lt;br&amp;gt;&lt;br /&gt;
0.5 &amp;amp;lt; rknw &amp;amp;lt; 0.9 = rknw / 2 + 0.55&amp;lt;br&amp;gt;&lt;br /&gt;
rknw &amp;amp;gt; 0.9 = 1&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: RKNW is based on the Average Province size of the Kingdom.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: RKNW factor protection slightly increased in [[Age 112]].&lt;br /&gt;
&lt;br /&gt;
===Attack Time Adjustment Factor===&lt;br /&gt;
Adding or subtracting hours modifies the Gains (based on your Attack Time), as follows:&lt;br /&gt;
&lt;br /&gt;
===Attack Type===&lt;br /&gt;
====Traditional March====&lt;br /&gt;
Base gains are 12% and are capped at 20% of your Acres or your opponent&#039;s Acres, whichever is smaller.&lt;br /&gt;
&lt;br /&gt;
====Ambush====&lt;br /&gt;
Will return 50% of the Acres lost in the attack. Unaffected by Gains modifiers. Inflicts 15% increased Military Casualties.&lt;br /&gt;
&lt;br /&gt;
====Plunder====&lt;br /&gt;
Base gains are 50% gold, 60% food and 60% runes. Max gains is 1.75x base (67.5% gold, 81% runes/food). Military Casualties on Plunder defense are reduced by 50%.&lt;br /&gt;
&lt;br /&gt;
====Learn====&lt;br /&gt;
Steals ~2.5% &amp;lt;sup&amp;gt;[[Age 111]]&amp;lt;/sup&amp;gt; of target&#039;s allocated Books. Out of War Learns will no longer capture unallocated books at a greater rate. &amp;lt;sup&amp;gt;[[Age 110]]&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
During War, Learn temporarily removes ~35% &amp;lt;sup&amp;gt;[[Age 109]]&amp;lt;/sup&amp;gt; of total allocated Science Books, these return over 48 Ticks.&amp;lt;br&amp;gt;&lt;br /&gt;
Military Casualties on Learn defense are reduced by 50%, except during war. &amp;lt;sup&amp;gt;[[Age 114]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Raze====&lt;br /&gt;
Destroys a portion (~5%) of the target&#039;s Land. In War, this attack only destroys ~30% Buildings.&lt;br /&gt;
&lt;br /&gt;
====Conquest====&lt;br /&gt;
Base gains are 6.8% land for a full hit, Gains are decreased in proportion to the relative Offense sent vs. target&#039;s Defense.&amp;lt;br&amp;gt;&lt;br /&gt;
Available only within 5% Net Worth range outside Hostile/War, unless attacker has access to Enhanced Conquest.&lt;br /&gt;
&lt;br /&gt;
====Massacre====&lt;br /&gt;
Base gains are 9.5% peasants, 7.5% Thieves and 5% Wizards. Efficiency increased roughly 2x during War. &amp;lt;sup&amp;gt;[[Age 114]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Defending==&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Raw Defense =&amp;lt;/b&amp;gt; (Defense Specs * Def Spec Points) + (Elites at Home * Elite&#039;s Defense) + (Soldiers * Sold Def Points * [[Mystics#Aggression|Aggression]]) + [[Mystics#Town_Watch|Townwatch]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Mod Defense =&amp;lt;/b&amp;gt; &#039;&#039;MAX&#039;&#039; ( Raw Defense * Defensive Military Efficiency , Land )&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Minimum Defense===&lt;br /&gt;
All land is protected by a minimum of 1 defense per Acre.&amp;lt;br&amp;gt;&lt;br /&gt;
Opponent needs one offense to break your defense&amp;lt;br&amp;gt;&lt;br /&gt;
This &#039;&#039;&#039;does not apply&#039;&#039;&#039; to Intra-Kingdom attacks.&lt;br /&gt;
&lt;br /&gt;
==Military Casualties==&lt;br /&gt;
Base Military Casualties are 6.5%-8.5% on Offense, 5%-6.5% on Defense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Changelog==&lt;br /&gt;
[[Age 42]]&lt;br /&gt;
*Attacks&lt;br /&gt;
**+25% gains on Learn Attacks (as in genesis)&lt;br /&gt;
[[Age 43]]&lt;br /&gt;
*Attacks&lt;br /&gt;
**Raze now destroys acres in war, too - razes after 200 acres do nothing in war&lt;br /&gt;
[[Age 44]]&lt;br /&gt;
*Attacks&lt;br /&gt;
**Raze destroys all acres in war&lt;br /&gt;
[[Age 54]]&lt;br /&gt;
*Failed attacks have a chance to move the meter 1 point proportional to the amount of offense sent. An attack that fails by sending 70% of the offense required to break has a 70% chance to move the meter 1 point.&lt;br /&gt;
*Plunder, Learn, Massacre and Raze are now worth 2 points on the meter&lt;br /&gt;
[[Age 55]]&lt;br /&gt;
*The reduced gains protection afforded to smaller kingdom when attacked by larger kingdoms will be removed when the smaller kingdom reaches 50 points on the meter.&lt;br /&gt;
*Intra kingdom hits will remove some honor from the attacked province.&lt;br /&gt;
*Attacks in war will not take extra acres from the exploration pool.&lt;br /&gt;
[[Age 57]]&lt;br /&gt;
*In War the minimum gains will be reduced by 50%&lt;br /&gt;
*Players will be able to choose to extend or reduce their attack times to allow greater schedule flexibility. Additional hours will result in greater gains while minus hours will result in less gains and less enemy kills. The modified gains etc will be derived from the modification in attack time and will also be displayed.&lt;br /&gt;
[[Age 61]]&lt;br /&gt;
*Massacre: Raze element in war removed. Damage in war increased.&lt;br /&gt;
*Raze: Damage in war to buildings significantly increased.&lt;br /&gt;
[[Age 62]]&lt;br /&gt;
*Learns&lt;br /&gt;
**Protection from subsequent hits will fire more aggressively when provinces are Learned&lt;br /&gt;
[[Age 63]]&lt;br /&gt;
*Specialist Credits: These will decay while out of war at a rate of 10% per RL day.&lt;br /&gt;
[[Age 69]]&lt;br /&gt;
*Learns attacks are now replaced with Abduct attacks, which capture a number of random Scientists from your opponent. These scientists are captured intact with their experience, allocated science and name&lt;br /&gt;
*Attack speed&lt;br /&gt;
**Reduction in war buffed from -20% to -25%.&lt;br /&gt;
[[Age 71]]&lt;br /&gt;
*The Raze attack&#039;s damage while in war has been increased&lt;br /&gt;
*The attack gains formula has been adjusted slightly to discourage bottom-feeding and reduce the penalties for top-feeding&lt;br /&gt;
*The in war attack gains formula has also been adjusted to increase minimum gains in both directions, with a larger increase for attacking larger targets&lt;br /&gt;
[[Age 72]]&lt;br /&gt;
*Gains - Replace Networth Based Gains (NWBG) with a hybrid Land Based Gains (LBG) system that incorporates NW.&lt;br /&gt;
[[Age 73]]&lt;br /&gt;
*Gains Throttling will be significantly more effective - Once the meter variance between Kingdoms is 50 points, each point over 50 will reduce gains by 1% up to a maximum of 75% at a variance of 125 meter points. Max meter will remain at 150&lt;br /&gt;
*War Gains Formula - The top-feed minimum gains is being reduced slightly to accommodate the LBG top-feed bonuses from Age 72 (note this is only for Top Feed gains, all other gains remain the same)&lt;br /&gt;
[[Age 74]]&lt;br /&gt;
*Abduct Military Casualties - Defensive military casualties on abducts has been reduced by 50%&lt;br /&gt;
*Multi-Attack Protection (MAP) - The rate at which this metric increases for abducts has been adjusted to be a more adequate representation of the resources lost. Additionally, this metric has been revised slightly in other areas to be a better representation of damage that occurs in an attack.&lt;br /&gt;
[[Age 75]]&lt;br /&gt;
*Abduct - Gains reduced&lt;br /&gt;
*Relative Kingdom Networth - Currently this is a part of the gains formula and is based entirely on the overall size of your Kingdom vs the Opponent Kingdom. This will change to be based on the average province size of your Kingdom to be a more accurate representation of the Kingdom strength&lt;br /&gt;
*Massacre - The damage of massacre will be reduced by roughly 10%&lt;br /&gt;
*Conquest - Gains from Conquest attacks will be increased. The amount of offense required to break your opponent will remain the same but yield a higher gain&lt;br /&gt;
[[Age 76]]&lt;br /&gt;
*Intra-Island attacks will no longer have reduced attack times&lt;br /&gt;
*Base attack time will be recuded by 10%&lt;br /&gt;
*Attack Gains Formula - Land component of gains formula will be removed and revert to a Networth based gains formula only&lt;br /&gt;
*Conquest - Meter will work more consistently with attack mechanics&lt;br /&gt;
[[Age 77]]&lt;br /&gt;
*Removal of abduct attack&lt;br /&gt;
*The 10% reduced attack time granted instantly on War Declare will be removed&lt;br /&gt;
*Attack speed reduction from war will slide in up to -25% over 12 ticks&lt;br /&gt;
[[Age 78]]&lt;br /&gt;
*Kingdom vs Kingdom Gains Reduction - The Kingdom vs Kingdom gains reduction throttle formula will be adjusted slightly to reduce the throttle effectiveness for in-range Kingdoms&lt;br /&gt;
*Learn Attack&lt;br /&gt;
**While out of war, a Learn attack will be available, it will steal a portion of the target&#039;s unallocated books (base ~30%) and a portion of allocated books (base ~5%)&lt;br /&gt;
**A portion of the stolen allocated books will be destroyed&lt;br /&gt;
**A portion of the stolen allocated books will become unallocated for the source to re-allocate&lt;br /&gt;
**Unallocated books and stolen allocated books that become unallocated will be placed into the same Category (see definition below) as they were in from the target&lt;br /&gt;
**All other stolen books will remain in the same science Type (see definition below)&lt;br /&gt;
**IN WAR Learn will reduce the effectiveness of target science, base reduction is currently planned ~4%, reduced science effectiveness will be removed upon entering End of War Cease-Fire&lt;br /&gt;
[[Age 79]]&lt;br /&gt;
*Attack Time&lt;br /&gt;
**Attack times will increase by ~10% (you may recall several ages ago the Island attack time reduction was expanded to the entire server, this is now being removed completely)&lt;br /&gt;
*Learn Attack&lt;br /&gt;
**Base amount of stolen allocated books will be reduced by about 50%&lt;br /&gt;
**Troop losses on Learn defense will be reduced by 50%&lt;br /&gt;
**In WAR base (effectiveness reduction) will be increased by roughly 50%&lt;br /&gt;
[[Age 86]]&lt;br /&gt;
*Learn attack damage is significantly increased while in war (+50%)&lt;br /&gt;
*Specialists credits from attacks have been increased by 20%&lt;br /&gt;
[[Age 87]]&lt;br /&gt;
*All Traditional March Attacks convert some Specialists to Elites&lt;br /&gt;
*Base Attack Time lowered to 14 ticks&lt;br /&gt;
*Intra-KD Traditional March land burned from 80% to 90%&lt;br /&gt;
[[Age 88]]&lt;br /&gt;
*Base Attack Time increased to 16 ticks&lt;br /&gt;
[[Age 89]]&lt;br /&gt;
*Military Casualties on Plunder defense reduced by 50%&lt;br /&gt;
[[Age 90]]&lt;br /&gt;
*Military Credits earned increased from Defense Points*0.004*RNW to Defense Points*0.008*RNW (in line with Military rescaling)&lt;br /&gt;
*Available Generals lowered to 4, extra General Offense bonus increased to 5%&lt;br /&gt;
*Raze Attack Gains floor lowered to 10 Acres (5 Acres when hitting into War stance)&lt;br /&gt;
[[Age 91]]&lt;br /&gt;
*Being unable to pay full Military Wages will adjust down Military Efficiency at a faster rate&lt;br /&gt;
*Relative-Kingdom Networth factor (RKNW) removed&lt;br /&gt;
[[Age 92]]&lt;br /&gt;
*Attacking: intra-Kingdom attack speed will be reduced by 50%&lt;br /&gt;
*LEARNS: Learn will take more from allocated science books and less from unallocated science books&lt;br /&gt;
**+50% allocated science books over current values&lt;br /&gt;
**-50% unallocated science books over current values&lt;br /&gt;
[[Age 93]]&lt;br /&gt;
*Learn Attack now captures Science Books in War, with reduced Gains (50%)&lt;br /&gt;
*Learn Attack amount of MAP (Multi-Attack Protection) generated increased by 75%&lt;br /&gt;
*Learn Attack Gains adjusted (allocated Book gains decreased ~20% while Gains from unallocated Books roughly doubled)&lt;br /&gt;
[[Age 94]]&lt;br /&gt;
*Learn Attack: no longer captures Science Books in War, it will reduce effectiveness similar to those seen with amnesia: Base gains of 5% effectiveness&lt;br /&gt;
*Massacre Attack: Damage done to peasants increased 50% when in war&lt;br /&gt;
[[Age 95]]&lt;br /&gt;
*Learn Attack: Will no longer benefit from -12.5% Attack Time reduction and has a gains cap of 10% of total books owned by the province using the Learn Attack&lt;br /&gt;
*Plunder Attack: Will no longer benefit from -12.5% Attack Time reduction and has a gains cap of 75% for all resources targeted&lt;br /&gt;
*Massacre&#039;s Attack: Will no longer benefit from -12.5% Attack Time reduction&lt;br /&gt;
*Intra-Kingdom Traditional March attacks will be removed&lt;br /&gt;
*Intra-Kingdom Traditional March previously had a higher minimum gains than Raze. With the removal of Traditional March as an option, Raze minimum gains has been modified to be the same as Traditional March (20).&lt;br /&gt;
[[Age 96]]&lt;br /&gt;
*Base Attack time reduce to 14 hours (note the change to in war attack times)&lt;br /&gt;
*Offense Specialists converting into Elites on successful Traditional Marches is being removed as a general mechanic to all Races.&lt;br /&gt;
[[Age 97]]&lt;br /&gt;
*Specialists once again convert to Elite Units on successful Traditional March Attacks for all Races&lt;br /&gt;
[[Age 98]]&lt;br /&gt;
*All Races convert specialists to elites on successful Traditional Marches and Conquest attacks&lt;br /&gt;
[[Age 99]]&lt;br /&gt;
*Ambush Attack inflicts 15% increased Military Kills.&lt;br /&gt;
*Peasant kills on Massacre Attack reduced ~30%.&lt;br /&gt;
[[Age 100]]&lt;br /&gt;
*Attacks no longer convert Specialists to Elite units.&lt;br /&gt;
*Wizards killed on Massacre Attack increased by ~20%. Thieves killed reduced by ~12%.&lt;br /&gt;
*A Relative Kingdom Networth (RKNW) gains factor is being reintroduced. For targets in a Kingdom with networth less than 50% your own Kingdom NW gains will be reduced by 20%. This will be a linear scale down to 0% gains reduced at 90% relative Kingdom Networth. Gains will not be affected over 90%&lt;br /&gt;
*Minimum Gains in War being increased from ~3.5% to ~4% (+15%)&lt;br /&gt;
*Amnesia and Learn attacks during war will remove books temporarily. These books will return evenly over time, similar to the way Nightmare currently works on Military, except Science book recovery will take place over 24 ticks&lt;br /&gt;
[[Age 101]]&lt;br /&gt;
*RKNW protection factor will now also apply to Defensive Military Casualties (of the smaller Kingdom), and the same scaling factor will apply as a penalty to Offensive Military Casualties (of the bigger Kingdom).&lt;br /&gt;
[[Age 102]]&lt;br /&gt;
*Failed Attacks will increase the GBP/MAP of the defender, based on relative offense sent/defense, linearly scaling from 0 to half the amount of GBP/MAP generated on a successful Traditional March.&lt;br /&gt;
[[Age 103]]&lt;br /&gt;
*Attack random factor removed. Attacks will now always succeed when Mod Offense sent is equal to at least Mod Defense +1.&lt;br /&gt;
*Learn base unallocated gains reduced from 30% to 20%.&lt;br /&gt;
*Learn 10% of own Science Books gains limit removed.&lt;br /&gt;
*RKNW penalty to Offensive Military Casualties removed&lt;br /&gt;
[[Age 104]]&lt;br /&gt;
*Resources/Gains will be standardized: &lt;br /&gt;
*Resources are defined as: Land, Gold Coins, Food, Runes, Science Books &lt;br /&gt;
*All Attack modifiers that include &#039;Resource Gains&#039; or &#039;Resource Losses&#039; will apply to Resources: Race/Personality bonuses and penalties, Castles, Siege Science, Dragons, Rituals, Mist, Anonymity, etc.&lt;br /&gt;
*Net Worth Range and GBP/MAP apply as normal, except noted.&lt;br /&gt;
**Traditional March: affected by Resource modifiers&lt;br /&gt;
**Raze: not affected by Resource modifiers, ignores Net Worth range&lt;br /&gt;
**Plunder: affected by Resource modifiers&lt;br /&gt;
**Learn: affected by Resource modifiers&lt;br /&gt;
**Massacre: not affected by Resource modifiers&lt;br /&gt;
**Conquest: affected by Resource modifiers&lt;br /&gt;
**Ambush: ignores all Resource modifiers, except Ambush Protection&lt;br /&gt;
[[Age 105]]&lt;br /&gt;
*Massacre Wizard kills reduced (reverted from 6% to 5% base kills).&lt;br /&gt;
*Learn Book damage in War increased from 24% to 30% (from ~12% to ~15% Science Efficiency damage). Book recovery time increased from 24 ticks to 48 ticks.&lt;br /&gt;
[[Age 106]]&lt;br /&gt;
*War - Learns and Amnesia recovery time - Book recovery time set to 48 Utopian Days. - Age 105 change&lt;br /&gt;
*War - Learns and Amnesia recovery time - Book recover back to 100% at end of war&lt;br /&gt;
*Military casualties can be expected to be roughly 5-6.5% base on defense, 6.5-8.5% base on offense&lt;br /&gt;
*Reviewing Age 102 change - Failed Attacks will increase the MAP of the defender, based on relative offense sent/defense, linearly scaling from 0 to half the amount of MAP generated on a successful Traditional March - Confirmed effect was implemented but results are non-obvious. &lt;br /&gt;
**Modified to - Failed Attacks will increase the MAP of the defender, based on relative offense sent/defense, linearly scaling from 0 to half the amount of MAP generated on a successful Raze - Result: Less MAP per hit than previous age (calculated to be about 40% reduced MAP per hit).&lt;br /&gt;
[[Age 108]]&lt;br /&gt;
*Massacre damage reduced by 15%&lt;br /&gt;
*Removed bounced Attack MAP/GBP&lt;br /&gt;
[[Age 109]]&lt;br /&gt;
*Learn Attack: Base gains are adjusted to ~2% of allocated books and ~30% of unallocated books During War, Learn temporarily removes ~35% of current allocated Science Books, these return over 48 Ticks&lt;br /&gt;
[[Age 110]]&lt;br /&gt;
*Out of War Learns will no longer capture unallocated books at a greater rate&lt;br /&gt;
**In war Learns will not change&lt;br /&gt;
[[Age 111]]&lt;br /&gt;
*Learn attack gains increased by approximately 25%&lt;br /&gt;
*Intra-Kingdom Raze minimum damage has been increased from 20 → 40&lt;br /&gt;
*Failed Raze attacks will increase hostility meter at double the rate of any other attack, up to 2.99 points, based on the ratio of offense sent similar to how other failed attacks currently work&lt;br /&gt;
[[Age 112]]&lt;br /&gt;
*Relative KD NW factor protection slightly increased&lt;br /&gt;
[[Age 113]]&lt;br /&gt;
*New Out Of War Attack penalties:&lt;br /&gt;
**When targeting a Kingdom that is less than 85% of both your Land and Networth the following attack modifiers exist:&lt;br /&gt;
***Battle Gains –10%&lt;br /&gt;
***Military Casualties +10%&lt;br /&gt;
***Honor gains –25%&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Relations&amp;diff=1526</id>
		<title>Relations</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Relations&amp;diff=1526"/>
		<updated>2026-07-25T05:57:40Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Changelog */ added a113&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;
** &#039;&#039;&#039;Cannot FCF until 3 ticks of Hostile have occurred&#039;&#039;&#039; &amp;lt;sup&amp;gt; NEW* &amp;lt;/sup&amp;gt;&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 42]]&lt;br /&gt;
*War&lt;br /&gt;
**Removing NW based attack times in war (as in genesis)&lt;br /&gt;
**On war declaration, attack time reduction will jump to -10% immediately, then phase to -20% (previously 0% then -15%)&lt;br /&gt;
**War phasing will be reduced to 12 hours (from 24 hours, this does not apply to protection which is still 24h)&lt;br /&gt;
*War Recovery&lt;br /&gt;
**In CF, +200% increase in birth rates (from +50%)&lt;br /&gt;
**Extending post war CF to 48 hours, monarch can opt out of the CF at any point after 24 hours have passed (each monarch can decide on his own - both kingdoms don&#039;t have to stay)&lt;br /&gt;
[[Age 51]]&lt;br /&gt;
*The End Of War Ceasefire period is extended to 72 hours but can now be exited after 12 hours with no daily honor loss in war&lt;br /&gt;
[[Age 52]]&lt;br /&gt;
*End of War Ceasefire period can be extended up to 4 days&lt;br /&gt;
[[Age 54]]&lt;br /&gt;
*The war declaration range for kingdoms will be changed to 25% smaller or 33% larger&lt;br /&gt;
*War will end automatically if your opponents networth drops to 50% of yours. This will only occur after a minimum of 7 days of warring and is calculated on tick.&lt;br /&gt;
*A war ending will grant, for both kds:&lt;br /&gt;
**All land currently out with armies at war end returns home immediately.&lt;br /&gt;
**Instant population growth of 20% of your max pop if you are under 50% of your max pop&lt;br /&gt;
**+500% Birthrate&lt;br /&gt;
**30% reduction in training costs of all troops.&lt;br /&gt;
**Draft cost reduced 50%&lt;br /&gt;
*Winning a war will grant the following:&lt;br /&gt;
**+10% honor taken from the opponents honor pool&lt;br /&gt;
**100 books of science per acre based on your median province&lt;br /&gt;
**3 times your median provinces acres in spec credits&lt;br /&gt;
**Free building credits to the total of your current unbuilt acres&lt;br /&gt;
[[Age 55]]&lt;br /&gt;
*Attacks in war will not take extra acres from the exploration pool.&lt;br /&gt;
*The reduced gains protection afforded to smaller kingdom when attacked by larger kingdoms will be removed when the smaller kingdom reaches 50 points on the meter.&lt;br /&gt;
*Towards a similar end, when both kingdom reach max hostility the option to declare will appear regardless of the kingdoms networth.&lt;br /&gt;
*Winning a war will not grant any honor taken from your opponents honor pool. Monarchs will instead be able to set a kingdom reward for winning wars, this reward will be honor or land and will be a combination based on both kingdoms relevant resources.&lt;br /&gt;
[[Age 56]]&lt;br /&gt;
*Winning a war and selecting land as a reward will grant a minimum of 5k acres to the kingdom.&lt;br /&gt;
[[Age 57]]&lt;br /&gt;
*In War the minimum gains will be reduced by 50%&lt;br /&gt;
[[Age 64]]&lt;br /&gt;
*War wins&lt;br /&gt;
**Acre reward capped at 20k&lt;br /&gt;
**Selecting land as a bonus will also result in a smaller honor bonus and vice versa.&lt;br /&gt;
[[Age 67]]&lt;br /&gt;
*50 books per acre of science (based on median province size) granted to both kingdoms&lt;br /&gt;
*An additional 150 BPA added to the winner&lt;br /&gt;
*Wizard training doubled in end of war ceasefire&lt;br /&gt;
[[Age 68]]&lt;br /&gt;
*War win reward: Not granted if the kingdoms are out of range at war start.&lt;br /&gt;
*War declaration: Requires 2 different people from each kingdom to have attacked (in such a way that the meter is moved) before war can be declared.&lt;br /&gt;
*End of War ceasefire: Maximum time reduced to 72 hours. Double wizards removed.&lt;br /&gt;
*War: Timer will tick during war for stances and war will override any stance. You can change stances during war so as to exit war in your desired stance.&lt;br /&gt;
[[Age 71]]&lt;br /&gt;
*The War Win bonus choice of &#039;Land&#039; or &#039;Honor&#039; will be removed. All War Wins will yield a single bonus, which will be an increased amount of both Land and Honor. Similar to the minimum land bonus, a minimum honor bonus will also be added.&lt;br /&gt;
*Immediately upon entering End of War Cease-Fire any provinces affected by plague will have it removed instantly.&lt;br /&gt;
*Additionally, upon entering End of War Cease-Fire, the losing kingdom will receive 50% of their land as free building credits, while the winning kingdom will receive 150% of their land as free building credits. We would like to stimulate the ability for both kingdoms to recover from war such that both the losing kingdom has a better chance at coming out of war recovered and ready to fight again and more importantly, the winning kingdom has an opportunity to defend their land better upon exiting war.&lt;br /&gt;
[[Age 72]]&lt;br /&gt;
*WW Chart Chains - In order to incentivize conflict between top WW kingdoms, we have altered the formula to provide additional WW points (scaling from the current if the kingdom you war is outside of the top 50 for land, honor, NW, and warwins) to double the current points.&lt;br /&gt;
*WW Bonus - Additionally, we are adding a new set of WW bonuses. Kingdoms will receive recognition on their kingdompage based on the number of WW points they achieve. Each additional &#039;tier&#039; that they obtain will also increase their WW bonus -- land, honor, credits, etc -- by 10%. This is capped at a WW bonus that is 50% larger than the baseline bonus.&lt;br /&gt;
*Finally the WW bonus will scale with kingdom size under 20 provinces to reduce the potential for abuse with kingdoms that remain intentionally small in the number of provinces.&lt;br /&gt;
*The War Win bonus will also include a provision of additional land to every province&#039;s individual explore pool in both kingdoms, this is mainly aimed at helping provinces that are destroyed in war to have a chance to grow back to a functional size.&lt;br /&gt;
*WAR - Exploration during eowcf will have reduced cost penalties (from 500% to 250% of normal cost).&lt;br /&gt;
*Propose War - Kingdoms will have the diplomatic option to Propose War to enemies in range and start war instantly instead of via attacks&lt;br /&gt;
[[Age73]]&lt;br /&gt;
*Auto-CeaseFire (Surrender) - Once a meter variance of 100 points occurs between 2 Kingdoms, the Kingdom with lower meter points will have the option to Surrender to the aggressor Kingdom. This will create an in-game CeaseFire between both kingdoms that cannot be cancelled by either side for a minimum of 7 days. The surrendering Kingdom will be required to not have any attacks for at least 12 hours similar to the restriction on Withdraw during War. You must also be OUT of war declaration range in order to have this button available to you.&lt;br /&gt;
*War Gains Formula - The top-feed minimum gains is being reduced slightly to accommodate the LBG top-feed bonuses from Age 72 (note this is only for Top Feed gains, all other gains remain the same)&lt;br /&gt;
[[Age 74]]&lt;br /&gt;
*Ceasefires - There is a new feature with Cease-Fires that allows you to choose a date until which the Cease-Fire cannot be broken. The farthest date in the future that can be chosen is 3 Utopian Years.&lt;br /&gt;
*War Proposals - Limit of 3 proposals that can be oustanding at any given time&lt;br /&gt;
*EoWCF Duration - Increased to 96 hours from 72 hours.&lt;br /&gt;
*Immediately upon exit of End of War Cease-Fire all Credits will decay by 1/3 instantly&lt;br /&gt;
[[Age 75]]&lt;br /&gt;
*Relative Kingdom Networth - Currently this is a part of the gains formula and is based entirely on the overall size of your Kingdom vs the Opponent Kingdom. This will change to be based on the average province size of your Kingdom to be a more accurate representation of the Kingdom strength&lt;br /&gt;
*War Win Bonus - The minimum war win acres bonus will be reduced to 4000 acres (from 5000)&lt;br /&gt;
*War Range - War Ranges will be determined by either land or networth, for example you will be IN war range if either land or Networth is within range of your target&lt;br /&gt;
*Force Cease-Fire - There will be an option for an aggressor Kingdom in a conflict to force both parties into a binding 7 Utopian Month cease-fire period. We are still working on the best method by which to implement the functionality on this, but the currently designed way for it to work has several components to it:&lt;br /&gt;
**The aggressor Kingdom (the KD looking to Force Cease-Fire) will need to have 100 or more meter disparity on the 1st of each Utopian Month for 3 consecutive Months&lt;br /&gt;
**The &#039;Force Cease-Fire&#039; button for the aggressor Kingdom will be available beginning on the 12th of the 3rd Month&lt;br /&gt;
**The defending Kingdom will be able to stop the forced cease-fire in several ways: a) Reduce the meter disparity between Kingdoms to under 100; or b) make at least 5 successful attacks during the Month of which the aggressor is capable of forcing the cease-fire (example: if you are the defending Kingdom and don&#039;t want the aggressor to receive the button at all, you must make 5 successful attacks between the 1st and 12th otherwise the aggressor will have the force cease-fire button until 5 attacks are successfully completed)&lt;br /&gt;
**If the defending Kingdom prevents a button on the 3rd consecutive day of 100+ meter by making 5 attacks, the defending Kingdom will have the same task of prevention on the following day: either reduce the disparity to less than 100 or make 5 attacks on the 1st - 12th&lt;br /&gt;
**The only way to reset the 3 day counter is to reduce the meter disparity below 100, at that point the aggressor must satisfy the first requirement which is 3 consecutive days of 100 or more meter disparity&lt;br /&gt;
**There is no wait period for the aggressor to press the button, once it becomes available on the 12th it can be pressed at any time&lt;br /&gt;
[[Age 76]]&lt;br /&gt;
*During ANY Cease-Fire espionage operations will be allowed (including End of War Cease-Fire) on the Kingdom you are in Cease-Fire with&lt;br /&gt;
[[Age 77]]&lt;br /&gt;
*The 10% reduced attack time granted instantly on War Declare will be removed&lt;br /&gt;
*Attack speed reduction from war will slide in up to -25% over 12 ticks&lt;br /&gt;
[[Age 78]]&lt;br /&gt;
*Auto Cease-Fire - The mechanic that allows a smaller Kingdom to automatically enter into a 7 day cease-fire with a larger Kingdom that has a large meter disparity will be removed&lt;br /&gt;
*War&lt;br /&gt;
**The amount of unique provinces required to attack from each Kingdom will be increased from 2 to 3 in order to declare war&lt;br /&gt;
**MAP reduction from War will be reduced by ~25%, this means that gains on a province with max MAP will be lower than they currently are&lt;br /&gt;
*End of War Cease-Fire&lt;br /&gt;
**Population growth will be increase from +500% to +1000%&lt;br /&gt;
**There will be a minimum peasant growth per tick of 500&lt;br /&gt;
[[Age 79]]&lt;br /&gt;
*There will remain a requirement of at least 3 provinces within a Kingdom to perform operations on the opposing Kingdom for War to be declared&lt;br /&gt;
*An aggressor Kingdom can enter into a 72 hour unbreakable Cease-Fire with a defending Kingdom if the aggressor has not made military attacks for at least 24 ticks&lt;br /&gt;
*To remove confusion, the definition of aggressor Kingdom shall mean the Kingdom with higher hostility meter points&lt;br /&gt;
*A defending Kingdom may enter into a 72 hour unbreakable Cease-Fire with an aggressor Kingdom if:&lt;br /&gt;
**a) Defender has not made any military attacks for at least 3 ticks, AND;&lt;br /&gt;
**b) Defender relations toward Aggressor are not Hostile&lt;br /&gt;
**c) Aggressor is Hostile with Defender&lt;br /&gt;
**d) Aggressor has been Hostile with defender for at least 3 ticks.&lt;br /&gt;
*If both Kingdoms are Hostile, either Kingdom may declare War (normal Unfriendly v Hostile declares are available)&lt;br /&gt;
*War Win rewards will only be provided if Kingdoms are in range at declare (range moved to 80% - 125%)&lt;br /&gt;
*If Kingdoms enter war while out of range, Surrender will be available much sooner than traditionally (i.e. 16 hours after start of war, these wars will have adjusted EoWCF length based on the amount of hours of war i.e. for each tick of war there will be 2 ticks of EoWCF)&lt;br /&gt;
*End of War Cease-Fire&lt;br /&gt;
**Birth Rate will be increased by current effects only for the first 36 hours&lt;br /&gt;
**Troop/Thief cost reduction will be removed&lt;br /&gt;
**All credits (Specialist/Build) will be lost upon exit of End of War Cease-Fire&lt;br /&gt;
**A small amount of science will be awarded to the winner&lt;br /&gt;
[[Age 81]]&lt;br /&gt;
*War&lt;br /&gt;
**War Range is now, low end 85% up to ~117.64% (1 / .85)&lt;br /&gt;
**Auto Surrender will be possible after 5 days of war instead of 7 when opponent is 50% or less networth&lt;br /&gt;
**Learn attack effects while in war will be increased from 4% to 8%&lt;br /&gt;
**Out of range wars will yield war points based on relative size at the war start and scale accordingly, for example:&lt;br /&gt;
**Example: 84.9% range = 100% points&lt;br /&gt;
***80% range = 85% points&lt;br /&gt;
***75% range = 65% points&lt;br /&gt;
***65% range = 20% points&lt;br /&gt;
***&amp;lt; 65% range = 0 points&lt;br /&gt;
*Force Cease-Fire&lt;br /&gt;
**If you are in war range (85-117.64%) when activating a Forced Cease-Fire your Kingdom will lose up to 3% honor at 95%+ and scale linearly to 1.5% at the bottom of the range (85%)&lt;br /&gt;
**This honor will be lost by the Kingdom pressing Force CF, it will not be transferred to the opponent Kingdom&lt;br /&gt;
[[Age 82]]&lt;br /&gt;
*War&lt;br /&gt;
**War declare range is now: (X * .85) to (X / .85)&lt;br /&gt;
**War win acre minimum bonus will be reduced to 2500 acres (from 4000)&lt;br /&gt;
*Force Cease-Fire&lt;br /&gt;
**Only kingdoms under 85% size can force CF with an aggressor (same requirements for time and attacks remain)&lt;br /&gt;
**Aggressor kingdoms can force CF after 24 hours of no attacks in kingdom news&lt;br /&gt;
[[Age 83]]&lt;br /&gt;
*War&lt;br /&gt;
**War win acre maximum bonus will be introduced and set to 10000 acres&lt;br /&gt;
*Force Cease-Fire&lt;br /&gt;
**This mechanic will no longer cancel dragons that have been started&lt;br /&gt;
[[Age 84]]&lt;br /&gt;
*War&lt;br /&gt;
**War may be declared by EITHER Kingdom if both Kingdoms have at least 75 Hostile Meter points&lt;br /&gt;
**Hostile Meter Cap is increased from 150 to 225&lt;br /&gt;
**End of War build credits awarded will be based on Median province size&lt;br /&gt;
**Build credits awarded to the losing Kingdom will be increased from 50% to 100%&lt;br /&gt;
**War Win science books awarded will be reduced from 72 hours of books to 48 hours&lt;br /&gt;
**While under Median, you are able to explore up to 500 acres (total land area) in a single explore. For example, if you are 50 acres with 0 acres currently being explored then you may explore up to 450 acres all at once which will take you to a total of 500 acres after the explore is complete.&lt;br /&gt;
*Force Cease-Fire&lt;br /&gt;
**While at war, a Kingdom will now be capable of activating Force CF (Defender only)&lt;br /&gt;
**Force CF duration will increase from 3 days to 5 days&lt;br /&gt;
[[Age 85]]&lt;br /&gt;
*Gains going into or out of war are being reduced from -75% to -85%&lt;br /&gt;
*While in War income will be reduced by 10%&lt;br /&gt;
[[Age 86]]&lt;br /&gt;
*War&lt;br /&gt;
**Bad spells will be removed at the conclusion of war&lt;br /&gt;
**Mutual Peace will provide building credits to each Kingdom in the amount of the median acre size&lt;br /&gt;
**Surrender will provide building credits to the Losing Kingdom in the amount of 1.5x median acre size&lt;br /&gt;
**Surrender will provide building credits to the Winning Kingdom in the amount of 2.5x median acre size&lt;br /&gt;
**The increased book production received from Schools will not affect the books awarded from a War Win&lt;br /&gt;
**The effects from Fountain of Knowledge will affect the books awarded from a War Win&lt;br /&gt;
**Racial and Personality mods that affect book production will increase the books awarded from a War Win&lt;br /&gt;
[[Age 87]]&lt;br /&gt;
*Total Wars &amp;amp; Losses removed from KD page (only the number of Wars Won displayed)&lt;br /&gt;
*Propose War removed&lt;br /&gt;
*Mutual Peace free Building Credits rewarded increased to 150%, added Specialist Credits equal to 2x Median Province size&lt;br /&gt;
*War will provide +25% Draft Speed&lt;br /&gt;
*War Stance protections lowered from 85% to 80%&lt;br /&gt;
*War Stance Raze Gains to and from other Kingdoms reduced from 100% to 50%&lt;br /&gt;
*EoWCF Draft Cost discount removed&lt;br /&gt;
*War &amp;amp; EoWCF Income penalty removed&lt;br /&gt;
[[Age 88]]&lt;br /&gt;
*Force Ceasefire time window needed to Surrender increased from 3 to 6 ticks&lt;br /&gt;
*Force Ceasefire duration reduced to 48 ticks&lt;br /&gt;
*War provides -25% Build Time&lt;br /&gt;
*War Training Time bonus applies on declare (instead of after 24 ticks)&lt;br /&gt;
*War Military Losses reduction bonus removed&lt;br /&gt;
*Mutual Peace free Specialist Credits reward increased to 3 * Median&lt;br /&gt;
*Mutual Peace free Building Credits reward increased to 200%&lt;br /&gt;
*Withdrawal free Building Credits reward increased to 200%&lt;br /&gt;
*Victory free Building Credits reward reduced to 200%&lt;br /&gt;
*War Points formula altered - Land/Networth/Honor Kingdom ranking and Tier will have a significant impact on the points rewarded&lt;br /&gt;
[[Age 89]]&lt;br /&gt;
*Hostile Relations reached at 30 meter points&lt;br /&gt;
*War Points and War Tier values adjusted (similar to Genesis)&lt;br /&gt;
[[Age 90]]&lt;br /&gt;
*Dragon Meter Points increased to 30&lt;br /&gt;
*Force Ceasefire time window needed to Surrender reduced to 3 Ticks&lt;br /&gt;
*A Hostile Aggressor Kingdom (the Kingdom with the higher Meter value) will gain access to Declare War button when the Defending Kingdom (the Kingdom with the lower Meter value) reaches 90 Meter Points, up from 75&lt;br /&gt;
[[Age 91]]&lt;br /&gt;
*Riots removed upon entering End of War Ceasefire (EoWCF)&lt;br /&gt;
*All troops currently away on attacks against the War opponent return home immediately upon entering EoWCF (Generals are still unavailable for the Attack duration)&lt;br /&gt;
*EoWCF maximum duration reduced to 72 ticks&lt;br /&gt;
*Explore time up to Median reduced by 50% during EoWCF&lt;br /&gt;
[[Age 92]]&lt;br /&gt;
*End of War Cease Fire: increased from 72 hours to 96 hours&lt;br /&gt;
*End of War Cease Fire: +50% science production during end of war cease fire&lt;br /&gt;
*During WAR: Elite conversion rate on Traditional March attacks will be doubled&lt;br /&gt;
[[Age 93]]&lt;br /&gt;
*Unfriendly Relations threshold increased from 10 to 15 points &lt;br /&gt;
*War Win score formula modified&lt;br /&gt;
[[Age 94]]&lt;br /&gt;
*Force Ceasefire for Aggressors: Aggressors cannot use Force CeaseFire against a Kingdom that is in War&lt;br /&gt;
*Any Ceasefire will cancel Dragon project from both Kingdoms&lt;br /&gt;
*War - Forced Surrender: Now occurs when opponent is 60% Networth (instead of 50%)&lt;br /&gt;
*End of War Ceasefire: Science Book bonus production of +50% removed &lt;br /&gt;
*End of War Ceasefire: Upon entering End of War Ceasefire BE will be restored to 100% for any province with less than 100% BE&lt;br /&gt;
*War Win Points: Points will now only change on conclusion of a War&lt;br /&gt;
*War Win Points: Will be hidden until the end of Age&lt;br /&gt;
[[Age 96]]&lt;br /&gt;
*Force Ceasefire is now 4 Utopian Months&lt;br /&gt;
*Starting War Win points for all Kingdoms will be increased significantly&lt;br /&gt;
*War Win Points formula will be modified slightly to increase the amount of points awarded for war wins&lt;br /&gt;
*War Win Chart will be viewable throughout the age&lt;br /&gt;
*War Win Points will be shown on Kingdom Page&lt;br /&gt;
*Defensive FCF can now be used irrespective of war range&lt;br /&gt;
*When FCF is used while in war range while outside war the following two penalties occur:&lt;br /&gt;
**If Defensive FCF is used in war range, the defender will pay (to the Aggressor) up to 3% of the defender’s total kingdom honor based on relative kingdom networth, and the aggressor will receive war win points (the defender will not lose any War Win points)&lt;br /&gt;
**If Aggressive FCF is used in while the defender is in war range, the aggressor will receive war win points.&lt;br /&gt;
*FCF will award war win points based on a percentage of a war win by the aggressor against the defender. If the two kingdoms are equal in networth 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 NW 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. We would expect a kingdom waving smaller kingdoms for CF with identical war win points to need between 20 and 40 FCFs to equal a single war win against one of those kingdoms.&lt;br /&gt;
*War: Will no longer have draft speed bonus, training time reduction and build time reduction (This includes End of War Ceasefire)&lt;br /&gt;
**+25% Draft Speed is being removed&lt;br /&gt;
**-25% Build Time is being removed&lt;br /&gt;
**-25% Train Time is being removed&lt;br /&gt;
**12 Hour Phase In -25% Attack Time reduce to -15% Attack Time&lt;br /&gt;
[[Age 97]]&lt;br /&gt;
*Out of Range Wars will no longer transfer War Score&lt;br /&gt;
*Aggressive FCF will no longer transfer War Score&lt;br /&gt;
*Military Casualties will be proportionally reduced by the scaling Effectiveness penalty for hitting into/out of War&lt;br /&gt;
*Points needed for reaching War Tiers have been adjusted (each tier provides additional bonuses to the winning Kingdom of a War)&lt;br /&gt;
*War Score Tiers&lt;br /&gt;
**Tier 1: 120&lt;br /&gt;
**Tier 2: 140&lt;br /&gt;
**Tier 3: 165&lt;br /&gt;
**Tier 4: 190&lt;br /&gt;
**Tier 5: 220&lt;br /&gt;
[[Age 98]]&lt;br /&gt;
*The losing Kingdom of a War will now have 10% of total Honor transferred to the winning Kingdom. Each province from the losing Kingdom will lose x% of honor, each province in the Winning Kingdom will receive an equal amount of honor. War Win Score Tier bonuses will affect the honor received by the winning Kingdom but not the honor lost by the losing Kingdom. &lt;br /&gt;
*War Networth auto-win requirements changed to opponent Networth dropping to 66% and a minimum of 72 ticks passed.&lt;br /&gt;
[[Age 99]]&lt;br /&gt;
*The losing Kingdom of a War receives Science Books equal to 24 Ticks of production.&lt;br /&gt;
*The losing Kingdom of a War does not transfer (lose) Honor to the winner.&lt;br /&gt;
*Out of Range Wars will not award War Score&lt;br /&gt;
[[Age 100]]&lt;br /&gt;
*Defensive Force Ceasefire removed.&lt;br /&gt;
*Offensive FCF is available&lt;br /&gt;
**After 24 ticks with no combat attacks or dragon sent&lt;br /&gt;
**After 24 ticks of the date the hostility meter reached Hostile&lt;br /&gt;
**Only if you are not in war (including End of War CeaseFire)&lt;br /&gt;
**Only if the target is not in war (including End of War CeaseFire)&lt;br /&gt;
**The 24 tick waiting period will not begin until EoWCF concludes&lt;br /&gt;
*Wars may end automatically at 48 ticks, reduced from 72 ticks.&lt;br /&gt;
*War rewards will be changed as follows:&lt;br /&gt;
**Land awarded at the conclusion of war to the winning Kingdom is now equal to 10% of the losing Kingdom&#039;s total Acres after withdrawal which will include the acres returned from armies (10% will be subtracted from each province in the losing Kingdom, distributed evenly to the winner, this will not be modified by the War Tier Bonus).&lt;br /&gt;
**Honor awarded at the conclusion of war to the winning Kingdom is now equal to 5% of the losing Kingdom&#039;s total Honor at withdrawal (5% will be subtracted from each province in the losing Kingdom, distributed evenly to the winner, this will not modified by the War Tier Bonus)&lt;br /&gt;
**There will be an additional amount of honor generated and awarded to the winner. This has a minimum amount of 2,500 with no maximum (This will be modified by the War Tier Bonus)&lt;br /&gt;
**The winning Kingdom gains additional Explore Pool, Building and Specialist Credits and Science Books modified by War Tier Bonus&lt;br /&gt;
War Tier Bonus is now equal to number of Wars won * 5%; maximum 50%. For example, a Kingdom with 5 War Wins is on Tier 5 =&amp;gt; 5 Wins * 5% each win = +25% bonus&lt;br /&gt;
[[Age 101]]&lt;br /&gt;
*Meter Throttle mechanic removed.&lt;br /&gt;
*Defensive Force-Ceasefire reintroduced. Only available out of War Range with no penalties, available after 3 Ticks of no Attacks, 96 Ticks duration.&lt;br /&gt;
*War Win Land transfer reduced from 10% to 5%. Bonus Land will now be awarded to the winner, equal to 5% of the winner’s size (before transfer).&lt;br /&gt;
*Base Honor generated on War Win increased by 50%.&lt;br /&gt;
*War Wins will now award additional Honor (10% bonus to the generated amount per Tier difference) to Kingdoms that win against opponents with a Tier equal or greater than their own (before transfer).&lt;br /&gt;
[[Age 103]]&lt;br /&gt;
*War Win Land reward will be a minimum of 2500 Acres.&lt;br /&gt;
*War Win will now also reward an additional Scientist.&lt;br /&gt;
*Mutual Peace and Withdrawal now also award Specialist Credits equal to 3 times median Province size (as Victory).&lt;br /&gt;
*Mutual Peace now also awards Science Books equal to 24 ticks of production (as Withdrawal).&lt;br /&gt;
*Mutual Peace now also awards bonus Pool (as Victory/Withdrawal).&lt;br /&gt;
*Maximum Gains GBP/MAP in War reduced from 30% to 20%.&lt;br /&gt;
*Maximum GBP/MAP generated on failed Attacks reduced. Amount of GBP/MAP generated at low relative Off/Def ratios adjusted to prevent situations where the casualties efficiency would be higher than intended.&lt;br /&gt;
[[Age 104]]&lt;br /&gt;
*Minimum EoWCF duration increased to 24 Ticks, 1000% Birthrate bonus reduced from 36 Ticks to 24 Ticks.&lt;br /&gt;
[[Age 106]]&lt;br /&gt;
*Provinces created/reset during WAR will be unable to donate to dragon or aid to those within their kingdom for 24 hours after they leave protection&lt;br /&gt;
*War Win bonus will incur a 5% stacking penalty for each province below 2&lt;br /&gt;
*To declare war, the kingdom you are declaring war against must have had hostile actions from at least 3 unique provinces. (hits only)&lt;br /&gt;
*Changes to War Completion&lt;br /&gt;
**Acre redistribution: Upon completion of war, acres awarded will prioritize the smallest Provinces first.&lt;br /&gt;
**On Conclusion of War - both kingdoms will receive&lt;br /&gt;
***3 times the kingdom’s median province’s acres in Specialist Credits&lt;br /&gt;
***Free Building Credits to the total of 200% of the median province’s total land at the end of the war&lt;br /&gt;
***Science Books bonus equal to 24 ticks of production for each Province&lt;br /&gt;
***Each Province will have 5% of their land lost and moved to their explore pool (minimum of 100 acres added to pool, regardless of how many are lost)&lt;br /&gt;
***An equal number of acres to those lost will be redistributed to Provinces across the kingdom**&lt;br /&gt;
***Recognition on Kingdom Page based on the number of Wars achieved&lt;br /&gt;
*Mutual Peace &lt;br /&gt;
**No additional Bonus&#039;s or penalties&lt;br /&gt;
*On war Loss the surrendering kingdom will lose &lt;br /&gt;
**5% of the Kingdom&#039;s Land (each province loses 5%)&lt;br /&gt;
**5% of the Kingdom&#039;s Honor (each province loses 5%)&lt;br /&gt;
*On war Win the winning kingdom will receive an additional war win bonus&lt;br /&gt;
**The following bonuses are modified based on War Win Tier and the Kingdom Province count penalty as outlined above.&lt;br /&gt;
***Each win increases these numbers by 5% to to a max of 50%&lt;br /&gt;
***Science Books bonus equal to 12 ticks of production for each Province&lt;br /&gt;
***+0.50 to “Current scientist generation”&lt;br /&gt;
***Honor equal to 5% of the losing Kingdom&#039;s total Honor at the end of the War (distributed evenly), plus 200 Honor per province&lt;br /&gt;
***Land equal to to 10% of the losing Kingdom&#039;s total land at the end of the War redistributed prioritizing smallest province**&lt;br /&gt;
***Additional Free Building credits equal to province land&lt;br /&gt;
[[Age 107]]&lt;br /&gt;
*End of War Ceasefire War win Bonus - Additional Building Credits upon War win has been removed. &lt;br /&gt;
*You will still receive Free Building Credits to the total of 200% of the median province’s total land at the end of the War.&lt;br /&gt;
[[Age 108]]&lt;br /&gt;
*Either Kingdom may now declare War if both Kingdom&#039;s Meter Points are 60 or higher&lt;br /&gt;
*Changes to how the acre shuffle works on War completion (War Win)&lt;br /&gt;
**Removed the Kingdom shuffle/redistribution at War end&lt;br /&gt;
**Winning Kingdom gets 10% of the losing Kingdom&#039;s land, distributed to lowest provinces (as current)&lt;br /&gt;
**An extra amount equal to 5% losing Kingdom&#039;s land is distributed to the provinces in the Winning Kingdom (distributed equally)&lt;br /&gt;
**Losing Kingdom only loses 5% (as current)&lt;br /&gt;
*Provinces who join during War do not receive War bonuses upon completion and are in Protection for the duration of the War&lt;br /&gt;
[[Age 111]]&lt;br /&gt;
*The Hostile Meter will no longer decay on the 1st of each Month. It will only be reset by:&lt;br /&gt;
**Ceasefire&lt;br /&gt;
**Both Kingdoms have their Hostility towards each other reset to 0&lt;br /&gt;
**Entering war&lt;br /&gt;
*When entering war, all Hostility towards your Kingdom will be reset to 0&lt;br /&gt;
*All Hostility your Kingdom has towards other Kingdoms will remain &lt;br /&gt;
**(e.g. if you are Hostile towards Kingdom A then enter war with Kingdom B, &lt;br /&gt;
*when you leave war you will still be Hostile towards Kingdom A, however, they will have 0 meter towards you)&lt;br /&gt;
*Aggressor Force CeaseFire is removed completely&lt;br /&gt;
*War Reward Scaling&lt;br /&gt;
*To encourage fully filled kingdoms — and reduce the incentive to stay small — war rewards now scale based on kingdom size at the time of war declaration. &lt;br /&gt;
*This scaling applies to land, honor, science books, and scientist generation only. &lt;br /&gt;
*It does not include build credits or specialist credits.&lt;br /&gt;
**War Victory Rewards Notes:&lt;br /&gt;
**Count is locked at the start of war — changes in province count after declaration do not affect rewards.&lt;br /&gt;
**War Points for a win have been increased from 2.00 to 2.25 for kingdoms with 25 provinces.&lt;br /&gt;
**Rewards include:&lt;br /&gt;
***Land&lt;br /&gt;
***Honour&lt;br /&gt;
***Science book generation&lt;br /&gt;
***50% of a scientist&lt;br /&gt;
***Explore pool&lt;br /&gt;
***Build credits&lt;br /&gt;
***Specialist credits &lt;br /&gt;
*Only land, honour, science books, and scientist generation are scaled. All others remain at full value regardless of Kingdom Size&lt;br /&gt;
*Example:&lt;br /&gt;
**If a kingdom with 24 provinces wins a war: &lt;br /&gt;
***Land = X * 0.8&lt;br /&gt;
***Honor = X * 0.8&lt;br /&gt;
***Science Books = 36 * 0.8 = 28.8 ticks&lt;br /&gt;
***Scientist Generation = 50% * 0.8 = 40%&lt;br /&gt;
***Build credits, specialist credits, and explore pool = 100% &lt;br /&gt;
**The same scaling applies all the way down to 40% for kingdoms under 20 provinces. &lt;br /&gt;
&lt;br /&gt;
[[File:War Reward Scaling.png]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Age 112]]&lt;br /&gt;
*Relations Overhaul – Unfriendly &amp;amp; Hostile Bonuses&lt;br /&gt;
*Note: These effects are granted only towards the Kingdom you have relations with, or have relations from.&lt;br /&gt;
**Effects when your Kingdom has relations towards another:&lt;br /&gt;
***Unfriendly: +4% Gains, –5% Military Casualties, +5% WPA/TPA, –2.5% Attack Time, +2% OME.&lt;br /&gt;
***Hostile: +10% Gains, –12% Military Casualties, +15% WPA/TPA, –6% Attack Time, +5% OME. &lt;br /&gt;
****Access to Unfriendly T/M ops against Target Kingdom Only&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
**When another Kingdom has relations towards you:&lt;br /&gt;
***When Unfriendly: +1.5% Gains, –2.5% Military Casualties, +2.5% WPA/TPA, –1% Attack Time, +1% OME. &lt;br /&gt;
****Access to Unfriendly T/M ops&lt;br /&gt;
***When Hostile: +3% Gains, –4% Military Casualties, +5% WPA/TPA, –2% Attack Time, +2% OME. &lt;br /&gt;
****Access to Hostile T/M ops&lt;br /&gt;
[[Age 113]]&lt;br /&gt;
*War Declarations: When attempting to declare war against a Kingdom that is less networth than your Kingdom, the target Kingdom must be considered in-range for both land and net worth to be a war candidate&lt;br /&gt;
*War Bounty: When defeating a Kingdom that was &amp;gt; 10% larger in Networth at war declaration, the victor gains +30% additional Honor and +10% Science Books&lt;br /&gt;
&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=1525</id>
		<title>Relations</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Relations&amp;diff=1525"/>
		<updated>2026-07-25T05:55:38Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Changelog */&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;
** &#039;&#039;&#039;Cannot FCF until 3 ticks of Hostile have occurred&#039;&#039;&#039; &amp;lt;sup&amp;gt; NEW* &amp;lt;/sup&amp;gt;&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 42]]&lt;br /&gt;
*War&lt;br /&gt;
**Removing NW based attack times in war (as in genesis)&lt;br /&gt;
**On war declaration, attack time reduction will jump to -10% immediately, then phase to -20% (previously 0% then -15%)&lt;br /&gt;
**War phasing will be reduced to 12 hours (from 24 hours, this does not apply to protection which is still 24h)&lt;br /&gt;
*War Recovery&lt;br /&gt;
**In CF, +200% increase in birth rates (from +50%)&lt;br /&gt;
**Extending post war CF to 48 hours, monarch can opt out of the CF at any point after 24 hours have passed (each monarch can decide on his own - both kingdoms don&#039;t have to stay)&lt;br /&gt;
[[Age 51]]&lt;br /&gt;
*The End Of War Ceasefire period is extended to 72 hours but can now be exited after 12 hours with no daily honor loss in war&lt;br /&gt;
[[Age 52]]&lt;br /&gt;
*End of War Ceasefire period can be extended up to 4 days&lt;br /&gt;
[[Age 54]]&lt;br /&gt;
*The war declaration range for kingdoms will be changed to 25% smaller or 33% larger&lt;br /&gt;
*War will end automatically if your opponents networth drops to 50% of yours. This will only occur after a minimum of 7 days of warring and is calculated on tick.&lt;br /&gt;
*A war ending will grant, for both kds:&lt;br /&gt;
**All land currently out with armies at war end returns home immediately.&lt;br /&gt;
**Instant population growth of 20% of your max pop if you are under 50% of your max pop&lt;br /&gt;
**+500% Birthrate&lt;br /&gt;
**30% reduction in training costs of all troops.&lt;br /&gt;
**Draft cost reduced 50%&lt;br /&gt;
*Winning a war will grant the following:&lt;br /&gt;
**+10% honor taken from the opponents honor pool&lt;br /&gt;
**100 books of science per acre based on your median province&lt;br /&gt;
**3 times your median provinces acres in spec credits&lt;br /&gt;
**Free building credits to the total of your current unbuilt acres&lt;br /&gt;
[[Age 55]]&lt;br /&gt;
*Attacks in war will not take extra acres from the exploration pool.&lt;br /&gt;
*The reduced gains protection afforded to smaller kingdom when attacked by larger kingdoms will be removed when the smaller kingdom reaches 50 points on the meter.&lt;br /&gt;
*Towards a similar end, when both kingdom reach max hostility the option to declare will appear regardless of the kingdoms networth.&lt;br /&gt;
*Winning a war will not grant any honor taken from your opponents honor pool. Monarchs will instead be able to set a kingdom reward for winning wars, this reward will be honor or land and will be a combination based on both kingdoms relevant resources.&lt;br /&gt;
[[Age 56]]&lt;br /&gt;
*Winning a war and selecting land as a reward will grant a minimum of 5k acres to the kingdom.&lt;br /&gt;
[[Age 57]]&lt;br /&gt;
*In War the minimum gains will be reduced by 50%&lt;br /&gt;
[[Age 64]]&lt;br /&gt;
*War wins&lt;br /&gt;
**Acre reward capped at 20k&lt;br /&gt;
**Selecting land as a bonus will also result in a smaller honor bonus and vice versa.&lt;br /&gt;
[[Age 67]]&lt;br /&gt;
*50 books per acre of science (based on median province size) granted to both kingdoms&lt;br /&gt;
*An additional 150 BPA added to the winner&lt;br /&gt;
*Wizard training doubled in end of war ceasefire&lt;br /&gt;
[[Age 68]]&lt;br /&gt;
*War win reward: Not granted if the kingdoms are out of range at war start.&lt;br /&gt;
*War declaration: Requires 2 different people from each kingdom to have attacked (in such a way that the meter is moved) before war can be declared.&lt;br /&gt;
*End of War ceasefire: Maximum time reduced to 72 hours. Double wizards removed.&lt;br /&gt;
*War: Timer will tick during war for stances and war will override any stance. You can change stances during war so as to exit war in your desired stance.&lt;br /&gt;
[[Age 71]]&lt;br /&gt;
*The War Win bonus choice of &#039;Land&#039; or &#039;Honor&#039; will be removed. All War Wins will yield a single bonus, which will be an increased amount of both Land and Honor. Similar to the minimum land bonus, a minimum honor bonus will also be added.&lt;br /&gt;
*Immediately upon entering End of War Cease-Fire any provinces affected by plague will have it removed instantly.&lt;br /&gt;
*Additionally, upon entering End of War Cease-Fire, the losing kingdom will receive 50% of their land as free building credits, while the winning kingdom will receive 150% of their land as free building credits. We would like to stimulate the ability for both kingdoms to recover from war such that both the losing kingdom has a better chance at coming out of war recovered and ready to fight again and more importantly, the winning kingdom has an opportunity to defend their land better upon exiting war.&lt;br /&gt;
[[Age 72]]&lt;br /&gt;
*WW Chart Chains - In order to incentivize conflict between top WW kingdoms, we have altered the formula to provide additional WW points (scaling from the current if the kingdom you war is outside of the top 50 for land, honor, NW, and warwins) to double the current points.&lt;br /&gt;
*WW Bonus - Additionally, we are adding a new set of WW bonuses. Kingdoms will receive recognition on their kingdompage based on the number of WW points they achieve. Each additional &#039;tier&#039; that they obtain will also increase their WW bonus -- land, honor, credits, etc -- by 10%. This is capped at a WW bonus that is 50% larger than the baseline bonus.&lt;br /&gt;
*Finally the WW bonus will scale with kingdom size under 20 provinces to reduce the potential for abuse with kingdoms that remain intentionally small in the number of provinces.&lt;br /&gt;
*The War Win bonus will also include a provision of additional land to every province&#039;s individual explore pool in both kingdoms, this is mainly aimed at helping provinces that are destroyed in war to have a chance to grow back to a functional size.&lt;br /&gt;
*WAR - Exploration during eowcf will have reduced cost penalties (from 500% to 250% of normal cost).&lt;br /&gt;
*Propose War - Kingdoms will have the diplomatic option to Propose War to enemies in range and start war instantly instead of via attacks&lt;br /&gt;
[[Age73]]&lt;br /&gt;
*Auto-CeaseFire (Surrender) - Once a meter variance of 100 points occurs between 2 Kingdoms, the Kingdom with lower meter points will have the option to Surrender to the aggressor Kingdom. This will create an in-game CeaseFire between both kingdoms that cannot be cancelled by either side for a minimum of 7 days. The surrendering Kingdom will be required to not have any attacks for at least 12 hours similar to the restriction on Withdraw during War. You must also be OUT of war declaration range in order to have this button available to you.&lt;br /&gt;
*War Gains Formula - The top-feed minimum gains is being reduced slightly to accommodate the LBG top-feed bonuses from Age 72 (note this is only for Top Feed gains, all other gains remain the same)&lt;br /&gt;
[[Age 74]]&lt;br /&gt;
*Ceasefires - There is a new feature with Cease-Fires that allows you to choose a date until which the Cease-Fire cannot be broken. The farthest date in the future that can be chosen is 3 Utopian Years.&lt;br /&gt;
*War Proposals - Limit of 3 proposals that can be oustanding at any given time&lt;br /&gt;
*EoWCF Duration - Increased to 96 hours from 72 hours.&lt;br /&gt;
*Immediately upon exit of End of War Cease-Fire all Credits will decay by 1/3 instantly&lt;br /&gt;
[[Age 75]]&lt;br /&gt;
*Relative Kingdom Networth - Currently this is a part of the gains formula and is based entirely on the overall size of your Kingdom vs the Opponent Kingdom. This will change to be based on the average province size of your Kingdom to be a more accurate representation of the Kingdom strength&lt;br /&gt;
*War Win Bonus - The minimum war win acres bonus will be reduced to 4000 acres (from 5000)&lt;br /&gt;
*War Range - War Ranges will be determined by either land or networth, for example you will be IN war range if either land or Networth is within range of your target&lt;br /&gt;
*Force Cease-Fire - There will be an option for an aggressor Kingdom in a conflict to force both parties into a binding 7 Utopian Month cease-fire period. We are still working on the best method by which to implement the functionality on this, but the currently designed way for it to work has several components to it:&lt;br /&gt;
**The aggressor Kingdom (the KD looking to Force Cease-Fire) will need to have 100 or more meter disparity on the 1st of each Utopian Month for 3 consecutive Months&lt;br /&gt;
**The &#039;Force Cease-Fire&#039; button for the aggressor Kingdom will be available beginning on the 12th of the 3rd Month&lt;br /&gt;
**The defending Kingdom will be able to stop the forced cease-fire in several ways: a) Reduce the meter disparity between Kingdoms to under 100; or b) make at least 5 successful attacks during the Month of which the aggressor is capable of forcing the cease-fire (example: if you are the defending Kingdom and don&#039;t want the aggressor to receive the button at all, you must make 5 successful attacks between the 1st and 12th otherwise the aggressor will have the force cease-fire button until 5 attacks are successfully completed)&lt;br /&gt;
**If the defending Kingdom prevents a button on the 3rd consecutive day of 100+ meter by making 5 attacks, the defending Kingdom will have the same task of prevention on the following day: either reduce the disparity to less than 100 or make 5 attacks on the 1st - 12th&lt;br /&gt;
**The only way to reset the 3 day counter is to reduce the meter disparity below 100, at that point the aggressor must satisfy the first requirement which is 3 consecutive days of 100 or more meter disparity&lt;br /&gt;
**There is no wait period for the aggressor to press the button, once it becomes available on the 12th it can be pressed at any time&lt;br /&gt;
[[Age 76]]&lt;br /&gt;
*During ANY Cease-Fire espionage operations will be allowed (including End of War Cease-Fire) on the Kingdom you are in Cease-Fire with&lt;br /&gt;
[[Age 77]]&lt;br /&gt;
*The 10% reduced attack time granted instantly on War Declare will be removed&lt;br /&gt;
*Attack speed reduction from war will slide in up to -25% over 12 ticks&lt;br /&gt;
[[Age 78]]&lt;br /&gt;
*Auto Cease-Fire - The mechanic that allows a smaller Kingdom to automatically enter into a 7 day cease-fire with a larger Kingdom that has a large meter disparity will be removed&lt;br /&gt;
*War&lt;br /&gt;
**The amount of unique provinces required to attack from each Kingdom will be increased from 2 to 3 in order to declare war&lt;br /&gt;
**MAP reduction from War will be reduced by ~25%, this means that gains on a province with max MAP will be lower than they currently are&lt;br /&gt;
*End of War Cease-Fire&lt;br /&gt;
**Population growth will be increase from +500% to +1000%&lt;br /&gt;
**There will be a minimum peasant growth per tick of 500&lt;br /&gt;
[[Age 79]]&lt;br /&gt;
*There will remain a requirement of at least 3 provinces within a Kingdom to perform operations on the opposing Kingdom for War to be declared&lt;br /&gt;
*An aggressor Kingdom can enter into a 72 hour unbreakable Cease-Fire with a defending Kingdom if the aggressor has not made military attacks for at least 24 ticks&lt;br /&gt;
*To remove confusion, the definition of aggressor Kingdom shall mean the Kingdom with higher hostility meter points&lt;br /&gt;
*A defending Kingdom may enter into a 72 hour unbreakable Cease-Fire with an aggressor Kingdom if:&lt;br /&gt;
**a) Defender has not made any military attacks for at least 3 ticks, AND;&lt;br /&gt;
**b) Defender relations toward Aggressor are not Hostile&lt;br /&gt;
**c) Aggressor is Hostile with Defender&lt;br /&gt;
**d) Aggressor has been Hostile with defender for at least 3 ticks.&lt;br /&gt;
*If both Kingdoms are Hostile, either Kingdom may declare War (normal Unfriendly v Hostile declares are available)&lt;br /&gt;
*War Win rewards will only be provided if Kingdoms are in range at declare (range moved to 80% - 125%)&lt;br /&gt;
*If Kingdoms enter war while out of range, Surrender will be available much sooner than traditionally (i.e. 16 hours after start of war, these wars will have adjusted EoWCF length based on the amount of hours of war i.e. for each tick of war there will be 2 ticks of EoWCF)&lt;br /&gt;
*End of War Cease-Fire&lt;br /&gt;
**Birth Rate will be increased by current effects only for the first 36 hours&lt;br /&gt;
**Troop/Thief cost reduction will be removed&lt;br /&gt;
**All credits (Specialist/Build) will be lost upon exit of End of War Cease-Fire&lt;br /&gt;
**A small amount of science will be awarded to the winner&lt;br /&gt;
[[Age 81]]&lt;br /&gt;
*War&lt;br /&gt;
**War Range is now, low end 85% up to ~117.64% (1 / .85)&lt;br /&gt;
**Auto Surrender will be possible after 5 days of war instead of 7 when opponent is 50% or less networth&lt;br /&gt;
**Learn attack effects while in war will be increased from 4% to 8%&lt;br /&gt;
**Out of range wars will yield war points based on relative size at the war start and scale accordingly, for example:&lt;br /&gt;
**Example: 84.9% range = 100% points&lt;br /&gt;
***80% range = 85% points&lt;br /&gt;
***75% range = 65% points&lt;br /&gt;
***65% range = 20% points&lt;br /&gt;
***&amp;lt; 65% range = 0 points&lt;br /&gt;
*Force Cease-Fire&lt;br /&gt;
**If you are in war range (85-117.64%) when activating a Forced Cease-Fire your Kingdom will lose up to 3% honor at 95%+ and scale linearly to 1.5% at the bottom of the range (85%)&lt;br /&gt;
**This honor will be lost by the Kingdom pressing Force CF, it will not be transferred to the opponent Kingdom&lt;br /&gt;
[[Age 82]]&lt;br /&gt;
*War&lt;br /&gt;
**War declare range is now: (X * .85) to (X / .85)&lt;br /&gt;
**War win acre minimum bonus will be reduced to 2500 acres (from 4000)&lt;br /&gt;
*Force Cease-Fire&lt;br /&gt;
**Only kingdoms under 85% size can force CF with an aggressor (same requirements for time and attacks remain)&lt;br /&gt;
**Aggressor kingdoms can force CF after 24 hours of no attacks in kingdom news&lt;br /&gt;
[[Age 83]]&lt;br /&gt;
*War&lt;br /&gt;
**War win acre maximum bonus will be introduced and set to 10000 acres&lt;br /&gt;
*Force Cease-Fire&lt;br /&gt;
**This mechanic will no longer cancel dragons that have been started&lt;br /&gt;
[[Age 84]]&lt;br /&gt;
*War&lt;br /&gt;
**War may be declared by EITHER Kingdom if both Kingdoms have at least 75 Hostile Meter points&lt;br /&gt;
**Hostile Meter Cap is increased from 150 to 225&lt;br /&gt;
**End of War build credits awarded will be based on Median province size&lt;br /&gt;
**Build credits awarded to the losing Kingdom will be increased from 50% to 100%&lt;br /&gt;
**War Win science books awarded will be reduced from 72 hours of books to 48 hours&lt;br /&gt;
**While under Median, you are able to explore up to 500 acres (total land area) in a single explore. For example, if you are 50 acres with 0 acres currently being explored then you may explore up to 450 acres all at once which will take you to a total of 500 acres after the explore is complete.&lt;br /&gt;
*Force Cease-Fire&lt;br /&gt;
**While at war, a Kingdom will now be capable of activating Force CF (Defender only)&lt;br /&gt;
**Force CF duration will increase from 3 days to 5 days&lt;br /&gt;
[[Age 85]]&lt;br /&gt;
*Gains going into or out of war are being reduced from -75% to -85%&lt;br /&gt;
*While in War income will be reduced by 10%&lt;br /&gt;
[[Age 86]]&lt;br /&gt;
*War&lt;br /&gt;
**Bad spells will be removed at the conclusion of war&lt;br /&gt;
**Mutual Peace will provide building credits to each Kingdom in the amount of the median acre size&lt;br /&gt;
**Surrender will provide building credits to the Losing Kingdom in the amount of 1.5x median acre size&lt;br /&gt;
**Surrender will provide building credits to the Winning Kingdom in the amount of 2.5x median acre size&lt;br /&gt;
**The increased book production received from Schools will not affect the books awarded from a War Win&lt;br /&gt;
**The effects from Fountain of Knowledge will affect the books awarded from a War Win&lt;br /&gt;
**Racial and Personality mods that affect book production will increase the books awarded from a War Win&lt;br /&gt;
[[Age 87]]&lt;br /&gt;
*Total Wars &amp;amp; Losses removed from KD page (only the number of Wars Won displayed)&lt;br /&gt;
*Propose War removed&lt;br /&gt;
*Mutual Peace free Building Credits rewarded increased to 150%, added Specialist Credits equal to 2x Median Province size&lt;br /&gt;
*War will provide +25% Draft Speed&lt;br /&gt;
*War Stance protections lowered from 85% to 80%&lt;br /&gt;
*War Stance Raze Gains to and from other Kingdoms reduced from 100% to 50%&lt;br /&gt;
*EoWCF Draft Cost discount removed&lt;br /&gt;
*War &amp;amp; EoWCF Income penalty removed&lt;br /&gt;
[[Age 88]]&lt;br /&gt;
*Force Ceasefire time window needed to Surrender increased from 3 to 6 ticks&lt;br /&gt;
*Force Ceasefire duration reduced to 48 ticks&lt;br /&gt;
*War provides -25% Build Time&lt;br /&gt;
*War Training Time bonus applies on declare (instead of after 24 ticks)&lt;br /&gt;
*War Military Losses reduction bonus removed&lt;br /&gt;
*Mutual Peace free Specialist Credits reward increased to 3 * Median&lt;br /&gt;
*Mutual Peace free Building Credits reward increased to 200%&lt;br /&gt;
*Withdrawal free Building Credits reward increased to 200%&lt;br /&gt;
*Victory free Building Credits reward reduced to 200%&lt;br /&gt;
*War Points formula altered - Land/Networth/Honor Kingdom ranking and Tier will have a significant impact on the points rewarded&lt;br /&gt;
[[Age 89]]&lt;br /&gt;
*Hostile Relations reached at 30 meter points&lt;br /&gt;
*War Points and War Tier values adjusted (similar to Genesis)&lt;br /&gt;
[[Age 90]]&lt;br /&gt;
*Dragon Meter Points increased to 30&lt;br /&gt;
*Force Ceasefire time window needed to Surrender reduced to 3 Ticks&lt;br /&gt;
*A Hostile Aggressor Kingdom (the Kingdom with the higher Meter value) will gain access to Declare War button when the Defending Kingdom (the Kingdom with the lower Meter value) reaches 90 Meter Points, up from 75&lt;br /&gt;
[[Age 91]]&lt;br /&gt;
*Riots removed upon entering End of War Ceasefire (EoWCF)&lt;br /&gt;
*All troops currently away on attacks against the War opponent return home immediately upon entering EoWCF (Generals are still unavailable for the Attack duration)&lt;br /&gt;
*EoWCF maximum duration reduced to 72 ticks&lt;br /&gt;
*Explore time up to Median reduced by 50% during EoWCF&lt;br /&gt;
[[Age 92]]&lt;br /&gt;
*End of War Cease Fire: increased from 72 hours to 96 hours&lt;br /&gt;
*End of War Cease Fire: +50% science production during end of war cease fire&lt;br /&gt;
*During WAR: Elite conversion rate on Traditional March attacks will be doubled&lt;br /&gt;
[[Age 93]]&lt;br /&gt;
*Unfriendly Relations threshold increased from 10 to 15 points &lt;br /&gt;
*War Win score formula modified&lt;br /&gt;
[[Age 94]]&lt;br /&gt;
*Force Ceasefire for Aggressors: Aggressors cannot use Force CeaseFire against a Kingdom that is in War&lt;br /&gt;
*Any Ceasefire will cancel Dragon project from both Kingdoms&lt;br /&gt;
*War - Forced Surrender: Now occurs when opponent is 60% Networth (instead of 50%)&lt;br /&gt;
*End of War Ceasefire: Science Book bonus production of +50% removed &lt;br /&gt;
*End of War Ceasefire: Upon entering End of War Ceasefire BE will be restored to 100% for any province with less than 100% BE&lt;br /&gt;
*War Win Points: Points will now only change on conclusion of a War&lt;br /&gt;
*War Win Points: Will be hidden until the end of Age&lt;br /&gt;
[[Age 96]]&lt;br /&gt;
*Force Ceasefire is now 4 Utopian Months&lt;br /&gt;
*Starting War Win points for all Kingdoms will be increased significantly&lt;br /&gt;
*War Win Points formula will be modified slightly to increase the amount of points awarded for war wins&lt;br /&gt;
*War Win Chart will be viewable throughout the age&lt;br /&gt;
*War Win Points will be shown on Kingdom Page&lt;br /&gt;
*Defensive FCF can now be used irrespective of war range&lt;br /&gt;
*When FCF is used while in war range while outside war the following two penalties occur:&lt;br /&gt;
**If Defensive FCF is used in war range, the defender will pay (to the Aggressor) up to 3% of the defender’s total kingdom honor based on relative kingdom networth, and the aggressor will receive war win points (the defender will not lose any War Win points)&lt;br /&gt;
**If Aggressive FCF is used in while the defender is in war range, the aggressor will receive war win points.&lt;br /&gt;
*FCF will award war win points based on a percentage of a war win by the aggressor against the defender. If the two kingdoms are equal in networth 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 NW 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. We would expect a kingdom waving smaller kingdoms for CF with identical war win points to need between 20 and 40 FCFs to equal a single war win against one of those kingdoms.&lt;br /&gt;
*War: Will no longer have draft speed bonus, training time reduction and build time reduction (This includes End of War Ceasefire)&lt;br /&gt;
**+25% Draft Speed is being removed&lt;br /&gt;
**-25% Build Time is being removed&lt;br /&gt;
**-25% Train Time is being removed&lt;br /&gt;
**12 Hour Phase In -25% Attack Time reduce to -15% Attack Time&lt;br /&gt;
[[Age 97]]&lt;br /&gt;
*Out of Range Wars will no longer transfer War Score&lt;br /&gt;
*Aggressive FCF will no longer transfer War Score&lt;br /&gt;
*Military Casualties will be proportionally reduced by the scaling Effectiveness penalty for hitting into/out of War&lt;br /&gt;
*Points needed for reaching War Tiers have been adjusted (each tier provides additional bonuses to the winning Kingdom of a War)&lt;br /&gt;
*War Score Tiers&lt;br /&gt;
**Tier 1: 120&lt;br /&gt;
**Tier 2: 140&lt;br /&gt;
**Tier 3: 165&lt;br /&gt;
**Tier 4: 190&lt;br /&gt;
**Tier 5: 220&lt;br /&gt;
[[Age 98]]&lt;br /&gt;
*The losing Kingdom of a War will now have 10% of total Honor transferred to the winning Kingdom. Each province from the losing Kingdom will lose x% of honor, each province in the Winning Kingdom will receive an equal amount of honor. War Win Score Tier bonuses will affect the honor received by the winning Kingdom but not the honor lost by the losing Kingdom. &lt;br /&gt;
*War Networth auto-win requirements changed to opponent Networth dropping to 66% and a minimum of 72 ticks passed.&lt;br /&gt;
[[Age 99]]&lt;br /&gt;
*The losing Kingdom of a War receives Science Books equal to 24 Ticks of production.&lt;br /&gt;
*The losing Kingdom of a War does not transfer (lose) Honor to the winner.&lt;br /&gt;
*Out of Range Wars will not award War Score&lt;br /&gt;
[[Age 100]]&lt;br /&gt;
*Defensive Force Ceasefire removed.&lt;br /&gt;
*Offensive FCF is available&lt;br /&gt;
**After 24 ticks with no combat attacks or dragon sent&lt;br /&gt;
**After 24 ticks of the date the hostility meter reached Hostile&lt;br /&gt;
**Only if you are not in war (including End of War CeaseFire)&lt;br /&gt;
**Only if the target is not in war (including End of War CeaseFire)&lt;br /&gt;
**The 24 tick waiting period will not begin until EoWCF concludes&lt;br /&gt;
*Wars may end automatically at 48 ticks, reduced from 72 ticks.&lt;br /&gt;
*War rewards will be changed as follows:&lt;br /&gt;
**Land awarded at the conclusion of war to the winning Kingdom is now equal to 10% of the losing Kingdom&#039;s total Acres after withdrawal which will include the acres returned from armies (10% will be subtracted from each province in the losing Kingdom, distributed evenly to the winner, this will not be modified by the War Tier Bonus).&lt;br /&gt;
**Honor awarded at the conclusion of war to the winning Kingdom is now equal to 5% of the losing Kingdom&#039;s total Honor at withdrawal (5% will be subtracted from each province in the losing Kingdom, distributed evenly to the winner, this will not modified by the War Tier Bonus)&lt;br /&gt;
**There will be an additional amount of honor generated and awarded to the winner. This has a minimum amount of 2,500 with no maximum (This will be modified by the War Tier Bonus)&lt;br /&gt;
**The winning Kingdom gains additional Explore Pool, Building and Specialist Credits and Science Books modified by War Tier Bonus&lt;br /&gt;
War Tier Bonus is now equal to number of Wars won * 5%; maximum 50%. For example, a Kingdom with 5 War Wins is on Tier 5 =&amp;gt; 5 Wins * 5% each win = +25% bonus&lt;br /&gt;
[[Age 101]]&lt;br /&gt;
*Meter Throttle mechanic removed.&lt;br /&gt;
*Defensive Force-Ceasefire reintroduced. Only available out of War Range with no penalties, available after 3 Ticks of no Attacks, 96 Ticks duration.&lt;br /&gt;
*War Win Land transfer reduced from 10% to 5%. Bonus Land will now be awarded to the winner, equal to 5% of the winner’s size (before transfer).&lt;br /&gt;
*Base Honor generated on War Win increased by 50%.&lt;br /&gt;
*War Wins will now award additional Honor (10% bonus to the generated amount per Tier difference) to Kingdoms that win against opponents with a Tier equal or greater than their own (before transfer).&lt;br /&gt;
[[Age 103]]&lt;br /&gt;
*War Win Land reward will be a minimum of 2500 Acres.&lt;br /&gt;
*War Win will now also reward an additional Scientist.&lt;br /&gt;
*Mutual Peace and Withdrawal now also award Specialist Credits equal to 3 times median Province size (as Victory).&lt;br /&gt;
*Mutual Peace now also awards Science Books equal to 24 ticks of production (as Withdrawal).&lt;br /&gt;
*Mutual Peace now also awards bonus Pool (as Victory/Withdrawal).&lt;br /&gt;
*Maximum Gains GBP/MAP in War reduced from 30% to 20%.&lt;br /&gt;
*Maximum GBP/MAP generated on failed Attacks reduced. Amount of GBP/MAP generated at low relative Off/Def ratios adjusted to prevent situations where the casualties efficiency would be higher than intended.&lt;br /&gt;
[[Age 104]]&lt;br /&gt;
*Minimum EoWCF duration increased to 24 Ticks, 1000% Birthrate bonus reduced from 36 Ticks to 24 Ticks.&lt;br /&gt;
[[Age 106]]&lt;br /&gt;
*Provinces created/reset during WAR will be unable to donate to dragon or aid to those within their kingdom for 24 hours after they leave protection&lt;br /&gt;
*War Win bonus will incur a 5% stacking penalty for each province below 2&lt;br /&gt;
*To declare war, the kingdom you are declaring war against must have had hostile actions from at least 3 unique provinces. (hits only)&lt;br /&gt;
*Changes to War Completion&lt;br /&gt;
**Acre redistribution: Upon completion of war, acres awarded will prioritize the smallest Provinces first.&lt;br /&gt;
**On Conclusion of War - both kingdoms will receive&lt;br /&gt;
***3 times the kingdom’s median province’s acres in Specialist Credits&lt;br /&gt;
***Free Building Credits to the total of 200% of the median province’s total land at the end of the war&lt;br /&gt;
***Science Books bonus equal to 24 ticks of production for each Province&lt;br /&gt;
***Each Province will have 5% of their land lost and moved to their explore pool (minimum of 100 acres added to pool, regardless of how many are lost)&lt;br /&gt;
***An equal number of acres to those lost will be redistributed to Provinces across the kingdom**&lt;br /&gt;
***Recognition on Kingdom Page based on the number of Wars achieved&lt;br /&gt;
*Mutual Peace &lt;br /&gt;
**No additional Bonus&#039;s or penalties&lt;br /&gt;
*On war Loss the surrendering kingdom will lose &lt;br /&gt;
**5% of the Kingdom&#039;s Land (each province loses 5%)&lt;br /&gt;
**5% of the Kingdom&#039;s Honor (each province loses 5%)&lt;br /&gt;
*On war Win the winning kingdom will receive an additional war win bonus&lt;br /&gt;
**The following bonuses are modified based on War Win Tier and the Kingdom Province count penalty as outlined above.&lt;br /&gt;
***Each win increases these numbers by 5% to to a max of 50%&lt;br /&gt;
***Science Books bonus equal to 12 ticks of production for each Province&lt;br /&gt;
***+0.50 to “Current scientist generation”&lt;br /&gt;
***Honor equal to 5% of the losing Kingdom&#039;s total Honor at the end of the War (distributed evenly), plus 200 Honor per province&lt;br /&gt;
***Land equal to to 10% of the losing Kingdom&#039;s total land at the end of the War redistributed prioritizing smallest province**&lt;br /&gt;
***Additional Free Building credits equal to province land&lt;br /&gt;
[[Age 107]]&lt;br /&gt;
*End of War Ceasefire War win Bonus - Additional Building Credits upon War win has been removed. &lt;br /&gt;
*You will still receive Free Building Credits to the total of 200% of the median province’s total land at the end of the War.&lt;br /&gt;
[[Age 108]]&lt;br /&gt;
*Either Kingdom may now declare War if both Kingdom&#039;s Meter Points are 60 or higher&lt;br /&gt;
*Changes to how the acre shuffle works on War completion (War Win)&lt;br /&gt;
**Removed the Kingdom shuffle/redistribution at War end&lt;br /&gt;
**Winning Kingdom gets 10% of the losing Kingdom&#039;s land, distributed to lowest provinces (as current)&lt;br /&gt;
**An extra amount equal to 5% losing Kingdom&#039;s land is distributed to the provinces in the Winning Kingdom (distributed equally)&lt;br /&gt;
**Losing Kingdom only loses 5% (as current)&lt;br /&gt;
*Provinces who join during War do not receive War bonuses upon completion and are in Protection for the duration of the War&lt;br /&gt;
[[Age 111]]&lt;br /&gt;
*The Hostile Meter will no longer decay on the 1st of each Month. It will only be reset by:&lt;br /&gt;
**Ceasefire&lt;br /&gt;
**Both Kingdoms have their Hostility towards each other reset to 0&lt;br /&gt;
**Entering war&lt;br /&gt;
*When entering war, all Hostility towards your Kingdom will be reset to 0&lt;br /&gt;
*All Hostility your Kingdom has towards other Kingdoms will remain &lt;br /&gt;
**(e.g. if you are Hostile towards Kingdom A then enter war with Kingdom B, &lt;br /&gt;
*when you leave war you will still be Hostile towards Kingdom A, however, they will have 0 meter towards you)&lt;br /&gt;
*Aggressor Force CeaseFire is removed completely&lt;br /&gt;
*War Reward Scaling&lt;br /&gt;
*To encourage fully filled kingdoms — and reduce the incentive to stay small — war rewards now scale based on kingdom size at the time of war declaration. &lt;br /&gt;
*This scaling applies to land, honor, science books, and scientist generation only. &lt;br /&gt;
*It does not include build credits or specialist credits.&lt;br /&gt;
**War Victory Rewards Notes:&lt;br /&gt;
**Count is locked at the start of war — changes in province count after declaration do not affect rewards.&lt;br /&gt;
**War Points for a win have been increased from 2.00 to 2.25 for kingdoms with 25 provinces.&lt;br /&gt;
**Rewards include:&lt;br /&gt;
***Land&lt;br /&gt;
***Honour&lt;br /&gt;
***Science book generation&lt;br /&gt;
***50% of a scientist&lt;br /&gt;
***Explore pool&lt;br /&gt;
***Build credits&lt;br /&gt;
***Specialist credits &lt;br /&gt;
*Only land, honour, science books, and scientist generation are scaled. All others remain at full value regardless of Kingdom Size&lt;br /&gt;
*Example:&lt;br /&gt;
**If a kingdom with 24 provinces wins a war: &lt;br /&gt;
***Land = X * 0.8&lt;br /&gt;
***Honor = X * 0.8&lt;br /&gt;
***Science Books = 36 * 0.8 = 28.8 ticks&lt;br /&gt;
***Scientist Generation = 50% * 0.8 = 40%&lt;br /&gt;
***Build credits, specialist credits, and explore pool = 100% &lt;br /&gt;
**The same scaling applies all the way down to 40% for kingdoms under 20 provinces. &lt;br /&gt;
&lt;br /&gt;
[[File:War Reward Scaling.png]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Age 112]]&lt;br /&gt;
*Relations Overhaul – Unfriendly &amp;amp; Hostile Bonuses&lt;br /&gt;
*Note: These effects are granted only towards the Kingdom you have relations with, or have relations from.&lt;br /&gt;
**Effects when your Kingdom has relations towards another:&lt;br /&gt;
***Unfriendly: +4% Gains, –5% Military Casualties, +5% WPA/TPA, –2.5% Attack Time, +2% OME.&lt;br /&gt;
***Hostile: +10% Gains, –12% Military Casualties, +15% WPA/TPA, –6% Attack Time, +5% OME. &lt;br /&gt;
****Access to Unfriendly T/M ops against Target Kingdom Only&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
**When another Kingdom has relations towards you:&lt;br /&gt;
***When Unfriendly: +1.5% Gains, –2.5% Military Casualties, +2.5% WPA/TPA, –1% Attack Time, +1% OME. &lt;br /&gt;
****Access to Unfriendly T/M ops&lt;br /&gt;
***When Hostile: +3% Gains, –4% Military Casualties, +5% WPA/TPA, –2% Attack Time, +2% OME. &lt;br /&gt;
****Access to Hostile T/M ops&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=Hostile_Meter&amp;diff=1524</id>
		<title>Hostile Meter</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Hostile_Meter&amp;diff=1524"/>
		<updated>2026-07-25T05:50:57Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Changelog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h2&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Significance_of_the_Hostility_Meter&amp;quot;&amp;gt;Significance of the Hostility Meter&amp;lt;/span&amp;gt;&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;When a party hits &amp;lt;b&amp;gt;15 points&amp;lt;/b&amp;gt; they become Unfriendly to the Kingdom which they hit/opped. Hostile status requires &amp;lt;b&amp;gt;30 points&amp;lt;/b&amp;gt; to achieve.&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;If both Kingdoms reach Hostile relations, the kingdom with fewer meter points may declare war. When &amp;lt;b&amp;gt;60 points&amp;lt;/b&amp;gt; are reached by both Kingdoms, either one can declare. &lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;On the first of each Utopian Month, both hostility meters decay by &amp;lt;b&amp;gt;one fifth (20%) or 3 points, whichever is greater&amp;lt;/b&amp;gt;.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Attacks.2C_Spells.2C_Ops_and_How_they_Move_the_Meter&amp;quot;&amp;gt;Attacks, Spells, Ops and How they Move the Meter&amp;lt;/span&amp;gt;&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Different successful Attack types, Spells and Thievery Operations add to the Hostility Meter at varying levels of intensity. The Attacks add to the Meter according to the figures given below. The Meter is capped at 180 points.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Traditional_Marches.2C_Conquests.2C_Razes.2C_Plunders.2C_Massacres.2C_Learns&amp;quot;&amp;gt;Traditional Marches, Conquests, Razes, Plunders, Massacres, Learns&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;All these Attacks add 3 points to the Hostility Meter per hit.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Ambushes&amp;quot;&amp;gt;Ambushes&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Ambushes add 1.5 points to the Meter.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Bounces&amp;quot;&amp;gt;Bounces&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; Bounces will affect the Meter based on Offense send / Defense. &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Failed Raze Attack will generate 3 meter points ([[Age 109]])&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Dragons&amp;quot;&amp;gt;Dragons&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Dragons sent add 30 points to the Hostility Meter.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Spells_and_Thievery_Operations&amp;quot;&amp;gt;Spells and Thievery Operations&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr bgcolor=&amp;quot;#dedeff&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Spell&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Relations Required&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Value&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Storms&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.06&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Drought&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.06&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Gluttony&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.09&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Magic Ward&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.15&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Chastity&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.15&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Sloth&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.15&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Greed&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.15&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Vermin&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.00&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Abolish Ritual&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.15&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Lightning Strike&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.18&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Pitfalls&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.18&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Explosions&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.18&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Fireball&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.24&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Tornadoes&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.3&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Blizzard&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.3&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Expose Thieves&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.36&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Fool&#039;s Gold&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.42&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Mystic Vortex&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.45&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Nightmares&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.45&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Land Lust&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.6&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Meteor Showers&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Hostile &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.75&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr bgcolor=&amp;quot;#dedeff&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Thievery Operation&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Relations Required&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Value&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Free Prisoners&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.03&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Rob the Granaries&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.06&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Bribe Generals&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.09&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Bribe Thieves&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.09&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Rob the Towers&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.09&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Kidnap&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.12&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Rob the Vaults&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.12&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Steal War Horses&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.18&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Incite Riots&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.18&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Night Strike&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.24&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Sabotage Wizards&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.24&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Destabilize Guilds&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.24&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Arson&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.24&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Greater Arson&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.3&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Assassinate Wizards&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.36&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Detailed:_Effects_of_Moving_the_Meter_.26_Changing_Relations&amp;quot;&amp;gt;Detailed: Effects of Moving the Meter &amp;amp;amp; Changing Relations&amp;lt;/span&amp;gt;&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Normal&amp;quot;&amp;gt;Normal&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;No Effects&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Unfriendly&amp;quot;&amp;gt;Unfriendly&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;A Dragon sent to an unfriendly Kingdom will only have 50% health points.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;i&amp;gt;Mystics:&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Expose Thieves&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Fireball&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Lightning Strike&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Chastity&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Fool&#039;s Gold&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Nightmares&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Mystic Vortex&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Tornadoes&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Land Lust&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Abolish Ritual&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Magic Ward&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Sloth&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;i&amp;gt;Thievery:&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Night Strike&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Assassinate Wizards&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Greater Arson&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Sabotage Wizards&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Hostile&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; Some Honor gains from Ops and Spells&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; A Dragon sent to a Hostile Kingdom will only have 75% health points.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Mana costs of Offensive Spells decreases to 2% &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Stealth costs of Offensive Operations decreases to 2%&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Access to Meteor Showers&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;War&amp;quot;&amp;gt;War&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; Greatly increased Honor gains from Ops and Spells&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; A Dragon&amp;lt; sent in War has full health&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Dragon Networth Range is removed when targeting a Kingdom you are at War with&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Greatly reduced Multi-Attack Protection&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 80% Protection from hits and spell/op effects from Kingdoms outside the War (phasing in over 24h)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Decreased Attack Time (phasing in) by 15% after 12 Ticks&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;i&amp;gt;Mystics:&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Amnesia&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;War Spoils&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;i&amp;gt;Thievery:&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Propaganda&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Changelog==&lt;br /&gt;
[[Age 52]]&lt;br /&gt;
*Meter changes&lt;br /&gt;
**Assumptions: We count trads as 2 points, all other hits as 1. The reduction factor is built into all attacks.&lt;br /&gt;
**Meter Cap 200 points:&lt;br /&gt;
***Throttling: Occurs after 100 points and slides linearly to 200 points having - 50% gains.&lt;br /&gt;
[[Age 59]]&lt;br /&gt;
*Hostile meter: Reduced to from 200 points to 150&lt;br /&gt;
[[Age 73]]&lt;br /&gt;
*Gains Throttling will be significantly more effective - Once the meter variance between Kingdoms is 50 points, each point over 50 will reduce gains by 1% up to a maximum of 75% at a variance of 125 meter points. Max meter will remain at 150&lt;br /&gt;
[[Age 74]]&lt;br /&gt;
*Meter Throttling - Adjusted to reduce operation damage against Kingdoms that have gains throttled on you. Also there will be a reduction to throttling that occurs within declare range&lt;br /&gt;
[[Age 79]]&lt;br /&gt;
*KD vs KD Throttle&lt;br /&gt;
**The throttle that was put in place to deter continued attacks on the same Kingdom by reducing gains based on Meter variance will be removed&lt;br /&gt;
*Hostile Meter &amp;amp; War&lt;br /&gt;
**The Hostile Meter will now be affected by Thief and Sorcery Operations&lt;br /&gt;
**Thievery and Sorcery Operation Meter Values&lt;br /&gt;
[[File:Sorcery &amp;amp; Sabotage Meter Points A79.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
*Thief/Sorcery operations that increase the meter will be shown in a new area that Monarch and Stewards only have access to&lt;br /&gt;
*There is a new display on the War Room, Thievery and Sorcery page that provides information on Meter Movement and Status&lt;br /&gt;
*Bounces will affect the meter based on offense vs defense sent (i.e. a failed attack with greater than 75% offense sent would move the meter equivalent to 50% of a successful Traditional March)&lt;br /&gt;
[[Age 80]]&lt;br /&gt;
*Unfriendly will begin at 10 points&lt;br /&gt;
*Hostile will begin at 25 points&lt;br /&gt;
*Sending a Dragon will move the Hostile meter&lt;br /&gt;
*Traditional March, Massacre and Learn will add 3 points to the meter&lt;br /&gt;
*Ambush will add 1.5 meter points&lt;br /&gt;
*Failed attack meter movement will also be increased by ~25%&lt;br /&gt;
*The meter will decrease by 1/6 on the 1st of each Month&lt;br /&gt;
[[Age 81]]&lt;br /&gt;
*Sending a Dragon will move the Hostile meter by 18 points instantly&lt;br /&gt;
*The meter will decrease by 1/5 on the 1st of each Month, or 3 points whichever is higher&lt;br /&gt;
[[Age 98]]&lt;br /&gt;
*MAP generated by Learn Attack increased by ~15%.&lt;br /&gt;
*Failed attacks will generate Hostility Meter points more closely related to Offense / Defense ratio of a Traditional March. The minimum meter movement has been removed.&lt;br /&gt;
[[Age 100]]&lt;br /&gt;
*Maximum Hostility Meter reduced from 225 to 180 points.&lt;br /&gt;
*Hostility Meter based Relations throttling is being reintroduced. For every 1 point of hostility meter variance over 90 will result in:&lt;br /&gt;
**a reduction in Gains for the Kingdom with the higher Meter, this will scale linearly from 0 at a 90 point variance up to -75% gains at 180 point variance; &lt;br /&gt;
**and reduced Defensive Military Casualties for the Kingdom with the lower Meter, scaling in the same way from 90 point variance to 180 point variance with military casualties (on defense) reduced linearly from 0% to -50%&lt;br /&gt;
&lt;br /&gt;
[[Age 106]]&lt;br /&gt;
*Thievery and magic meter movements updated to reflect forum changes of &amp;quot;all values have tripled&amp;quot; on 6 May 2024.&lt;br /&gt;
[[Age 108]]&lt;br /&gt;
*Spells and Sabotage operations Meter Point values have been reduced slightly&lt;br /&gt;
&lt;br /&gt;
[[Age 109]]&lt;br /&gt;
*Failing a Raze Attack will generate 3 meter points&lt;br /&gt;
*Defender Casualties on Failed Attacks -35%&lt;br /&gt;
[[Age 112]]&lt;br /&gt;
*Hostile relations decay after 96h without war&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Thievery&amp;diff=1523</id>
		<title>Thievery</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Thievery&amp;diff=1523"/>
		<updated>2026-07-25T05:50:10Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Changelog */ added a112&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;No one ever said leadership involves only public activities. With a state-sanctioned paramilitary thieves guild available to you, the possibilities are endless. What may not be possible through [[Relations#War|war]] or [[Mystics|magic]] may still be possible with deceit and deception. Never underestimate the power of the underground unknown. &lt;br /&gt;
&lt;br /&gt;
Thieves are professional soldiers, trained in the arts of the elite underground and are trained on your [[Military]] Menu. They maintain a Stealth Rating which determines when they can be used. This rating rises automatically each day by 3 points and drops each time your thieves conduct an operation. Your thieves will not carry out missions without at least a 5% Stealth Rating.&lt;br /&gt;
&lt;br /&gt;
The best measure of your guild&#039;s strength is the number of thieves you maintain per acre of land, often known as Thieves Per Acre (TPA), modified by your Thieves&#039; Dens, your [[Science|Crime science]] and your [[Races and Personalities|racial]] bonuses or penalties. The success rate of your guild depends on both your and your target&#039;s TPA. The raw damage, however, is based on raw strength - the more thieves you use in an operation, the more damage they can do. &lt;br /&gt;
&lt;br /&gt;
The larger your province, the more difficult it will be to keep your guild well-organized and efficient. As your province grows larger, be prepared to keep training additional thieves to keep your network intact and effective. Like most things in Utopia, thievery operations are easier and more effective against provinces similar to you in size.&lt;br /&gt;
&lt;br /&gt;
Information on how to calculate thief operations can be found here.&lt;br /&gt;
&lt;br /&gt;
Thievery operations are divided in two categories, as listed below:&lt;br /&gt;
&lt;br /&gt;
*[[Thievery#The_Thieves&#039;_Toolbox:_The_Espionage_Operations|Espionage Operations]]&lt;br /&gt;
*[[Thievery#The_Thieves&#039;_Toolbox:_The_Sabotage_Operations|Sabotage Operations]]&lt;br /&gt;
&lt;br /&gt;
== The Thieves&#039; Toolbox: The Espionage Operations ==&lt;br /&gt;
&lt;br /&gt;
The espionage operations will simply gather information regarding the enemy province.&lt;br /&gt;
&lt;br /&gt;
=== Spy on Throne ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Gives an estimate of the resources and troops available to a province&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: very low&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;
Consumes only 1% Stealth&lt;br /&gt;
&lt;br /&gt;
=== Spy on Defense ===&lt;br /&gt;
&lt;br /&gt;
Reports enemy&#039;s standing defenses.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reveals Net Defensive Points at Home&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: very low&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;
Consumes only 1% Stealth&lt;br /&gt;
&lt;br /&gt;
=== Spy on Exploration ===&lt;br /&gt;
&lt;br /&gt;
Gives current pool size, and costs per acre in gold and soldiers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reveals pool size, and costs per acre in gold and soldiers&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: very low&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;
=== Snatch News ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Displays the targeted provinces Kingdom Paper&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: low&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;
=== Infiltrate ===&lt;br /&gt;
&lt;br /&gt;
Reports on the size of your opponent&#039;s guild.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Gives an estimate of the number of thieves in the enemy province&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message: Our thieves have infiltrated the Thieves&#039; Guilds of [province name] (##:##). They appear to have about X thieves employed across their lands.&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: low&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;
=== Survey ===&lt;br /&gt;
&lt;br /&gt;
Reports on the distribution of buildings in a province.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Gives an estimate of the buildings in the enemy province, as displayed by the Internal Affairs advisor&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: low&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;
=== Spy on Military ===&lt;br /&gt;
&lt;br /&gt;
Provides detailed information from your opponent&#039;s army.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Shows the enemy troops out as well as an estimate of troops at home and in training, as displayed by the Military Advisor&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: low&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;
=== Spy on Sciences ===&lt;br /&gt;
&lt;br /&gt;
Estimates strengths and effects of opponent&#039;s science levels.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Gives an estimate of the bonuses an enemy province gains from its science, as displayed on the Science page&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: low&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;
== The Thieves&#039; Toolbox: The Sabotage Operations ==&lt;br /&gt;
&lt;br /&gt;
=== Sabotage Wizards ===&lt;br /&gt;
&lt;br /&gt;
Drains the target&#039;s Mana levels for several days, limiting the ability to cast spells.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces Mana level by 5% of current level each Tick, before Mana regeneration&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message: Our thieves have sabotaged their wizards&#039; ability to cast spells&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: medium&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;
=== Destabilize Guilds ===&lt;br /&gt;
&lt;br /&gt;
Decreases the target’s Spell Duration for several days.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality#Rogue|Rogues]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations#War|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decreases the target’s Duration of Self Spell and Offensive Spell casts while the effect is active by 20%&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: medium&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;
=== Rob the Granaries ===&lt;br /&gt;
&lt;br /&gt;
Steals food from your opponent&#039;s storages.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Steals up to a max of 31.5% (46% in [[Relations#War|war]]) enemy food at the rate of 95 (135 in [[Relations#War|war]]) bushels per thief&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message: Our thieves have returned with X bushels&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: medium&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;
=== Rob the Vaults ===&lt;br /&gt;
&lt;br /&gt;
Steals gold from enemy coffers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Steals up to a max of 5.2% (14% in [[Relations#War|war]]) enemy gc at the rate of 40 (106 in [[Relations#War|war]]) gc per thief&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message: Our thieves have returned with X gold coins&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: medium&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.12&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rob the Towers ===&lt;br /&gt;
&lt;br /&gt;
Steals runes from your target&#039;s wizards.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Steals up to a max of 24.5% (35% in [[Relations#War|war]]) enemy runes at the rate of 18.2 (26 in [[Relations#War|war]]) runes per thief&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message: Our thieves were able to steal X runes&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: medium&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;
=== Kidnapping ===&lt;br /&gt;
&lt;br /&gt;
Kidnaps peasants from your enemy and brings them to your province.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Steals up to a max of 1.85% (4% in [[Relations#War|war]]) enemy peasants at the rate of 0.132 (0.285 in [[Relations#War|war]]) peasants per thief&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message: Our thieves kidnapped many people, but only were able to return with X of them&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: medium&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.12&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Arson ===&lt;br /&gt;
&lt;br /&gt;
Burns down enemy buildings to disrupt an enemy&#039;s stability.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Destroys a small amount of enemy buildings&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message: Our thieves burned down X acres of buildings OR Unfortunately, our thieves were too few in number to find any buildings to burn&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: medium&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;
=== Greater Arson ===&lt;br /&gt;
&lt;br /&gt;
A more powerful version of Arson.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality#Rogue|Rogues]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Destroys up to a max of ~6% of targeted enemy buildings at the rate of 0.0045 buildings per thief&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message: Our thieves burned down X [building type]&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: Medium&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;
=== Night Strike ===&lt;br /&gt;
&lt;br /&gt;
Assassinates a portion of your enemy&#039;s military.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Kills up to a maximum of 16.25% enemy soldiers at a rate of 0.67 soldiers per thief Also kills a much smaller amount of specialists and elites Will affect all troops, even those that aren&#039;t home&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message: Our thieves assassinated X enemy troops&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: medium&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;
=== Incite Riots ===&lt;br /&gt;
&lt;br /&gt;
Incites riots which disrupt tax collection efforts for several days.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decreases targets income by 15%&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message: Our thieves have caused rioting It is expected to last X days&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: medium&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;
=== Steal War Horses ===&lt;br /&gt;
&lt;br /&gt;
Steals an enemy&#039;s horses.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|Rogue]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Steals up to 20% of the targets horses at a rate of 0.35 horses per thief Note that you only gain half of this number as the rest are released&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message: Our thieves were able to release X horses but could only bring back Y of them&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: medium&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;
=== Bribe Thieves ===&lt;br /&gt;
&lt;br /&gt;
Reduces the ability of an enemy thieves&#039; guild.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces thief effectiveness by 10%&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message: Our thieves have bribed members of our enemies&#039; guild&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: medium&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;
=== Bribe Generals ===&lt;br /&gt;
&lt;br /&gt;
Increases the losses sustained by your enemy in all combat.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Effectively a 1 in 5 chance per attack to increase troop losses by 20% on all combat&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message: Our thieves have bribed an enemy general&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: medium&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;
=== Free Prisoners ===&lt;br /&gt;
&lt;br /&gt;
Releases prisoners from an opponent&#039;s dungeons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Releases up to a max of 12% (17% in [[Relations#War|war]]) of the targets prisoners at a rate of 0.06 (0.07 in [[Relations#War|war]]) prisoners per thief&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message: Our thieves freed X prisoners from enemy dungeons&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: medium&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.03&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Assassinate Wizards ===&lt;br /&gt;
&lt;br /&gt;
Attempts to assassinate enemy wizards.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality#Rogue|Rogues]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Kills up to a max of 1.2% target wizards at a rate of 0.006 wizards per thief&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message: Our thieves assassinated X wizards of the enemy&#039;s guilds&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: high&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;
=== Propaganda ===&lt;br /&gt;
&lt;br /&gt;
Attempts to convince enemy forces to join your province.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality#Rogue|Rogues]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations#War|War]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: not fully determined&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message: We have converted X [wizards, thieves, soldiers] from the enemy to our guild OR We have converted X [of the enemy&#039;s specialist troops, (elite unit name)] to our army&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: high&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;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
[[Age 48]]&lt;br /&gt;
*Espionage:&lt;br /&gt;
**Only need to send 20% thieves for best accuracy.&lt;br /&gt;
**Espionage accuracy no longer affected by target Watch Towers&lt;br /&gt;
[[Age 55]]&lt;br /&gt;
*Sabotage damage mods will increase the thievery damage cap, watchtowers will decrease it.&lt;br /&gt;
[[Age 56]]&lt;br /&gt;
*Espionage operations will be completely accurate if players send 10% of their thieves. This accuracy will be conveyed in some way to the player (yet to be decided but probably via the espionage message, updates will follow when they are available).&lt;br /&gt;
*Espionage operations will be able to be conducted through in game ceasefires.&lt;br /&gt;
[[Age 63]]&lt;br /&gt;
*Arson and Greater Arson: GA increased moderately, Arson damage increased significantly.&lt;br /&gt;
[[Age 64]]&lt;br /&gt;
*Snatch News: Easier and takes less stealth&lt;br /&gt;
*Spy On military: takes less stealth&lt;br /&gt;
[[Age 69]]&lt;br /&gt;
*The Spy on Science op has been updated, and will steal a report on the total number of scientists assigned to each science type, along with their total effect (but you cannot steal specifics like how many professors there are)&lt;br /&gt;
[[Age 72]]&lt;br /&gt;
*SOT change - Will display information related to any active Kingdom Ritual&lt;br /&gt;
[[Age 73]]&lt;br /&gt;
*Stealth Costs - Flat cost - 3% stealth (2% with relations), 2% intel (1% SoT)&lt;br /&gt;
*Elite Longevity - Elite losses via NightStrike will be closer to losses of Specialists seen now. Elites that go into retraining from Nightmare will also increase closer to that of specialists. Propaganda has also seen an increase to elite damage closer to that of Specialists. Military Casualties will be unchanged&lt;br /&gt;
[[Age 74]]&lt;br /&gt;
*Night Strike - Damage dealt by night strike will be reduced by approximately 20%.&lt;br /&gt;
[[Age 75]]&lt;br /&gt;
*A slight reduction in damage will be made on the effectiveness of operations performed the farther out of range a province is (this will be affected in both directions, small vs large and large vs small)&lt;br /&gt;
*Assassinate Wizards - The damage of Assassinate Wizards will be reduced by roughly 10%&lt;br /&gt;
[[Age 83]]&lt;br /&gt;
*Release Prisoners will require Unfriendly&lt;br /&gt;
[[Age 86]]&lt;br /&gt;
*Stealth and Mana can now be used down to 5%, instead of 10%&lt;br /&gt;
*Thievery operations honor has been increased by 20%&lt;br /&gt;
[[Age 87]]&lt;br /&gt;
*Free Prisoners - also steals 50% of the released Prisoners&lt;br /&gt;
[[Age 90]]&lt;br /&gt;
*Assassinate Wizards - Damage and cap reduced by ~15% &lt;br /&gt;
*Free Prisoners - changed from Unfriendly to Any&lt;br /&gt;
[[Age 92]]&lt;br /&gt;
*Spy on Sciences difficulty will be reduced&lt;br /&gt;
**Spy on Throne is the easiest operation, using this level of difficulty as the base, Spy on Sciences difficulty will be reduced to roughly 3x more difficult than SoT (previously, SoS was ~5.5x more difficult than SoT). To give a frame of reference, Spy on Military is roughly 4x more difficult than SoT&lt;br /&gt;
[[Age 93]]&lt;br /&gt;
*Steal horses now requires at least unfriendly&lt;br /&gt;
[[Age 94]]&lt;br /&gt;
*Incite Riots: Duration Cap introduced at 18.&lt;br /&gt;
*Honor: Thievery honor gain -15% except for Assassinate Wizards, Greater Arson and Propaganda&lt;br /&gt;
[[Age 96]]&lt;br /&gt;
**Significantly reduce the difficulty to gather Intel inside EOWCF to outside Kingdoms&lt;br /&gt;
[[Age 97]]&lt;br /&gt;
*Sabotage Wizards Damage cap reduced by 50%&lt;br /&gt;
*Assassinate Wizards meter points value increased to .12&lt;br /&gt;
*Arson meter points value increased to .08&lt;br /&gt;
*Greater Arson meter points value increased to .1&lt;br /&gt;
[[Age 98]]&lt;br /&gt;
*Most Sabotage Operations&#039; Damage reduced:&lt;br /&gt;
*Arson, Free Prisoners, Nightstrike, Rob the Granaries, Rob the Towers, Rob the Vaults, Steal War Horses damage reduced by ~10%. &lt;br /&gt;
*Assassinate Wizards, Greater Arson and Propaganda damage reduced by ~25%.&lt;br /&gt;
*Intra-KD robbing Gains penalty significantly increased.&lt;br /&gt;
[[Age 100]]&lt;br /&gt;
*Sabotage Wizards - effect increased (base amount ~22% mana removed). Availability changed to War only&lt;br /&gt;
[[Age 101]]&lt;br /&gt;
*All provinces will start with 100 Thieves and 100 Wizards.&lt;br /&gt;
*New Sabotage Operation: Destabilize Guilds – Decreases the target’s Duration of Self Spell and Offensive Spell casts while the effect is active by 20%. Medium difficulty, maximum duration roughly 6 Ticks. Only available to Rogue.&lt;br /&gt;
*Sabotage Wizards – will now have a similar effect to Expose Thieves (will reduce Mana each tick by 5% of current Mana level, before regeneration), maximum duration roughly 9 Ticks.&lt;br /&gt;
[[Age 103]]&lt;br /&gt;
*Sabotage Wizards - relations required changed to Unfriendly&lt;br /&gt;
[[Age 104]]&lt;br /&gt;
*All Espionage Operations now require 5% Thieves.&lt;br /&gt;
*All Espionage Operations are now 100% accurate.&lt;br /&gt;
*Bribe Generals - added message when effect procs.&lt;br /&gt;
*Kidnap - gains reduced by 20%.&lt;br /&gt;
*Release Prisoners - gains increased by 20%.&lt;br /&gt;
*Riots - effect reduced from -20% to -15%.&lt;br /&gt;
*Spy on Military - greatly reduced difficulty.&lt;br /&gt;
[[Age 105]]&lt;br /&gt;
*Spy on Defense - new operation: reveals Defense Points home, difficulty and cost equal to to Spy on Throne.&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;
*NS updated to reflect 25% more damage on 29 May 2024.&lt;br /&gt;
[[Age 108]]&lt;br /&gt;
*Assassinate Wizards damage has been increased by ~17.5%&lt;br /&gt;
[[Age 110]]&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;
[[Age 112]]&lt;br /&gt;
*Moved to Hostile: Steal War Horses, Assassinate Wizards, Greater Arson, Nightstrike&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Attacking_%26_Defending&amp;diff=1522</id>
		<title>Attacking &amp; Defending</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Attacking_%26_Defending&amp;diff=1522"/>
		<updated>2026-07-25T05:48:50Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Changelog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Military Efficiency==&lt;br /&gt;
===Base Military Efficiency===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Base Military Efficiency =&amp;lt;/b&amp;gt; ( 33 + 67 * ( Effective Wage Rate / 100 ) &amp;lt;sup&amp;gt;0.25&amp;lt;/sup&amp;gt; ) * [[Dragons#Ruby|Ruby Dragon]] * [[Multi-Attack Protection (MAP)|Multi-Attack Protection Bonus]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* Rounded to one decimal point, it should return the most accurate values. Effective Wage Rate lies between 20% (77.8% Efficiency) to 200% (112.7% Efficiency).&lt;br /&gt;
* While wages can be changed instantly, the effective wage rate used for base military efficiency changes slowly per tick. It takes approximately 96hrs to go from 20% wages to max at 200% wages.&lt;br /&gt;
* &#039;&#039;&#039;Effective Wage Rate Formula&#039;&#039;&#039; = (Final Wage Rate - Previous Wage Rate)* 0.05 - Previous Wage Rate&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;96 Hour Wage Rate Chart&#039;&#039;&#039;: [https://upload.wikimedia.org/wikipedia/commons/c/cb/ME_Chart.png ME Chart]&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;Change in Effective Wage Rate = &amp;lt;/b&amp;gt; 0.05 * (Wage Rate Paid - Effective Wage Rate)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* If wages were not fully paid in the previous tick, Wage Rate Paid will be set at minimum regardless of the amount of wages actually paid.&lt;br /&gt;
&lt;br /&gt;
===Offensive Military Efficiency===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;OME =&amp;lt;/b&amp;gt; (Base Military Efficiency + [[Growth|Training Grounds Bonus]] + [[Honor]] Bonus) * [[Science|Science Bonus]] * [[Races and Personalities|Race]] Bonus * [[Races and Personalities|Personality Bonus]] * [[Mystics#Fanaticism|Fanaticism]] * [[Mystics#Bloodlust|Bloodlust]] * [[Ritual|Ritual]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Defensive Military Efficiency===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;DME =&amp;lt;/b&amp;gt; (Base Military Efficiency + [[Growth|Forts Bonus]] + [[Honor]] Bonus) * [[Science|Science Bonus]] * [[Races and Personalities|Race]] Bonus * [[Races and Personalities|Personality Bonus]] * [[Mystics#Minor_Protection|Minor Protection]] * [[Mystics#Greater_Protection|Greater Protection]] * [[Mystics#Fanaticism|Fanaticism]] * [[The Plague|Plague]] * [[Ritual|Ritual]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Attacking==&lt;br /&gt;
===Raw Offense===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Raw Off =&amp;lt;/b&amp;gt; (Soldiers * (Soldier Off value + Aggression)) + (Offensive Specs * Off Spec Attack value) + (Elites * Elite Attack value) + (Horses * War Horse Attack value) + [(Mercs * Attack Value + Prisoners * Attack Value)]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Modified Offense===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Mod Off =&amp;lt;/b&amp;gt; Raw Offense * (OME + General Bonus)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Condition&lt;br /&gt;
!Modifier&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;OME&#039;&#039;&#039; || &#039;&#039;check your Military Advisor&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;General Bonus&#039;&#039;&#039; || +5% per additional general over 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Attack Times===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Attack Time =&amp;lt;/b&amp;gt; Base Attack Time * [[Races and Personalities|Race]] Bonus * [[Races and Personalities|Personality]] Bonus * [[Growth|Barracks]] Bonus * [[Mystics#Quick_Feet|Quick Feet]] * Attack Type * [[Relations|War]] * NW Mod * [[Ritual|Ritual Bonus]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Note: War Attack Speed phases in to -15%, after 12 hours of War have passed.&lt;br /&gt;
* There is a net worth value adjustment for attack times. This adjustment compares your net worth to the net worth of the province you are planning to attack. If these are close to each other the base attack times as given below are used. If the net worth differs, then the base attack time is multiplied, so your attack time is longer. This does not affect intra-KD attacks or in War.&lt;br /&gt;
&lt;br /&gt;
====Base Attack Time====&lt;br /&gt;
The base attack time is 14 hours. This is the value all calculations are based upon.&lt;br /&gt;
&lt;br /&gt;
====Minimum Offense to Win====&lt;br /&gt;
To guarantee a win, you must send Mod Offense that is at least 1 greater than the defender&#039;s Mod Defense.&lt;br /&gt;
&lt;br /&gt;
On Conquest attacks, the minimum Offense to win is 51% of the opponents Defense.&lt;br /&gt;
&lt;br /&gt;
==Attack Gains==&lt;br /&gt;
For Attacks that target and capture Resources (Traditional March, Conquest, Plunder, Learn), the Gains are calculated as follows:&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;B&amp;gt;Gains&amp;lt;/b&amp;gt; = Target Resource * Attack Type * [[Attacking_%26_Defending#Province_Networth_Factor|RPNW]] * [[Attacking_%26_Defending#Kingdom_Networth_Factor|RKNW]] * [[Multi-Attack_Protection_(MAP)|Multi-Attack Protection]] * Race Modifier * Personality Modifier * Castles Protection * Relations Modifier * Stance Modifier * Siege Science * Emerald Dragon * Attack Time Adjustment Factor * [[Ritual|Ritual Bonus]] * [[Mystics#Anonymity|Anonymity]] * [[Mystics#Anonymity|Mist]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* Resources are defined as: Land, Gold Coins, Food, Runes, Science Books&lt;br /&gt;
* Land attacks (except Ambush) also reward Military Credits (target&#039;s Defense Points *.008 * relative NW * Military Credits mod) and Building Credits (Acres captured * 0.4 * relative NW * Building Credits mod).&lt;br /&gt;
* Raze ignores all modifiers except Relations, [[Multi-Attack_Protection_(MAP)|Multi-Attack Protection]] and the Attack Time Adjustment Factor.&lt;br /&gt;
* Massacre ignores most Resource Gains modifiers, except RPNW, RKNW, Relations, [[Multi-Attack_Protection_(MAP)|Multi-Attack Protection]] and the Attack Time Adjustment Factor; Massacre is affected by Massacre Damage mod.&lt;br /&gt;
* Ambush ignores all modifiers except increased/decreased Ambush Battle Losses mod.&lt;br /&gt;
&lt;br /&gt;
===Province Networth Factor===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Relative Province Networth &amp;lt;/b&amp;gt;(rpnw) = Targets Networth / Self Networth&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Province Networth Factor =&amp;lt;/b&amp;gt; &#039;&#039;DEPEND&#039;&#039; ( rpnw ) :&amp;lt;br&amp;gt;&lt;br /&gt;
rpnw &amp;amp;lt; 0.567 = 0&amp;lt;br&amp;gt;&lt;br /&gt;
0.567 &amp;amp;lt; rpnw &amp;amp;lt; 0.9 = 3 * rpnw - 1.7&amp;lt;br&amp;gt;&lt;br /&gt;
0.9 &amp;amp;lt; rpnw &amp;amp;lt; 1.1 = 1&amp;lt;br&amp;gt;&lt;br /&gt;
1.1 &amp;amp;lt; rpnw &amp;amp;lt; 1.6 = -2 * rpnw + 3.2&amp;lt;br&amp;gt;&lt;br /&gt;
rpnw &amp;amp;gt; 1.6 = 0&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Kingdom Networth Factor===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Relative Kingdom Networth &amp;lt;/b&amp;gt;(rknw) = Target Kingdom Average Prov. Networth / Self Kingdom Average Prov. Networth&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Kingdom Networth Factor =&amp;lt;/b&amp;gt; &#039;&#039;DEPEND&#039;&#039; ( rknw ) :&amp;lt;br&amp;gt;&lt;br /&gt;
rknw &amp;amp;lt; 0.5 = 0.8&amp;lt;br&amp;gt;&lt;br /&gt;
0.5 &amp;amp;lt; rknw &amp;amp;lt; 0.9 = rknw / 2 + 0.55&amp;lt;br&amp;gt;&lt;br /&gt;
rknw &amp;amp;gt; 0.9 = 1&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: RKNW is based on the Average Province size of the Kingdom.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: RKNW factor protection slightly increased in [[Age 112]].&lt;br /&gt;
&lt;br /&gt;
===Attack Time Adjustment Factor===&lt;br /&gt;
Adding or subtracting hours modifies the Gains (based on your Attack Time), as follows:&lt;br /&gt;
&lt;br /&gt;
===Attack Type===&lt;br /&gt;
====Traditional March====&lt;br /&gt;
Base gains are 12% and are capped at 20% of your Acres or your opponent&#039;s Acres, whichever is smaller.&lt;br /&gt;
&lt;br /&gt;
====Ambush====&lt;br /&gt;
Will return 50% of the Acres lost in the attack. Unaffected by Gains modifiers. Inflicts 15% increased Military Casualties.&lt;br /&gt;
&lt;br /&gt;
====Plunder====&lt;br /&gt;
Base gains are 50% gold, 60% food and 60% runes. Max gains is 1.75x base (67.5% gold, 81% runes/food). Military Casualties on Plunder defense are reduced by 50%.&lt;br /&gt;
&lt;br /&gt;
====Learn====&lt;br /&gt;
Steals ~2.5% &amp;lt;sup&amp;gt;[[Age 111]]&amp;lt;/sup&amp;gt; of target&#039;s allocated Books. Out of War Learns will no longer capture unallocated books at a greater rate. &amp;lt;sup&amp;gt;[[Age 110]]&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
During War, Learn temporarily removes ~35% &amp;lt;sup&amp;gt;[[Age 109]]&amp;lt;/sup&amp;gt; of total allocated Science Books, these return over 48 Ticks.&amp;lt;br&amp;gt;&lt;br /&gt;
Military Casualties on Learn defense are reduced by 50%, except during war. &amp;lt;sup&amp;gt;[[Age 114]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Raze====&lt;br /&gt;
Destroys a portion (~5%) of the target&#039;s Land. In War, this attack only destroys ~30% Buildings.&lt;br /&gt;
&lt;br /&gt;
====Conquest====&lt;br /&gt;
Base gains are 6.8% land for a full hit, Gains are decreased in proportion to the relative Offense sent vs. target&#039;s Defense.&amp;lt;br&amp;gt;&lt;br /&gt;
Available only within 5% Net Worth range outside Hostile/War, unless attacker has access to Enhanced Conquest.&lt;br /&gt;
&lt;br /&gt;
====Massacre====&lt;br /&gt;
Base gains are 9.5% peasants, 7.5% Thieves and 5% Wizards. Efficiency increased roughly 2x during War. &amp;lt;sup&amp;gt;[[Age 114]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Defending==&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Raw Defense =&amp;lt;/b&amp;gt; (Defense Specs * Def Spec Points) + (Elites at Home * Elite&#039;s Defense) + (Soldiers * Sold Def Points * [[Mystics#Aggression|Aggression]]) + [[Mystics#Town_Watch|Townwatch]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Mod Defense =&amp;lt;/b&amp;gt; &#039;&#039;MAX&#039;&#039; ( Raw Defense * Defensive Military Efficiency , Land )&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Minimum Defense===&lt;br /&gt;
All land is protected by a minimum of 1 defense per Acre.&amp;lt;br&amp;gt;&lt;br /&gt;
Opponent needs one offense to break your defense&amp;lt;br&amp;gt;&lt;br /&gt;
This &#039;&#039;&#039;does not apply&#039;&#039;&#039; to Intra-Kingdom attacks.&lt;br /&gt;
&lt;br /&gt;
==Military Casualties==&lt;br /&gt;
Base Military Casualties are 6.5%-8.5% on Offense, 5%-6.5% on Defense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Changelog==&lt;br /&gt;
[[Age 42]]&lt;br /&gt;
*Attacks&lt;br /&gt;
**+25% gains on Learn Attacks (as in genesis)&lt;br /&gt;
[[Age 43]]&lt;br /&gt;
*Attacks&lt;br /&gt;
**Raze now destroys acres in war, too - razes after 200 acres do nothing in war&lt;br /&gt;
[[Age 44]]&lt;br /&gt;
*Attacks&lt;br /&gt;
**Raze destroys all acres in war&lt;br /&gt;
[[Age 54]]&lt;br /&gt;
*Failed attacks have a chance to move the meter 1 point proportional to the amount of offense sent. An attack that fails by sending 70% of the offense required to break has a 70% chance to move the meter 1 point.&lt;br /&gt;
*Plunder, Learn, Massacre and Raze are now worth 2 points on the meter&lt;br /&gt;
[[Age 55]]&lt;br /&gt;
*The reduced gains protection afforded to smaller kingdom when attacked by larger kingdoms will be removed when the smaller kingdom reaches 50 points on the meter.&lt;br /&gt;
*Intra kingdom hits will remove some honor from the attacked province.&lt;br /&gt;
*Attacks in war will not take extra acres from the exploration pool.&lt;br /&gt;
[[Age 57]]&lt;br /&gt;
*In War the minimum gains will be reduced by 50%&lt;br /&gt;
*Players will be able to choose to extend or reduce their attack times to allow greater schedule flexibility. Additional hours will result in greater gains while minus hours will result in less gains and less enemy kills. The modified gains etc will be derived from the modification in attack time and will also be displayed.&lt;br /&gt;
[[Age 61]]&lt;br /&gt;
*Massacre: Raze element in war removed. Damage in war increased.&lt;br /&gt;
*Raze: Damage in war to buildings significantly increased.&lt;br /&gt;
[[Age 62]]&lt;br /&gt;
*Learns&lt;br /&gt;
**Protection from subsequent hits will fire more aggressively when provinces are Learned&lt;br /&gt;
[[Age 63]]&lt;br /&gt;
*Specialist Credits: These will decay while out of war at a rate of 10% per RL day.&lt;br /&gt;
[[Age 69]]&lt;br /&gt;
*Learns attacks are now replaced with Abduct attacks, which capture a number of random Scientists from your opponent. These scientists are captured intact with their experience, allocated science and name&lt;br /&gt;
*Attack speed&lt;br /&gt;
**Reduction in war buffed from -20% to -25%.&lt;br /&gt;
[[Age 71]]&lt;br /&gt;
*The Raze attack&#039;s damage while in war has been increased&lt;br /&gt;
*The attack gains formula has been adjusted slightly to discourage bottom-feeding and reduce the penalties for top-feeding&lt;br /&gt;
*The in war attack gains formula has also been adjusted to increase minimum gains in both directions, with a larger increase for attacking larger targets&lt;br /&gt;
[[Age 72]]&lt;br /&gt;
*Gains - Replace Networth Based Gains (NWBG) with a hybrid Land Based Gains (LBG) system that incorporates NW.&lt;br /&gt;
[[Age 73]]&lt;br /&gt;
*Gains Throttling will be significantly more effective - Once the meter variance between Kingdoms is 50 points, each point over 50 will reduce gains by 1% up to a maximum of 75% at a variance of 125 meter points. Max meter will remain at 150&lt;br /&gt;
*War Gains Formula - The top-feed minimum gains is being reduced slightly to accommodate the LBG top-feed bonuses from Age 72 (note this is only for Top Feed gains, all other gains remain the same)&lt;br /&gt;
[[Age 74]]&lt;br /&gt;
*Abduct Military Casualties - Defensive military casualties on abducts has been reduced by 50%&lt;br /&gt;
*Multi-Attack Protection (MAP) - The rate at which this metric increases for abducts has been adjusted to be a more adequate representation of the resources lost. Additionally, this metric has been revised slightly in other areas to be a better representation of damage that occurs in an attack.&lt;br /&gt;
[[Age 75]]&lt;br /&gt;
*Abduct - Gains reduced&lt;br /&gt;
*Relative Kingdom Networth - Currently this is a part of the gains formula and is based entirely on the overall size of your Kingdom vs the Opponent Kingdom. This will change to be based on the average province size of your Kingdom to be a more accurate representation of the Kingdom strength&lt;br /&gt;
*Massacre - The damage of massacre will be reduced by roughly 10%&lt;br /&gt;
*Conquest - Gains from Conquest attacks will be increased. The amount of offense required to break your opponent will remain the same but yield a higher gain&lt;br /&gt;
[[Age 76]]&lt;br /&gt;
*Intra-Island attacks will no longer have reduced attack times&lt;br /&gt;
*Base attack time will be recuded by 10%&lt;br /&gt;
*Attack Gains Formula - Land component of gains formula will be removed and revert to a Networth based gains formula only&lt;br /&gt;
*Conquest - Meter will work more consistently with attack mechanics&lt;br /&gt;
[[Age 77]]&lt;br /&gt;
*Removal of abduct attack&lt;br /&gt;
*The 10% reduced attack time granted instantly on War Declare will be removed&lt;br /&gt;
*Attack speed reduction from war will slide in up to -25% over 12 ticks&lt;br /&gt;
[[Age 78]]&lt;br /&gt;
*Kingdom vs Kingdom Gains Reduction - The Kingdom vs Kingdom gains reduction throttle formula will be adjusted slightly to reduce the throttle effectiveness for in-range Kingdoms&lt;br /&gt;
*Learn Attack&lt;br /&gt;
**While out of war, a Learn attack will be available, it will steal a portion of the target&#039;s unallocated books (base ~30%) and a portion of allocated books (base ~5%)&lt;br /&gt;
**A portion of the stolen allocated books will be destroyed&lt;br /&gt;
**A portion of the stolen allocated books will become unallocated for the source to re-allocate&lt;br /&gt;
**Unallocated books and stolen allocated books that become unallocated will be placed into the same Category (see definition below) as they were in from the target&lt;br /&gt;
**All other stolen books will remain in the same science Type (see definition below)&lt;br /&gt;
**IN WAR Learn will reduce the effectiveness of target science, base reduction is currently planned ~4%, reduced science effectiveness will be removed upon entering End of War Cease-Fire&lt;br /&gt;
[[Age 79]]&lt;br /&gt;
*Attack Time&lt;br /&gt;
**Attack times will increase by ~10% (you may recall several ages ago the Island attack time reduction was expanded to the entire server, this is now being removed completely)&lt;br /&gt;
*Learn Attack&lt;br /&gt;
**Base amount of stolen allocated books will be reduced by about 50%&lt;br /&gt;
**Troop losses on Learn defense will be reduced by 50%&lt;br /&gt;
**In WAR base (effectiveness reduction) will be increased by roughly 50%&lt;br /&gt;
[[Age 86]]&lt;br /&gt;
*Learn attack damage is significantly increased while in war (+50%)&lt;br /&gt;
*Specialists credits from attacks have been increased by 20%&lt;br /&gt;
[[Age 87]]&lt;br /&gt;
*All Traditional March Attacks convert some Specialists to Elites&lt;br /&gt;
*Base Attack Time lowered to 14 ticks&lt;br /&gt;
*Intra-KD Traditional March land burned from 80% to 90%&lt;br /&gt;
[[Age 88]]&lt;br /&gt;
*Base Attack Time increased to 16 ticks&lt;br /&gt;
[[Age 89]]&lt;br /&gt;
*Military Casualties on Plunder defense reduced by 50%&lt;br /&gt;
[[Age 90]]&lt;br /&gt;
*Military Credits earned increased from Defense Points*0.004*RNW to Defense Points*0.008*RNW (in line with Military rescaling)&lt;br /&gt;
*Available Generals lowered to 4, extra General Offense bonus increased to 5%&lt;br /&gt;
*Raze Attack Gains floor lowered to 10 Acres (5 Acres when hitting into War stance)&lt;br /&gt;
[[Age 91]]&lt;br /&gt;
*Being unable to pay full Military Wages will adjust down Military Efficiency at a faster rate&lt;br /&gt;
*Relative-Kingdom Networth factor (RKNW) removed&lt;br /&gt;
[[Age 92]]&lt;br /&gt;
*Attacking: intra-Kingdom attack speed will be reduced by 50%&lt;br /&gt;
*LEARNS: Learn will take more from allocated science books and less from unallocated science books&lt;br /&gt;
**+50% allocated science books over current values&lt;br /&gt;
**-50% unallocated science books over current values&lt;br /&gt;
[[Age 93]]&lt;br /&gt;
*Learn Attack now captures Science Books in War, with reduced Gains (50%)&lt;br /&gt;
*Learn Attack amount of MAP (Multi-Attack Protection) generated increased by 75%&lt;br /&gt;
*Learn Attack Gains adjusted (allocated Book gains decreased ~20% while Gains from unallocated Books roughly doubled)&lt;br /&gt;
[[Age 94]]&lt;br /&gt;
*Learn Attack: no longer captures Science Books in War, it will reduce effectiveness similar to those seen with amnesia: Base gains of 5% effectiveness&lt;br /&gt;
*Massacre Attack: Damage done to peasants increased 50% when in war&lt;br /&gt;
[[Age 95]]&lt;br /&gt;
*Learn Attack: Will no longer benefit from -12.5% Attack Time reduction and has a gains cap of 10% of total books owned by the province using the Learn Attack&lt;br /&gt;
*Plunder Attack: Will no longer benefit from -12.5% Attack Time reduction and has a gains cap of 75% for all resources targeted&lt;br /&gt;
*Massacre&#039;s Attack: Will no longer benefit from -12.5% Attack Time reduction&lt;br /&gt;
*Intra-Kingdom Traditional March attacks will be removed&lt;br /&gt;
*Intra-Kingdom Traditional March previously had a higher minimum gains than Raze. With the removal of Traditional March as an option, Raze minimum gains has been modified to be the same as Traditional March (20).&lt;br /&gt;
[[Age 96]]&lt;br /&gt;
*Base Attack time reduce to 14 hours (note the change to in war attack times)&lt;br /&gt;
*Offense Specialists converting into Elites on successful Traditional Marches is being removed as a general mechanic to all Races.&lt;br /&gt;
[[Age 97]]&lt;br /&gt;
*Specialists once again convert to Elite Units on successful Traditional March Attacks for all Races&lt;br /&gt;
[[Age 98]]&lt;br /&gt;
*All Races convert specialists to elites on successful Traditional Marches and Conquest attacks&lt;br /&gt;
[[Age 99]]&lt;br /&gt;
*Ambush Attack inflicts 15% increased Military Kills.&lt;br /&gt;
*Peasant kills on Massacre Attack reduced ~30%.&lt;br /&gt;
[[Age 100]]&lt;br /&gt;
*Attacks no longer convert Specialists to Elite units.&lt;br /&gt;
*Wizards killed on Massacre Attack increased by ~20%. Thieves killed reduced by ~12%.&lt;br /&gt;
*A Relative Kingdom Networth (RKNW) gains factor is being reintroduced. For targets in a Kingdom with networth less than 50% your own Kingdom NW gains will be reduced by 20%. This will be a linear scale down to 0% gains reduced at 90% relative Kingdom Networth. Gains will not be affected over 90%&lt;br /&gt;
*Minimum Gains in War being increased from ~3.5% to ~4% (+15%)&lt;br /&gt;
*Amnesia and Learn attacks during war will remove books temporarily. These books will return evenly over time, similar to the way Nightmare currently works on Military, except Science book recovery will take place over 24 ticks&lt;br /&gt;
[[Age 101]]&lt;br /&gt;
*RKNW protection factor will now also apply to Defensive Military Casualties (of the smaller Kingdom), and the same scaling factor will apply as a penalty to Offensive Military Casualties (of the bigger Kingdom).&lt;br /&gt;
[[Age 102]]&lt;br /&gt;
*Failed Attacks will increase the GBP/MAP of the defender, based on relative offense sent/defense, linearly scaling from 0 to half the amount of GBP/MAP generated on a successful Traditional March.&lt;br /&gt;
[[Age 103]]&lt;br /&gt;
*Attack random factor removed. Attacks will now always succeed when Mod Offense sent is equal to at least Mod Defense +1.&lt;br /&gt;
*Learn base unallocated gains reduced from 30% to 20%.&lt;br /&gt;
*Learn 10% of own Science Books gains limit removed.&lt;br /&gt;
*RKNW penalty to Offensive Military Casualties removed&lt;br /&gt;
[[Age 104]]&lt;br /&gt;
*Resources/Gains will be standardized: &lt;br /&gt;
*Resources are defined as: Land, Gold Coins, Food, Runes, Science Books &lt;br /&gt;
*All Attack modifiers that include &#039;Resource Gains&#039; or &#039;Resource Losses&#039; will apply to Resources: Race/Personality bonuses and penalties, Castles, Siege Science, Dragons, Rituals, Mist, Anonymity, etc.&lt;br /&gt;
*Net Worth Range and GBP/MAP apply as normal, except noted.&lt;br /&gt;
**Traditional March: affected by Resource modifiers&lt;br /&gt;
**Raze: not affected by Resource modifiers, ignores Net Worth range&lt;br /&gt;
**Plunder: affected by Resource modifiers&lt;br /&gt;
**Learn: affected by Resource modifiers&lt;br /&gt;
**Massacre: not affected by Resource modifiers&lt;br /&gt;
**Conquest: affected by Resource modifiers&lt;br /&gt;
**Ambush: ignores all Resource modifiers, except Ambush Protection&lt;br /&gt;
[[Age 105]]&lt;br /&gt;
*Massacre Wizard kills reduced (reverted from 6% to 5% base kills).&lt;br /&gt;
*Learn Book damage in War increased from 24% to 30% (from ~12% to ~15% Science Efficiency damage). Book recovery time increased from 24 ticks to 48 ticks.&lt;br /&gt;
[[Age 106]]&lt;br /&gt;
*War - Learns and Amnesia recovery time - Book recovery time set to 48 Utopian Days. - Age 105 change&lt;br /&gt;
*War - Learns and Amnesia recovery time - Book recover back to 100% at end of war&lt;br /&gt;
*Military casualties can be expected to be roughly 5-6.5% base on defense, 6.5-8.5% base on offense&lt;br /&gt;
*Reviewing Age 102 change - Failed Attacks will increase the MAP of the defender, based on relative offense sent/defense, linearly scaling from 0 to half the amount of MAP generated on a successful Traditional March - Confirmed effect was implemented but results are non-obvious. &lt;br /&gt;
**Modified to - Failed Attacks will increase the MAP of the defender, based on relative offense sent/defense, linearly scaling from 0 to half the amount of MAP generated on a successful Raze - Result: Less MAP per hit than previous age (calculated to be about 40% reduced MAP per hit).&lt;br /&gt;
[[Age 108]]&lt;br /&gt;
*Massacre damage reduced by 15%&lt;br /&gt;
*Removed bounced Attack MAP/GBP&lt;br /&gt;
[[Age 109]]&lt;br /&gt;
*Learn Attack: Base gains are adjusted to ~2% of allocated books and ~30% of unallocated books During War, Learn temporarily removes ~35% of current allocated Science Books, these return over 48 Ticks&lt;br /&gt;
[[Age 110]]&lt;br /&gt;
*Out of War Learns will no longer capture unallocated books at a greater rate&lt;br /&gt;
**In war Learns will not change&lt;br /&gt;
[[Age 111]]&lt;br /&gt;
*Learn attack gains increased by approximately 25%&lt;br /&gt;
*Intra-Kingdom Raze minimum damage has been increased from 20 → 40&lt;br /&gt;
*Failed Raze attacks will increase hostility meter at double the rate of any other attack, up to 2.99 points, based on the ratio of offense sent similar to how other failed attacks currently work&lt;br /&gt;
[[Age 112]]&lt;br /&gt;
*Relative KD NW factor protection slightly increased&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Stances&amp;diff=1521</id>
		<title>Stances</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Stances&amp;diff=1521"/>
		<updated>2026-07-25T05:48:11Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Changelog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- start content --&amp;gt;&lt;br /&gt;
					&amp;lt;div id=&amp;quot;mw-content-text&amp;quot; lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;As of Age 112, stances have been removed from the game. This information, though outdated, will be retained for historical purposes.&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;A kingdom&#039;s Stance is an unilateral statement to the world of the kingdom&#039;s intentions and is controlled by the Monarch or Steward. A stance differs from Relations with other kingdoms.&amp;lt;br /&amp;gt;&lt;br /&gt;
You may not change your stance if you have changed it within the last 48 hours. 48 full Ticks must pass before it can be changed. A Kingdom in Aggressive or Peaceful Stance will automatically revert to Normal at the expiration of the 48nd tick.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; Stance effects are negated in War&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Stances may not be changed during Protection&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;table style=&amp;quot;cell-spacing:5px; border:none; vertical-align: middle; text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #625230; background:#0f1a2b; color:#ffffff; text-align:center;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;background:#001D3D; color:#FFC300; text-align:center; padding:8px; font-size:1.2em;&amp;quot; |&lt;br /&gt;
Stances&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#003566; color:#ffffff; padding:6px; width:33%;&amp;quot; | Normal&lt;br /&gt;
! style=&amp;quot;background:#003566; color:#ffffff; padding:6px; width:33%;&amp;quot; | Aggressive&lt;br /&gt;
! style=&amp;quot;background:#003566; color:#ffffff; padding:6px; width:33%;&amp;quot; | Peaceful&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:8px; text-align:left;&amp;quot; |&lt;br /&gt;
* No Effects&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:8px; text-align:left;&amp;quot; |&lt;br /&gt;
* +10% Battle Gains&lt;br /&gt;
* -10% Attack Time&lt;br /&gt;
* -50% Hostility Generation&lt;br /&gt;
* +15% Military Wages&lt;br /&gt;
* +10% Training Cost&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:8px; text-align:left;&amp;quot; |&lt;br /&gt;
* +15% Income&lt;br /&gt;
* +20% Food Production&lt;br /&gt;
* +20% Rune Production&lt;br /&gt;
* +20% Birth Rate&lt;br /&gt;
* -15% Offensive Military Efficiency&lt;br /&gt;
* -20% Outgoing Instant Spell damage and Sabotage Operation damage&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background:#001D3D; height:6px;&amp;quot; |&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Changelog==&lt;br /&gt;
[[Age 49]]&lt;br /&gt;
*&amp;quot;Peaceful&amp;quot; stance has been removed. Its effects have been moved into &amp;quot;Fortified&amp;quot;. Fortified effects have been modified to the following values:&lt;br /&gt;
*Fortified&lt;br /&gt;
**-15% Offensive points&lt;br /&gt;
**+15%(was +10%) Defensive points&lt;br /&gt;
**-25%(was -20%) Construction time&lt;br /&gt;
**+15% Attack time&lt;br /&gt;
**-15% Thievery &amp;amp; Magic Effectiveness on enemies (merged from Peaceful)&lt;br /&gt;
**+100%(was +30%) Births (merged from Peaceful)&lt;br /&gt;
**+20%(was +5%) Building efficiency (merged from Peaceful)&lt;br /&gt;
**-50%(was -15%) Attack gains hitting out(merged from Peaceful)&lt;br /&gt;
**+30% troops losses hitting in (NEW)&lt;br /&gt;
**+100% Explore costs (NEW)&lt;br /&gt;
**No Paradise spell available while Fortified.&lt;br /&gt;
[[Age 52]]&lt;br /&gt;
*Aggressive&lt;br /&gt;
**removed the double points to meter penalty&lt;br /&gt;
**+10% Combat Gains&lt;br /&gt;
**10% Lower Attack Time&lt;br /&gt;
**+30% Military Wages (increased from 15%)&lt;br /&gt;
**+10% Military losses (new: affects hits in and out)&lt;br /&gt;
*Normal: unchanged&lt;br /&gt;
*Fortified&lt;br /&gt;
**-50% gains hitting in (slides in over a period of 24 hours)&lt;br /&gt;
**-25% Training time and cost&lt;br /&gt;
**+25% draft speed&lt;br /&gt;
**-25% Construction time and cost&lt;br /&gt;
**-50% gains hitting out&lt;br /&gt;
**+100% Explore costs&lt;br /&gt;
**No Paradise spell available&lt;br /&gt;
**Science limited to &amp;quot;Active&lt;br /&gt;
[[Age 53]]&lt;br /&gt;
*Fortified stance will be limited in duration. After 4 days you will be moved into Normal stance with the normal restrictions of any stance change.&lt;br /&gt;
[[Age 55]]&lt;br /&gt;
*Entering Fortified stance will result in -50% magic and thief operation gains. This kicks in immediately for the fortified kingdom and slides in over 24 hours for the rest.&lt;br /&gt;
[[Age 63]]&lt;br /&gt;
*Fortified: Max duration decreased by 24 hours but effects on troop cost, speed and building rate increased, birth rate bonus added.&lt;br /&gt;
[[Age 68]]&lt;br /&gt;
*Fortified: Reduced to 48 hours max duration.&lt;br /&gt;
*Aggressive stance: Attack time buffed to -15%.&lt;br /&gt;
[[Age 69]]&lt;br /&gt;
*The Fortified stance previously had the effect of capping the research rate on books. This has now been changed. While in fortified, all scientific progress stops, as you have cut yourself off from the world. During fortified no new scientists will emerge, and your existing scientists will not progress in skill level.&lt;br /&gt;
*72 hours max fortified, 96 hour cooldown for all.&lt;br /&gt;
[[Age 73]]&lt;br /&gt;
*Fortified Stance Removed - replaced by a new stance called &amp;quot;Prosperous&amp;quot;. Prosperous stance is almost identical to Fortified. Attacks into Prosperous will have no gains penalty; Attacks while your Kingdom is Prosperous have reduced gains of -20% (instead of -50%) and scientists gain experience during Prosperous.&lt;br /&gt;
[[Age 74]]&lt;br /&gt;
*Stances Removed&lt;br /&gt;
[[Age 105]]&lt;br /&gt;
*Stances reintroduced.&lt;br /&gt;
[[Age 106]]&lt;br /&gt;
*Stances updated to reflect forum changes on 6 May 2024.&lt;br /&gt;
[[Age 107]]&lt;br /&gt;
*Stance Cooldown - Increased to 48 hours.&lt;br /&gt;
[[Age 111]]&lt;br /&gt;
*Aggressive stance effects updated.&lt;br /&gt;
[[Age 112]]&lt;br /&gt;
*Stances removed.&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Honor&amp;diff=1520</id>
		<title>Honor</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Honor&amp;diff=1520"/>
		<updated>2026-07-25T05:47:24Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Changelog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Honor&#039;&#039;&#039; is a measure of a player&#039;s playstyle. Honor is earned by doing &amp;quot;noble&amp;quot; deeds such as competing against players your own size and working with your kingdom.&lt;br /&gt;
&lt;br /&gt;
Achieving Honor Points is a process - you gain honor by taking risks and capturing it. As you begin your fledgling province in Utopia, you will gain some honor just for surviving in the harsh world around you. After this initial period, Honor can be gained through successful attacks, spells, and thievery operations. It is important to understand, however, that notoriety only comes by taking risks - and succeeding. You will not gain honor for taking advantage of smaller, weaker enemies, or by being a pest towards substantially larger opponents.&lt;br /&gt;
&lt;br /&gt;
As Honor can be gained, it can also be lost. Because Honor is captured and not created, if you are defeated by a worthy adversary, not only will he or she gain Honor, but you will lose it. Anonymity does not destroy honor during war and the attacker will not gain honor at any time when uses anonymity.&lt;br /&gt;
&lt;br /&gt;
=Titles of Nobility=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; background:#001D3D; color:#FFFFFF; border:2px solid #FFC300;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &amp;quot; &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; colspan=&amp;quot;3&amp;quot; | &#039;&#039;Honor Ranks&#039;&#039;&lt;br /&gt;
! width=&amp;quot;80%&amp;quot; colspan=&amp;quot;8&amp;quot; | &#039;&#039;Effects&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;top&amp;quot; border=&amp;quot;1px&amp;quot;&lt;br /&gt;
! width=&amp;quot;9%&amp;quot; | &#039;&#039;&#039;♂&#039;&#039;&#039;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; &#039;&#039;&#039;Rank&#039;&#039;&#039; &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;♀&#039;&#039;&#039;&lt;br /&gt;
! width=&amp;quot;9%&amp;quot; | &#039;&#039;&#039;Lower Range&#039;&#039;&#039;&lt;br /&gt;
! width=&amp;quot;9%&amp;quot; | &#039;&#039;&#039;Upper Limit&#039;&#039;&#039;&lt;br /&gt;
! width=&amp;quot;9%&amp;quot; | &#039;&#039;&#039;Population&#039;&#039;&#039;&lt;br /&gt;
! width=&amp;quot;9%&amp;quot; | &#039;&#039;&#039;Offensive Military Efficiency&#039;&#039;&#039;&lt;br /&gt;
! width=&amp;quot;9%&amp;quot; | &#039;&#039;&#039;Income&#039;&#039;&#039;&lt;br /&gt;
! width=&amp;quot;9%&amp;quot; | &#039;&#039;&#039;Food&#039;&#039;&#039;&lt;br /&gt;
! width=&amp;quot;9%&amp;quot; | &#039;&#039;&#039;Runes&#039;&#039;&#039;&lt;br /&gt;
! width=&amp;quot;9%&amp;quot; | &#039;&#039;&#039;Mod WPA&#039;&#039;&#039;&lt;br /&gt;
! width=&amp;quot;9%&amp;quot; | &#039;&#039;&#039;Mod TPA&#039;&#039;&#039;&lt;br /&gt;
! width=&amp;quot;9%&amp;quot; | &#039;&#039;&#039;Votes&#039;&#039;&#039; &lt;br /&gt;
|- border=&amp;quot;1&amp;quot; bordercolor=&amp;quot;#BFB1A3&amp;quot; cellpadding=&amp;quot;3px&amp;quot; cellspacing=&amp;quot;2px&amp;quot; valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| align = &amp;quot;center&amp;quot; |&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;; &lt;br /&gt;
! colspan=3 align=&amp;quot;center&amp;quot; | Peasant&lt;br /&gt;
|-&lt;br /&gt;
! align = &amp;quot;left&amp;quot; style=&amp;quot;background:#303030;&amp;quot;|&lt;br /&gt;
&#039;&#039;&#039;Knight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lord&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Baron&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Viscount&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Count&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marquis&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duke&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prince&#039;&#039;&#039;&lt;br /&gt;
! align = &amp;quot;center&amp;quot; width = &amp;quot;20%&amp;quot; style=&amp;quot;background:#303030;&amp;quot;|&lt;br /&gt;
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Lady&lt;br /&gt;
&lt;br /&gt;
Noble Lady&lt;br /&gt;
&lt;br /&gt;
Baroness&lt;br /&gt;
&lt;br /&gt;
Viscountess&lt;br /&gt;
&lt;br /&gt;
Countess&lt;br /&gt;
&lt;br /&gt;
Marchioness&lt;br /&gt;
&lt;br /&gt;
Duchess&lt;br /&gt;
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Princess&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;!--* War Heroes receive double effects of the above table and up to double votes for monarch.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Honor when province is created==&lt;br /&gt;
If a Province is [[Creating_a_province|created]] when the [[age]] begins, the Honor value is initialized to 0. Additionally, over a period of 3 days, Honor is raised 20 points per [[Utopia Time|Tick]], resulting in a total of 1440 Honor points added.&lt;br /&gt;
&lt;br /&gt;
==Honor Effects==&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Effects of Honor =&amp;lt;/b&amp;gt; Above Effect from table * Race Modifier * Personality Modifier&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
=== Bonuses from Knight/Lady to Viscount/Viscountess===&lt;br /&gt;
Bonuses are initially awarded upon receiving the title Knight or Lady. For titles after Knight or Lady the following bonuses are added upon any previously awarded bonuses until Count/Countess at which point the bonuses change: &lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
1% Increase in your maximum population&amp;lt;br&amp;gt;&lt;br /&gt;
2% Increase in your offensive military efficiency &amp;lt;sup&amp;gt;[[Age 112]]&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
2% Increase in your income&amp;lt;br&amp;gt;&lt;br /&gt;
2% Increase in your food production&amp;lt;br&amp;gt;&lt;br /&gt;
2% Increase in your rune production&amp;lt;br&amp;gt;&lt;br /&gt;
3% Increase in your magic effectiveness&amp;lt;br&amp;gt;&lt;br /&gt;
3% Increase in your thievery effectiveness&amp;lt;br&amp;gt;&lt;br /&gt;
One additional vote for your Kingdom&#039;s Monarchy &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Note: these bonuses are modified by Race and Personality modifiers.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Bonuses from Count/Countess=== &lt;br /&gt;
Upon receiving the title Count or Countess the following bonuses are added to any previously awarded bonuses until Prince, the highest title available: &lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
2% Increase in your maximum population&amp;lt;br&amp;gt;&lt;br /&gt;
2% Increase in your offensive military efficiency&amp;lt;br&amp;gt;&lt;br /&gt;
4% Increase in your income&amp;lt;br&amp;gt;&lt;br /&gt;
4% Increase in food production&amp;lt;br&amp;gt;&lt;br /&gt;
4% Increase in rune production&amp;lt;br&amp;gt;&lt;br /&gt;
6% Increase in your magic effectiveness&amp;lt;br&amp;gt;&lt;br /&gt;
6% Increase in your thievery effectiveness&amp;lt;br&amp;gt;&lt;br /&gt;
One additional vote for your Kingdom&#039;s Monarchy&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Note: these bonuses are modified by Race and Personality modifiers.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Honor &amp;amp; Vacation Mode==&lt;br /&gt;
&lt;br /&gt;
If you enter vacation mode within the first days of the game you will not gain honor while in vacation mode. In addition, once you exit vacation mode your honor will not receive hourly increases unless it is still within the first days of the age. This can leave your province far below the normal for honor points.&lt;br /&gt;
&lt;br /&gt;
=Changelog=&lt;br /&gt;
[[Age 52]]&lt;br /&gt;
*Honor generation will be reduced - we feel it is currently too high, but it will still be higher than you would have seen in age 50, for example&lt;br /&gt;
[[Age 55]]&lt;br /&gt;
*Intra kingdom hits will remove some honor from the attacked province.&lt;br /&gt;
[[Age 56]]&lt;br /&gt;
*Honor phase-in at age start has had the amount per tick doubled and the overall time halved.&lt;br /&gt;
[[Age 59]]&lt;br /&gt;
*Honor: The formulas have been changed significantly both in war and out of war and on ops and attacks. Honor gains and losses should be a less spikey and honor gains out of war are increased.&lt;br /&gt;
[[Age 72]]&lt;br /&gt;
*OOW honor gains - Significantly reduced.&lt;br /&gt;
[[Age 87]]&lt;br /&gt;
*Honor ranks and effects rescaled [Honor table image link]&lt;br /&gt;
*At the start of the age, honor increases by 10 points every tick, until a total of 1200 points are added (5 days)&lt;br /&gt;
[[Age 88]]&lt;br /&gt;
*Starting Honor increased to 1440 (Honor increases by 20 Honor per Tick over a period of 3 days)&lt;br /&gt;
[[Age 89]]&lt;br /&gt;
*Magic Honor gains lowered by 10%&lt;br /&gt;
*Thievery Honor gains increased by 20%&lt;br /&gt;
[[Age 100]]&lt;br /&gt;
*Honor Gains in War increased by ~20% for Attacks, Spells and Thievery Operations&lt;br /&gt;
*Honor will now also increase food &amp;amp; rune production by 2%&lt;br /&gt;
*Offensive Military Efficiency bonus from honor of 2% is being removed&lt;br /&gt;
*Honor will now provide a bonus to Military Efficiency (Offense and Defense) of 1%&lt;br /&gt;
&lt;br /&gt;
[[Age 108]]&lt;br /&gt;
* No longer gives Military Efficiency, it gives Offensive Military Efficiency instead&lt;br /&gt;
[[Age 112]]&lt;br /&gt;
*Honor OME increased from 1% → +2% per level.&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Relations&amp;diff=1519</id>
		<title>Relations</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Relations&amp;diff=1519"/>
		<updated>2026-07-25T05:42:36Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Changelog */ added a111&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;
** &#039;&#039;&#039;Cannot FCF until 3 ticks of Hostile have occurred&#039;&#039;&#039; &amp;lt;sup&amp;gt; NEW* &amp;lt;/sup&amp;gt;&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 42]]&lt;br /&gt;
*War&lt;br /&gt;
**Removing NW based attack times in war (as in genesis)&lt;br /&gt;
**On war declaration, attack time reduction will jump to -10% immediately, then phase to -20% (previously 0% then -15%)&lt;br /&gt;
**War phasing will be reduced to 12 hours (from 24 hours, this does not apply to protection which is still 24h)&lt;br /&gt;
*War Recovery&lt;br /&gt;
**In CF, +200% increase in birth rates (from +50%)&lt;br /&gt;
**Extending post war CF to 48 hours, monarch can opt out of the CF at any point after 24 hours have passed (each monarch can decide on his own - both kingdoms don&#039;t have to stay)&lt;br /&gt;
[[Age 51]]&lt;br /&gt;
*The End Of War Ceasefire period is extended to 72 hours but can now be exited after 12 hours with no daily honor loss in war&lt;br /&gt;
[[Age 52]]&lt;br /&gt;
*End of War Ceasefire period can be extended up to 4 days&lt;br /&gt;
[[Age 54]]&lt;br /&gt;
*The war declaration range for kingdoms will be changed to 25% smaller or 33% larger&lt;br /&gt;
*War will end automatically if your opponents networth drops to 50% of yours. This will only occur after a minimum of 7 days of warring and is calculated on tick.&lt;br /&gt;
*A war ending will grant, for both kds:&lt;br /&gt;
**All land currently out with armies at war end returns home immediately.&lt;br /&gt;
**Instant population growth of 20% of your max pop if you are under 50% of your max pop&lt;br /&gt;
**+500% Birthrate&lt;br /&gt;
**30% reduction in training costs of all troops.&lt;br /&gt;
**Draft cost reduced 50%&lt;br /&gt;
*Winning a war will grant the following:&lt;br /&gt;
**+10% honor taken from the opponents honor pool&lt;br /&gt;
**100 books of science per acre based on your median province&lt;br /&gt;
**3 times your median provinces acres in spec credits&lt;br /&gt;
**Free building credits to the total of your current unbuilt acres&lt;br /&gt;
[[Age 55]]&lt;br /&gt;
*Attacks in war will not take extra acres from the exploration pool.&lt;br /&gt;
*The reduced gains protection afforded to smaller kingdom when attacked by larger kingdoms will be removed when the smaller kingdom reaches 50 points on the meter.&lt;br /&gt;
*Towards a similar end, when both kingdom reach max hostility the option to declare will appear regardless of the kingdoms networth.&lt;br /&gt;
*Winning a war will not grant any honor taken from your opponents honor pool. Monarchs will instead be able to set a kingdom reward for winning wars, this reward will be honor or land and will be a combination based on both kingdoms relevant resources.&lt;br /&gt;
[[Age 56]]&lt;br /&gt;
*Winning a war and selecting land as a reward will grant a minimum of 5k acres to the kingdom.&lt;br /&gt;
[[Age 57]]&lt;br /&gt;
*In War the minimum gains will be reduced by 50%&lt;br /&gt;
[[Age 64]]&lt;br /&gt;
*War wins&lt;br /&gt;
**Acre reward capped at 20k&lt;br /&gt;
**Selecting land as a bonus will also result in a smaller honor bonus and vice versa.&lt;br /&gt;
[[Age 67]]&lt;br /&gt;
*50 books per acre of science (based on median province size) granted to both kingdoms&lt;br /&gt;
*An additional 150 BPA added to the winner&lt;br /&gt;
*Wizard training doubled in end of war ceasefire&lt;br /&gt;
[[Age 68]]&lt;br /&gt;
*War win reward: Not granted if the kingdoms are out of range at war start.&lt;br /&gt;
*War declaration: Requires 2 different people from each kingdom to have attacked (in such a way that the meter is moved) before war can be declared.&lt;br /&gt;
*End of War ceasefire: Maximum time reduced to 72 hours. Double wizards removed.&lt;br /&gt;
*War: Timer will tick during war for stances and war will override any stance. You can change stances during war so as to exit war in your desired stance.&lt;br /&gt;
[[Age 71]]&lt;br /&gt;
*The War Win bonus choice of &#039;Land&#039; or &#039;Honor&#039; will be removed. All War Wins will yield a single bonus, which will be an increased amount of both Land and Honor. Similar to the minimum land bonus, a minimum honor bonus will also be added.&lt;br /&gt;
*Immediately upon entering End of War Cease-Fire any provinces affected by plague will have it removed instantly.&lt;br /&gt;
*Additionally, upon entering End of War Cease-Fire, the losing kingdom will receive 50% of their land as free building credits, while the winning kingdom will receive 150% of their land as free building credits. We would like to stimulate the ability for both kingdoms to recover from war such that both the losing kingdom has a better chance at coming out of war recovered and ready to fight again and more importantly, the winning kingdom has an opportunity to defend their land better upon exiting war.&lt;br /&gt;
[[Age 72]]&lt;br /&gt;
*WW Chart Chains - In order to incentivize conflict between top WW kingdoms, we have altered the formula to provide additional WW points (scaling from the current if the kingdom you war is outside of the top 50 for land, honor, NW, and warwins) to double the current points.&lt;br /&gt;
*WW Bonus - Additionally, we are adding a new set of WW bonuses. Kingdoms will receive recognition on their kingdompage based on the number of WW points they achieve. Each additional &#039;tier&#039; that they obtain will also increase their WW bonus -- land, honor, credits, etc -- by 10%. This is capped at a WW bonus that is 50% larger than the baseline bonus.&lt;br /&gt;
*Finally the WW bonus will scale with kingdom size under 20 provinces to reduce the potential for abuse with kingdoms that remain intentionally small in the number of provinces.&lt;br /&gt;
*The War Win bonus will also include a provision of additional land to every province&#039;s individual explore pool in both kingdoms, this is mainly aimed at helping provinces that are destroyed in war to have a chance to grow back to a functional size.&lt;br /&gt;
*WAR - Exploration during eowcf will have reduced cost penalties (from 500% to 250% of normal cost).&lt;br /&gt;
*Propose War - Kingdoms will have the diplomatic option to Propose War to enemies in range and start war instantly instead of via attacks&lt;br /&gt;
[[Age73]]&lt;br /&gt;
*Auto-CeaseFire (Surrender) - Once a meter variance of 100 points occurs between 2 Kingdoms, the Kingdom with lower meter points will have the option to Surrender to the aggressor Kingdom. This will create an in-game CeaseFire between both kingdoms that cannot be cancelled by either side for a minimum of 7 days. The surrendering Kingdom will be required to not have any attacks for at least 12 hours similar to the restriction on Withdraw during War. You must also be OUT of war declaration range in order to have this button available to you.&lt;br /&gt;
*War Gains Formula - The top-feed minimum gains is being reduced slightly to accommodate the LBG top-feed bonuses from Age 72 (note this is only for Top Feed gains, all other gains remain the same)&lt;br /&gt;
[[Age 74]]&lt;br /&gt;
*Ceasefires - There is a new feature with Cease-Fires that allows you to choose a date until which the Cease-Fire cannot be broken. The farthest date in the future that can be chosen is 3 Utopian Years.&lt;br /&gt;
*War Proposals - Limit of 3 proposals that can be oustanding at any given time&lt;br /&gt;
*EoWCF Duration - Increased to 96 hours from 72 hours.&lt;br /&gt;
*Immediately upon exit of End of War Cease-Fire all Credits will decay by 1/3 instantly&lt;br /&gt;
[[Age 75]]&lt;br /&gt;
*Relative Kingdom Networth - Currently this is a part of the gains formula and is based entirely on the overall size of your Kingdom vs the Opponent Kingdom. This will change to be based on the average province size of your Kingdom to be a more accurate representation of the Kingdom strength&lt;br /&gt;
*War Win Bonus - The minimum war win acres bonus will be reduced to 4000 acres (from 5000)&lt;br /&gt;
*War Range - War Ranges will be determined by either land or networth, for example you will be IN war range if either land or Networth is within range of your target&lt;br /&gt;
*Force Cease-Fire - There will be an option for an aggressor Kingdom in a conflict to force both parties into a binding 7 Utopian Month cease-fire period. We are still working on the best method by which to implement the functionality on this, but the currently designed way for it to work has several components to it:&lt;br /&gt;
**The aggressor Kingdom (the KD looking to Force Cease-Fire) will need to have 100 or more meter disparity on the 1st of each Utopian Month for 3 consecutive Months&lt;br /&gt;
**The &#039;Force Cease-Fire&#039; button for the aggressor Kingdom will be available beginning on the 12th of the 3rd Month&lt;br /&gt;
**The defending Kingdom will be able to stop the forced cease-fire in several ways: a) Reduce the meter disparity between Kingdoms to under 100; or b) make at least 5 successful attacks during the Month of which the aggressor is capable of forcing the cease-fire (example: if you are the defending Kingdom and don&#039;t want the aggressor to receive the button at all, you must make 5 successful attacks between the 1st and 12th otherwise the aggressor will have the force cease-fire button until 5 attacks are successfully completed)&lt;br /&gt;
**If the defending Kingdom prevents a button on the 3rd consecutive day of 100+ meter by making 5 attacks, the defending Kingdom will have the same task of prevention on the following day: either reduce the disparity to less than 100 or make 5 attacks on the 1st - 12th&lt;br /&gt;
**The only way to reset the 3 day counter is to reduce the meter disparity below 100, at that point the aggressor must satisfy the first requirement which is 3 consecutive days of 100 or more meter disparity&lt;br /&gt;
**There is no wait period for the aggressor to press the button, once it becomes available on the 12th it can be pressed at any time&lt;br /&gt;
[[Age 76]]&lt;br /&gt;
*During ANY Cease-Fire espionage operations will be allowed (including End of War Cease-Fire) on the Kingdom you are in Cease-Fire with&lt;br /&gt;
[[Age 77]]&lt;br /&gt;
*The 10% reduced attack time granted instantly on War Declare will be removed&lt;br /&gt;
*Attack speed reduction from war will slide in up to -25% over 12 ticks&lt;br /&gt;
[[Age 78]]&lt;br /&gt;
*Auto Cease-Fire - The mechanic that allows a smaller Kingdom to automatically enter into a 7 day cease-fire with a larger Kingdom that has a large meter disparity will be removed&lt;br /&gt;
*War&lt;br /&gt;
**The amount of unique provinces required to attack from each Kingdom will be increased from 2 to 3 in order to declare war&lt;br /&gt;
**MAP reduction from War will be reduced by ~25%, this means that gains on a province with max MAP will be lower than they currently are&lt;br /&gt;
*End of War Cease-Fire&lt;br /&gt;
**Population growth will be increase from +500% to +1000%&lt;br /&gt;
**There will be a minimum peasant growth per tick of 500&lt;br /&gt;
[[Age 79]]&lt;br /&gt;
*There will remain a requirement of at least 3 provinces within a Kingdom to perform operations on the opposing Kingdom for War to be declared&lt;br /&gt;
*An aggressor Kingdom can enter into a 72 hour unbreakable Cease-Fire with a defending Kingdom if the aggressor has not made military attacks for at least 24 ticks&lt;br /&gt;
*To remove confusion, the definition of aggressor Kingdom shall mean the Kingdom with higher hostility meter points&lt;br /&gt;
*A defending Kingdom may enter into a 72 hour unbreakable Cease-Fire with an aggressor Kingdom if:&lt;br /&gt;
**a) Defender has not made any military attacks for at least 3 ticks, AND;&lt;br /&gt;
**b) Defender relations toward Aggressor are not Hostile&lt;br /&gt;
**c) Aggressor is Hostile with Defender&lt;br /&gt;
**d) Aggressor has been Hostile with defender for at least 3 ticks.&lt;br /&gt;
*If both Kingdoms are Hostile, either Kingdom may declare War (normal Unfriendly v Hostile declares are available)&lt;br /&gt;
*War Win rewards will only be provided if Kingdoms are in range at declare (range moved to 80% - 125%)&lt;br /&gt;
*If Kingdoms enter war while out of range, Surrender will be available much sooner than traditionally (i.e. 16 hours after start of war, these wars will have adjusted EoWCF length based on the amount of hours of war i.e. for each tick of war there will be 2 ticks of EoWCF)&lt;br /&gt;
*End of War Cease-Fire&lt;br /&gt;
**Birth Rate will be increased by current effects only for the first 36 hours&lt;br /&gt;
**Troop/Thief cost reduction will be removed&lt;br /&gt;
**All credits (Specialist/Build) will be lost upon exit of End of War Cease-Fire&lt;br /&gt;
**A small amount of science will be awarded to the winner&lt;br /&gt;
[[Age 81]]&lt;br /&gt;
*War&lt;br /&gt;
**War Range is now, low end 85% up to ~117.64% (1 / .85)&lt;br /&gt;
**Auto Surrender will be possible after 5 days of war instead of 7 when opponent is 50% or less networth&lt;br /&gt;
**Learn attack effects while in war will be increased from 4% to 8%&lt;br /&gt;
**Out of range wars will yield war points based on relative size at the war start and scale accordingly, for example:&lt;br /&gt;
**Example: 84.9% range = 100% points&lt;br /&gt;
***80% range = 85% points&lt;br /&gt;
***75% range = 65% points&lt;br /&gt;
***65% range = 20% points&lt;br /&gt;
***&amp;lt; 65% range = 0 points&lt;br /&gt;
*Force Cease-Fire&lt;br /&gt;
**If you are in war range (85-117.64%) when activating a Forced Cease-Fire your Kingdom will lose up to 3% honor at 95%+ and scale linearly to 1.5% at the bottom of the range (85%)&lt;br /&gt;
**This honor will be lost by the Kingdom pressing Force CF, it will not be transferred to the opponent Kingdom&lt;br /&gt;
[[Age 82]]&lt;br /&gt;
*War&lt;br /&gt;
**War declare range is now: (X * .85) to (X / .85)&lt;br /&gt;
**War win acre minimum bonus will be reduced to 2500 acres (from 4000)&lt;br /&gt;
*Force Cease-Fire&lt;br /&gt;
**Only kingdoms under 85% size can force CF with an aggressor (same requirements for time and attacks remain)&lt;br /&gt;
**Aggressor kingdoms can force CF after 24 hours of no attacks in kingdom news&lt;br /&gt;
[[Age 83]]&lt;br /&gt;
*War&lt;br /&gt;
**War win acre maximum bonus will be introduced and set to 10000 acres&lt;br /&gt;
*Force Cease-Fire&lt;br /&gt;
**This mechanic will no longer cancel dragons that have been started&lt;br /&gt;
[[Age 84]]&lt;br /&gt;
*War&lt;br /&gt;
**War may be declared by EITHER Kingdom if both Kingdoms have at least 75 Hostile Meter points&lt;br /&gt;
**Hostile Meter Cap is increased from 150 to 225&lt;br /&gt;
**End of War build credits awarded will be based on Median province size&lt;br /&gt;
**Build credits awarded to the losing Kingdom will be increased from 50% to 100%&lt;br /&gt;
**War Win science books awarded will be reduced from 72 hours of books to 48 hours&lt;br /&gt;
**While under Median, you are able to explore up to 500 acres (total land area) in a single explore. For example, if you are 50 acres with 0 acres currently being explored then you may explore up to 450 acres all at once which will take you to a total of 500 acres after the explore is complete.&lt;br /&gt;
*Force Cease-Fire&lt;br /&gt;
**While at war, a Kingdom will now be capable of activating Force CF (Defender only)&lt;br /&gt;
**Force CF duration will increase from 3 days to 5 days&lt;br /&gt;
[[Age 85]]&lt;br /&gt;
*Gains going into or out of war are being reduced from -75% to -85%&lt;br /&gt;
*While in War income will be reduced by 10%&lt;br /&gt;
[[Age 86]]&lt;br /&gt;
*War&lt;br /&gt;
**Bad spells will be removed at the conclusion of war&lt;br /&gt;
**Mutual Peace will provide building credits to each Kingdom in the amount of the median acre size&lt;br /&gt;
**Surrender will provide building credits to the Losing Kingdom in the amount of 1.5x median acre size&lt;br /&gt;
**Surrender will provide building credits to the Winning Kingdom in the amount of 2.5x median acre size&lt;br /&gt;
**The increased book production received from Schools will not affect the books awarded from a War Win&lt;br /&gt;
**The effects from Fountain of Knowledge will affect the books awarded from a War Win&lt;br /&gt;
**Racial and Personality mods that affect book production will increase the books awarded from a War Win&lt;br /&gt;
[[Age 87]]&lt;br /&gt;
*Total Wars &amp;amp; Losses removed from KD page (only the number of Wars Won displayed)&lt;br /&gt;
*Propose War removed&lt;br /&gt;
*Mutual Peace free Building Credits rewarded increased to 150%, added Specialist Credits equal to 2x Median Province size&lt;br /&gt;
*War will provide +25% Draft Speed&lt;br /&gt;
*War Stance protections lowered from 85% to 80%&lt;br /&gt;
*War Stance Raze Gains to and from other Kingdoms reduced from 100% to 50%&lt;br /&gt;
*EoWCF Draft Cost discount removed&lt;br /&gt;
*War &amp;amp; EoWCF Income penalty removed&lt;br /&gt;
[[Age 88]]&lt;br /&gt;
*Force Ceasefire time window needed to Surrender increased from 3 to 6 ticks&lt;br /&gt;
*Force Ceasefire duration reduced to 48 ticks&lt;br /&gt;
*War provides -25% Build Time&lt;br /&gt;
*War Training Time bonus applies on declare (instead of after 24 ticks)&lt;br /&gt;
*War Military Losses reduction bonus removed&lt;br /&gt;
*Mutual Peace free Specialist Credits reward increased to 3 * Median&lt;br /&gt;
*Mutual Peace free Building Credits reward increased to 200%&lt;br /&gt;
*Withdrawal free Building Credits reward increased to 200%&lt;br /&gt;
*Victory free Building Credits reward reduced to 200%&lt;br /&gt;
*War Points formula altered - Land/Networth/Honor Kingdom ranking and Tier will have a significant impact on the points rewarded&lt;br /&gt;
[[Age 89]]&lt;br /&gt;
*Hostile Relations reached at 30 meter points&lt;br /&gt;
*War Points and War Tier values adjusted (similar to Genesis)&lt;br /&gt;
[[Age 90]]&lt;br /&gt;
*Dragon Meter Points increased to 30&lt;br /&gt;
*Force Ceasefire time window needed to Surrender reduced to 3 Ticks&lt;br /&gt;
*A Hostile Aggressor Kingdom (the Kingdom with the higher Meter value) will gain access to Declare War button when the Defending Kingdom (the Kingdom with the lower Meter value) reaches 90 Meter Points, up from 75&lt;br /&gt;
[[Age 91]]&lt;br /&gt;
*Riots removed upon entering End of War Ceasefire (EoWCF)&lt;br /&gt;
*All troops currently away on attacks against the War opponent return home immediately upon entering EoWCF (Generals are still unavailable for the Attack duration)&lt;br /&gt;
*EoWCF maximum duration reduced to 72 ticks&lt;br /&gt;
*Explore time up to Median reduced by 50% during EoWCF&lt;br /&gt;
[[Age 92]]&lt;br /&gt;
*End of War Cease Fire: increased from 72 hours to 96 hours&lt;br /&gt;
*End of War Cease Fire: +50% science production during end of war cease fire&lt;br /&gt;
*During WAR: Elite conversion rate on Traditional March attacks will be doubled&lt;br /&gt;
[[Age 93]]&lt;br /&gt;
*Unfriendly Relations threshold increased from 10 to 15 points &lt;br /&gt;
*War Win score formula modified&lt;br /&gt;
[[Age 94]]&lt;br /&gt;
*Force Ceasefire for Aggressors: Aggressors cannot use Force CeaseFire against a Kingdom that is in War&lt;br /&gt;
*Any Ceasefire will cancel Dragon project from both Kingdoms&lt;br /&gt;
*War - Forced Surrender: Now occurs when opponent is 60% Networth (instead of 50%)&lt;br /&gt;
*End of War Ceasefire: Science Book bonus production of +50% removed &lt;br /&gt;
*End of War Ceasefire: Upon entering End of War Ceasefire BE will be restored to 100% for any province with less than 100% BE&lt;br /&gt;
*War Win Points: Points will now only change on conclusion of a War&lt;br /&gt;
*War Win Points: Will be hidden until the end of Age&lt;br /&gt;
[[Age 96]]&lt;br /&gt;
*Force Ceasefire is now 4 Utopian Months&lt;br /&gt;
*Starting War Win points for all Kingdoms will be increased significantly&lt;br /&gt;
*War Win Points formula will be modified slightly to increase the amount of points awarded for war wins&lt;br /&gt;
*War Win Chart will be viewable throughout the age&lt;br /&gt;
*War Win Points will be shown on Kingdom Page&lt;br /&gt;
*Defensive FCF can now be used irrespective of war range&lt;br /&gt;
*When FCF is used while in war range while outside war the following two penalties occur:&lt;br /&gt;
**If Defensive FCF is used in war range, the defender will pay (to the Aggressor) up to 3% of the defender’s total kingdom honor based on relative kingdom networth, and the aggressor will receive war win points (the defender will not lose any War Win points)&lt;br /&gt;
**If Aggressive FCF is used in while the defender is in war range, the aggressor will receive war win points.&lt;br /&gt;
*FCF will award war win points based on a percentage of a war win by the aggressor against the defender. If the two kingdoms are equal in networth 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 NW 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. We would expect a kingdom waving smaller kingdoms for CF with identical war win points to need between 20 and 40 FCFs to equal a single war win against one of those kingdoms.&lt;br /&gt;
*War: Will no longer have draft speed bonus, training time reduction and build time reduction (This includes End of War Ceasefire)&lt;br /&gt;
**+25% Draft Speed is being removed&lt;br /&gt;
**-25% Build Time is being removed&lt;br /&gt;
**-25% Train Time is being removed&lt;br /&gt;
**12 Hour Phase In -25% Attack Time reduce to -15% Attack Time&lt;br /&gt;
[[Age 97]]&lt;br /&gt;
*Out of Range Wars will no longer transfer War Score&lt;br /&gt;
*Aggressive FCF will no longer transfer War Score&lt;br /&gt;
*Military Casualties will be proportionally reduced by the scaling Effectiveness penalty for hitting into/out of War&lt;br /&gt;
*Points needed for reaching War Tiers have been adjusted (each tier provides additional bonuses to the winning Kingdom of a War)&lt;br /&gt;
*War Score Tiers&lt;br /&gt;
**Tier 1: 120&lt;br /&gt;
**Tier 2: 140&lt;br /&gt;
**Tier 3: 165&lt;br /&gt;
**Tier 4: 190&lt;br /&gt;
**Tier 5: 220&lt;br /&gt;
[[Age 98]]&lt;br /&gt;
*The losing Kingdom of a War will now have 10% of total Honor transferred to the winning Kingdom. Each province from the losing Kingdom will lose x% of honor, each province in the Winning Kingdom will receive an equal amount of honor. War Win Score Tier bonuses will affect the honor received by the winning Kingdom but not the honor lost by the losing Kingdom. &lt;br /&gt;
*War Networth auto-win requirements changed to opponent Networth dropping to 66% and a minimum of 72 ticks passed.&lt;br /&gt;
[[Age 99]]&lt;br /&gt;
*The losing Kingdom of a War receives Science Books equal to 24 Ticks of production.&lt;br /&gt;
*The losing Kingdom of a War does not transfer (lose) Honor to the winner.&lt;br /&gt;
*Out of Range Wars will not award War Score&lt;br /&gt;
[[Age 100]]&lt;br /&gt;
*Defensive Force Ceasefire removed.&lt;br /&gt;
*Offensive FCF is available&lt;br /&gt;
**After 24 ticks with no combat attacks or dragon sent&lt;br /&gt;
**After 24 ticks of the date the hostility meter reached Hostile&lt;br /&gt;
**Only if you are not in war (including End of War CeaseFire)&lt;br /&gt;
**Only if the target is not in war (including End of War CeaseFire)&lt;br /&gt;
**The 24 tick waiting period will not begin until EoWCF concludes&lt;br /&gt;
*Wars may end automatically at 48 ticks, reduced from 72 ticks.&lt;br /&gt;
*War rewards will be changed as follows:&lt;br /&gt;
**Land awarded at the conclusion of war to the winning Kingdom is now equal to 10% of the losing Kingdom&#039;s total Acres after withdrawal which will include the acres returned from armies (10% will be subtracted from each province in the losing Kingdom, distributed evenly to the winner, this will not be modified by the War Tier Bonus).&lt;br /&gt;
**Honor awarded at the conclusion of war to the winning Kingdom is now equal to 5% of the losing Kingdom&#039;s total Honor at withdrawal (5% will be subtracted from each province in the losing Kingdom, distributed evenly to the winner, this will not modified by the War Tier Bonus)&lt;br /&gt;
**There will be an additional amount of honor generated and awarded to the winner. This has a minimum amount of 2,500 with no maximum (This will be modified by the War Tier Bonus)&lt;br /&gt;
**The winning Kingdom gains additional Explore Pool, Building and Specialist Credits and Science Books modified by War Tier Bonus&lt;br /&gt;
War Tier Bonus is now equal to number of Wars won * 5%; maximum 50%. For example, a Kingdom with 5 War Wins is on Tier 5 =&amp;gt; 5 Wins * 5% each win = +25% bonus&lt;br /&gt;
[[Age 101]]&lt;br /&gt;
*Meter Throttle mechanic removed.&lt;br /&gt;
*Defensive Force-Ceasefire reintroduced. Only available out of War Range with no penalties, available after 3 Ticks of no Attacks, 96 Ticks duration.&lt;br /&gt;
*War Win Land transfer reduced from 10% to 5%. Bonus Land will now be awarded to the winner, equal to 5% of the winner’s size (before transfer).&lt;br /&gt;
*Base Honor generated on War Win increased by 50%.&lt;br /&gt;
*War Wins will now award additional Honor (10% bonus to the generated amount per Tier difference) to Kingdoms that win against opponents with a Tier equal or greater than their own (before transfer).&lt;br /&gt;
[[Age 103]]&lt;br /&gt;
*War Win Land reward will be a minimum of 2500 Acres.&lt;br /&gt;
*War Win will now also reward an additional Scientist.&lt;br /&gt;
*Mutual Peace and Withdrawal now also award Specialist Credits equal to 3 times median Province size (as Victory).&lt;br /&gt;
*Mutual Peace now also awards Science Books equal to 24 ticks of production (as Withdrawal).&lt;br /&gt;
*Mutual Peace now also awards bonus Pool (as Victory/Withdrawal).&lt;br /&gt;
*Maximum Gains GBP/MAP in War reduced from 30% to 20%.&lt;br /&gt;
*Maximum GBP/MAP generated on failed Attacks reduced. Amount of GBP/MAP generated at low relative Off/Def ratios adjusted to prevent situations where the casualties efficiency would be higher than intended.&lt;br /&gt;
[[Age 104]]&lt;br /&gt;
*Minimum EoWCF duration increased to 24 Ticks, 1000% Birthrate bonus reduced from 36 Ticks to 24 Ticks.&lt;br /&gt;
[[Age 106]]&lt;br /&gt;
*Provinces created/reset during WAR will be unable to donate to dragon or aid to those within their kingdom for 24 hours after they leave protection&lt;br /&gt;
*War Win bonus will incur a 5% stacking penalty for each province below 2&lt;br /&gt;
*To declare war, the kingdom you are declaring war against must have had hostile actions from at least 3 unique provinces. (hits only)&lt;br /&gt;
*Changes to War Completion&lt;br /&gt;
**Acre redistribution: Upon completion of war, acres awarded will prioritize the smallest Provinces first.&lt;br /&gt;
**On Conclusion of War - both kingdoms will receive&lt;br /&gt;
***3 times the kingdom’s median province’s acres in Specialist Credits&lt;br /&gt;
***Free Building Credits to the total of 200% of the median province’s total land at the end of the war&lt;br /&gt;
***Science Books bonus equal to 24 ticks of production for each Province&lt;br /&gt;
***Each Province will have 5% of their land lost and moved to their explore pool (minimum of 100 acres added to pool, regardless of how many are lost)&lt;br /&gt;
***An equal number of acres to those lost will be redistributed to Provinces across the kingdom**&lt;br /&gt;
***Recognition on Kingdom Page based on the number of Wars achieved&lt;br /&gt;
*Mutual Peace &lt;br /&gt;
**No additional Bonus&#039;s or penalties&lt;br /&gt;
*On war Loss the surrendering kingdom will lose &lt;br /&gt;
**5% of the Kingdom&#039;s Land (each province loses 5%)&lt;br /&gt;
**5% of the Kingdom&#039;s Honor (each province loses 5%)&lt;br /&gt;
*On war Win the winning kingdom will receive an additional war win bonus&lt;br /&gt;
**The following bonuses are modified based on War Win Tier and the Kingdom Province count penalty as outlined above.&lt;br /&gt;
***Each win increases these numbers by 5% to to a max of 50%&lt;br /&gt;
***Science Books bonus equal to 12 ticks of production for each Province&lt;br /&gt;
***+0.50 to “Current scientist generation”&lt;br /&gt;
***Honor equal to 5% of the losing Kingdom&#039;s total Honor at the end of the War (distributed evenly), plus 200 Honor per province&lt;br /&gt;
***Land equal to to 10% of the losing Kingdom&#039;s total land at the end of the War redistributed prioritizing smallest province**&lt;br /&gt;
***Additional Free Building credits equal to province land&lt;br /&gt;
[[Age 107]]&lt;br /&gt;
*End of War Ceasefire War win Bonus - Additional Building Credits upon War win has been removed. &lt;br /&gt;
*You will still receive Free Building Credits to the total of 200% of the median province’s total land at the end of the War.&lt;br /&gt;
[[Age 108]]&lt;br /&gt;
*Either Kingdom may now declare War if both Kingdom&#039;s Meter Points are 60 or higher&lt;br /&gt;
*Changes to how the acre shuffle works on War completion (War Win)&lt;br /&gt;
**Removed the Kingdom shuffle/redistribution at War end&lt;br /&gt;
**Winning Kingdom gets 10% of the losing Kingdom&#039;s land, distributed to lowest provinces (as current)&lt;br /&gt;
**An extra amount equal to 5% losing Kingdom&#039;s land is distributed to the provinces in the Winning Kingdom (distributed equally)&lt;br /&gt;
**Losing Kingdom only loses 5% (as current)&lt;br /&gt;
*Provinces who join during War do not receive War bonuses upon completion and are in Protection for the duration of the War&lt;br /&gt;
[[Age 111]]&lt;br /&gt;
*The Hostile Meter will no longer decay on the 1st of each Month. It will only be reset by:&lt;br /&gt;
**Ceasefire&lt;br /&gt;
**Both Kingdoms have their Hostility towards each other reset to 0&lt;br /&gt;
**Entering war&lt;br /&gt;
*When entering war, all Hostility towards your Kingdom will be reset to 0&lt;br /&gt;
*All Hostility your Kingdom has towards other Kingdoms will remain &lt;br /&gt;
**(e.g. if you are Hostile towards Kingdom A then enter war with Kingdom B, &lt;br /&gt;
*when you leave war you will still be Hostile towards Kingdom A, however, they will have 0 meter towards you)&lt;br /&gt;
*Aggressor Force CeaseFire is removed completely&lt;br /&gt;
*War Reward Scaling&lt;br /&gt;
*To encourage fully filled kingdoms — and reduce the incentive to stay small — war rewards now scale based on kingdom size at the time of war declaration. &lt;br /&gt;
*This scaling applies to land, honor, science books, and scientist generation only. &lt;br /&gt;
*It does not include build credits or specialist credits.&lt;br /&gt;
**War Victory Rewards Notes:&lt;br /&gt;
**Count is locked at the start of war — changes in province count after declaration do not affect rewards.&lt;br /&gt;
**War Points for a win have been increased from 2.00 to 2.25 for kingdoms with 25 provinces.&lt;br /&gt;
**Rewards include:&lt;br /&gt;
***Land&lt;br /&gt;
***Honour&lt;br /&gt;
***Science book generation&lt;br /&gt;
***50% of a scientist&lt;br /&gt;
***Explore pool&lt;br /&gt;
***Build credits&lt;br /&gt;
***Specialist credits &lt;br /&gt;
*Only land, honour, science books, and scientist generation are scaled. All others remain at full value regardless of Kingdom Size&lt;br /&gt;
*Example:&lt;br /&gt;
**If a kingdom with 24 provinces wins a war: &lt;br /&gt;
***Land = X * 0.8&lt;br /&gt;
***Honor = X * 0.8&lt;br /&gt;
***Science Books = 36 * 0.8 = 28.8 ticks&lt;br /&gt;
***Scientist Generation = 50% * 0.8 = 40%&lt;br /&gt;
***Build credits, specialist credits, and explore pool = 100% &lt;br /&gt;
**The same scaling applies all the way down to 40% for kingdoms under 20 provinces. &lt;br /&gt;
&lt;br /&gt;
[[File:War Reward Scaling.png]]&amp;lt;br&amp;gt;&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=File:War_Reward_Scaling.png&amp;diff=1518</id>
		<title>File:War Reward Scaling.png</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=File:War_Reward_Scaling.png&amp;diff=1518"/>
		<updated>2026-07-25T05:37:00Z</updated>

		<summary type="html">&lt;p&gt;Revival: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Attacking_%26_Defending&amp;diff=1517</id>
		<title>Attacking &amp; Defending</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Attacking_%26_Defending&amp;diff=1517"/>
		<updated>2026-07-25T05:19:53Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Changelog */ added a111&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Military Efficiency==&lt;br /&gt;
===Base Military Efficiency===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Base Military Efficiency =&amp;lt;/b&amp;gt; ( 33 + 67 * ( Effective Wage Rate / 100 ) &amp;lt;sup&amp;gt;0.25&amp;lt;/sup&amp;gt; ) * [[Dragons#Ruby|Ruby Dragon]] * [[Multi-Attack Protection (MAP)|Multi-Attack Protection Bonus]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* Rounded to one decimal point, it should return the most accurate values. Effective Wage Rate lies between 20% (77.8% Efficiency) to 200% (112.7% Efficiency).&lt;br /&gt;
* While wages can be changed instantly, the effective wage rate used for base military efficiency changes slowly per tick. It takes approximately 96hrs to go from 20% wages to max at 200% wages.&lt;br /&gt;
* &#039;&#039;&#039;Effective Wage Rate Formula&#039;&#039;&#039; = (Final Wage Rate - Previous Wage Rate)* 0.05 - Previous Wage Rate&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;96 Hour Wage Rate Chart&#039;&#039;&#039;: [https://upload.wikimedia.org/wikipedia/commons/c/cb/ME_Chart.png ME Chart]&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;Change in Effective Wage Rate = &amp;lt;/b&amp;gt; 0.05 * (Wage Rate Paid - Effective Wage Rate)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* If wages were not fully paid in the previous tick, Wage Rate Paid will be set at minimum regardless of the amount of wages actually paid.&lt;br /&gt;
&lt;br /&gt;
===Offensive Military Efficiency===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;OME =&amp;lt;/b&amp;gt; (Base Military Efficiency + [[Growth|Training Grounds Bonus]] + [[Honor]] Bonus) * [[Science|Science Bonus]] * [[Races and Personalities|Race]] Bonus * [[Races and Personalities|Personality Bonus]] * [[Mystics#Fanaticism|Fanaticism]] * [[Mystics#Bloodlust|Bloodlust]] * [[Ritual|Ritual]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Defensive Military Efficiency===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;DME =&amp;lt;/b&amp;gt; (Base Military Efficiency + [[Growth|Forts Bonus]] + [[Honor]] Bonus) * [[Science|Science Bonus]] * [[Races and Personalities|Race]] Bonus * [[Races and Personalities|Personality Bonus]] * [[Mystics#Minor_Protection|Minor Protection]] * [[Mystics#Greater_Protection|Greater Protection]] * [[Mystics#Fanaticism|Fanaticism]] * [[The Plague|Plague]] * [[Ritual|Ritual]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Attacking==&lt;br /&gt;
===Raw Offense===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Raw Off =&amp;lt;/b&amp;gt; (Soldiers * (Soldier Off value + Aggression)) + (Offensive Specs * Off Spec Attack value) + (Elites * Elite Attack value) + (Horses * War Horse Attack value) + [(Mercs * Attack Value + Prisoners * Attack Value)]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Modified Offense===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Mod Off =&amp;lt;/b&amp;gt; Raw Offense * (OME + General Bonus)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Condition&lt;br /&gt;
!Modifier&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;OME&#039;&#039;&#039; || &#039;&#039;check your Military Advisor&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;General Bonus&#039;&#039;&#039; || +5% per additional general over 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Attack Times===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Attack Time =&amp;lt;/b&amp;gt; Base Attack Time * [[Races and Personalities|Race]] Bonus * [[Races and Personalities|Personality]] Bonus * [[Growth|Barracks]] Bonus * [[Mystics#Quick_Feet|Quick Feet]] * Attack Type * [[Relations|War]] * NW Mod * [[Ritual|Ritual Bonus]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Note: War Attack Speed phases in to -15%, after 12 hours of War have passed.&lt;br /&gt;
* There is a net worth value adjustment for attack times. This adjustment compares your net worth to the net worth of the province you are planning to attack. If these are close to each other the base attack times as given below are used. If the net worth differs, then the base attack time is multiplied, so your attack time is longer. This does not affect intra-KD attacks or in War.&lt;br /&gt;
&lt;br /&gt;
====Base Attack Time====&lt;br /&gt;
The base attack time is 14 hours. This is the value all calculations are based upon.&lt;br /&gt;
&lt;br /&gt;
====Minimum Offense to Win====&lt;br /&gt;
To guarantee a win, you must send Mod Offense that is at least 1 greater than the defender&#039;s Mod Defense.&lt;br /&gt;
&lt;br /&gt;
On Conquest attacks, the minimum Offense to win is 51% of the opponents Defense.&lt;br /&gt;
&lt;br /&gt;
==Attack Gains==&lt;br /&gt;
For Attacks that target and capture Resources (Traditional March, Conquest, Plunder, Learn), the Gains are calculated as follows:&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;B&amp;gt;Gains&amp;lt;/b&amp;gt; = Target Resource * Attack Type * [[Attacking_%26_Defending#Province_Networth_Factor|RPNW]] * [[Attacking_%26_Defending#Kingdom_Networth_Factor|RKNW]] * [[Multi-Attack_Protection_(MAP)|Multi-Attack Protection]] * Race Modifier * Personality Modifier * Castles Protection * Relations Modifier * Stance Modifier * Siege Science * Emerald Dragon * Attack Time Adjustment Factor * [[Ritual|Ritual Bonus]] * [[Mystics#Anonymity|Anonymity]] * [[Mystics#Anonymity|Mist]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* Resources are defined as: Land, Gold Coins, Food, Runes, Science Books&lt;br /&gt;
* Land attacks (except Ambush) also reward Military Credits (target&#039;s Defense Points *.008 * relative NW * Military Credits mod) and Building Credits (Acres captured * 0.4 * relative NW * Building Credits mod).&lt;br /&gt;
* Raze ignores all modifiers except Relations, [[Multi-Attack_Protection_(MAP)|Multi-Attack Protection]] and the Attack Time Adjustment Factor.&lt;br /&gt;
* Massacre ignores most Resource Gains modifiers, except RPNW, RKNW, Relations, [[Multi-Attack_Protection_(MAP)|Multi-Attack Protection]] and the Attack Time Adjustment Factor; Massacre is affected by Massacre Damage mod.&lt;br /&gt;
* Ambush ignores all modifiers except increased/decreased Ambush Battle Losses mod.&lt;br /&gt;
&lt;br /&gt;
===Province Networth Factor===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Relative Province Networth &amp;lt;/b&amp;gt;(rpnw) = Targets Networth / Self Networth&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Province Networth Factor =&amp;lt;/b&amp;gt; &#039;&#039;DEPEND&#039;&#039; ( rpnw ) :&amp;lt;br&amp;gt;&lt;br /&gt;
rpnw &amp;amp;lt; 0.567 = 0&amp;lt;br&amp;gt;&lt;br /&gt;
0.567 &amp;amp;lt; rpnw &amp;amp;lt; 0.9 = 3 * rpnw - 1.7&amp;lt;br&amp;gt;&lt;br /&gt;
0.9 &amp;amp;lt; rpnw &amp;amp;lt; 1.1 = 1&amp;lt;br&amp;gt;&lt;br /&gt;
1.1 &amp;amp;lt; rpnw &amp;amp;lt; 1.6 = -2 * rpnw + 3.2&amp;lt;br&amp;gt;&lt;br /&gt;
rpnw &amp;amp;gt; 1.6 = 0&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Kingdom Networth Factor===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Relative Kingdom Networth &amp;lt;/b&amp;gt;(rknw) = Target Kingdom Average Prov. Networth / Self Kingdom Average Prov. Networth&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Kingdom Networth Factor =&amp;lt;/b&amp;gt; &#039;&#039;DEPEND&#039;&#039; ( rknw ) :&amp;lt;br&amp;gt;&lt;br /&gt;
rknw &amp;amp;lt; 0.5 = 0.8&amp;lt;br&amp;gt;&lt;br /&gt;
0.5 &amp;amp;lt; rknw &amp;amp;lt; 0.9 = rknw / 2 + 0.55&amp;lt;br&amp;gt;&lt;br /&gt;
rknw &amp;amp;gt; 0.9 = 1&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: RKNW is based on the Average Province size of the Kingdom.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: RKNW factor protection slightly increased in [[Age 112]].&lt;br /&gt;
&lt;br /&gt;
===Attack Time Adjustment Factor===&lt;br /&gt;
Adding or subtracting hours modifies the Gains (based on your Attack Time), as follows:&lt;br /&gt;
&lt;br /&gt;
===Attack Type===&lt;br /&gt;
====Traditional March====&lt;br /&gt;
Base gains are 12% and are capped at 20% of your Acres or your opponent&#039;s Acres, whichever is smaller.&lt;br /&gt;
&lt;br /&gt;
====Ambush====&lt;br /&gt;
Will return 50% of the Acres lost in the attack. Unaffected by Gains modifiers. Inflicts 15% increased Military Casualties.&lt;br /&gt;
&lt;br /&gt;
====Plunder====&lt;br /&gt;
Base gains are 50% gold, 60% food and 60% runes. Max gains is 1.75x base (67.5% gold, 81% runes/food). Military Casualties on Plunder defense are reduced by 50%.&lt;br /&gt;
&lt;br /&gt;
====Learn====&lt;br /&gt;
Steals ~2.5% &amp;lt;sup&amp;gt;[[Age 111]]&amp;lt;/sup&amp;gt; of target&#039;s allocated Books. Out of War Learns will no longer capture unallocated books at a greater rate. &amp;lt;sup&amp;gt;[[Age 110]]&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
During War, Learn temporarily removes ~35% &amp;lt;sup&amp;gt;[[Age 109]]&amp;lt;/sup&amp;gt; of total allocated Science Books, these return over 48 Ticks.&amp;lt;br&amp;gt;&lt;br /&gt;
Military Casualties on Learn defense are reduced by 50%, except during war. &amp;lt;sup&amp;gt;[[Age 114]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Raze====&lt;br /&gt;
Destroys a portion (~5%) of the target&#039;s Land. In War, this attack only destroys ~30% Buildings.&lt;br /&gt;
&lt;br /&gt;
====Conquest====&lt;br /&gt;
Base gains are 6.8% land for a full hit, Gains are decreased in proportion to the relative Offense sent vs. target&#039;s Defense.&amp;lt;br&amp;gt;&lt;br /&gt;
Available only within 5% Net Worth range outside Hostile/War, unless attacker has access to Enhanced Conquest.&lt;br /&gt;
&lt;br /&gt;
====Massacre====&lt;br /&gt;
Base gains are 9.5% peasants, 7.5% Thieves and 5% Wizards. Efficiency increased roughly 2x during War. &amp;lt;sup&amp;gt;[[Age 114]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Defending==&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Raw Defense =&amp;lt;/b&amp;gt; (Defense Specs * Def Spec Points) + (Elites at Home * Elite&#039;s Defense) + (Soldiers * Sold Def Points * [[Mystics#Aggression|Aggression]]) + [[Mystics#Town_Watch|Townwatch]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Mod Defense =&amp;lt;/b&amp;gt; &#039;&#039;MAX&#039;&#039; ( Raw Defense * Defensive Military Efficiency , Land )&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Minimum Defense===&lt;br /&gt;
All land is protected by a minimum of 1 defense per Acre.&amp;lt;br&amp;gt;&lt;br /&gt;
Opponent needs one offense to break your defense&amp;lt;br&amp;gt;&lt;br /&gt;
This &#039;&#039;&#039;does not apply&#039;&#039;&#039; to Intra-Kingdom attacks.&lt;br /&gt;
&lt;br /&gt;
==Military Casualties==&lt;br /&gt;
Base Military Casualties are 6.5%-8.5% on Offense, 5%-6.5% on Defense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Changelog==&lt;br /&gt;
[[Age 42]]&lt;br /&gt;
*Attacks&lt;br /&gt;
**+25% gains on Learn Attacks (as in genesis)&lt;br /&gt;
[[Age 43]]&lt;br /&gt;
*Attacks&lt;br /&gt;
**Raze now destroys acres in war, too - razes after 200 acres do nothing in war&lt;br /&gt;
[[Age 44]]&lt;br /&gt;
*Attacks&lt;br /&gt;
**Raze destroys all acres in war&lt;br /&gt;
[[Age 54]]&lt;br /&gt;
*Failed attacks have a chance to move the meter 1 point proportional to the amount of offense sent. An attack that fails by sending 70% of the offense required to break has a 70% chance to move the meter 1 point.&lt;br /&gt;
*Plunder, Learn, Massacre and Raze are now worth 2 points on the meter&lt;br /&gt;
[[Age 55]]&lt;br /&gt;
*The reduced gains protection afforded to smaller kingdom when attacked by larger kingdoms will be removed when the smaller kingdom reaches 50 points on the meter.&lt;br /&gt;
*Intra kingdom hits will remove some honor from the attacked province.&lt;br /&gt;
*Attacks in war will not take extra acres from the exploration pool.&lt;br /&gt;
[[Age 57]]&lt;br /&gt;
*In War the minimum gains will be reduced by 50%&lt;br /&gt;
*Players will be able to choose to extend or reduce their attack times to allow greater schedule flexibility. Additional hours will result in greater gains while minus hours will result in less gains and less enemy kills. The modified gains etc will be derived from the modification in attack time and will also be displayed.&lt;br /&gt;
[[Age 61]]&lt;br /&gt;
*Massacre: Raze element in war removed. Damage in war increased.&lt;br /&gt;
*Raze: Damage in war to buildings significantly increased.&lt;br /&gt;
[[Age 62]]&lt;br /&gt;
*Learns&lt;br /&gt;
**Protection from subsequent hits will fire more aggressively when provinces are Learned&lt;br /&gt;
[[Age 63]]&lt;br /&gt;
*Specialist Credits: These will decay while out of war at a rate of 10% per RL day.&lt;br /&gt;
[[Age 69]]&lt;br /&gt;
*Learns attacks are now replaced with Abduct attacks, which capture a number of random Scientists from your opponent. These scientists are captured intact with their experience, allocated science and name&lt;br /&gt;
*Attack speed&lt;br /&gt;
**Reduction in war buffed from -20% to -25%.&lt;br /&gt;
[[Age 71]]&lt;br /&gt;
*The Raze attack&#039;s damage while in war has been increased&lt;br /&gt;
*The attack gains formula has been adjusted slightly to discourage bottom-feeding and reduce the penalties for top-feeding&lt;br /&gt;
*The in war attack gains formula has also been adjusted to increase minimum gains in both directions, with a larger increase for attacking larger targets&lt;br /&gt;
[[Age 72]]&lt;br /&gt;
*Gains - Replace Networth Based Gains (NWBG) with a hybrid Land Based Gains (LBG) system that incorporates NW.&lt;br /&gt;
[[Age 73]]&lt;br /&gt;
*Gains Throttling will be significantly more effective - Once the meter variance between Kingdoms is 50 points, each point over 50 will reduce gains by 1% up to a maximum of 75% at a variance of 125 meter points. Max meter will remain at 150&lt;br /&gt;
*War Gains Formula - The top-feed minimum gains is being reduced slightly to accommodate the LBG top-feed bonuses from Age 72 (note this is only for Top Feed gains, all other gains remain the same)&lt;br /&gt;
[[Age 74]]&lt;br /&gt;
*Abduct Military Casualties - Defensive military casualties on abducts has been reduced by 50%&lt;br /&gt;
*Multi-Attack Protection (MAP) - The rate at which this metric increases for abducts has been adjusted to be a more adequate representation of the resources lost. Additionally, this metric has been revised slightly in other areas to be a better representation of damage that occurs in an attack.&lt;br /&gt;
[[Age 75]]&lt;br /&gt;
*Abduct - Gains reduced&lt;br /&gt;
*Relative Kingdom Networth - Currently this is a part of the gains formula and is based entirely on the overall size of your Kingdom vs the Opponent Kingdom. This will change to be based on the average province size of your Kingdom to be a more accurate representation of the Kingdom strength&lt;br /&gt;
*Massacre - The damage of massacre will be reduced by roughly 10%&lt;br /&gt;
*Conquest - Gains from Conquest attacks will be increased. The amount of offense required to break your opponent will remain the same but yield a higher gain&lt;br /&gt;
[[Age 76]]&lt;br /&gt;
*Intra-Island attacks will no longer have reduced attack times&lt;br /&gt;
*Base attack time will be recuded by 10%&lt;br /&gt;
*Attack Gains Formula - Land component of gains formula will be removed and revert to a Networth based gains formula only&lt;br /&gt;
*Conquest - Meter will work more consistently with attack mechanics&lt;br /&gt;
[[Age 77]]&lt;br /&gt;
*Removal of abduct attack&lt;br /&gt;
*The 10% reduced attack time granted instantly on War Declare will be removed&lt;br /&gt;
*Attack speed reduction from war will slide in up to -25% over 12 ticks&lt;br /&gt;
[[Age 78]]&lt;br /&gt;
*Kingdom vs Kingdom Gains Reduction - The Kingdom vs Kingdom gains reduction throttle formula will be adjusted slightly to reduce the throttle effectiveness for in-range Kingdoms&lt;br /&gt;
*Learn Attack&lt;br /&gt;
**While out of war, a Learn attack will be available, it will steal a portion of the target&#039;s unallocated books (base ~30%) and a portion of allocated books (base ~5%)&lt;br /&gt;
**A portion of the stolen allocated books will be destroyed&lt;br /&gt;
**A portion of the stolen allocated books will become unallocated for the source to re-allocate&lt;br /&gt;
**Unallocated books and stolen allocated books that become unallocated will be placed into the same Category (see definition below) as they were in from the target&lt;br /&gt;
**All other stolen books will remain in the same science Type (see definition below)&lt;br /&gt;
**IN WAR Learn will reduce the effectiveness of target science, base reduction is currently planned ~4%, reduced science effectiveness will be removed upon entering End of War Cease-Fire&lt;br /&gt;
[[Age 79]]&lt;br /&gt;
*Attack Time&lt;br /&gt;
**Attack times will increase by ~10% (you may recall several ages ago the Island attack time reduction was expanded to the entire server, this is now being removed completely)&lt;br /&gt;
*Learn Attack&lt;br /&gt;
**Base amount of stolen allocated books will be reduced by about 50%&lt;br /&gt;
**Troop losses on Learn defense will be reduced by 50%&lt;br /&gt;
**In WAR base (effectiveness reduction) will be increased by roughly 50%&lt;br /&gt;
[[Age 86]]&lt;br /&gt;
*Learn attack damage is significantly increased while in war (+50%)&lt;br /&gt;
*Specialists credits from attacks have been increased by 20%&lt;br /&gt;
[[Age 87]]&lt;br /&gt;
*All Traditional March Attacks convert some Specialists to Elites&lt;br /&gt;
*Base Attack Time lowered to 14 ticks&lt;br /&gt;
*Intra-KD Traditional March land burned from 80% to 90%&lt;br /&gt;
[[Age 88]]&lt;br /&gt;
*Base Attack Time increased to 16 ticks&lt;br /&gt;
[[Age 89]]&lt;br /&gt;
*Military Casualties on Plunder defense reduced by 50%&lt;br /&gt;
[[Age 90]]&lt;br /&gt;
*Military Credits earned increased from Defense Points*0.004*RNW to Defense Points*0.008*RNW (in line with Military rescaling)&lt;br /&gt;
*Available Generals lowered to 4, extra General Offense bonus increased to 5%&lt;br /&gt;
*Raze Attack Gains floor lowered to 10 Acres (5 Acres when hitting into War stance)&lt;br /&gt;
[[Age 91]]&lt;br /&gt;
*Being unable to pay full Military Wages will adjust down Military Efficiency at a faster rate&lt;br /&gt;
*Relative-Kingdom Networth factor (RKNW) removed&lt;br /&gt;
[[Age 92]]&lt;br /&gt;
*Attacking: intra-Kingdom attack speed will be reduced by 50%&lt;br /&gt;
*LEARNS: Learn will take more from allocated science books and less from unallocated science books&lt;br /&gt;
**+50% allocated science books over current values&lt;br /&gt;
**-50% unallocated science books over current values&lt;br /&gt;
[[Age 93]]&lt;br /&gt;
*Learn Attack now captures Science Books in War, with reduced Gains (50%)&lt;br /&gt;
*Learn Attack amount of MAP (Multi-Attack Protection) generated increased by 75%&lt;br /&gt;
*Learn Attack Gains adjusted (allocated Book gains decreased ~20% while Gains from unallocated Books roughly doubled)&lt;br /&gt;
[[Age 94]]&lt;br /&gt;
*Learn Attack: no longer captures Science Books in War, it will reduce effectiveness similar to those seen with amnesia: Base gains of 5% effectiveness&lt;br /&gt;
*Massacre Attack: Damage done to peasants increased 50% when in war&lt;br /&gt;
[[Age 95]]&lt;br /&gt;
*Learn Attack: Will no longer benefit from -12.5% Attack Time reduction and has a gains cap of 10% of total books owned by the province using the Learn Attack&lt;br /&gt;
*Plunder Attack: Will no longer benefit from -12.5% Attack Time reduction and has a gains cap of 75% for all resources targeted&lt;br /&gt;
*Massacre&#039;s Attack: Will no longer benefit from -12.5% Attack Time reduction&lt;br /&gt;
*Intra-Kingdom Traditional March attacks will be removed&lt;br /&gt;
*Intra-Kingdom Traditional March previously had a higher minimum gains than Raze. With the removal of Traditional March as an option, Raze minimum gains has been modified to be the same as Traditional March (20).&lt;br /&gt;
[[Age 96]]&lt;br /&gt;
*Base Attack time reduce to 14 hours (note the change to in war attack times)&lt;br /&gt;
*Offense Specialists converting into Elites on successful Traditional Marches is being removed as a general mechanic to all Races.&lt;br /&gt;
[[Age 97]]&lt;br /&gt;
*Specialists once again convert to Elite Units on successful Traditional March Attacks for all Races&lt;br /&gt;
[[Age 98]]&lt;br /&gt;
*All Races convert specialists to elites on successful Traditional Marches and Conquest attacks&lt;br /&gt;
[[Age 99]]&lt;br /&gt;
*Ambush Attack inflicts 15% increased Military Kills.&lt;br /&gt;
*Peasant kills on Massacre Attack reduced ~30%.&lt;br /&gt;
[[Age 100]]&lt;br /&gt;
*Attacks no longer convert Specialists to Elite units.&lt;br /&gt;
*Wizards killed on Massacre Attack increased by ~20%. Thieves killed reduced by ~12%.&lt;br /&gt;
*A Relative Kingdom Networth (RKNW) gains factor is being reintroduced. For targets in a Kingdom with networth less than 50% your own Kingdom NW gains will be reduced by 20%. This will be a linear scale down to 0% gains reduced at 90% relative Kingdom Networth. Gains will not be affected over 90%&lt;br /&gt;
*Minimum Gains in War being increased from ~3.5% to ~4% (+15%)&lt;br /&gt;
*Amnesia and Learn attacks during war will remove books temporarily. These books will return evenly over time, similar to the way Nightmare currently works on Military, except Science book recovery will take place over 24 ticks&lt;br /&gt;
[[Age 101]]&lt;br /&gt;
*RKNW protection factor will now also apply to Defensive Military Casualties (of the smaller Kingdom), and the same scaling factor will apply as a penalty to Offensive Military Casualties (of the bigger Kingdom).&lt;br /&gt;
[[Age 102]]&lt;br /&gt;
*Failed Attacks will increase the GBP/MAP of the defender, based on relative offense sent/defense, linearly scaling from 0 to half the amount of GBP/MAP generated on a successful Traditional March.&lt;br /&gt;
[[Age 103]]&lt;br /&gt;
*Attack random factor removed. Attacks will now always succeed when Mod Offense sent is equal to at least Mod Defense +1.&lt;br /&gt;
*Learn base unallocated gains reduced from 30% to 20%.&lt;br /&gt;
*Learn 10% of own Science Books gains limit removed.&lt;br /&gt;
*RKNW penalty to Offensive Military Casualties removed&lt;br /&gt;
[[Age 104]]&lt;br /&gt;
*Resources/Gains will be standardized: &lt;br /&gt;
*Resources are defined as: Land, Gold Coins, Food, Runes, Science Books &lt;br /&gt;
*All Attack modifiers that include &#039;Resource Gains&#039; or &#039;Resource Losses&#039; will apply to Resources: Race/Personality bonuses and penalties, Castles, Siege Science, Dragons, Rituals, Mist, Anonymity, etc.&lt;br /&gt;
*Net Worth Range and GBP/MAP apply as normal, except noted.&lt;br /&gt;
**Traditional March: affected by Resource modifiers&lt;br /&gt;
**Raze: not affected by Resource modifiers, ignores Net Worth range&lt;br /&gt;
**Plunder: affected by Resource modifiers&lt;br /&gt;
**Learn: affected by Resource modifiers&lt;br /&gt;
**Massacre: not affected by Resource modifiers&lt;br /&gt;
**Conquest: affected by Resource modifiers&lt;br /&gt;
**Ambush: ignores all Resource modifiers, except Ambush Protection&lt;br /&gt;
[[Age 105]]&lt;br /&gt;
*Massacre Wizard kills reduced (reverted from 6% to 5% base kills).&lt;br /&gt;
*Learn Book damage in War increased from 24% to 30% (from ~12% to ~15% Science Efficiency damage). Book recovery time increased from 24 ticks to 48 ticks.&lt;br /&gt;
[[Age 106]]&lt;br /&gt;
*War - Learns and Amnesia recovery time - Book recovery time set to 48 Utopian Days. - Age 105 change&lt;br /&gt;
*War - Learns and Amnesia recovery time - Book recover back to 100% at end of war&lt;br /&gt;
*Military casualties can be expected to be roughly 5-6.5% base on defense, 6.5-8.5% base on offense&lt;br /&gt;
*Reviewing Age 102 change - Failed Attacks will increase the MAP of the defender, based on relative offense sent/defense, linearly scaling from 0 to half the amount of MAP generated on a successful Traditional March - Confirmed effect was implemented but results are non-obvious. &lt;br /&gt;
**Modified to - Failed Attacks will increase the MAP of the defender, based on relative offense sent/defense, linearly scaling from 0 to half the amount of MAP generated on a successful Raze - Result: Less MAP per hit than previous age (calculated to be about 40% reduced MAP per hit).&lt;br /&gt;
[[Age 108]]&lt;br /&gt;
*Massacre damage reduced by 15%&lt;br /&gt;
*Removed bounced Attack MAP/GBP&lt;br /&gt;
[[Age 109]]&lt;br /&gt;
*Learn Attack: Base gains are adjusted to ~2% of allocated books and ~30% of unallocated books During War, Learn temporarily removes ~35% of current allocated Science Books, these return over 48 Ticks&lt;br /&gt;
[[Age 110]]&lt;br /&gt;
*Out of War Learns will no longer capture unallocated books at a greater rate&lt;br /&gt;
**In war Learns will not change&lt;br /&gt;
[[Age 111]]&lt;br /&gt;
*Learn attack gains increased by approximately 25%&lt;br /&gt;
*Intra-Kingdom Raze minimum damage has been increased from 20 → 40&lt;br /&gt;
*Failed Raze attacks will increase hostility meter at double the rate of any other attack, up to 2.99 points, based on the ratio of offense sent similar to how other failed attacks currently work&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Relations&amp;diff=1516</id>
		<title>Relations</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Relations&amp;diff=1516"/>
		<updated>2026-07-25T05:18:32Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Changelog */&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;
** &#039;&#039;&#039;Cannot FCF until 3 ticks of Hostile have occurred&#039;&#039;&#039; &amp;lt;sup&amp;gt; NEW* &amp;lt;/sup&amp;gt;&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 42]]&lt;br /&gt;
*War&lt;br /&gt;
**Removing NW based attack times in war (as in genesis)&lt;br /&gt;
**On war declaration, attack time reduction will jump to -10% immediately, then phase to -20% (previously 0% then -15%)&lt;br /&gt;
**War phasing will be reduced to 12 hours (from 24 hours, this does not apply to protection which is still 24h)&lt;br /&gt;
*War Recovery&lt;br /&gt;
**In CF, +200% increase in birth rates (from +50%)&lt;br /&gt;
**Extending post war CF to 48 hours, monarch can opt out of the CF at any point after 24 hours have passed (each monarch can decide on his own - both kingdoms don&#039;t have to stay)&lt;br /&gt;
[[Age 51]]&lt;br /&gt;
*The End Of War Ceasefire period is extended to 72 hours but can now be exited after 12 hours with no daily honor loss in war&lt;br /&gt;
[[Age 52]]&lt;br /&gt;
*End of War Ceasefire period can be extended up to 4 days&lt;br /&gt;
[[Age 54]]&lt;br /&gt;
*The war declaration range for kingdoms will be changed to 25% smaller or 33% larger&lt;br /&gt;
*War will end automatically if your opponents networth drops to 50% of yours. This will only occur after a minimum of 7 days of warring and is calculated on tick.&lt;br /&gt;
*A war ending will grant, for both kds:&lt;br /&gt;
**All land currently out with armies at war end returns home immediately.&lt;br /&gt;
**Instant population growth of 20% of your max pop if you are under 50% of your max pop&lt;br /&gt;
**+500% Birthrate&lt;br /&gt;
**30% reduction in training costs of all troops.&lt;br /&gt;
**Draft cost reduced 50%&lt;br /&gt;
*Winning a war will grant the following:&lt;br /&gt;
**+10% honor taken from the opponents honor pool&lt;br /&gt;
**100 books of science per acre based on your median province&lt;br /&gt;
**3 times your median provinces acres in spec credits&lt;br /&gt;
**Free building credits to the total of your current unbuilt acres&lt;br /&gt;
[[Age 55]]&lt;br /&gt;
*Attacks in war will not take extra acres from the exploration pool.&lt;br /&gt;
*The reduced gains protection afforded to smaller kingdom when attacked by larger kingdoms will be removed when the smaller kingdom reaches 50 points on the meter.&lt;br /&gt;
*Towards a similar end, when both kingdom reach max hostility the option to declare will appear regardless of the kingdoms networth.&lt;br /&gt;
*Winning a war will not grant any honor taken from your opponents honor pool. Monarchs will instead be able to set a kingdom reward for winning wars, this reward will be honor or land and will be a combination based on both kingdoms relevant resources.&lt;br /&gt;
[[Age 56]]&lt;br /&gt;
*Winning a war and selecting land as a reward will grant a minimum of 5k acres to the kingdom.&lt;br /&gt;
[[Age 57]]&lt;br /&gt;
*In War the minimum gains will be reduced by 50%&lt;br /&gt;
[[Age 64]]&lt;br /&gt;
*War wins&lt;br /&gt;
**Acre reward capped at 20k&lt;br /&gt;
**Selecting land as a bonus will also result in a smaller honor bonus and vice versa.&lt;br /&gt;
[[Age 67]]&lt;br /&gt;
*50 books per acre of science (based on median province size) granted to both kingdoms&lt;br /&gt;
*An additional 150 BPA added to the winner&lt;br /&gt;
*Wizard training doubled in end of war ceasefire&lt;br /&gt;
[[Age 68]]&lt;br /&gt;
*War win reward: Not granted if the kingdoms are out of range at war start.&lt;br /&gt;
*War declaration: Requires 2 different people from each kingdom to have attacked (in such a way that the meter is moved) before war can be declared.&lt;br /&gt;
*End of War ceasefire: Maximum time reduced to 72 hours. Double wizards removed.&lt;br /&gt;
*War: Timer will tick during war for stances and war will override any stance. You can change stances during war so as to exit war in your desired stance.&lt;br /&gt;
[[Age 71]]&lt;br /&gt;
*The War Win bonus choice of &#039;Land&#039; or &#039;Honor&#039; will be removed. All War Wins will yield a single bonus, which will be an increased amount of both Land and Honor. Similar to the minimum land bonus, a minimum honor bonus will also be added.&lt;br /&gt;
*Immediately upon entering End of War Cease-Fire any provinces affected by plague will have it removed instantly.&lt;br /&gt;
*Additionally, upon entering End of War Cease-Fire, the losing kingdom will receive 50% of their land as free building credits, while the winning kingdom will receive 150% of their land as free building credits. We would like to stimulate the ability for both kingdoms to recover from war such that both the losing kingdom has a better chance at coming out of war recovered and ready to fight again and more importantly, the winning kingdom has an opportunity to defend their land better upon exiting war.&lt;br /&gt;
[[Age 72]]&lt;br /&gt;
*WW Chart Chains - In order to incentivize conflict between top WW kingdoms, we have altered the formula to provide additional WW points (scaling from the current if the kingdom you war is outside of the top 50 for land, honor, NW, and warwins) to double the current points.&lt;br /&gt;
*WW Bonus - Additionally, we are adding a new set of WW bonuses. Kingdoms will receive recognition on their kingdompage based on the number of WW points they achieve. Each additional &#039;tier&#039; that they obtain will also increase their WW bonus -- land, honor, credits, etc -- by 10%. This is capped at a WW bonus that is 50% larger than the baseline bonus.&lt;br /&gt;
*Finally the WW bonus will scale with kingdom size under 20 provinces to reduce the potential for abuse with kingdoms that remain intentionally small in the number of provinces.&lt;br /&gt;
*The War Win bonus will also include a provision of additional land to every province&#039;s individual explore pool in both kingdoms, this is mainly aimed at helping provinces that are destroyed in war to have a chance to grow back to a functional size.&lt;br /&gt;
*WAR - Exploration during eowcf will have reduced cost penalties (from 500% to 250% of normal cost).&lt;br /&gt;
*Propose War - Kingdoms will have the diplomatic option to Propose War to enemies in range and start war instantly instead of via attacks&lt;br /&gt;
[[Age73]]&lt;br /&gt;
*Auto-CeaseFire (Surrender) - Once a meter variance of 100 points occurs between 2 Kingdoms, the Kingdom with lower meter points will have the option to Surrender to the aggressor Kingdom. This will create an in-game CeaseFire between both kingdoms that cannot be cancelled by either side for a minimum of 7 days. The surrendering Kingdom will be required to not have any attacks for at least 12 hours similar to the restriction on Withdraw during War. You must also be OUT of war declaration range in order to have this button available to you.&lt;br /&gt;
*War Gains Formula - The top-feed minimum gains is being reduced slightly to accommodate the LBG top-feed bonuses from Age 72 (note this is only for Top Feed gains, all other gains remain the same)&lt;br /&gt;
[[Age 74]]&lt;br /&gt;
*Ceasefires - There is a new feature with Cease-Fires that allows you to choose a date until which the Cease-Fire cannot be broken. The farthest date in the future that can be chosen is 3 Utopian Years.&lt;br /&gt;
*War Proposals - Limit of 3 proposals that can be oustanding at any given time&lt;br /&gt;
*EoWCF Duration - Increased to 96 hours from 72 hours.&lt;br /&gt;
*Immediately upon exit of End of War Cease-Fire all Credits will decay by 1/3 instantly&lt;br /&gt;
[[Age 75]]&lt;br /&gt;
*Relative Kingdom Networth - Currently this is a part of the gains formula and is based entirely on the overall size of your Kingdom vs the Opponent Kingdom. This will change to be based on the average province size of your Kingdom to be a more accurate representation of the Kingdom strength&lt;br /&gt;
*War Win Bonus - The minimum war win acres bonus will be reduced to 4000 acres (from 5000)&lt;br /&gt;
*War Range - War Ranges will be determined by either land or networth, for example you will be IN war range if either land or Networth is within range of your target&lt;br /&gt;
*Force Cease-Fire - There will be an option for an aggressor Kingdom in a conflict to force both parties into a binding 7 Utopian Month cease-fire period. We are still working on the best method by which to implement the functionality on this, but the currently designed way for it to work has several components to it:&lt;br /&gt;
**The aggressor Kingdom (the KD looking to Force Cease-Fire) will need to have 100 or more meter disparity on the 1st of each Utopian Month for 3 consecutive Months&lt;br /&gt;
**The &#039;Force Cease-Fire&#039; button for the aggressor Kingdom will be available beginning on the 12th of the 3rd Month&lt;br /&gt;
**The defending Kingdom will be able to stop the forced cease-fire in several ways: a) Reduce the meter disparity between Kingdoms to under 100; or b) make at least 5 successful attacks during the Month of which the aggressor is capable of forcing the cease-fire (example: if you are the defending Kingdom and don&#039;t want the aggressor to receive the button at all, you must make 5 successful attacks between the 1st and 12th otherwise the aggressor will have the force cease-fire button until 5 attacks are successfully completed)&lt;br /&gt;
**If the defending Kingdom prevents a button on the 3rd consecutive day of 100+ meter by making 5 attacks, the defending Kingdom will have the same task of prevention on the following day: either reduce the disparity to less than 100 or make 5 attacks on the 1st - 12th&lt;br /&gt;
**The only way to reset the 3 day counter is to reduce the meter disparity below 100, at that point the aggressor must satisfy the first requirement which is 3 consecutive days of 100 or more meter disparity&lt;br /&gt;
**There is no wait period for the aggressor to press the button, once it becomes available on the 12th it can be pressed at any time&lt;br /&gt;
[[Age 76]]&lt;br /&gt;
*During ANY Cease-Fire espionage operations will be allowed (including End of War Cease-Fire) on the Kingdom you are in Cease-Fire with&lt;br /&gt;
[[Age 77]]&lt;br /&gt;
*The 10% reduced attack time granted instantly on War Declare will be removed&lt;br /&gt;
*Attack speed reduction from war will slide in up to -25% over 12 ticks&lt;br /&gt;
[[Age 78]]&lt;br /&gt;
*Auto Cease-Fire - The mechanic that allows a smaller Kingdom to automatically enter into a 7 day cease-fire with a larger Kingdom that has a large meter disparity will be removed&lt;br /&gt;
*War&lt;br /&gt;
**The amount of unique provinces required to attack from each Kingdom will be increased from 2 to 3 in order to declare war&lt;br /&gt;
**MAP reduction from War will be reduced by ~25%, this means that gains on a province with max MAP will be lower than they currently are&lt;br /&gt;
*End of War Cease-Fire&lt;br /&gt;
**Population growth will be increase from +500% to +1000%&lt;br /&gt;
**There will be a minimum peasant growth per tick of 500&lt;br /&gt;
[[Age 79]]&lt;br /&gt;
*There will remain a requirement of at least 3 provinces within a Kingdom to perform operations on the opposing Kingdom for War to be declared&lt;br /&gt;
*An aggressor Kingdom can enter into a 72 hour unbreakable Cease-Fire with a defending Kingdom if the aggressor has not made military attacks for at least 24 ticks&lt;br /&gt;
*To remove confusion, the definition of aggressor Kingdom shall mean the Kingdom with higher hostility meter points&lt;br /&gt;
*A defending Kingdom may enter into a 72 hour unbreakable Cease-Fire with an aggressor Kingdom if:&lt;br /&gt;
**a) Defender has not made any military attacks for at least 3 ticks, AND;&lt;br /&gt;
**b) Defender relations toward Aggressor are not Hostile&lt;br /&gt;
**c) Aggressor is Hostile with Defender&lt;br /&gt;
**d) Aggressor has been Hostile with defender for at least 3 ticks.&lt;br /&gt;
*If both Kingdoms are Hostile, either Kingdom may declare War (normal Unfriendly v Hostile declares are available)&lt;br /&gt;
*War Win rewards will only be provided if Kingdoms are in range at declare (range moved to 80% - 125%)&lt;br /&gt;
*If Kingdoms enter war while out of range, Surrender will be available much sooner than traditionally (i.e. 16 hours after start of war, these wars will have adjusted EoWCF length based on the amount of hours of war i.e. for each tick of war there will be 2 ticks of EoWCF)&lt;br /&gt;
*End of War Cease-Fire&lt;br /&gt;
**Birth Rate will be increased by current effects only for the first 36 hours&lt;br /&gt;
**Troop/Thief cost reduction will be removed&lt;br /&gt;
**All credits (Specialist/Build) will be lost upon exit of End of War Cease-Fire&lt;br /&gt;
**A small amount of science will be awarded to the winner&lt;br /&gt;
[[Age 81]]&lt;br /&gt;
*War&lt;br /&gt;
**War Range is now, low end 85% up to ~117.64% (1 / .85)&lt;br /&gt;
**Auto Surrender will be possible after 5 days of war instead of 7 when opponent is 50% or less networth&lt;br /&gt;
**Learn attack effects while in war will be increased from 4% to 8%&lt;br /&gt;
**Out of range wars will yield war points based on relative size at the war start and scale accordingly, for example:&lt;br /&gt;
**Example: 84.9% range = 100% points&lt;br /&gt;
***80% range = 85% points&lt;br /&gt;
***75% range = 65% points&lt;br /&gt;
***65% range = 20% points&lt;br /&gt;
***&amp;lt; 65% range = 0 points&lt;br /&gt;
*Force Cease-Fire&lt;br /&gt;
**If you are in war range (85-117.64%) when activating a Forced Cease-Fire your Kingdom will lose up to 3% honor at 95%+ and scale linearly to 1.5% at the bottom of the range (85%)&lt;br /&gt;
**This honor will be lost by the Kingdom pressing Force CF, it will not be transferred to the opponent Kingdom&lt;br /&gt;
[[Age 82]]&lt;br /&gt;
*War&lt;br /&gt;
**War declare range is now: (X * .85) to (X / .85)&lt;br /&gt;
**War win acre minimum bonus will be reduced to 2500 acres (from 4000)&lt;br /&gt;
*Force Cease-Fire&lt;br /&gt;
**Only kingdoms under 85% size can force CF with an aggressor (same requirements for time and attacks remain)&lt;br /&gt;
**Aggressor kingdoms can force CF after 24 hours of no attacks in kingdom news&lt;br /&gt;
[[Age 83]]&lt;br /&gt;
*War&lt;br /&gt;
**War win acre maximum bonus will be introduced and set to 10000 acres&lt;br /&gt;
*Force Cease-Fire&lt;br /&gt;
**This mechanic will no longer cancel dragons that have been started&lt;br /&gt;
[[Age 84]]&lt;br /&gt;
*War&lt;br /&gt;
**War may be declared by EITHER Kingdom if both Kingdoms have at least 75 Hostile Meter points&lt;br /&gt;
**Hostile Meter Cap is increased from 150 to 225&lt;br /&gt;
**End of War build credits awarded will be based on Median province size&lt;br /&gt;
**Build credits awarded to the losing Kingdom will be increased from 50% to 100%&lt;br /&gt;
**War Win science books awarded will be reduced from 72 hours of books to 48 hours&lt;br /&gt;
**While under Median, you are able to explore up to 500 acres (total land area) in a single explore. For example, if you are 50 acres with 0 acres currently being explored then you may explore up to 450 acres all at once which will take you to a total of 500 acres after the explore is complete.&lt;br /&gt;
*Force Cease-Fire&lt;br /&gt;
**While at war, a Kingdom will now be capable of activating Force CF (Defender only)&lt;br /&gt;
**Force CF duration will increase from 3 days to 5 days&lt;br /&gt;
[[Age 85]]&lt;br /&gt;
*Gains going into or out of war are being reduced from -75% to -85%&lt;br /&gt;
*While in War income will be reduced by 10%&lt;br /&gt;
[[Age 86]]&lt;br /&gt;
*War&lt;br /&gt;
**Bad spells will be removed at the conclusion of war&lt;br /&gt;
**Mutual Peace will provide building credits to each Kingdom in the amount of the median acre size&lt;br /&gt;
**Surrender will provide building credits to the Losing Kingdom in the amount of 1.5x median acre size&lt;br /&gt;
**Surrender will provide building credits to the Winning Kingdom in the amount of 2.5x median acre size&lt;br /&gt;
**The increased book production received from Schools will not affect the books awarded from a War Win&lt;br /&gt;
**The effects from Fountain of Knowledge will affect the books awarded from a War Win&lt;br /&gt;
**Racial and Personality mods that affect book production will increase the books awarded from a War Win&lt;br /&gt;
[[Age 87]]&lt;br /&gt;
*Total Wars &amp;amp; Losses removed from KD page (only the number of Wars Won displayed)&lt;br /&gt;
*Propose War removed&lt;br /&gt;
*Mutual Peace free Building Credits rewarded increased to 150%, added Specialist Credits equal to 2x Median Province size&lt;br /&gt;
*War will provide +25% Draft Speed&lt;br /&gt;
*War Stance protections lowered from 85% to 80%&lt;br /&gt;
*War Stance Raze Gains to and from other Kingdoms reduced from 100% to 50%&lt;br /&gt;
*EoWCF Draft Cost discount removed&lt;br /&gt;
*War &amp;amp; EoWCF Income penalty removed&lt;br /&gt;
[[Age 88]]&lt;br /&gt;
*Force Ceasefire time window needed to Surrender increased from 3 to 6 ticks&lt;br /&gt;
*Force Ceasefire duration reduced to 48 ticks&lt;br /&gt;
*War provides -25% Build Time&lt;br /&gt;
*War Training Time bonus applies on declare (instead of after 24 ticks)&lt;br /&gt;
*War Military Losses reduction bonus removed&lt;br /&gt;
*Mutual Peace free Specialist Credits reward increased to 3 * Median&lt;br /&gt;
*Mutual Peace free Building Credits reward increased to 200%&lt;br /&gt;
*Withdrawal free Building Credits reward increased to 200%&lt;br /&gt;
*Victory free Building Credits reward reduced to 200%&lt;br /&gt;
*War Points formula altered - Land/Networth/Honor Kingdom ranking and Tier will have a significant impact on the points rewarded&lt;br /&gt;
[[Age 89]]&lt;br /&gt;
*Hostile Relations reached at 30 meter points&lt;br /&gt;
*War Points and War Tier values adjusted (similar to Genesis)&lt;br /&gt;
[[Age 90]]&lt;br /&gt;
*Dragon Meter Points increased to 30&lt;br /&gt;
*Force Ceasefire time window needed to Surrender reduced to 3 Ticks&lt;br /&gt;
*A Hostile Aggressor Kingdom (the Kingdom with the higher Meter value) will gain access to Declare War button when the Defending Kingdom (the Kingdom with the lower Meter value) reaches 90 Meter Points, up from 75&lt;br /&gt;
[[Age 91]]&lt;br /&gt;
*Riots removed upon entering End of War Ceasefire (EoWCF)&lt;br /&gt;
*All troops currently away on attacks against the War opponent return home immediately upon entering EoWCF (Generals are still unavailable for the Attack duration)&lt;br /&gt;
*EoWCF maximum duration reduced to 72 ticks&lt;br /&gt;
*Explore time up to Median reduced by 50% during EoWCF&lt;br /&gt;
[[Age 92]]&lt;br /&gt;
*End of War Cease Fire: increased from 72 hours to 96 hours&lt;br /&gt;
*End of War Cease Fire: +50% science production during end of war cease fire&lt;br /&gt;
*During WAR: Elite conversion rate on Traditional March attacks will be doubled&lt;br /&gt;
[[Age 93]]&lt;br /&gt;
*Unfriendly Relations threshold increased from 10 to 15 points &lt;br /&gt;
*War Win score formula modified&lt;br /&gt;
[[Age 94]]&lt;br /&gt;
*Force Ceasefire for Aggressors: Aggressors cannot use Force CeaseFire against a Kingdom that is in War&lt;br /&gt;
*Any Ceasefire will cancel Dragon project from both Kingdoms&lt;br /&gt;
*War - Forced Surrender: Now occurs when opponent is 60% Networth (instead of 50%)&lt;br /&gt;
*End of War Ceasefire: Science Book bonus production of +50% removed &lt;br /&gt;
*End of War Ceasefire: Upon entering End of War Ceasefire BE will be restored to 100% for any province with less than 100% BE&lt;br /&gt;
*War Win Points: Points will now only change on conclusion of a War&lt;br /&gt;
*War Win Points: Will be hidden until the end of Age&lt;br /&gt;
[[Age 96]]&lt;br /&gt;
*Force Ceasefire is now 4 Utopian Months&lt;br /&gt;
*Starting War Win points for all Kingdoms will be increased significantly&lt;br /&gt;
*War Win Points formula will be modified slightly to increase the amount of points awarded for war wins&lt;br /&gt;
*War Win Chart will be viewable throughout the age&lt;br /&gt;
*War Win Points will be shown on Kingdom Page&lt;br /&gt;
*Defensive FCF can now be used irrespective of war range&lt;br /&gt;
*When FCF is used while in war range while outside war the following two penalties occur:&lt;br /&gt;
**If Defensive FCF is used in war range, the defender will pay (to the Aggressor) up to 3% of the defender’s total kingdom honor based on relative kingdom networth, and the aggressor will receive war win points (the defender will not lose any War Win points)&lt;br /&gt;
**If Aggressive FCF is used in while the defender is in war range, the aggressor will receive war win points.&lt;br /&gt;
*FCF will award war win points based on a percentage of a war win by the aggressor against the defender. If the two kingdoms are equal in networth 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 NW 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. We would expect a kingdom waving smaller kingdoms for CF with identical war win points to need between 20 and 40 FCFs to equal a single war win against one of those kingdoms.&lt;br /&gt;
*War: Will no longer have draft speed bonus, training time reduction and build time reduction (This includes End of War Ceasefire)&lt;br /&gt;
**+25% Draft Speed is being removed&lt;br /&gt;
**-25% Build Time is being removed&lt;br /&gt;
**-25% Train Time is being removed&lt;br /&gt;
**12 Hour Phase In -25% Attack Time reduce to -15% Attack Time&lt;br /&gt;
[[Age 97]]&lt;br /&gt;
*Out of Range Wars will no longer transfer War Score&lt;br /&gt;
*Aggressive FCF will no longer transfer War Score&lt;br /&gt;
*Military Casualties will be proportionally reduced by the scaling Effectiveness penalty for hitting into/out of War&lt;br /&gt;
*Points needed for reaching War Tiers have been adjusted (each tier provides additional bonuses to the winning Kingdom of a War)&lt;br /&gt;
*War Score Tiers&lt;br /&gt;
**Tier 1: 120&lt;br /&gt;
**Tier 2: 140&lt;br /&gt;
**Tier 3: 165&lt;br /&gt;
**Tier 4: 190&lt;br /&gt;
**Tier 5: 220&lt;br /&gt;
[[Age 98]]&lt;br /&gt;
*The losing Kingdom of a War will now have 10% of total Honor transferred to the winning Kingdom. Each province from the losing Kingdom will lose x% of honor, each province in the Winning Kingdom will receive an equal amount of honor. War Win Score Tier bonuses will affect the honor received by the winning Kingdom but not the honor lost by the losing Kingdom. &lt;br /&gt;
*War Networth auto-win requirements changed to opponent Networth dropping to 66% and a minimum of 72 ticks passed.&lt;br /&gt;
[[Age 99]]&lt;br /&gt;
*The losing Kingdom of a War receives Science Books equal to 24 Ticks of production.&lt;br /&gt;
*The losing Kingdom of a War does not transfer (lose) Honor to the winner.&lt;br /&gt;
*Out of Range Wars will not award War Score&lt;br /&gt;
[[Age 100]]&lt;br /&gt;
*Defensive Force Ceasefire removed.&lt;br /&gt;
*Offensive FCF is available&lt;br /&gt;
**After 24 ticks with no combat attacks or dragon sent&lt;br /&gt;
**After 24 ticks of the date the hostility meter reached Hostile&lt;br /&gt;
**Only if you are not in war (including End of War CeaseFire)&lt;br /&gt;
**Only if the target is not in war (including End of War CeaseFire)&lt;br /&gt;
**The 24 tick waiting period will not begin until EoWCF concludes&lt;br /&gt;
*Wars may end automatically at 48 ticks, reduced from 72 ticks.&lt;br /&gt;
*War rewards will be changed as follows:&lt;br /&gt;
**Land awarded at the conclusion of war to the winning Kingdom is now equal to 10% of the losing Kingdom&#039;s total Acres after withdrawal which will include the acres returned from armies (10% will be subtracted from each province in the losing Kingdom, distributed evenly to the winner, this will not be modified by the War Tier Bonus).&lt;br /&gt;
**Honor awarded at the conclusion of war to the winning Kingdom is now equal to 5% of the losing Kingdom&#039;s total Honor at withdrawal (5% will be subtracted from each province in the losing Kingdom, distributed evenly to the winner, this will not modified by the War Tier Bonus)&lt;br /&gt;
**There will be an additional amount of honor generated and awarded to the winner. This has a minimum amount of 2,500 with no maximum (This will be modified by the War Tier Bonus)&lt;br /&gt;
**The winning Kingdom gains additional Explore Pool, Building and Specialist Credits and Science Books modified by War Tier Bonus&lt;br /&gt;
War Tier Bonus is now equal to number of Wars won * 5%; maximum 50%. For example, a Kingdom with 5 War Wins is on Tier 5 =&amp;gt; 5 Wins * 5% each win = +25% bonus&lt;br /&gt;
[[Age 101]]&lt;br /&gt;
*Meter Throttle mechanic removed.&lt;br /&gt;
*Defensive Force-Ceasefire reintroduced. Only available out of War Range with no penalties, available after 3 Ticks of no Attacks, 96 Ticks duration.&lt;br /&gt;
*War Win Land transfer reduced from 10% to 5%. Bonus Land will now be awarded to the winner, equal to 5% of the winner’s size (before transfer).&lt;br /&gt;
*Base Honor generated on War Win increased by 50%.&lt;br /&gt;
*War Wins will now award additional Honor (10% bonus to the generated amount per Tier difference) to Kingdoms that win against opponents with a Tier equal or greater than their own (before transfer).&lt;br /&gt;
[[Age 103]]&lt;br /&gt;
*War Win Land reward will be a minimum of 2500 Acres.&lt;br /&gt;
*War Win will now also reward an additional Scientist.&lt;br /&gt;
*Mutual Peace and Withdrawal now also award Specialist Credits equal to 3 times median Province size (as Victory).&lt;br /&gt;
*Mutual Peace now also awards Science Books equal to 24 ticks of production (as Withdrawal).&lt;br /&gt;
*Mutual Peace now also awards bonus Pool (as Victory/Withdrawal).&lt;br /&gt;
*Maximum Gains GBP/MAP in War reduced from 30% to 20%.&lt;br /&gt;
*Maximum GBP/MAP generated on failed Attacks reduced. Amount of GBP/MAP generated at low relative Off/Def ratios adjusted to prevent situations where the casualties efficiency would be higher than intended.&lt;br /&gt;
[[Age 104]]&lt;br /&gt;
*Minimum EoWCF duration increased to 24 Ticks, 1000% Birthrate bonus reduced from 36 Ticks to 24 Ticks.&lt;br /&gt;
[[Age 106]]&lt;br /&gt;
*Provinces created/reset during WAR will be unable to donate to dragon or aid to those within their kingdom for 24 hours after they leave protection&lt;br /&gt;
*War Win bonus will incur a 5% stacking penalty for each province below 2&lt;br /&gt;
*To declare war, the kingdom you are declaring war against must have had hostile actions from at least 3 unique provinces. (hits only)&lt;br /&gt;
*Changes to War Completion&lt;br /&gt;
**Acre redistribution: Upon completion of war, acres awarded will prioritize the smallest Provinces first.&lt;br /&gt;
**On Conclusion of War - both kingdoms will receive&lt;br /&gt;
***3 times the kingdom’s median province’s acres in Specialist Credits&lt;br /&gt;
***Free Building Credits to the total of 200% of the median province’s total land at the end of the war&lt;br /&gt;
***Science Books bonus equal to 24 ticks of production for each Province&lt;br /&gt;
***Each Province will have 5% of their land lost and moved to their explore pool (minimum of 100 acres added to pool, regardless of how many are lost)&lt;br /&gt;
***An equal number of acres to those lost will be redistributed to Provinces across the kingdom**&lt;br /&gt;
***Recognition on Kingdom Page based on the number of Wars achieved&lt;br /&gt;
*Mutual Peace &lt;br /&gt;
**No additional Bonus&#039;s or penalties&lt;br /&gt;
*On war Loss the surrendering kingdom will lose &lt;br /&gt;
**5% of the Kingdom&#039;s Land (each province loses 5%)&lt;br /&gt;
**5% of the Kingdom&#039;s Honor (each province loses 5%)&lt;br /&gt;
*On war Win the winning kingdom will receive an additional war win bonus&lt;br /&gt;
**The following bonuses are modified based on War Win Tier and the Kingdom Province count penalty as outlined above.&lt;br /&gt;
***Each win increases these numbers by 5% to to a max of 50%&lt;br /&gt;
***Science Books bonus equal to 12 ticks of production for each Province&lt;br /&gt;
***+0.50 to “Current scientist generation”&lt;br /&gt;
***Honor equal to 5% of the losing Kingdom&#039;s total Honor at the end of the War (distributed evenly), plus 200 Honor per province&lt;br /&gt;
***Land equal to to 10% of the losing Kingdom&#039;s total land at the end of the War redistributed prioritizing smallest province**&lt;br /&gt;
***Additional Free Building credits equal to province land&lt;br /&gt;
[[Age 107]]&lt;br /&gt;
*End of War Ceasefire War win Bonus - Additional Building Credits upon War win has been removed. &lt;br /&gt;
*You will still receive Free Building Credits to the total of 200% of the median province’s total land at the end of the War.&lt;br /&gt;
[[Age 108]]&lt;br /&gt;
*Either Kingdom may now declare War if both Kingdom&#039;s Meter Points are 60 or higher&lt;br /&gt;
*Changes to how the acre shuffle works on War completion (War Win)&lt;br /&gt;
**Removed the Kingdom shuffle/redistribution at War end&lt;br /&gt;
**Winning Kingdom gets 10% of the losing Kingdom&#039;s land, distributed to lowest provinces (as current)&lt;br /&gt;
**An extra amount equal to 5% losing Kingdom&#039;s land is distributed to the provinces in the Winning Kingdom (distributed equally)&lt;br /&gt;
**Losing Kingdom only loses 5% (as current)&lt;br /&gt;
*Provinces who join during War do not receive War bonuses upon completion and are in Protection for the duration of the War&lt;br /&gt;
[[Age 111]]&lt;br /&gt;
*The Hostile Meter will no longer decay on the 1st of each Month. It will only be reset by:&lt;br /&gt;
**Ceasefire&lt;br /&gt;
**Both Kingdoms have their Hostility towards each other reset to 0&lt;br /&gt;
**Entering war&lt;br /&gt;
*When entering war, all Hostility towards your Kingdom will be reset to 0&lt;br /&gt;
*All Hostility your Kingdom has towards other Kingdoms will remain &lt;br /&gt;
**(e.g. if you are Hostile towards Kingdom A then enter war with Kingdom B, &lt;br /&gt;
*when you leave war you will still be Hostile towards Kingdom A, however, they will have 0 meter towards you)&lt;br /&gt;
*Aggressor Force CeaseFire is removed completely&lt;br /&gt;
&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=Mystics&amp;diff=1515</id>
		<title>Mystics</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Mystics&amp;diff=1515"/>
		<updated>2026-07-25T05:16:33Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Changelog */&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 43]]&lt;br /&gt;
*Magic&lt;br /&gt;
**Meteor Shower spell available to all players&lt;br /&gt;
**Paradised Land now comes from the Explore Pool&lt;br /&gt;
[[Age 44]]&lt;br /&gt;
*Magic (clarification)&lt;br /&gt;
**If Explore Pool has 0 acres, you will only receive 50% acres from Paradise&lt;br /&gt;
[[Age 48]]&lt;br /&gt;
*Paradise:&lt;br /&gt;
**Base number of acres is randomised between 2 &amp;amp; 8. Quantity of acres no longer affected by Guilds.Mystics Spell Potency bonus does NOT apply.&lt;br /&gt;
[[Age 49]]&lt;br /&gt;
*NEW SPELLS&lt;br /&gt;
**Bloodlust&lt;br /&gt;
***Type: Self spell&lt;br /&gt;
***Cost: 2000 runes&lt;br /&gt;
***Difficulty: Similar to shadowlight and animate dead.&lt;br /&gt;
***Effect: A province under Bloodlust will inflict 15% more kills and suffer 5% more kills on their next attack.&lt;br /&gt;
**Mage&#039;s Fury.&lt;br /&gt;
***Type: Duration self-spell.&lt;br /&gt;
***Cost: 1400 runes.&lt;br /&gt;
***Difficulty: Similar to Fanaticism.&lt;br /&gt;
***Duration: Max 12 days.&lt;br /&gt;
***Effect: This spell increases the province&#039;s WPA by 10% for offensive purposes while decreasing it by 10% for defensive purposes. No effect on self-spells.&lt;br /&gt;
[[Age 50]]&lt;br /&gt;
*Fog will not affect an ambush&lt;br /&gt;
[[Age 51]]&lt;br /&gt;
*Chastity will cost twice the runes it does currently&lt;br /&gt;
[[Age 52]]&lt;br /&gt;
*Fog is removed from the game.&lt;br /&gt;
[[Age 53]]&lt;br /&gt;
*Mages Fury has been changed to now modify magic offensive and defensive efficiency by 20%, up from 10%.&lt;br /&gt;
[[Age 56]]&lt;br /&gt;
*Paradise will remove acres from the explore pool, which will now grow 5 times faster (i.e 100 acres an hour) and also decay .5% an hour. This decay will not occur during war or end of war ceasefire.&lt;br /&gt;
*The Anonymity spell has been modified. This spell will result in minus attack gains rather than additional attack time. Apart from this the spell works as before.&lt;br /&gt;
[[Age 64]]&lt;br /&gt;
*Mystic Vortex: Rune cost and difficulty reduced.&lt;br /&gt;
*Builders Boon: Time reduction buffed from 90% to 75%&lt;br /&gt;
*Greater Protection: Now stacks with Minor Protection&lt;br /&gt;
[[Age 68]]&lt;br /&gt;
*Anonymity: This spell will case the target to lose honor, but the attacker will not gain it.&lt;br /&gt;
*Tree of Gold: Reduced amount gained from this spell by 33.333333%, recurring of course.&lt;br /&gt;
*Vermin: Removed.&lt;br /&gt;
*Gluttony: New - Increases food required by 25%.&lt;br /&gt;
[[Age 69]]&lt;br /&gt;
*The Amnesia spell has also been updated to make your opponent’s scientists lose a number of game days worth of experience. For some this will delay them reaching the next level, while it will effectively demote some others to the previous level.&lt;br /&gt;
*Fountain of Knowledge previously increased book production for a while. This spell is now gone, and is replaced by the Revelate spell. The revelate spell increases the probability of a new scientist emerging on each affected game day by 30% while it is cast.&lt;br /&gt;
*New spell: Blizzard&lt;br /&gt;
**Reduces the building effectiveness of a province by 10%, does not stack, medium cost and difficulty, short duration.&lt;br /&gt;
[[Age 70]]&lt;br /&gt;
*Blizzard duration increased&lt;br /&gt;
[[Age 71]]&lt;br /&gt;
*Revelation will increase scientist spawn rate by 30%, down from 100%&lt;br /&gt;
*Revelation duration will be lowered&lt;br /&gt;
*Blood Lust will provide +10% Offensive Military Efficiency &amp;amp; +15% Higher Military Losses for the caster &amp;amp; +10% Military Losses for the enemy&lt;br /&gt;
*Anonymity will no longer destroy honor during war&lt;br /&gt;
[[Age 72]]&lt;br /&gt;
*Paradise - will still consume explore pool, will be available only to Mystic or Rogue personality (Not Faery)&lt;br /&gt;
*Inspire Army is no longer a baseline spell, it is being replaced by a Paladin Only spell called Paladin&#039;s Inspiration and has ~25% increased effects (low difficulty;moderate/high duration)&lt;br /&gt;
*New Spells:&lt;br /&gt;
**Scientific Insights (Paladin Only) - This spell will increase the science effectiveness of target province by +10% (moderate difficulty/short duration)&lt;br /&gt;
**Illuminate Shadows (Paladin Only) - Provide target with -20% damage from thievery operations (moderate/high difficulty;moderate duration)&lt;br /&gt;
**Wrathful Smite (Paladin Only) - Attacks against province while this spell is active will result in higher casualties for the attacker (moderate difficulty;low/moderate duration)&lt;br /&gt;
**Divine Shield (Paladin Only) - Increase magic defense of target (will stack with Magic Shield;low/moderate difficulty;moderate duration)&lt;br /&gt;
*Sorcery&lt;br /&gt;
**Magic Ward (Unf Only) (Paladin Only) - Increase target&#039;s spell cost in runes by 25% for duration (moderate difficulty)&lt;br /&gt;
**Barrier of Integrity (Unf Only) (Paladin Only) - Stops all drafting that would normally take place in target province (moderate/high difficulty;very short duration)&lt;br /&gt;
[[Age 73]]&lt;br /&gt;
*Mana Costs - Flat cost - 3% self spell, 3% offensive spell (2% with relations) &amp;amp; 2% flat rate for all Paladin self spells on others &amp;amp; Ritual Spell casts will also be a flat cost of 2%&lt;br /&gt;
*Paladin Spells - Increase all Paladin only spell durations&lt;br /&gt;
*Paladin Self Spells - The formula used to calculate success rate will be adjusted to make casting self spells on your allies easier. A WPA vs WPA calculation will still be made which will require Paladins to have WPA but the new formula will make it so that all Kingdom members have an opportunity to receive the self spell bonuses from their Paladins. In other words, a significant increase in the success rate of Paladin spells, although you still need WPA it won&#039;t be as significant a part of the formula as previously.&lt;br /&gt;
*There will be a new spell used specifically for Ritual destruction. The spell will be in the upper tier of difficulty and will reduce strength of the Ritual by a flat rate of 2%. A Ritual destruction spell can only be cast on a single province a maximum of 10 times such that in order to destroy a Ritual from 100% to 0% you would need to cast the spell 10x on 5 different provinces. Once a Ritual reaches 0% strength it will be removed, unless it has not reached it&#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;
*Elite Longevity - Elite losses via NightStrike will be closer to losses of Specialists seen now. Elites that go into retraining from Nightmare will also increase closer to that of specialists. Propaganda has also seen an increase to elite damage closer to that of Specialists. Military Casualties will be unchanged&lt;br /&gt;
[[Age 74]]&lt;br /&gt;
*Inspire Army/Paladin&#039;s Inspiration - Both of these spells are capable of being cast on a Province, however, while PI is cast it&#039;s effects will prevail until it wears off. Therefore, the bonuses from each of these spells will not stack, only 1 will be applied if both are present.&lt;br /&gt;
*Some Paladin Only spell durations tweaked slightly higher&lt;br /&gt;
*Nature&#039;s Blessing - The chance to cure plague will be increased to 1/3 up from 1/5&lt;br /&gt;
[[Age 75]]&lt;br /&gt;
*Some Paladin Only spell durations adjusted slightly higher&lt;br /&gt;
*All Instant Sorcery Spells will have damage reduced by 5%&lt;br /&gt;
*A slight reduction in damage will be made on the effectiveness of operations performed the farther out of range a province is (this will be affected in both directions, small vs large and large vs small)&lt;br /&gt;
[[Age 76]]&lt;br /&gt;
*Support spells will no longer have the possibility of exploding wizards&lt;br /&gt;
[[Age 77]]&lt;br /&gt;
*Expose Thieves will only become available with Unfriendly relations&lt;br /&gt;
*Support Spells - Success formula will be tweaked slightly to be more difficult in extreme range scenarios&lt;br /&gt;
[[Age 78]]&lt;br /&gt;
*Amnesia&lt;br /&gt;
**Will be WAR only&lt;br /&gt;
**Will reduce the effectiveness of target science, base reduction per cast is currently planned ~.5-.9% further affected by RNG and other factors, reduced science effectiveness will be removed upon entering End of War Cease-Fire&lt;br /&gt;
[[Age 79]]&lt;br /&gt;
*Amnesia - The minimum effectiveness reduction from this spell will be increased&lt;br /&gt;
[[Age 80]]&lt;br /&gt;
* Bloodlust effects are now:&lt;br /&gt;
**+20% Offensive Military Efficiency&lt;br /&gt;
**+15% Enemy Military Casualties&lt;br /&gt;
**+30% Own Military Casualties&lt;br /&gt;
[[Age 81]]&lt;br /&gt;
*Ghost Workers will reduce the amount of jobs needed to be filled for maximum Building Efficiency by 15%&lt;br /&gt;
*There is a new category referred to as Support&lt;br /&gt;
**Support Spells are the only spells that can be cast on Kingdom Mates (if your race/personality has the ability)&lt;br /&gt;
**Having the ability to cast Support Spells on Kingdom Mates does NOT grant access to ALL of these spells&lt;br /&gt;
**Support Spells are:&lt;br /&gt;
***Minor Protection, Greater Protection, Fertile Lands, Magic Shield, Mystic Aura, Nature&#039;s Blessing, Love and Peace, Builder&#039;s Boon, Inspire Army, Patriotism, Scientific Insight, Illuminate Shadows, Wrathful Smite, Invisibility, Aggression, Animate Dead&lt;br /&gt;
[[Age 82]]&lt;br /&gt;
*Fountain of Knowledge - Increase Book Production by 10% for duration (slightly longer duration than Revelation)&lt;br /&gt;
*Vermin - Food decays at a rate of 6%, up from a base of 1%&lt;br /&gt;
*Scientific Insight - Effect reduced to 5% increase in science book effectiveness&lt;br /&gt;
*Bloodlust - Offensive Military Efficiency reduced to 10%, Enemy Military Casualties reduced to 10%, Self Military Casualties reduced to 20% while active&lt;br /&gt;
*Paradise will be available for all races&lt;br /&gt;
[[Age 83]]&lt;br /&gt;
*Love and Peace - Increase War Horses production by 40% (in addition to existing spell effects)&lt;br /&gt;
*Ghost Workers - Duration will be increased slightly&lt;br /&gt;
*Bloodlust - Effects will be +10% offense, +10% kills to enemy during combat, +15% own losses during combat&lt;br /&gt;
*Invisibility and Fanaticism are now Support Spells&lt;br /&gt;
[[Age 84]]&lt;br /&gt;
*Offensive Spells will have reduced honor gains by 20%&lt;br /&gt;
*Aggression - Soldier offense will increase by 2 and soldier defense will be reduced by 2&lt;br /&gt;
*Invisibility - Will now also reduce thieves lost during thievery operations by 20% while active&lt;br /&gt;
*Town Watch - While active your peasants will defend your lands at 1 point of defense for every 3 peasants&lt;br /&gt;
*Inspire Army will be on all Races&lt;br /&gt;
*Support Spell durations increased slightly&lt;br /&gt;
*Fanaticism and Invisibility are no longer Support Spells&lt;br /&gt;
[[Age 85]]&lt;br /&gt;
*Sacred Mist - 10% reduced gains on the next attack made against you (will be triggered on fails)&lt;br /&gt;
*Invisibility - TPA bonus increased to 20%&lt;br /&gt;
*Mage&#039;s Fury - WPA bonus and penalty increased to 30%&lt;br /&gt;
[[Age 86]]&lt;br /&gt;
*Bloodlust - Increased the amount of self military casualties while the spell is active from 15% to 20%&lt;br /&gt;
*Ghost Workers - Reduce the number of jobs required for max building efficiency by 20% (instead of 15%)&lt;br /&gt;
*Amnesia - Significantly more powerful, unique to Sage (On 11 successful casts you could expect the science effectiveness of the target be reduced to somewhere between ~84% - 72%)&lt;br /&gt;
*Sacred Mist - Changed to a duration spell with short duration&lt;br /&gt;
*Paladins Inspiration - Renamed to Heros Inspiration&lt;br /&gt;
*Stealth and Mana can now be used down to 5%, instead of 10%&lt;br /&gt;
[[Age 87]]&lt;br /&gt;
*Barrier of Integrity - renamed to Sloth, effect changed to -50%, duration changed to 6 ticks average&lt;br /&gt;
*Divine Shield - reduces Instant Spell Damage taken by 20%, Support Spell&lt;br /&gt;
*Expose Thieves - available to everyone&lt;br /&gt;
*Magic Ward - effect increased to +50%&lt;br /&gt;
*Paradise - allowed during EoWCF&lt;br /&gt;
*Sacred Mist - name shortened to Mist&lt;br /&gt;
*Scientific Insights - effect increased to 10%, duration reduced to 3 ticks average&lt;br /&gt;
[[Age 88]]&lt;br /&gt;
*Crystal Ball - now available to everyone&lt;br /&gt;
*Mage&#039;s Fury - duration decreased&lt;br /&gt;
*Scientific Insights - duration significantly increased&lt;br /&gt;
[[Age 89]]&lt;br /&gt;
*Crystal Ball Rune cost reduced&lt;br /&gt;
*Mage&#039;s Fury bonus and penalty reduced to 25%&lt;br /&gt;
*Scientific Insights duration slightly increased&lt;br /&gt;
[[Age 90]]&lt;br /&gt;
*New Self Spell: Guile - increases Sabotage Operation and Instant Spell Damage by 15% for the spell&#039;s duration&lt;br /&gt;
*Aggression - bonus reduced to +1/-1&lt;br /&gt;
*Amnesia - available to everyone&lt;br /&gt;
*Expose Thieves - Damage rescaled from 7%-34% to 10%-20%&lt;br /&gt;
*Fanaticism - Defensive Military Effectiveness penalty increased to 5%&lt;br /&gt;
*Fountain of Knowledge - no longer increases Books reward from War Win&lt;br /&gt;
*Paradise - cannot be Cast during Protection&lt;br /&gt;
*Town Watch - rescaled from every 3 to every 5 Peasants will defend with 1 Defense point (in line with Military rescaling)&lt;br /&gt;
*Vermin - changed to Instant Spell, now destroys up to 40% of target&#039;s Food&lt;br /&gt;
[[Age 91]]&lt;br /&gt;
*Gluttony - availability changed to All&lt;br /&gt;
*Guile - effect increased to 20%&lt;br /&gt;
*Quick Feet - type changed to Duration Spell (extremely short), effect increased to 15%&lt;br /&gt;
*Vermin - effect increased to 50%&lt;br /&gt;
[[Age 92]]&lt;br /&gt;
*All races have access to the spell War Spoils&lt;br /&gt;
*Fireball damage has been increased by 10%&lt;br /&gt;
*Anonymity is available only to Avians&lt;br /&gt;
[[Age 93]]&lt;br /&gt;
*Rune Cost formula has been adjusted, resulting in lower costs at small acre size and slightly higher costs at bigger acre size&lt;br /&gt;
*Aggression - adjusted bonus/penalty to +2/-2&lt;br /&gt;
*Amnesia - difficulty and rune cost increased significantly; and successful Casts will display the target&#039;s current Science Effectiveness&lt;br /&gt;
*Anonymity - availability changed to All&lt;br /&gt;
*New spell: Mind Focus - increases Wizard Production by 50% (Cost and Difficulty as Patriotism)&lt;br /&gt;
[[Age 94]]&lt;br /&gt;
*Guile: Increases Instant Spell Damage and Sabotage Operation Damage by 15% for the duration. (down from 20%)&lt;br /&gt;
[[Age 96]]&lt;br /&gt;
*Significantly reduce the difficulty to gather Intel inside EOWCF to outside Kingdoms&lt;br /&gt;
*Crystal Ball reduced to 1 Mana cost&lt;br /&gt;
*Amnesia - Accessible by all Races&lt;br /&gt;
*Tree of Gold - Rune Cost increased by 100%&lt;br /&gt;
[[Age 97]]&lt;br /&gt;
*Returning Spell&lt;br /&gt;
**Miner&#039;s Mystique: Peasants provide a stable, supplemental source of Income from mining precious metals, generating an extra 0.3gc each (medium duration)&lt;br /&gt;
*New Spell&lt;br /&gt;
**Salvation: protects military in battle, reducing all Military Casualties by 10% (medium duration)&lt;br /&gt;
*Abolish Ritual - Rune Cost reduced&lt;br /&gt;
*Amnesia - availability changed to limited (Heretic)&lt;br /&gt;
*Bloodlust - Self and Enemy Military Casualties adjusted to +15%/+15%&lt;br /&gt;
*Chastity - effect changed to -50% Birth Rate&lt;br /&gt;
*Divine Shield - average duration reduced by ~15%&lt;br /&gt;
*Expose Thieves - effect has been changed to -1 Stealth Recovery per Tick (short duration); difficulty and cost increased &lt;br /&gt;
*Fanaticism - average duration reduced by ~25%&lt;br /&gt;
*Invisibility - TPA bonus reduced to +10%&lt;br /&gt;
*Meteor Showers - availability changed to War only&lt;br /&gt;
[[Age 98]]&lt;br /&gt;
*Chastity - duration increased by roughly 50%.&lt;br /&gt;
*Droughts - also increases Arson damage taken by 15%.&lt;br /&gt;
*Expose Thieves - duration increased by roughly 50%.&lt;br /&gt;
*Mind Focus - effect reduced to 25%.&lt;br /&gt;
*Shadowlight - will now also repel the next Sabotage Operation directed at you.&lt;br /&gt;
*Storms - also increases Tornado damage taken by 15%.&lt;br /&gt;
[[Age 99]]&lt;br /&gt;
*Meteor Showers - availability changed to Hostile/War.&lt;br /&gt;
*Mind Focus - bonus effect increased to 35% (up from 25%).&lt;br /&gt;
*Mystic Vortex - cost will be reduced when cast on Kingdom mates and a bot request will be available&lt;br /&gt;
[[Age 100]]&lt;br /&gt;
*Expose Thieves - Availability changed to War only. Effect changed to reduce stealth per tick by 5% of existing stealth, calculated before new stealth is provided by the tick. The stealth removed will be rounded to the nearest integer&lt;br /&gt;
*Magic Ward - Increase rune costs by 100%&lt;br /&gt;
*Sloth - will have an additional effect: increase Draft Cost by 100%&lt;br /&gt;
*War Spoils - availability changed to All races&lt;br /&gt;
[[Age 101]]&lt;br /&gt;
*Fanaticism is no longer a Support Spell.&lt;br /&gt;
*War Spoils removed&lt;br /&gt;
[[Age 102]]&lt;br /&gt;
*Mind Focus - effect reduced to +25%&lt;br /&gt;
[[Age 103]]&lt;br /&gt;
*Amnesia - availability changed to All.&lt;br /&gt;
*Expose Thieves - relations required changed to Unfriendly.&lt;br /&gt;
*Fanaticism - availability changed to All.&lt;br /&gt;
*Fool&#039;s Gold - difficulty and rune cost slightly increased.&lt;br /&gt;
*Gluttony - availability changed to All.&lt;br /&gt;
*Mist - average duration increased by ~50%.&lt;br /&gt;
*Pitfalls - effect reduced from +20% to +15%, difficulty and rune cost increased.&lt;br /&gt;
*Quick Feet - effect reduced from -15% to -10%.&lt;br /&gt;
*Revelation - average duration increased by ~25%.&lt;br /&gt;
*Salvation - effect increased from -10% to -15%.&lt;br /&gt;
*Tornadoes - damage increased by 20%.&lt;br /&gt;
*Wrathful Smite - renamed to Wrath, no longer a support spell&lt;br /&gt;
*Successful Support Spells will now also remove 2 Mana from the target of the Spell&lt;br /&gt;
[[Age 104]]&lt;br /&gt;
*Support Spellcasting mechanic removed&lt;br /&gt;
*Fireball - damage reduced from ~7% to ~6%.&lt;br /&gt;
*Guile - effect reduced from 15% to 10%.&lt;br /&gt;
*Land Lust - Rune Cost modifier increased from 3.5 to 4; reduced maximum gains from 1.35% to 1.25%.&lt;br /&gt;
*Meteor Showers - damage reduced by 25%, Rune Cost modifier increased from 2.8 to 3.5.&lt;br /&gt;
*War Spoils - available to all provinces during War&lt;br /&gt;
[[Age 105]]&lt;br /&gt;
*Aggression - now only increases Soldier Off value by 2.&lt;br /&gt;
*Crystal Eye - reintroduced, effect as Snatch News, difficulty and cost similar to Crystal Ball.&lt;br /&gt;
*Ghost Workers - effect increased from -20% to -25%.&lt;br /&gt;
*Currently retired (unavailable) spells: Animate Dead, Mind Focus, Mystic Aura, Revelation, Scientific Insights, Sloth&lt;br /&gt;
&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;
* 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=Thievery&amp;diff=1514</id>
		<title>Thievery</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Thievery&amp;diff=1514"/>
		<updated>2026-07-25T05:16:12Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Changelog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;No one ever said leadership involves only public activities. With a state-sanctioned paramilitary thieves guild available to you, the possibilities are endless. What may not be possible through [[Relations#War|war]] or [[Mystics|magic]] may still be possible with deceit and deception. Never underestimate the power of the underground unknown. &lt;br /&gt;
&lt;br /&gt;
Thieves are professional soldiers, trained in the arts of the elite underground and are trained on your [[Military]] Menu. They maintain a Stealth Rating which determines when they can be used. This rating rises automatically each day by 3 points and drops each time your thieves conduct an operation. Your thieves will not carry out missions without at least a 5% Stealth Rating.&lt;br /&gt;
&lt;br /&gt;
The best measure of your guild&#039;s strength is the number of thieves you maintain per acre of land, often known as Thieves Per Acre (TPA), modified by your Thieves&#039; Dens, your [[Science|Crime science]] and your [[Races and Personalities|racial]] bonuses or penalties. The success rate of your guild depends on both your and your target&#039;s TPA. The raw damage, however, is based on raw strength - the more thieves you use in an operation, the more damage they can do. &lt;br /&gt;
&lt;br /&gt;
The larger your province, the more difficult it will be to keep your guild well-organized and efficient. As your province grows larger, be prepared to keep training additional thieves to keep your network intact and effective. Like most things in Utopia, thievery operations are easier and more effective against provinces similar to you in size.&lt;br /&gt;
&lt;br /&gt;
Information on how to calculate thief operations can be found here.&lt;br /&gt;
&lt;br /&gt;
Thievery operations are divided in two categories, as listed below:&lt;br /&gt;
&lt;br /&gt;
*[[Thievery#The_Thieves&#039;_Toolbox:_The_Espionage_Operations|Espionage Operations]]&lt;br /&gt;
*[[Thievery#The_Thieves&#039;_Toolbox:_The_Sabotage_Operations|Sabotage Operations]]&lt;br /&gt;
&lt;br /&gt;
== The Thieves&#039; Toolbox: The Espionage Operations ==&lt;br /&gt;
&lt;br /&gt;
The espionage operations will simply gather information regarding the enemy province.&lt;br /&gt;
&lt;br /&gt;
=== Spy on Throne ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Gives an estimate of the resources and troops available to a province&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: very low&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;
Consumes only 1% Stealth&lt;br /&gt;
&lt;br /&gt;
=== Spy on Defense ===&lt;br /&gt;
&lt;br /&gt;
Reports enemy&#039;s standing defenses.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reveals Net Defensive Points at Home&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: very low&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;
Consumes only 1% Stealth&lt;br /&gt;
&lt;br /&gt;
=== Spy on Exploration ===&lt;br /&gt;
&lt;br /&gt;
Gives current pool size, and costs per acre in gold and soldiers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reveals pool size, and costs per acre in gold and soldiers&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: very low&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;
=== Snatch News ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Displays the targeted provinces Kingdom Paper&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: low&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;
=== Infiltrate ===&lt;br /&gt;
&lt;br /&gt;
Reports on the size of your opponent&#039;s guild.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Gives an estimate of the number of thieves in the enemy province&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message: Our thieves have infiltrated the Thieves&#039; Guilds of [province name] (##:##). They appear to have about X thieves employed across their lands.&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: low&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;
=== Survey ===&lt;br /&gt;
&lt;br /&gt;
Reports on the distribution of buildings in a province.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Gives an estimate of the buildings in the enemy province, as displayed by the Internal Affairs advisor&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: low&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;
=== Spy on Military ===&lt;br /&gt;
&lt;br /&gt;
Provides detailed information from your opponent&#039;s army.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Shows the enemy troops out as well as an estimate of troops at home and in training, as displayed by the Military Advisor&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: low&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;
=== Spy on Sciences ===&lt;br /&gt;
&lt;br /&gt;
Estimates strengths and effects of opponent&#039;s science levels.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Gives an estimate of the bonuses an enemy province gains from its science, as displayed on the Science page&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: low&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;
== The Thieves&#039; Toolbox: The Sabotage Operations ==&lt;br /&gt;
&lt;br /&gt;
=== Sabotage Wizards ===&lt;br /&gt;
&lt;br /&gt;
Drains the target&#039;s Mana levels for several days, limiting the ability to cast spells.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces Mana level by 5% of current level each Tick, before Mana regeneration&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message: Our thieves have sabotaged their wizards&#039; ability to cast spells&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: medium&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;
=== Destabilize Guilds ===&lt;br /&gt;
&lt;br /&gt;
Decreases the target’s Spell Duration for several days.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality#Rogue|Rogues]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations#War|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decreases the target’s Duration of Self Spell and Offensive Spell casts while the effect is active by 20%&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: medium&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;
=== Rob the Granaries ===&lt;br /&gt;
&lt;br /&gt;
Steals food from your opponent&#039;s storages.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Steals up to a max of 31.5% (46% in [[Relations#War|war]]) enemy food at the rate of 95 (135 in [[Relations#War|war]]) bushels per thief&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message: Our thieves have returned with X bushels&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: medium&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;
=== Rob the Vaults ===&lt;br /&gt;
&lt;br /&gt;
Steals gold from enemy coffers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Steals up to a max of 5.2% (14% in [[Relations#War|war]]) enemy gc at the rate of 40 (106 in [[Relations#War|war]]) gc per thief&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message: Our thieves have returned with X gold coins&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: medium&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.12&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rob the Towers ===&lt;br /&gt;
&lt;br /&gt;
Steals runes from your target&#039;s wizards.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Steals up to a max of 24.5% (35% in [[Relations#War|war]]) enemy runes at the rate of 18.2 (26 in [[Relations#War|war]]) runes per thief&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message: Our thieves were able to steal X runes&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: medium&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;
=== Kidnapping ===&lt;br /&gt;
&lt;br /&gt;
Kidnaps peasants from your enemy and brings them to your province.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Steals up to a max of 1.85% (4% in [[Relations#War|war]]) enemy peasants at the rate of 0.132 (0.285 in [[Relations#War|war]]) peasants per thief&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message: Our thieves kidnapped many people, but only were able to return with X of them&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: medium&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.12&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Arson ===&lt;br /&gt;
&lt;br /&gt;
Burns down enemy buildings to disrupt an enemy&#039;s stability.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Destroys a small amount of enemy buildings&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message: Our thieves burned down X acres of buildings OR Unfortunately, our thieves were too few in number to find any buildings to burn&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: medium&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;
=== Greater Arson ===&lt;br /&gt;
&lt;br /&gt;
A more powerful version of Arson.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality#Rogue|Rogues]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Destroys up to a max of ~6% of targeted enemy buildings at the rate of 0.0045 buildings per thief&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message: Our thieves burned down X [building type]&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: Medium&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;
=== Night Strike ===&lt;br /&gt;
&lt;br /&gt;
Assassinates a portion of your enemy&#039;s military.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Kills up to a maximum of 16.25% enemy soldiers at a rate of 0.67 soldiers per thief Also kills a much smaller amount of specialists and elites Will affect all troops, even those that aren&#039;t home&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message: Our thieves assassinated X enemy troops&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: medium&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;
=== Incite Riots ===&lt;br /&gt;
&lt;br /&gt;
Incites riots which disrupt tax collection efforts for several days.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decreases targets income by 15%&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message: Our thieves have caused rioting It is expected to last X days&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: medium&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;
=== Steal War Horses ===&lt;br /&gt;
&lt;br /&gt;
Steals an enemy&#039;s horses.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|Rogue]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Steals up to 20% of the targets horses at a rate of 0.35 horses per thief Note that you only gain half of this number as the rest are released&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message: Our thieves were able to release X horses but could only bring back Y of them&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: medium&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;
=== Bribe Thieves ===&lt;br /&gt;
&lt;br /&gt;
Reduces the ability of an enemy thieves&#039; guild.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces thief effectiveness by 10%&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message: Our thieves have bribed members of our enemies&#039; guild&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: medium&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;
=== Bribe Generals ===&lt;br /&gt;
&lt;br /&gt;
Increases the losses sustained by your enemy in all combat.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Effectively a 1 in 5 chance per attack to increase troop losses by 20% on all combat&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message: Our thieves have bribed an enemy general&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: medium&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;
=== Free Prisoners ===&lt;br /&gt;
&lt;br /&gt;
Releases prisoners from an opponent&#039;s dungeons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Releases up to a max of 12% (17% in [[Relations#War|war]]) of the targets prisoners at a rate of 0.06 (0.07 in [[Relations#War|war]]) prisoners per thief&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message: Our thieves freed X prisoners from enemy dungeons&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: medium&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.03&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Assassinate Wizards ===&lt;br /&gt;
&lt;br /&gt;
Attempts to assassinate enemy wizards.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality#Rogue|Rogues]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Kills up to a max of 1.2% target wizards at a rate of 0.006 wizards per thief&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message: Our thieves assassinated X wizards of the enemy&#039;s guilds&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: high&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;
=== Propaganda ===&lt;br /&gt;
&lt;br /&gt;
Attempts to convince enemy forces to join your province.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality#Rogue|Rogues]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations#War|War]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: not fully determined&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message: We have converted X [wizards, thieves, soldiers] from the enemy to our guild OR We have converted X [of the enemy&#039;s specialist troops, (elite unit name)] to our army&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: high&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;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
[[Age 48]]&lt;br /&gt;
*Espionage:&lt;br /&gt;
**Only need to send 20% thieves for best accuracy.&lt;br /&gt;
**Espionage accuracy no longer affected by target Watch Towers&lt;br /&gt;
[[Age 55]]&lt;br /&gt;
*Sabotage damage mods will increase the thievery damage cap, watchtowers will decrease it.&lt;br /&gt;
[[Age 56]]&lt;br /&gt;
*Espionage operations will be completely accurate if players send 10% of their thieves. This accuracy will be conveyed in some way to the player (yet to be decided but probably via the espionage message, updates will follow when they are available).&lt;br /&gt;
*Espionage operations will be able to be conducted through in game ceasefires.&lt;br /&gt;
[[Age 63]]&lt;br /&gt;
*Arson and Greater Arson: GA increased moderately, Arson damage increased significantly.&lt;br /&gt;
[[Age 64]]&lt;br /&gt;
*Snatch News: Easier and takes less stealth&lt;br /&gt;
*Spy On military: takes less stealth&lt;br /&gt;
[[Age 69]]&lt;br /&gt;
*The Spy on Science op has been updated, and will steal a report on the total number of scientists assigned to each science type, along with their total effect (but you cannot steal specifics like how many professors there are)&lt;br /&gt;
[[Age 72]]&lt;br /&gt;
*SOT change - Will display information related to any active Kingdom Ritual&lt;br /&gt;
[[Age 73]]&lt;br /&gt;
*Stealth Costs - Flat cost - 3% stealth (2% with relations), 2% intel (1% SoT)&lt;br /&gt;
*Elite Longevity - Elite losses via NightStrike will be closer to losses of Specialists seen now. Elites that go into retraining from Nightmare will also increase closer to that of specialists. Propaganda has also seen an increase to elite damage closer to that of Specialists. Military Casualties will be unchanged&lt;br /&gt;
[[Age 74]]&lt;br /&gt;
*Night Strike - Damage dealt by night strike will be reduced by approximately 20%.&lt;br /&gt;
[[Age 75]]&lt;br /&gt;
*A slight reduction in damage will be made on the effectiveness of operations performed the farther out of range a province is (this will be affected in both directions, small vs large and large vs small)&lt;br /&gt;
*Assassinate Wizards - The damage of Assassinate Wizards will be reduced by roughly 10%&lt;br /&gt;
[[Age 83]]&lt;br /&gt;
*Release Prisoners will require Unfriendly&lt;br /&gt;
[[Age 86]]&lt;br /&gt;
*Stealth and Mana can now be used down to 5%, instead of 10%&lt;br /&gt;
*Thievery operations honor has been increased by 20%&lt;br /&gt;
[[Age 87]]&lt;br /&gt;
*Free Prisoners - also steals 50% of the released Prisoners&lt;br /&gt;
[[Age 90]]&lt;br /&gt;
*Assassinate Wizards - Damage and cap reduced by ~15% &lt;br /&gt;
*Free Prisoners - changed from Unfriendly to Any&lt;br /&gt;
[[Age 92]]&lt;br /&gt;
*Spy on Sciences difficulty will be reduced&lt;br /&gt;
**Spy on Throne is the easiest operation, using this level of difficulty as the base, Spy on Sciences difficulty will be reduced to roughly 3x more difficult than SoT (previously, SoS was ~5.5x more difficult than SoT). To give a frame of reference, Spy on Military is roughly 4x more difficult than SoT&lt;br /&gt;
[[Age 93]]&lt;br /&gt;
*Steal horses now requires at least unfriendly&lt;br /&gt;
[[Age 94]]&lt;br /&gt;
*Incite Riots: Duration Cap introduced at 18.&lt;br /&gt;
*Honor: Thievery honor gain -15% except for Assassinate Wizards, Greater Arson and Propaganda&lt;br /&gt;
[[Age 96]]&lt;br /&gt;
**Significantly reduce the difficulty to gather Intel inside EOWCF to outside Kingdoms&lt;br /&gt;
[[Age 97]]&lt;br /&gt;
*Sabotage Wizards Damage cap reduced by 50%&lt;br /&gt;
*Assassinate Wizards meter points value increased to .12&lt;br /&gt;
*Arson meter points value increased to .08&lt;br /&gt;
*Greater Arson meter points value increased to .1&lt;br /&gt;
[[Age 98]]&lt;br /&gt;
*Most Sabotage Operations&#039; Damage reduced:&lt;br /&gt;
*Arson, Free Prisoners, Nightstrike, Rob the Granaries, Rob the Towers, Rob the Vaults, Steal War Horses damage reduced by ~10%. &lt;br /&gt;
*Assassinate Wizards, Greater Arson and Propaganda damage reduced by ~25%.&lt;br /&gt;
*Intra-KD robbing Gains penalty significantly increased.&lt;br /&gt;
[[Age 100]]&lt;br /&gt;
*Sabotage Wizards - effect increased (base amount ~22% mana removed). Availability changed to War only&lt;br /&gt;
[[Age 101]]&lt;br /&gt;
*All provinces will start with 100 Thieves and 100 Wizards.&lt;br /&gt;
*New Sabotage Operation: Destabilize Guilds – Decreases the target’s Duration of Self Spell and Offensive Spell casts while the effect is active by 20%. Medium difficulty, maximum duration roughly 6 Ticks. Only available to Rogue.&lt;br /&gt;
*Sabotage Wizards – will now have a similar effect to Expose Thieves (will reduce Mana each tick by 5% of current Mana level, before regeneration), maximum duration roughly 9 Ticks.&lt;br /&gt;
[[Age 103]]&lt;br /&gt;
*Sabotage Wizards - relations required changed to Unfriendly&lt;br /&gt;
[[Age 104]]&lt;br /&gt;
*All Espionage Operations now require 5% Thieves.&lt;br /&gt;
*All Espionage Operations are now 100% accurate.&lt;br /&gt;
*Bribe Generals - added message when effect procs.&lt;br /&gt;
*Kidnap - gains reduced by 20%.&lt;br /&gt;
*Release Prisoners - gains increased by 20%.&lt;br /&gt;
*Riots - effect reduced from -20% to -15%.&lt;br /&gt;
*Spy on Military - greatly reduced difficulty.&lt;br /&gt;
[[Age 105]]&lt;br /&gt;
*Spy on Defense - new operation: reveals Defense Points home, difficulty and cost equal to to Spy on Throne.&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;
*NS updated to reflect 25% more damage on 29 May 2024.&lt;br /&gt;
[[Age 108]]&lt;br /&gt;
*Assassinate Wizards damage has been increased by ~17.5%&lt;br /&gt;
[[Age 110]]&lt;br /&gt;
*Bribe Generals - Increased Damage from 15% to 20%&lt;br /&gt;
*Greater Arson difficulty reduced from High to Medium&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Thievery&amp;diff=1513</id>
		<title>Thievery</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Thievery&amp;diff=1513"/>
		<updated>2026-07-25T05:15:47Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Changelog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;No one ever said leadership involves only public activities. With a state-sanctioned paramilitary thieves guild available to you, the possibilities are endless. What may not be possible through [[Relations#War|war]] or [[Mystics|magic]] may still be possible with deceit and deception. Never underestimate the power of the underground unknown. &lt;br /&gt;
&lt;br /&gt;
Thieves are professional soldiers, trained in the arts of the elite underground and are trained on your [[Military]] Menu. They maintain a Stealth Rating which determines when they can be used. This rating rises automatically each day by 3 points and drops each time your thieves conduct an operation. Your thieves will not carry out missions without at least a 5% Stealth Rating.&lt;br /&gt;
&lt;br /&gt;
The best measure of your guild&#039;s strength is the number of thieves you maintain per acre of land, often known as Thieves Per Acre (TPA), modified by your Thieves&#039; Dens, your [[Science|Crime science]] and your [[Races and Personalities|racial]] bonuses or penalties. The success rate of your guild depends on both your and your target&#039;s TPA. The raw damage, however, is based on raw strength - the more thieves you use in an operation, the more damage they can do. &lt;br /&gt;
&lt;br /&gt;
The larger your province, the more difficult it will be to keep your guild well-organized and efficient. As your province grows larger, be prepared to keep training additional thieves to keep your network intact and effective. Like most things in Utopia, thievery operations are easier and more effective against provinces similar to you in size.&lt;br /&gt;
&lt;br /&gt;
Information on how to calculate thief operations can be found here.&lt;br /&gt;
&lt;br /&gt;
Thievery operations are divided in two categories, as listed below:&lt;br /&gt;
&lt;br /&gt;
*[[Thievery#The_Thieves&#039;_Toolbox:_The_Espionage_Operations|Espionage Operations]]&lt;br /&gt;
*[[Thievery#The_Thieves&#039;_Toolbox:_The_Sabotage_Operations|Sabotage Operations]]&lt;br /&gt;
&lt;br /&gt;
== The Thieves&#039; Toolbox: The Espionage Operations ==&lt;br /&gt;
&lt;br /&gt;
The espionage operations will simply gather information regarding the enemy province.&lt;br /&gt;
&lt;br /&gt;
=== Spy on Throne ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Gives an estimate of the resources and troops available to a province&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: very low&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;
Consumes only 1% Stealth&lt;br /&gt;
&lt;br /&gt;
=== Spy on Defense ===&lt;br /&gt;
&lt;br /&gt;
Reports enemy&#039;s standing defenses.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reveals Net Defensive Points at Home&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: very low&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;
Consumes only 1% Stealth&lt;br /&gt;
&lt;br /&gt;
=== Spy on Exploration ===&lt;br /&gt;
&lt;br /&gt;
Gives current pool size, and costs per acre in gold and soldiers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reveals pool size, and costs per acre in gold and soldiers&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: very low&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;
=== Snatch News ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Displays the targeted provinces Kingdom Paper&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: low&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;
=== Infiltrate ===&lt;br /&gt;
&lt;br /&gt;
Reports on the size of your opponent&#039;s guild.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Gives an estimate of the number of thieves in the enemy province&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message: Our thieves have infiltrated the Thieves&#039; Guilds of [province name] (##:##). They appear to have about X thieves employed across their lands.&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: low&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;
=== Survey ===&lt;br /&gt;
&lt;br /&gt;
Reports on the distribution of buildings in a province.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Gives an estimate of the buildings in the enemy province, as displayed by the Internal Affairs advisor&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: low&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;
=== Spy on Military ===&lt;br /&gt;
&lt;br /&gt;
Provides detailed information from your opponent&#039;s army.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Shows the enemy troops out as well as an estimate of troops at home and in training, as displayed by the Military Advisor&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: low&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;
=== Spy on Sciences ===&lt;br /&gt;
&lt;br /&gt;
Estimates strengths and effects of opponent&#039;s science levels.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Gives an estimate of the bonuses an enemy province gains from its science, as displayed on the Science page&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: low&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;
== The Thieves&#039; Toolbox: The Sabotage Operations ==&lt;br /&gt;
&lt;br /&gt;
=== Sabotage Wizards ===&lt;br /&gt;
&lt;br /&gt;
Drains the target&#039;s Mana levels for several days, limiting the ability to cast spells.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces Mana level by 5% of current level each Tick, before Mana regeneration&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message: Our thieves have sabotaged their wizards&#039; ability to cast spells&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: medium&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;
=== Destabilize Guilds ===&lt;br /&gt;
&lt;br /&gt;
Decreases the target’s Spell Duration for several days.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality#Rogue|Rogues]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations#War|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decreases the target’s Duration of Self Spell and Offensive Spell casts while the effect is active by 20%&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: medium&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;
=== Rob the Granaries ===&lt;br /&gt;
&lt;br /&gt;
Steals food from your opponent&#039;s storages.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Steals up to a max of 31.5% (46% in [[Relations#War|war]]) enemy food at the rate of 95 (135 in [[Relations#War|war]]) bushels per thief&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message: Our thieves have returned with X bushels&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: medium&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;
=== Rob the Vaults ===&lt;br /&gt;
&lt;br /&gt;
Steals gold from enemy coffers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Steals up to a max of 5.2% (14% in [[Relations#War|war]]) enemy gc at the rate of 40 (106 in [[Relations#War|war]]) gc per thief&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message: Our thieves have returned with X gold coins&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: medium&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.12&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rob the Towers ===&lt;br /&gt;
&lt;br /&gt;
Steals runes from your target&#039;s wizards.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Steals up to a max of 24.5% (35% in [[Relations#War|war]]) enemy runes at the rate of 18.2 (26 in [[Relations#War|war]]) runes per thief&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message: Our thieves were able to steal X runes&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: medium&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;
=== Kidnapping ===&lt;br /&gt;
&lt;br /&gt;
Kidnaps peasants from your enemy and brings them to your province.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Steals up to a max of 1.85% (4% in [[Relations#War|war]]) enemy peasants at the rate of 0.132 (0.285 in [[Relations#War|war]]) peasants per thief&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message: Our thieves kidnapped many people, but only were able to return with X of them&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: medium&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.12&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Arson ===&lt;br /&gt;
&lt;br /&gt;
Burns down enemy buildings to disrupt an enemy&#039;s stability.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Destroys a small amount of enemy buildings&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message: Our thieves burned down X acres of buildings OR Unfortunately, our thieves were too few in number to find any buildings to burn&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: medium&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;
=== Greater Arson ===&lt;br /&gt;
&lt;br /&gt;
A more powerful version of Arson.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality#Rogue|Rogues]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Destroys up to a max of ~6% of targeted enemy buildings at the rate of 0.0045 buildings per thief&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message: Our thieves burned down X [building type]&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: Medium&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;
=== Night Strike ===&lt;br /&gt;
&lt;br /&gt;
Assassinates a portion of your enemy&#039;s military.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Kills up to a maximum of 16.25% enemy soldiers at a rate of 0.67 soldiers per thief Also kills a much smaller amount of specialists and elites Will affect all troops, even those that aren&#039;t home&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message: Our thieves assassinated X enemy troops&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: medium&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;
=== Incite Riots ===&lt;br /&gt;
&lt;br /&gt;
Incites riots which disrupt tax collection efforts for several days.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decreases targets income by 15%&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message: Our thieves have caused rioting It is expected to last X days&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: medium&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;
=== Steal War Horses ===&lt;br /&gt;
&lt;br /&gt;
Steals an enemy&#039;s horses.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|Rogue]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Steals up to 20% of the targets horses at a rate of 0.35 horses per thief Note that you only gain half of this number as the rest are released&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message: Our thieves were able to release X horses but could only bring back Y of them&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: medium&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;
=== Bribe Thieves ===&lt;br /&gt;
&lt;br /&gt;
Reduces the ability of an enemy thieves&#039; guild.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces thief effectiveness by 10%&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message: Our thieves have bribed members of our enemies&#039; guild&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: medium&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;
=== Bribe Generals ===&lt;br /&gt;
&lt;br /&gt;
Increases the losses sustained by your enemy in all combat.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Effectively a 1 in 5 chance per attack to increase troop losses by 20% on all combat&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message: Our thieves have bribed an enemy general&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: medium&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;
=== Free Prisoners ===&lt;br /&gt;
&lt;br /&gt;
Releases prisoners from an opponent&#039;s dungeons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Releases up to a max of 12% (17% in [[Relations#War|war]]) of the targets prisoners at a rate of 0.06 (0.07 in [[Relations#War|war]]) prisoners per thief&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message: Our thieves freed X prisoners from enemy dungeons&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: medium&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.03&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Assassinate Wizards ===&lt;br /&gt;
&lt;br /&gt;
Attempts to assassinate enemy wizards.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality#Rogue|Rogues]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Kills up to a max of 1.2% target wizards at a rate of 0.006 wizards per thief&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message: Our thieves assassinated X wizards of the enemy&#039;s guilds&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: high&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;
=== Propaganda ===&lt;br /&gt;
&lt;br /&gt;
Attempts to convince enemy forces to join your province.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality#Rogue|Rogues]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations#War|War]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: not fully determined&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message: We have converted X [wizards, thieves, soldiers] from the enemy to our guild OR We have converted X [of the enemy&#039;s specialist troops, (elite unit name)] to our army&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: high&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;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
[[Age 48]]&lt;br /&gt;
*Espionage:&lt;br /&gt;
**Only need to send 20% thieves for best accuracy.&lt;br /&gt;
**Espionage accuracy no longer affected by target Watch Towers&lt;br /&gt;
[[Age 55]]&lt;br /&gt;
*Sabotage damage mods will increase the thievery damage cap, watchtowers will decrease it.&lt;br /&gt;
[[Age 56]]&lt;br /&gt;
*Espionage operations will be completely accurate if players send 10% of their thieves. This accuracy will be conveyed in some way to the player (yet to be decided but probably via the espionage message, updates will follow when they are available).&lt;br /&gt;
*Espionage operations will be able to be conducted through in game ceasefires.&lt;br /&gt;
[[Age 63]]&lt;br /&gt;
*Arson and Greater Arson: GA increased moderately, Arson damage increased significantly.&lt;br /&gt;
[[Age 64]]&lt;br /&gt;
*Snatch News: Easier and takes less stealth&lt;br /&gt;
*Spy On military: takes less stealth&lt;br /&gt;
[[Age 69]]&lt;br /&gt;
*The Spy on Science op has been updated, and will steal a report on the total number of scientists assigned to each science type, along with their total effect (but you cannot steal specifics like how many professors there are)&lt;br /&gt;
[[Age 72]]&lt;br /&gt;
*SOT change - Will display information related to any active Kingdom Ritual&lt;br /&gt;
[[Age 73]]&lt;br /&gt;
*Stealth Costs - Flat cost - 3% stealth (2% with relations), 2% intel (1% SoT)&lt;br /&gt;
*Elite Longevity - Elite losses via NightStrike will be closer to losses of Specialists seen now. Elites that go into retraining from Nightmare will also increase closer to that of specialists. Propaganda has also seen an increase to elite damage closer to that of Specialists. Military Casualties will be unchanged&lt;br /&gt;
[[Age 74]]&lt;br /&gt;
*Night Strike - Damage dealt by night strike will be reduced by approximately 20%.&lt;br /&gt;
[[Age 75]]&lt;br /&gt;
*A slight reduction in damage will be made on the effectiveness of operations performed the farther out of range a province is (this will be affected in both directions, small vs large and large vs small)&lt;br /&gt;
*Assassinate Wizards - The damage of Assassinate Wizards will be reduced by roughly 10%&lt;br /&gt;
[[Age 83]]&lt;br /&gt;
*Release Prisoners will require Unfriendly&lt;br /&gt;
[[Age 86]]&lt;br /&gt;
*Stealth and Mana can now be used down to 5%, instead of 10%&lt;br /&gt;
*Thievery operations honor has been increased by 20%&lt;br /&gt;
[[Age 87]]&lt;br /&gt;
*Free Prisoners - also steals 50% of the released Prisoners&lt;br /&gt;
[[Age 90]]&lt;br /&gt;
*Assassinate Wizards - Damage and cap reduced by ~15% &lt;br /&gt;
*Free Prisoners - changed from Unfriendly to Any&lt;br /&gt;
[[Age 92]]&lt;br /&gt;
*Spy on Sciences difficulty will be reduced&lt;br /&gt;
**Spy on Throne is the easiest operation, using this level of difficulty as the base, Spy on Sciences difficulty will be reduced to roughly 3x more difficult than SoT (previously, SoS was ~5.5x more difficult than SoT). To give a frame of reference, Spy on Military is roughly 4x more difficult than SoT&lt;br /&gt;
[[Age 93]]&lt;br /&gt;
*Steal horses now requires at least unfriendly&lt;br /&gt;
[[Age 94]]&lt;br /&gt;
*Incite Riots: Duration Cap introduced at 18.&lt;br /&gt;
*Honor: Thievery honor gain -15% except for Assassinate Wizards, Greater Arson and Propaganda&lt;br /&gt;
[[Age 96]]&lt;br /&gt;
**Significantly reduce the difficulty to gather Intel inside EOWCF to outside Kingdoms&lt;br /&gt;
[[Age 97]]&lt;br /&gt;
*Sabotage Wizards Damage cap reduced by 50%&lt;br /&gt;
*Assassinate Wizards meter points value increased to .12&lt;br /&gt;
*Arson meter points value increased to .08&lt;br /&gt;
*Greater Arson meter points value increased to .1&lt;br /&gt;
[[Age 98]]&lt;br /&gt;
*Most Sabotage Operations&#039; Damage reduced:&lt;br /&gt;
*Arson, Free Prisoners, Nightstrike, Rob the Granaries, Rob the Towers, Rob the Vaults, Steal War Horses damage reduced by ~10%. &lt;br /&gt;
*Assassinate Wizards, Greater Arson and Propaganda damage reduced by ~25%.&lt;br /&gt;
*Intra-KD robbing Gains penalty significantly increased.&lt;br /&gt;
[[Age 100]]&lt;br /&gt;
*Sabotage Wizards - effect increased (base amount ~22% mana removed). Availability changed to War only&lt;br /&gt;
[[Age 101]]&lt;br /&gt;
*All provinces will start with 100 Thieves and 100 Wizards.&lt;br /&gt;
*New Sabotage Operation: Destabilize Guilds – Decreases the target’s Duration of Self Spell and Offensive Spell casts while the effect is active by 20%. Medium difficulty, maximum duration roughly 6 Ticks. Only available to Rogue.&lt;br /&gt;
*Sabotage Wizards – will now have a similar effect to Expose Thieves (will reduce Mana each tick by 5% of current Mana level, before regeneration), maximum duration roughly 9 Ticks.&lt;br /&gt;
[[Age 103]]&lt;br /&gt;
*Sabotage Wizards - relations required changed to Unfriendly&lt;br /&gt;
[[Age 104]]&lt;br /&gt;
*All Espionage Operations now require 5% Thieves.&lt;br /&gt;
*All Espionage Operations are now 100% accurate.&lt;br /&gt;
*Bribe Generals - added message when effect procs.&lt;br /&gt;
*Kidnap - gains reduced by 20%.&lt;br /&gt;
*Release Prisoners - gains increased by 20%.&lt;br /&gt;
*Riots - effect reduced from -20% to -15%.&lt;br /&gt;
*Spy on Military - greatly reduced difficulty.&lt;br /&gt;
[[Age 105]]&lt;br /&gt;
*Spy on Defense - new operation: reveals Defense Points home, difficulty and cost equal to to Spy on Throne.&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;
*NS updated to reflect 25% more damage on 29 May 2024.&lt;br /&gt;
[[Age 108]]&lt;br /&gt;
*Assassinate Wizards damage has been increased by ~17.5%&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;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Attacking_%26_Defending&amp;diff=1512</id>
		<title>Attacking &amp; Defending</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Attacking_%26_Defending&amp;diff=1512"/>
		<updated>2026-07-25T05:14:34Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Changelog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Military Efficiency==&lt;br /&gt;
===Base Military Efficiency===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Base Military Efficiency =&amp;lt;/b&amp;gt; ( 33 + 67 * ( Effective Wage Rate / 100 ) &amp;lt;sup&amp;gt;0.25&amp;lt;/sup&amp;gt; ) * [[Dragons#Ruby|Ruby Dragon]] * [[Multi-Attack Protection (MAP)|Multi-Attack Protection Bonus]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* Rounded to one decimal point, it should return the most accurate values. Effective Wage Rate lies between 20% (77.8% Efficiency) to 200% (112.7% Efficiency).&lt;br /&gt;
* While wages can be changed instantly, the effective wage rate used for base military efficiency changes slowly per tick. It takes approximately 96hrs to go from 20% wages to max at 200% wages.&lt;br /&gt;
* &#039;&#039;&#039;Effective Wage Rate Formula&#039;&#039;&#039; = (Final Wage Rate - Previous Wage Rate)* 0.05 - Previous Wage Rate&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;96 Hour Wage Rate Chart&#039;&#039;&#039;: [https://upload.wikimedia.org/wikipedia/commons/c/cb/ME_Chart.png ME Chart]&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;Change in Effective Wage Rate = &amp;lt;/b&amp;gt; 0.05 * (Wage Rate Paid - Effective Wage Rate)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* If wages were not fully paid in the previous tick, Wage Rate Paid will be set at minimum regardless of the amount of wages actually paid.&lt;br /&gt;
&lt;br /&gt;
===Offensive Military Efficiency===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;OME =&amp;lt;/b&amp;gt; (Base Military Efficiency + [[Growth|Training Grounds Bonus]] + [[Honor]] Bonus) * [[Science|Science Bonus]] * [[Races and Personalities|Race]] Bonus * [[Races and Personalities|Personality Bonus]] * [[Mystics#Fanaticism|Fanaticism]] * [[Mystics#Bloodlust|Bloodlust]] * [[Ritual|Ritual]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Defensive Military Efficiency===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;DME =&amp;lt;/b&amp;gt; (Base Military Efficiency + [[Growth|Forts Bonus]] + [[Honor]] Bonus) * [[Science|Science Bonus]] * [[Races and Personalities|Race]] Bonus * [[Races and Personalities|Personality Bonus]] * [[Mystics#Minor_Protection|Minor Protection]] * [[Mystics#Greater_Protection|Greater Protection]] * [[Mystics#Fanaticism|Fanaticism]] * [[The Plague|Plague]] * [[Ritual|Ritual]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Attacking==&lt;br /&gt;
===Raw Offense===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Raw Off =&amp;lt;/b&amp;gt; (Soldiers * (Soldier Off value + Aggression)) + (Offensive Specs * Off Spec Attack value) + (Elites * Elite Attack value) + (Horses * War Horse Attack value) + [(Mercs * Attack Value + Prisoners * Attack Value)]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Modified Offense===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Mod Off =&amp;lt;/b&amp;gt; Raw Offense * (OME + General Bonus)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Condition&lt;br /&gt;
!Modifier&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;OME&#039;&#039;&#039; || &#039;&#039;check your Military Advisor&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;General Bonus&#039;&#039;&#039; || +5% per additional general over 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Attack Times===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Attack Time =&amp;lt;/b&amp;gt; Base Attack Time * [[Races and Personalities|Race]] Bonus * [[Races and Personalities|Personality]] Bonus * [[Growth|Barracks]] Bonus * [[Mystics#Quick_Feet|Quick Feet]] * Attack Type * [[Relations|War]] * NW Mod * [[Ritual|Ritual Bonus]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Note: War Attack Speed phases in to -15%, after 12 hours of War have passed.&lt;br /&gt;
* There is a net worth value adjustment for attack times. This adjustment compares your net worth to the net worth of the province you are planning to attack. If these are close to each other the base attack times as given below are used. If the net worth differs, then the base attack time is multiplied, so your attack time is longer. This does not affect intra-KD attacks or in War.&lt;br /&gt;
&lt;br /&gt;
====Base Attack Time====&lt;br /&gt;
The base attack time is 14 hours. This is the value all calculations are based upon.&lt;br /&gt;
&lt;br /&gt;
====Minimum Offense to Win====&lt;br /&gt;
To guarantee a win, you must send Mod Offense that is at least 1 greater than the defender&#039;s Mod Defense.&lt;br /&gt;
&lt;br /&gt;
On Conquest attacks, the minimum Offense to win is 51% of the opponents Defense.&lt;br /&gt;
&lt;br /&gt;
==Attack Gains==&lt;br /&gt;
For Attacks that target and capture Resources (Traditional March, Conquest, Plunder, Learn), the Gains are calculated as follows:&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;B&amp;gt;Gains&amp;lt;/b&amp;gt; = Target Resource * Attack Type * [[Attacking_%26_Defending#Province_Networth_Factor|RPNW]] * [[Attacking_%26_Defending#Kingdom_Networth_Factor|RKNW]] * [[Multi-Attack_Protection_(MAP)|Multi-Attack Protection]] * Race Modifier * Personality Modifier * Castles Protection * Relations Modifier * Stance Modifier * Siege Science * Emerald Dragon * Attack Time Adjustment Factor * [[Ritual|Ritual Bonus]] * [[Mystics#Anonymity|Anonymity]] * [[Mystics#Anonymity|Mist]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* Resources are defined as: Land, Gold Coins, Food, Runes, Science Books&lt;br /&gt;
* Land attacks (except Ambush) also reward Military Credits (target&#039;s Defense Points *.008 * relative NW * Military Credits mod) and Building Credits (Acres captured * 0.4 * relative NW * Building Credits mod).&lt;br /&gt;
* Raze ignores all modifiers except Relations, [[Multi-Attack_Protection_(MAP)|Multi-Attack Protection]] and the Attack Time Adjustment Factor.&lt;br /&gt;
* Massacre ignores most Resource Gains modifiers, except RPNW, RKNW, Relations, [[Multi-Attack_Protection_(MAP)|Multi-Attack Protection]] and the Attack Time Adjustment Factor; Massacre is affected by Massacre Damage mod.&lt;br /&gt;
* Ambush ignores all modifiers except increased/decreased Ambush Battle Losses mod.&lt;br /&gt;
&lt;br /&gt;
===Province Networth Factor===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Relative Province Networth &amp;lt;/b&amp;gt;(rpnw) = Targets Networth / Self Networth&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Province Networth Factor =&amp;lt;/b&amp;gt; &#039;&#039;DEPEND&#039;&#039; ( rpnw ) :&amp;lt;br&amp;gt;&lt;br /&gt;
rpnw &amp;amp;lt; 0.567 = 0&amp;lt;br&amp;gt;&lt;br /&gt;
0.567 &amp;amp;lt; rpnw &amp;amp;lt; 0.9 = 3 * rpnw - 1.7&amp;lt;br&amp;gt;&lt;br /&gt;
0.9 &amp;amp;lt; rpnw &amp;amp;lt; 1.1 = 1&amp;lt;br&amp;gt;&lt;br /&gt;
1.1 &amp;amp;lt; rpnw &amp;amp;lt; 1.6 = -2 * rpnw + 3.2&amp;lt;br&amp;gt;&lt;br /&gt;
rpnw &amp;amp;gt; 1.6 = 0&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Kingdom Networth Factor===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Relative Kingdom Networth &amp;lt;/b&amp;gt;(rknw) = Target Kingdom Average Prov. Networth / Self Kingdom Average Prov. Networth&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Kingdom Networth Factor =&amp;lt;/b&amp;gt; &#039;&#039;DEPEND&#039;&#039; ( rknw ) :&amp;lt;br&amp;gt;&lt;br /&gt;
rknw &amp;amp;lt; 0.5 = 0.8&amp;lt;br&amp;gt;&lt;br /&gt;
0.5 &amp;amp;lt; rknw &amp;amp;lt; 0.9 = rknw / 2 + 0.55&amp;lt;br&amp;gt;&lt;br /&gt;
rknw &amp;amp;gt; 0.9 = 1&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: RKNW is based on the Average Province size of the Kingdom.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: RKNW factor protection slightly increased in [[Age 112]].&lt;br /&gt;
&lt;br /&gt;
===Attack Time Adjustment Factor===&lt;br /&gt;
Adding or subtracting hours modifies the Gains (based on your Attack Time), as follows:&lt;br /&gt;
&lt;br /&gt;
===Attack Type===&lt;br /&gt;
====Traditional March====&lt;br /&gt;
Base gains are 12% and are capped at 20% of your Acres or your opponent&#039;s Acres, whichever is smaller.&lt;br /&gt;
&lt;br /&gt;
====Ambush====&lt;br /&gt;
Will return 50% of the Acres lost in the attack. Unaffected by Gains modifiers. Inflicts 15% increased Military Casualties.&lt;br /&gt;
&lt;br /&gt;
====Plunder====&lt;br /&gt;
Base gains are 50% gold, 60% food and 60% runes. Max gains is 1.75x base (67.5% gold, 81% runes/food). Military Casualties on Plunder defense are reduced by 50%.&lt;br /&gt;
&lt;br /&gt;
====Learn====&lt;br /&gt;
Steals ~2.5% &amp;lt;sup&amp;gt;[[Age 111]]&amp;lt;/sup&amp;gt; of target&#039;s allocated Books. Out of War Learns will no longer capture unallocated books at a greater rate. &amp;lt;sup&amp;gt;[[Age 110]]&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
During War, Learn temporarily removes ~35% &amp;lt;sup&amp;gt;[[Age 109]]&amp;lt;/sup&amp;gt; of total allocated Science Books, these return over 48 Ticks.&amp;lt;br&amp;gt;&lt;br /&gt;
Military Casualties on Learn defense are reduced by 50%, except during war. &amp;lt;sup&amp;gt;[[Age 114]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Raze====&lt;br /&gt;
Destroys a portion (~5%) of the target&#039;s Land. In War, this attack only destroys ~30% Buildings.&lt;br /&gt;
&lt;br /&gt;
====Conquest====&lt;br /&gt;
Base gains are 6.8% land for a full hit, Gains are decreased in proportion to the relative Offense sent vs. target&#039;s Defense.&amp;lt;br&amp;gt;&lt;br /&gt;
Available only within 5% Net Worth range outside Hostile/War, unless attacker has access to Enhanced Conquest.&lt;br /&gt;
&lt;br /&gt;
====Massacre====&lt;br /&gt;
Base gains are 9.5% peasants, 7.5% Thieves and 5% Wizards. Efficiency increased roughly 2x during War. &amp;lt;sup&amp;gt;[[Age 114]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Defending==&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Raw Defense =&amp;lt;/b&amp;gt; (Defense Specs * Def Spec Points) + (Elites at Home * Elite&#039;s Defense) + (Soldiers * Sold Def Points * [[Mystics#Aggression|Aggression]]) + [[Mystics#Town_Watch|Townwatch]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Mod Defense =&amp;lt;/b&amp;gt; &#039;&#039;MAX&#039;&#039; ( Raw Defense * Defensive Military Efficiency , Land )&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Minimum Defense===&lt;br /&gt;
All land is protected by a minimum of 1 defense per Acre.&amp;lt;br&amp;gt;&lt;br /&gt;
Opponent needs one offense to break your defense&amp;lt;br&amp;gt;&lt;br /&gt;
This &#039;&#039;&#039;does not apply&#039;&#039;&#039; to Intra-Kingdom attacks.&lt;br /&gt;
&lt;br /&gt;
==Military Casualties==&lt;br /&gt;
Base Military Casualties are 6.5%-8.5% on Offense, 5%-6.5% on Defense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Changelog==&lt;br /&gt;
[[Age 42]]&lt;br /&gt;
*Attacks&lt;br /&gt;
**+25% gains on Learn Attacks (as in genesis)&lt;br /&gt;
[[Age 43]]&lt;br /&gt;
*Attacks&lt;br /&gt;
**Raze now destroys acres in war, too - razes after 200 acres do nothing in war&lt;br /&gt;
[[Age 44]]&lt;br /&gt;
*Attacks&lt;br /&gt;
**Raze destroys all acres in war&lt;br /&gt;
[[Age 54]]&lt;br /&gt;
*Failed attacks have a chance to move the meter 1 point proportional to the amount of offense sent. An attack that fails by sending 70% of the offense required to break has a 70% chance to move the meter 1 point.&lt;br /&gt;
*Plunder, Learn, Massacre and Raze are now worth 2 points on the meter&lt;br /&gt;
[[Age 55]]&lt;br /&gt;
*The reduced gains protection afforded to smaller kingdom when attacked by larger kingdoms will be removed when the smaller kingdom reaches 50 points on the meter.&lt;br /&gt;
*Intra kingdom hits will remove some honor from the attacked province.&lt;br /&gt;
*Attacks in war will not take extra acres from the exploration pool.&lt;br /&gt;
[[Age 57]]&lt;br /&gt;
*In War the minimum gains will be reduced by 50%&lt;br /&gt;
*Players will be able to choose to extend or reduce their attack times to allow greater schedule flexibility. Additional hours will result in greater gains while minus hours will result in less gains and less enemy kills. The modified gains etc will be derived from the modification in attack time and will also be displayed.&lt;br /&gt;
[[Age 61]]&lt;br /&gt;
*Massacre: Raze element in war removed. Damage in war increased.&lt;br /&gt;
*Raze: Damage in war to buildings significantly increased.&lt;br /&gt;
[[Age 62]]&lt;br /&gt;
*Learns&lt;br /&gt;
**Protection from subsequent hits will fire more aggressively when provinces are Learned&lt;br /&gt;
[[Age 63]]&lt;br /&gt;
*Specialist Credits: These will decay while out of war at a rate of 10% per RL day.&lt;br /&gt;
[[Age 69]]&lt;br /&gt;
*Learns attacks are now replaced with Abduct attacks, which capture a number of random Scientists from your opponent. These scientists are captured intact with their experience, allocated science and name&lt;br /&gt;
*Attack speed&lt;br /&gt;
**Reduction in war buffed from -20% to -25%.&lt;br /&gt;
[[Age 71]]&lt;br /&gt;
*The Raze attack&#039;s damage while in war has been increased&lt;br /&gt;
*The attack gains formula has been adjusted slightly to discourage bottom-feeding and reduce the penalties for top-feeding&lt;br /&gt;
*The in war attack gains formula has also been adjusted to increase minimum gains in both directions, with a larger increase for attacking larger targets&lt;br /&gt;
[[Age 72]]&lt;br /&gt;
*Gains - Replace Networth Based Gains (NWBG) with a hybrid Land Based Gains (LBG) system that incorporates NW.&lt;br /&gt;
[[Age 73]]&lt;br /&gt;
*Gains Throttling will be significantly more effective - Once the meter variance between Kingdoms is 50 points, each point over 50 will reduce gains by 1% up to a maximum of 75% at a variance of 125 meter points. Max meter will remain at 150&lt;br /&gt;
*War Gains Formula - The top-feed minimum gains is being reduced slightly to accommodate the LBG top-feed bonuses from Age 72 (note this is only for Top Feed gains, all other gains remain the same)&lt;br /&gt;
[[Age 74]]&lt;br /&gt;
*Abduct Military Casualties - Defensive military casualties on abducts has been reduced by 50%&lt;br /&gt;
*Multi-Attack Protection (MAP) - The rate at which this metric increases for abducts has been adjusted to be a more adequate representation of the resources lost. Additionally, this metric has been revised slightly in other areas to be a better representation of damage that occurs in an attack.&lt;br /&gt;
[[Age 75]]&lt;br /&gt;
*Abduct - Gains reduced&lt;br /&gt;
*Relative Kingdom Networth - Currently this is a part of the gains formula and is based entirely on the overall size of your Kingdom vs the Opponent Kingdom. This will change to be based on the average province size of your Kingdom to be a more accurate representation of the Kingdom strength&lt;br /&gt;
*Massacre - The damage of massacre will be reduced by roughly 10%&lt;br /&gt;
*Conquest - Gains from Conquest attacks will be increased. The amount of offense required to break your opponent will remain the same but yield a higher gain&lt;br /&gt;
[[Age 76]]&lt;br /&gt;
*Intra-Island attacks will no longer have reduced attack times&lt;br /&gt;
*Base attack time will be recuded by 10%&lt;br /&gt;
*Attack Gains Formula - Land component of gains formula will be removed and revert to a Networth based gains formula only&lt;br /&gt;
*Conquest - Meter will work more consistently with attack mechanics&lt;br /&gt;
[[Age 77]]&lt;br /&gt;
*Removal of abduct attack&lt;br /&gt;
*The 10% reduced attack time granted instantly on War Declare will be removed&lt;br /&gt;
*Attack speed reduction from war will slide in up to -25% over 12 ticks&lt;br /&gt;
[[Age 78]]&lt;br /&gt;
*Kingdom vs Kingdom Gains Reduction - The Kingdom vs Kingdom gains reduction throttle formula will be adjusted slightly to reduce the throttle effectiveness for in-range Kingdoms&lt;br /&gt;
*Learn Attack&lt;br /&gt;
**While out of war, a Learn attack will be available, it will steal a portion of the target&#039;s unallocated books (base ~30%) and a portion of allocated books (base ~5%)&lt;br /&gt;
**A portion of the stolen allocated books will be destroyed&lt;br /&gt;
**A portion of the stolen allocated books will become unallocated for the source to re-allocate&lt;br /&gt;
**Unallocated books and stolen allocated books that become unallocated will be placed into the same Category (see definition below) as they were in from the target&lt;br /&gt;
**All other stolen books will remain in the same science Type (see definition below)&lt;br /&gt;
**IN WAR Learn will reduce the effectiveness of target science, base reduction is currently planned ~4%, reduced science effectiveness will be removed upon entering End of War Cease-Fire&lt;br /&gt;
[[Age 79]]&lt;br /&gt;
*Attack Time&lt;br /&gt;
**Attack times will increase by ~10% (you may recall several ages ago the Island attack time reduction was expanded to the entire server, this is now being removed completely)&lt;br /&gt;
*Learn Attack&lt;br /&gt;
**Base amount of stolen allocated books will be reduced by about 50%&lt;br /&gt;
**Troop losses on Learn defense will be reduced by 50%&lt;br /&gt;
**In WAR base (effectiveness reduction) will be increased by roughly 50%&lt;br /&gt;
[[Age 86]]&lt;br /&gt;
*Learn attack damage is significantly increased while in war (+50%)&lt;br /&gt;
*Specialists credits from attacks have been increased by 20%&lt;br /&gt;
[[Age 87]]&lt;br /&gt;
*All Traditional March Attacks convert some Specialists to Elites&lt;br /&gt;
*Base Attack Time lowered to 14 ticks&lt;br /&gt;
*Intra-KD Traditional March land burned from 80% to 90%&lt;br /&gt;
[[Age 88]]&lt;br /&gt;
*Base Attack Time increased to 16 ticks&lt;br /&gt;
[[Age 89]]&lt;br /&gt;
*Military Casualties on Plunder defense reduced by 50%&lt;br /&gt;
[[Age 90]]&lt;br /&gt;
*Military Credits earned increased from Defense Points*0.004*RNW to Defense Points*0.008*RNW (in line with Military rescaling)&lt;br /&gt;
*Available Generals lowered to 4, extra General Offense bonus increased to 5%&lt;br /&gt;
*Raze Attack Gains floor lowered to 10 Acres (5 Acres when hitting into War stance)&lt;br /&gt;
[[Age 91]]&lt;br /&gt;
*Being unable to pay full Military Wages will adjust down Military Efficiency at a faster rate&lt;br /&gt;
*Relative-Kingdom Networth factor (RKNW) removed&lt;br /&gt;
[[Age 92]]&lt;br /&gt;
*Attacking: intra-Kingdom attack speed will be reduced by 50%&lt;br /&gt;
*LEARNS: Learn will take more from allocated science books and less from unallocated science books&lt;br /&gt;
**+50% allocated science books over current values&lt;br /&gt;
**-50% unallocated science books over current values&lt;br /&gt;
[[Age 93]]&lt;br /&gt;
*Learn Attack now captures Science Books in War, with reduced Gains (50%)&lt;br /&gt;
*Learn Attack amount of MAP (Multi-Attack Protection) generated increased by 75%&lt;br /&gt;
*Learn Attack Gains adjusted (allocated Book gains decreased ~20% while Gains from unallocated Books roughly doubled)&lt;br /&gt;
[[Age 94]]&lt;br /&gt;
*Learn Attack: no longer captures Science Books in War, it will reduce effectiveness similar to those seen with amnesia: Base gains of 5% effectiveness&lt;br /&gt;
*Massacre Attack: Damage done to peasants increased 50% when in war&lt;br /&gt;
[[Age 95]]&lt;br /&gt;
*Learn Attack: Will no longer benefit from -12.5% Attack Time reduction and has a gains cap of 10% of total books owned by the province using the Learn Attack&lt;br /&gt;
*Plunder Attack: Will no longer benefit from -12.5% Attack Time reduction and has a gains cap of 75% for all resources targeted&lt;br /&gt;
*Massacre&#039;s Attack: Will no longer benefit from -12.5% Attack Time reduction&lt;br /&gt;
*Intra-Kingdom Traditional March attacks will be removed&lt;br /&gt;
*Intra-Kingdom Traditional March previously had a higher minimum gains than Raze. With the removal of Traditional March as an option, Raze minimum gains has been modified to be the same as Traditional March (20).&lt;br /&gt;
[[Age 96]]&lt;br /&gt;
*Base Attack time reduce to 14 hours (note the change to in war attack times)&lt;br /&gt;
*Offense Specialists converting into Elites on successful Traditional Marches is being removed as a general mechanic to all Races.&lt;br /&gt;
[[Age 97]]&lt;br /&gt;
*Specialists once again convert to Elite Units on successful Traditional March Attacks for all Races&lt;br /&gt;
[[Age 98]]&lt;br /&gt;
*All Races convert specialists to elites on successful Traditional Marches and Conquest attacks&lt;br /&gt;
[[Age 99]]&lt;br /&gt;
*Ambush Attack inflicts 15% increased Military Kills.&lt;br /&gt;
*Peasant kills on Massacre Attack reduced ~30%.&lt;br /&gt;
[[Age 100]]&lt;br /&gt;
*Attacks no longer convert Specialists to Elite units.&lt;br /&gt;
*Wizards killed on Massacre Attack increased by ~20%. Thieves killed reduced by ~12%.&lt;br /&gt;
*A Relative Kingdom Networth (RKNW) gains factor is being reintroduced. For targets in a Kingdom with networth less than 50% your own Kingdom NW gains will be reduced by 20%. This will be a linear scale down to 0% gains reduced at 90% relative Kingdom Networth. Gains will not be affected over 90%&lt;br /&gt;
*Minimum Gains in War being increased from ~3.5% to ~4% (+15%)&lt;br /&gt;
*Amnesia and Learn attacks during war will remove books temporarily. These books will return evenly over time, similar to the way Nightmare currently works on Military, except Science book recovery will take place over 24 ticks&lt;br /&gt;
[[Age 101]]&lt;br /&gt;
*RKNW protection factor will now also apply to Defensive Military Casualties (of the smaller Kingdom), and the same scaling factor will apply as a penalty to Offensive Military Casualties (of the bigger Kingdom).&lt;br /&gt;
[[Age 102]]&lt;br /&gt;
*Failed Attacks will increase the GBP/MAP of the defender, based on relative offense sent/defense, linearly scaling from 0 to half the amount of GBP/MAP generated on a successful Traditional March.&lt;br /&gt;
[[Age 103]]&lt;br /&gt;
*Attack random factor removed. Attacks will now always succeed when Mod Offense sent is equal to at least Mod Defense +1.&lt;br /&gt;
*Learn base unallocated gains reduced from 30% to 20%.&lt;br /&gt;
*Learn 10% of own Science Books gains limit removed.&lt;br /&gt;
*RKNW penalty to Offensive Military Casualties removed&lt;br /&gt;
[[Age 104]]&lt;br /&gt;
*Resources/Gains will be standardized: &lt;br /&gt;
*Resources are defined as: Land, Gold Coins, Food, Runes, Science Books &lt;br /&gt;
*All Attack modifiers that include &#039;Resource Gains&#039; or &#039;Resource Losses&#039; will apply to Resources: Race/Personality bonuses and penalties, Castles, Siege Science, Dragons, Rituals, Mist, Anonymity, etc.&lt;br /&gt;
*Net Worth Range and GBP/MAP apply as normal, except noted.&lt;br /&gt;
**Traditional March: affected by Resource modifiers&lt;br /&gt;
**Raze: not affected by Resource modifiers, ignores Net Worth range&lt;br /&gt;
**Plunder: affected by Resource modifiers&lt;br /&gt;
**Learn: affected by Resource modifiers&lt;br /&gt;
**Massacre: not affected by Resource modifiers&lt;br /&gt;
**Conquest: affected by Resource modifiers&lt;br /&gt;
**Ambush: ignores all Resource modifiers, except Ambush Protection&lt;br /&gt;
[[Age 105]]&lt;br /&gt;
*Massacre Wizard kills reduced (reverted from 6% to 5% base kills).&lt;br /&gt;
*Learn Book damage in War increased from 24% to 30% (from ~12% to ~15% Science Efficiency damage). Book recovery time increased from 24 ticks to 48 ticks.&lt;br /&gt;
[[Age 106]]&lt;br /&gt;
*War - Learns and Amnesia recovery time - Book recovery time set to 48 Utopian Days. - Age 105 change&lt;br /&gt;
*War - Learns and Amnesia recovery time - Book recover back to 100% at end of war&lt;br /&gt;
*Military casualties can be expected to be roughly 5-6.5% base on defense, 6.5-8.5% base on offense&lt;br /&gt;
*Reviewing Age 102 change - Failed Attacks will increase the MAP of the defender, based on relative offense sent/defense, linearly scaling from 0 to half the amount of MAP generated on a successful Traditional March - Confirmed effect was implemented but results are non-obvious. &lt;br /&gt;
**Modified to - Failed Attacks will increase the MAP of the defender, based on relative offense sent/defense, linearly scaling from 0 to half the amount of MAP generated on a successful Raze - Result: Less MAP per hit than previous age (calculated to be about 40% reduced MAP per hit).&lt;br /&gt;
[[Age 108]]&lt;br /&gt;
*Massacre damage reduced by 15%&lt;br /&gt;
*Removed bounced Attack MAP/GBP&lt;br /&gt;
[[Age 109]]&lt;br /&gt;
*Learn Attack: Base gains are adjusted to ~2% of allocated books and ~30% of unallocated books During War, Learn temporarily removes ~35% of current allocated Science Books, these return over 48 Ticks&lt;br /&gt;
[[Age 110]]&lt;br /&gt;
*Out of War Learns will no longer capture unallocated books at a greater rate&lt;br /&gt;
**In war Learns will not change&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Attacking_%26_Defending&amp;diff=1511</id>
		<title>Attacking &amp; Defending</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Attacking_%26_Defending&amp;diff=1511"/>
		<updated>2026-07-25T05:13:28Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Changelog */ added a109&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Military Efficiency==&lt;br /&gt;
===Base Military Efficiency===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Base Military Efficiency =&amp;lt;/b&amp;gt; ( 33 + 67 * ( Effective Wage Rate / 100 ) &amp;lt;sup&amp;gt;0.25&amp;lt;/sup&amp;gt; ) * [[Dragons#Ruby|Ruby Dragon]] * [[Multi-Attack Protection (MAP)|Multi-Attack Protection Bonus]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* Rounded to one decimal point, it should return the most accurate values. Effective Wage Rate lies between 20% (77.8% Efficiency) to 200% (112.7% Efficiency).&lt;br /&gt;
* While wages can be changed instantly, the effective wage rate used for base military efficiency changes slowly per tick. It takes approximately 96hrs to go from 20% wages to max at 200% wages.&lt;br /&gt;
* &#039;&#039;&#039;Effective Wage Rate Formula&#039;&#039;&#039; = (Final Wage Rate - Previous Wage Rate)* 0.05 - Previous Wage Rate&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;96 Hour Wage Rate Chart&#039;&#039;&#039;: [https://upload.wikimedia.org/wikipedia/commons/c/cb/ME_Chart.png ME Chart]&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;Change in Effective Wage Rate = &amp;lt;/b&amp;gt; 0.05 * (Wage Rate Paid - Effective Wage Rate)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* If wages were not fully paid in the previous tick, Wage Rate Paid will be set at minimum regardless of the amount of wages actually paid.&lt;br /&gt;
&lt;br /&gt;
===Offensive Military Efficiency===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;OME =&amp;lt;/b&amp;gt; (Base Military Efficiency + [[Growth|Training Grounds Bonus]] + [[Honor]] Bonus) * [[Science|Science Bonus]] * [[Races and Personalities|Race]] Bonus * [[Races and Personalities|Personality Bonus]] * [[Mystics#Fanaticism|Fanaticism]] * [[Mystics#Bloodlust|Bloodlust]] * [[Ritual|Ritual]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Defensive Military Efficiency===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;DME =&amp;lt;/b&amp;gt; (Base Military Efficiency + [[Growth|Forts Bonus]] + [[Honor]] Bonus) * [[Science|Science Bonus]] * [[Races and Personalities|Race]] Bonus * [[Races and Personalities|Personality Bonus]] * [[Mystics#Minor_Protection|Minor Protection]] * [[Mystics#Greater_Protection|Greater Protection]] * [[Mystics#Fanaticism|Fanaticism]] * [[The Plague|Plague]] * [[Ritual|Ritual]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Attacking==&lt;br /&gt;
===Raw Offense===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Raw Off =&amp;lt;/b&amp;gt; (Soldiers * (Soldier Off value + Aggression)) + (Offensive Specs * Off Spec Attack value) + (Elites * Elite Attack value) + (Horses * War Horse Attack value) + [(Mercs * Attack Value + Prisoners * Attack Value)]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Modified Offense===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Mod Off =&amp;lt;/b&amp;gt; Raw Offense * (OME + General Bonus)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Condition&lt;br /&gt;
!Modifier&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;OME&#039;&#039;&#039; || &#039;&#039;check your Military Advisor&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;General Bonus&#039;&#039;&#039; || +5% per additional general over 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Attack Times===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Attack Time =&amp;lt;/b&amp;gt; Base Attack Time * [[Races and Personalities|Race]] Bonus * [[Races and Personalities|Personality]] Bonus * [[Growth|Barracks]] Bonus * [[Mystics#Quick_Feet|Quick Feet]] * Attack Type * [[Relations|War]] * NW Mod * [[Ritual|Ritual Bonus]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Note: War Attack Speed phases in to -15%, after 12 hours of War have passed.&lt;br /&gt;
* There is a net worth value adjustment for attack times. This adjustment compares your net worth to the net worth of the province you are planning to attack. If these are close to each other the base attack times as given below are used. If the net worth differs, then the base attack time is multiplied, so your attack time is longer. This does not affect intra-KD attacks or in War.&lt;br /&gt;
&lt;br /&gt;
====Base Attack Time====&lt;br /&gt;
The base attack time is 14 hours. This is the value all calculations are based upon.&lt;br /&gt;
&lt;br /&gt;
====Minimum Offense to Win====&lt;br /&gt;
To guarantee a win, you must send Mod Offense that is at least 1 greater than the defender&#039;s Mod Defense.&lt;br /&gt;
&lt;br /&gt;
On Conquest attacks, the minimum Offense to win is 51% of the opponents Defense.&lt;br /&gt;
&lt;br /&gt;
==Attack Gains==&lt;br /&gt;
For Attacks that target and capture Resources (Traditional March, Conquest, Plunder, Learn), the Gains are calculated as follows:&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;B&amp;gt;Gains&amp;lt;/b&amp;gt; = Target Resource * Attack Type * [[Attacking_%26_Defending#Province_Networth_Factor|RPNW]] * [[Attacking_%26_Defending#Kingdom_Networth_Factor|RKNW]] * [[Multi-Attack_Protection_(MAP)|Multi-Attack Protection]] * Race Modifier * Personality Modifier * Castles Protection * Relations Modifier * Stance Modifier * Siege Science * Emerald Dragon * Attack Time Adjustment Factor * [[Ritual|Ritual Bonus]] * [[Mystics#Anonymity|Anonymity]] * [[Mystics#Anonymity|Mist]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* Resources are defined as: Land, Gold Coins, Food, Runes, Science Books&lt;br /&gt;
* Land attacks (except Ambush) also reward Military Credits (target&#039;s Defense Points *.008 * relative NW * Military Credits mod) and Building Credits (Acres captured * 0.4 * relative NW * Building Credits mod).&lt;br /&gt;
* Raze ignores all modifiers except Relations, [[Multi-Attack_Protection_(MAP)|Multi-Attack Protection]] and the Attack Time Adjustment Factor.&lt;br /&gt;
* Massacre ignores most Resource Gains modifiers, except RPNW, RKNW, Relations, [[Multi-Attack_Protection_(MAP)|Multi-Attack Protection]] and the Attack Time Adjustment Factor; Massacre is affected by Massacre Damage mod.&lt;br /&gt;
* Ambush ignores all modifiers except increased/decreased Ambush Battle Losses mod.&lt;br /&gt;
&lt;br /&gt;
===Province Networth Factor===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Relative Province Networth &amp;lt;/b&amp;gt;(rpnw) = Targets Networth / Self Networth&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Province Networth Factor =&amp;lt;/b&amp;gt; &#039;&#039;DEPEND&#039;&#039; ( rpnw ) :&amp;lt;br&amp;gt;&lt;br /&gt;
rpnw &amp;amp;lt; 0.567 = 0&amp;lt;br&amp;gt;&lt;br /&gt;
0.567 &amp;amp;lt; rpnw &amp;amp;lt; 0.9 = 3 * rpnw - 1.7&amp;lt;br&amp;gt;&lt;br /&gt;
0.9 &amp;amp;lt; rpnw &amp;amp;lt; 1.1 = 1&amp;lt;br&amp;gt;&lt;br /&gt;
1.1 &amp;amp;lt; rpnw &amp;amp;lt; 1.6 = -2 * rpnw + 3.2&amp;lt;br&amp;gt;&lt;br /&gt;
rpnw &amp;amp;gt; 1.6 = 0&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Kingdom Networth Factor===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Relative Kingdom Networth &amp;lt;/b&amp;gt;(rknw) = Target Kingdom Average Prov. Networth / Self Kingdom Average Prov. Networth&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Kingdom Networth Factor =&amp;lt;/b&amp;gt; &#039;&#039;DEPEND&#039;&#039; ( rknw ) :&amp;lt;br&amp;gt;&lt;br /&gt;
rknw &amp;amp;lt; 0.5 = 0.8&amp;lt;br&amp;gt;&lt;br /&gt;
0.5 &amp;amp;lt; rknw &amp;amp;lt; 0.9 = rknw / 2 + 0.55&amp;lt;br&amp;gt;&lt;br /&gt;
rknw &amp;amp;gt; 0.9 = 1&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: RKNW is based on the Average Province size of the Kingdom.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: RKNW factor protection slightly increased in [[Age 112]].&lt;br /&gt;
&lt;br /&gt;
===Attack Time Adjustment Factor===&lt;br /&gt;
Adding or subtracting hours modifies the Gains (based on your Attack Time), as follows:&lt;br /&gt;
&lt;br /&gt;
===Attack Type===&lt;br /&gt;
====Traditional March====&lt;br /&gt;
Base gains are 12% and are capped at 20% of your Acres or your opponent&#039;s Acres, whichever is smaller.&lt;br /&gt;
&lt;br /&gt;
====Ambush====&lt;br /&gt;
Will return 50% of the Acres lost in the attack. Unaffected by Gains modifiers. Inflicts 15% increased Military Casualties.&lt;br /&gt;
&lt;br /&gt;
====Plunder====&lt;br /&gt;
Base gains are 50% gold, 60% food and 60% runes. Max gains is 1.75x base (67.5% gold, 81% runes/food). Military Casualties on Plunder defense are reduced by 50%.&lt;br /&gt;
&lt;br /&gt;
====Learn====&lt;br /&gt;
Steals ~2.5% &amp;lt;sup&amp;gt;[[Age 111]]&amp;lt;/sup&amp;gt; of target&#039;s allocated Books. Out of War Learns will no longer capture unallocated books at a greater rate. &amp;lt;sup&amp;gt;[[Age 110]]&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
During War, Learn temporarily removes ~35% &amp;lt;sup&amp;gt;[[Age 109]]&amp;lt;/sup&amp;gt; of total allocated Science Books, these return over 48 Ticks.&amp;lt;br&amp;gt;&lt;br /&gt;
Military Casualties on Learn defense are reduced by 50%, except during war. &amp;lt;sup&amp;gt;[[Age 114]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Raze====&lt;br /&gt;
Destroys a portion (~5%) of the target&#039;s Land. In War, this attack only destroys ~30% Buildings.&lt;br /&gt;
&lt;br /&gt;
====Conquest====&lt;br /&gt;
Base gains are 6.8% land for a full hit, Gains are decreased in proportion to the relative Offense sent vs. target&#039;s Defense.&amp;lt;br&amp;gt;&lt;br /&gt;
Available only within 5% Net Worth range outside Hostile/War, unless attacker has access to Enhanced Conquest.&lt;br /&gt;
&lt;br /&gt;
====Massacre====&lt;br /&gt;
Base gains are 9.5% peasants, 7.5% Thieves and 5% Wizards. Efficiency increased roughly 2x during War. &amp;lt;sup&amp;gt;[[Age 114]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Defending==&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Raw Defense =&amp;lt;/b&amp;gt; (Defense Specs * Def Spec Points) + (Elites at Home * Elite&#039;s Defense) + (Soldiers * Sold Def Points * [[Mystics#Aggression|Aggression]]) + [[Mystics#Town_Watch|Townwatch]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Mod Defense =&amp;lt;/b&amp;gt; &#039;&#039;MAX&#039;&#039; ( Raw Defense * Defensive Military Efficiency , Land )&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Minimum Defense===&lt;br /&gt;
All land is protected by a minimum of 1 defense per Acre.&amp;lt;br&amp;gt;&lt;br /&gt;
Opponent needs one offense to break your defense&amp;lt;br&amp;gt;&lt;br /&gt;
This &#039;&#039;&#039;does not apply&#039;&#039;&#039; to Intra-Kingdom attacks.&lt;br /&gt;
&lt;br /&gt;
==Military Casualties==&lt;br /&gt;
Base Military Casualties are 6.5%-8.5% on Offense, 5%-6.5% on Defense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Changelog==&lt;br /&gt;
[[Age 42]]&lt;br /&gt;
*Attacks&lt;br /&gt;
**+25% gains on Learn Attacks (as in genesis)&lt;br /&gt;
[[Age 43]]&lt;br /&gt;
*Attacks&lt;br /&gt;
**Raze now destroys acres in war, too - razes after 200 acres do nothing in war&lt;br /&gt;
[[Age 44]]&lt;br /&gt;
*Attacks&lt;br /&gt;
**Raze destroys all acres in war&lt;br /&gt;
[[Age 54]]&lt;br /&gt;
*Failed attacks have a chance to move the meter 1 point proportional to the amount of offense sent. An attack that fails by sending 70% of the offense required to break has a 70% chance to move the meter 1 point.&lt;br /&gt;
*Plunder, Learn, Massacre and Raze are now worth 2 points on the meter&lt;br /&gt;
[[Age 55]]&lt;br /&gt;
*The reduced gains protection afforded to smaller kingdom when attacked by larger kingdoms will be removed when the smaller kingdom reaches 50 points on the meter.&lt;br /&gt;
*Intra kingdom hits will remove some honor from the attacked province.&lt;br /&gt;
*Attacks in war will not take extra acres from the exploration pool.&lt;br /&gt;
[[Age 57]]&lt;br /&gt;
*In War the minimum gains will be reduced by 50%&lt;br /&gt;
*Players will be able to choose to extend or reduce their attack times to allow greater schedule flexibility. Additional hours will result in greater gains while minus hours will result in less gains and less enemy kills. The modified gains etc will be derived from the modification in attack time and will also be displayed.&lt;br /&gt;
[[Age 61]]&lt;br /&gt;
*Massacre: Raze element in war removed. Damage in war increased.&lt;br /&gt;
*Raze: Damage in war to buildings significantly increased.&lt;br /&gt;
[[Age 62]]&lt;br /&gt;
*Learns&lt;br /&gt;
**Protection from subsequent hits will fire more aggressively when provinces are Learned&lt;br /&gt;
[[Age 63]]&lt;br /&gt;
*Specialist Credits: These will decay while out of war at a rate of 10% per RL day.&lt;br /&gt;
[[Age 69]]&lt;br /&gt;
*Learns attacks are now replaced with Abduct attacks, which capture a number of random Scientists from your opponent. These scientists are captured intact with their experience, allocated science and name&lt;br /&gt;
*Attack speed&lt;br /&gt;
**Reduction in war buffed from -20% to -25%.&lt;br /&gt;
[[Age 71]]&lt;br /&gt;
*The Raze attack&#039;s damage while in war has been increased&lt;br /&gt;
*The attack gains formula has been adjusted slightly to discourage bottom-feeding and reduce the penalties for top-feeding&lt;br /&gt;
*The in war attack gains formula has also been adjusted to increase minimum gains in both directions, with a larger increase for attacking larger targets&lt;br /&gt;
[[Age 72]]&lt;br /&gt;
*Gains - Replace Networth Based Gains (NWBG) with a hybrid Land Based Gains (LBG) system that incorporates NW.&lt;br /&gt;
[[Age 73]]&lt;br /&gt;
*Gains Throttling will be significantly more effective - Once the meter variance between Kingdoms is 50 points, each point over 50 will reduce gains by 1% up to a maximum of 75% at a variance of 125 meter points. Max meter will remain at 150&lt;br /&gt;
*War Gains Formula - The top-feed minimum gains is being reduced slightly to accommodate the LBG top-feed bonuses from Age 72 (note this is only for Top Feed gains, all other gains remain the same)&lt;br /&gt;
[[Age 74]]&lt;br /&gt;
*Abduct Military Casualties - Defensive military casualties on abducts has been reduced by 50%&lt;br /&gt;
*Multi-Attack Protection (MAP) - The rate at which this metric increases for abducts has been adjusted to be a more adequate representation of the resources lost. Additionally, this metric has been revised slightly in other areas to be a better representation of damage that occurs in an attack.&lt;br /&gt;
[[Age 75]]&lt;br /&gt;
*Abduct - Gains reduced&lt;br /&gt;
*Relative Kingdom Networth - Currently this is a part of the gains formula and is based entirely on the overall size of your Kingdom vs the Opponent Kingdom. This will change to be based on the average province size of your Kingdom to be a more accurate representation of the Kingdom strength&lt;br /&gt;
*Massacre - The damage of massacre will be reduced by roughly 10%&lt;br /&gt;
*Conquest - Gains from Conquest attacks will be increased. The amount of offense required to break your opponent will remain the same but yield a higher gain&lt;br /&gt;
[[Age 76]]&lt;br /&gt;
*Intra-Island attacks will no longer have reduced attack times&lt;br /&gt;
*Base attack time will be recuded by 10%&lt;br /&gt;
*Attack Gains Formula - Land component of gains formula will be removed and revert to a Networth based gains formula only&lt;br /&gt;
*Conquest - Meter will work more consistently with attack mechanics&lt;br /&gt;
[[Age 77]]&lt;br /&gt;
*Removal of abduct attack&lt;br /&gt;
*The 10% reduced attack time granted instantly on War Declare will be removed&lt;br /&gt;
*Attack speed reduction from war will slide in up to -25% over 12 ticks&lt;br /&gt;
[[Age 78]]&lt;br /&gt;
*Kingdom vs Kingdom Gains Reduction - The Kingdom vs Kingdom gains reduction throttle formula will be adjusted slightly to reduce the throttle effectiveness for in-range Kingdoms&lt;br /&gt;
*Learn Attack&lt;br /&gt;
**While out of war, a Learn attack will be available, it will steal a portion of the target&#039;s unallocated books (base ~30%) and a portion of allocated books (base ~5%)&lt;br /&gt;
**A portion of the stolen allocated books will be destroyed&lt;br /&gt;
**A portion of the stolen allocated books will become unallocated for the source to re-allocate&lt;br /&gt;
**Unallocated books and stolen allocated books that become unallocated will be placed into the same Category (see definition below) as they were in from the target&lt;br /&gt;
**All other stolen books will remain in the same science Type (see definition below)&lt;br /&gt;
**IN WAR Learn will reduce the effectiveness of target science, base reduction is currently planned ~4%, reduced science effectiveness will be removed upon entering End of War Cease-Fire&lt;br /&gt;
[[Age 79]]&lt;br /&gt;
*Attack Time&lt;br /&gt;
**Attack times will increase by ~10% (you may recall several ages ago the Island attack time reduction was expanded to the entire server, this is now being removed completely)&lt;br /&gt;
*Learn Attack&lt;br /&gt;
**Base amount of stolen allocated books will be reduced by about 50%&lt;br /&gt;
**Troop losses on Learn defense will be reduced by 50%&lt;br /&gt;
**In WAR base (effectiveness reduction) will be increased by roughly 50%&lt;br /&gt;
[[Age 86]]&lt;br /&gt;
*Learn attack damage is significantly increased while in war (+50%)&lt;br /&gt;
*Specialists credits from attacks have been increased by 20%&lt;br /&gt;
[[Age 87]]&lt;br /&gt;
*All Traditional March Attacks convert some Specialists to Elites&lt;br /&gt;
*Base Attack Time lowered to 14 ticks&lt;br /&gt;
*Intra-KD Traditional March land burned from 80% to 90%&lt;br /&gt;
[[Age 88]]&lt;br /&gt;
*Base Attack Time increased to 16 ticks&lt;br /&gt;
[[Age 89]]&lt;br /&gt;
*Military Casualties on Plunder defense reduced by 50%&lt;br /&gt;
[[Age 90]]&lt;br /&gt;
*Military Credits earned increased from Defense Points*0.004*RNW to Defense Points*0.008*RNW (in line with Military rescaling)&lt;br /&gt;
*Available Generals lowered to 4, extra General Offense bonus increased to 5%&lt;br /&gt;
*Raze Attack Gains floor lowered to 10 Acres (5 Acres when hitting into War stance)&lt;br /&gt;
[[Age 91]]&lt;br /&gt;
*Being unable to pay full Military Wages will adjust down Military Efficiency at a faster rate&lt;br /&gt;
*Relative-Kingdom Networth factor (RKNW) removed&lt;br /&gt;
[[Age 92]]&lt;br /&gt;
*Attacking: intra-Kingdom attack speed will be reduced by 50%&lt;br /&gt;
*LEARNS: Learn will take more from allocated science books and less from unallocated science books&lt;br /&gt;
**+50% allocated science books over current values&lt;br /&gt;
**-50% unallocated science books over current values&lt;br /&gt;
[[Age 93]]&lt;br /&gt;
*Learn Attack now captures Science Books in War, with reduced Gains (50%)&lt;br /&gt;
*Learn Attack amount of MAP (Multi-Attack Protection) generated increased by 75%&lt;br /&gt;
*Learn Attack Gains adjusted (allocated Book gains decreased ~20% while Gains from unallocated Books roughly doubled)&lt;br /&gt;
[[Age 94]]&lt;br /&gt;
*Learn Attack: no longer captures Science Books in War, it will reduce effectiveness similar to those seen with amnesia: Base gains of 5% effectiveness&lt;br /&gt;
*Massacre Attack: Damage done to peasants increased 50% when in war&lt;br /&gt;
[[Age 95]]&lt;br /&gt;
*Learn Attack: Will no longer benefit from -12.5% Attack Time reduction and has a gains cap of 10% of total books owned by the province using the Learn Attack&lt;br /&gt;
*Plunder Attack: Will no longer benefit from -12.5% Attack Time reduction and has a gains cap of 75% for all resources targeted&lt;br /&gt;
*Massacre&#039;s Attack: Will no longer benefit from -12.5% Attack Time reduction&lt;br /&gt;
*Intra-Kingdom Traditional March attacks will be removed&lt;br /&gt;
*Intra-Kingdom Traditional March previously had a higher minimum gains than Raze. With the removal of Traditional March as an option, Raze minimum gains has been modified to be the same as Traditional March (20).&lt;br /&gt;
[[Age 96]]&lt;br /&gt;
*Base Attack time reduce to 14 hours (note the change to in war attack times)&lt;br /&gt;
*Offense Specialists converting into Elites on successful Traditional Marches is being removed as a general mechanic to all Races.&lt;br /&gt;
[[Age 97]]&lt;br /&gt;
*Specialists once again convert to Elite Units on successful Traditional March Attacks for all Races&lt;br /&gt;
[[Age 98]]&lt;br /&gt;
*All Races convert specialists to elites on successful Traditional Marches and Conquest attacks&lt;br /&gt;
[[Age 99]]&lt;br /&gt;
*Ambush Attack inflicts 15% increased Military Kills.&lt;br /&gt;
*Peasant kills on Massacre Attack reduced ~30%.&lt;br /&gt;
[[Age 100]]&lt;br /&gt;
*Attacks no longer convert Specialists to Elite units.&lt;br /&gt;
*Wizards killed on Massacre Attack increased by ~20%. Thieves killed reduced by ~12%.&lt;br /&gt;
*A Relative Kingdom Networth (RKNW) gains factor is being reintroduced. For targets in a Kingdom with networth less than 50% your own Kingdom NW gains will be reduced by 20%. This will be a linear scale down to 0% gains reduced at 90% relative Kingdom Networth. Gains will not be affected over 90%&lt;br /&gt;
*Minimum Gains in War being increased from ~3.5% to ~4% (+15%)&lt;br /&gt;
*Amnesia and Learn attacks during war will remove books temporarily. These books will return evenly over time, similar to the way Nightmare currently works on Military, except Science book recovery will take place over 24 ticks&lt;br /&gt;
[[Age 101]]&lt;br /&gt;
*RKNW protection factor will now also apply to Defensive Military Casualties (of the smaller Kingdom), and the same scaling factor will apply as a penalty to Offensive Military Casualties (of the bigger Kingdom).&lt;br /&gt;
[[Age 102]]&lt;br /&gt;
*Failed Attacks will increase the GBP/MAP of the defender, based on relative offense sent/defense, linearly scaling from 0 to half the amount of GBP/MAP generated on a successful Traditional March.&lt;br /&gt;
[[Age 103]]&lt;br /&gt;
*Attack random factor removed. Attacks will now always succeed when Mod Offense sent is equal to at least Mod Defense +1.&lt;br /&gt;
*Learn base unallocated gains reduced from 30% to 20%.&lt;br /&gt;
*Learn 10% of own Science Books gains limit removed.&lt;br /&gt;
*RKNW penalty to Offensive Military Casualties removed&lt;br /&gt;
[[Age 104]]&lt;br /&gt;
*Resources/Gains will be standardized: &lt;br /&gt;
*Resources are defined as: Land, Gold Coins, Food, Runes, Science Books &lt;br /&gt;
*All Attack modifiers that include &#039;Resource Gains&#039; or &#039;Resource Losses&#039; will apply to Resources: Race/Personality bonuses and penalties, Castles, Siege Science, Dragons, Rituals, Mist, Anonymity, etc.&lt;br /&gt;
*Net Worth Range and GBP/MAP apply as normal, except noted.&lt;br /&gt;
**Traditional March: affected by Resource modifiers&lt;br /&gt;
**Raze: not affected by Resource modifiers, ignores Net Worth range&lt;br /&gt;
**Plunder: affected by Resource modifiers&lt;br /&gt;
**Learn: affected by Resource modifiers&lt;br /&gt;
**Massacre: not affected by Resource modifiers&lt;br /&gt;
**Conquest: affected by Resource modifiers&lt;br /&gt;
**Ambush: ignores all Resource modifiers, except Ambush Protection&lt;br /&gt;
[[Age 105]]&lt;br /&gt;
*Massacre Wizard kills reduced (reverted from 6% to 5% base kills).&lt;br /&gt;
*Learn Book damage in War increased from 24% to 30% (from ~12% to ~15% Science Efficiency damage). Book recovery time increased from 24 ticks to 48 ticks.&lt;br /&gt;
[[Age 106]]&lt;br /&gt;
*War - Learns and Amnesia recovery time - Book recovery time set to 48 Utopian Days. - Age 105 change&lt;br /&gt;
*War - Learns and Amnesia recovery time - Book recover back to 100% at end of war&lt;br /&gt;
*Military casualties can be expected to be roughly 5-6.5% base on defense, 6.5-8.5% base on offense&lt;br /&gt;
*Reviewing Age 102 change - Failed Attacks will increase the MAP of the defender, based on relative offense sent/defense, linearly scaling from 0 to half the amount of MAP generated on a successful Traditional March - Confirmed effect was implemented but results are non-obvious. &lt;br /&gt;
**Modified to - Failed Attacks will increase the MAP of the defender, based on relative offense sent/defense, linearly scaling from 0 to half the amount of MAP generated on a successful Raze - Result: Less MAP per hit than previous age (calculated to be about 40% reduced MAP per hit).&lt;br /&gt;
[[Age 108]]&lt;br /&gt;
*Massacre damage reduced by 15%&lt;br /&gt;
*Removed bounced Attack MAP/GBP&lt;br /&gt;
[[Age 109]]&lt;br /&gt;
*Learn Attack: Base gains are adjusted to ~2% of allocated books and ~30% of unallocated books During War, Learn temporarily removes ~35% of current allocated Science Books, these return over 48 Ticks&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Hostile_Meter&amp;diff=1510</id>
		<title>Hostile Meter</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Hostile_Meter&amp;diff=1510"/>
		<updated>2026-07-25T05:13:04Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Changelog */ added a109&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h2&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Significance_of_the_Hostility_Meter&amp;quot;&amp;gt;Significance of the Hostility Meter&amp;lt;/span&amp;gt;&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;When a party hits &amp;lt;b&amp;gt;15 points&amp;lt;/b&amp;gt; they become Unfriendly to the Kingdom which they hit/opped. Hostile status requires &amp;lt;b&amp;gt;30 points&amp;lt;/b&amp;gt; to achieve.&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;If both Kingdoms reach Hostile relations, the kingdom with fewer meter points may declare war. When &amp;lt;b&amp;gt;60 points&amp;lt;/b&amp;gt; are reached by both Kingdoms, either one can declare. &lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;On the first of each Utopian Month, both hostility meters decay by &amp;lt;b&amp;gt;one fifth (20%) or 3 points, whichever is greater&amp;lt;/b&amp;gt;.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Attacks.2C_Spells.2C_Ops_and_How_they_Move_the_Meter&amp;quot;&amp;gt;Attacks, Spells, Ops and How they Move the Meter&amp;lt;/span&amp;gt;&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Different successful Attack types, Spells and Thievery Operations add to the Hostility Meter at varying levels of intensity. The Attacks add to the Meter according to the figures given below. The Meter is capped at 180 points.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Traditional_Marches.2C_Conquests.2C_Razes.2C_Plunders.2C_Massacres.2C_Learns&amp;quot;&amp;gt;Traditional Marches, Conquests, Razes, Plunders, Massacres, Learns&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;All these Attacks add 3 points to the Hostility Meter per hit.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Ambushes&amp;quot;&amp;gt;Ambushes&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Ambushes add 1.5 points to the Meter.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Bounces&amp;quot;&amp;gt;Bounces&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; Bounces will affect the Meter based on Offense send / Defense. &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Failed Raze Attack will generate 3 meter points ([[Age 109]])&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Dragons&amp;quot;&amp;gt;Dragons&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Dragons sent add 30 points to the Hostility Meter.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Spells_and_Thievery_Operations&amp;quot;&amp;gt;Spells and Thievery Operations&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr bgcolor=&amp;quot;#dedeff&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Spell&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Relations Required&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Value&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Storms&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.06&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Drought&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.06&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Gluttony&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.09&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Magic Ward&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.15&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Chastity&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.15&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Sloth&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.15&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Greed&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.15&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Vermin&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.00&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Abolish Ritual&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.15&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Lightning Strike&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.18&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Pitfalls&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.18&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Explosions&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.18&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Fireball&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.24&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Tornadoes&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.3&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Blizzard&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.3&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Expose Thieves&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.36&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Fool&#039;s Gold&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.42&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Mystic Vortex&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.45&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Nightmares&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.45&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Land Lust&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.6&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Meteor Showers&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Hostile &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.75&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr bgcolor=&amp;quot;#dedeff&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Thievery Operation&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Relations Required&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Value&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Free Prisoners&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.03&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Rob the Granaries&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.06&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Bribe Generals&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.09&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Bribe Thieves&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.09&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Rob the Towers&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.09&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Kidnap&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.12&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Rob the Vaults&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.12&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Steal War Horses&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.18&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Incite Riots&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.18&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Night Strike&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.24&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Sabotage Wizards&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.24&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Destabilize Guilds&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.24&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Arson&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.24&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Greater Arson&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.3&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Assassinate Wizards&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.36&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Detailed:_Effects_of_Moving_the_Meter_.26_Changing_Relations&amp;quot;&amp;gt;Detailed: Effects of Moving the Meter &amp;amp;amp; Changing Relations&amp;lt;/span&amp;gt;&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Normal&amp;quot;&amp;gt;Normal&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;No Effects&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Unfriendly&amp;quot;&amp;gt;Unfriendly&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;A Dragon sent to an unfriendly Kingdom will only have 50% health points.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;i&amp;gt;Mystics:&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Expose Thieves&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Fireball&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Lightning Strike&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Chastity&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Fool&#039;s Gold&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Nightmares&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Mystic Vortex&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Tornadoes&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Land Lust&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Abolish Ritual&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Magic Ward&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Sloth&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;i&amp;gt;Thievery:&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Night Strike&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Assassinate Wizards&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Greater Arson&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Sabotage Wizards&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Hostile&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; Some Honor gains from Ops and Spells&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; A Dragon sent to a Hostile Kingdom will only have 75% health points.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Mana costs of Offensive Spells decreases to 2% &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Stealth costs of Offensive Operations decreases to 2%&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Access to Meteor Showers&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;War&amp;quot;&amp;gt;War&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; Greatly increased Honor gains from Ops and Spells&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; A Dragon&amp;lt; sent in War has full health&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Dragon Networth Range is removed when targeting a Kingdom you are at War with&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Greatly reduced Multi-Attack Protection&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 80% Protection from hits and spell/op effects from Kingdoms outside the War (phasing in over 24h)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Decreased Attack Time (phasing in) by 15% after 12 Ticks&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;i&amp;gt;Mystics:&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Amnesia&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;War Spoils&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;i&amp;gt;Thievery:&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Propaganda&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Changelog==&lt;br /&gt;
[[Age 52]]&lt;br /&gt;
*Meter changes&lt;br /&gt;
**Assumptions: We count trads as 2 points, all other hits as 1. The reduction factor is built into all attacks.&lt;br /&gt;
**Meter Cap 200 points:&lt;br /&gt;
***Throttling: Occurs after 100 points and slides linearly to 200 points having - 50% gains.&lt;br /&gt;
[[Age 59]]&lt;br /&gt;
*Hostile meter: Reduced to from 200 points to 150&lt;br /&gt;
[[Age 73]]&lt;br /&gt;
*Gains Throttling will be significantly more effective - Once the meter variance between Kingdoms is 50 points, each point over 50 will reduce gains by 1% up to a maximum of 75% at a variance of 125 meter points. Max meter will remain at 150&lt;br /&gt;
[[Age 74]]&lt;br /&gt;
*Meter Throttling - Adjusted to reduce operation damage against Kingdoms that have gains throttled on you. Also there will be a reduction to throttling that occurs within declare range&lt;br /&gt;
[[Age 79]]&lt;br /&gt;
*KD vs KD Throttle&lt;br /&gt;
**The throttle that was put in place to deter continued attacks on the same Kingdom by reducing gains based on Meter variance will be removed&lt;br /&gt;
*Hostile Meter &amp;amp; War&lt;br /&gt;
**The Hostile Meter will now be affected by Thief and Sorcery Operations&lt;br /&gt;
**Thievery and Sorcery Operation Meter Values&lt;br /&gt;
[[File:Sorcery &amp;amp; Sabotage Meter Points A79.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
*Thief/Sorcery operations that increase the meter will be shown in a new area that Monarch and Stewards only have access to&lt;br /&gt;
*There is a new display on the War Room, Thievery and Sorcery page that provides information on Meter Movement and Status&lt;br /&gt;
*Bounces will affect the meter based on offense vs defense sent (i.e. a failed attack with greater than 75% offense sent would move the meter equivalent to 50% of a successful Traditional March)&lt;br /&gt;
[[Age 80]]&lt;br /&gt;
*Unfriendly will begin at 10 points&lt;br /&gt;
*Hostile will begin at 25 points&lt;br /&gt;
*Sending a Dragon will move the Hostile meter&lt;br /&gt;
*Traditional March, Massacre and Learn will add 3 points to the meter&lt;br /&gt;
*Ambush will add 1.5 meter points&lt;br /&gt;
*Failed attack meter movement will also be increased by ~25%&lt;br /&gt;
*The meter will decrease by 1/6 on the 1st of each Month&lt;br /&gt;
[[Age 81]]&lt;br /&gt;
*Sending a Dragon will move the Hostile meter by 18 points instantly&lt;br /&gt;
*The meter will decrease by 1/5 on the 1st of each Month, or 3 points whichever is higher&lt;br /&gt;
[[Age 98]]&lt;br /&gt;
*MAP generated by Learn Attack increased by ~15%.&lt;br /&gt;
*Failed attacks will generate Hostility Meter points more closely related to Offense / Defense ratio of a Traditional March. The minimum meter movement has been removed.&lt;br /&gt;
[[Age 100]]&lt;br /&gt;
*Maximum Hostility Meter reduced from 225 to 180 points.&lt;br /&gt;
*Hostility Meter based Relations throttling is being reintroduced. For every 1 point of hostility meter variance over 90 will result in:&lt;br /&gt;
**a reduction in Gains for the Kingdom with the higher Meter, this will scale linearly from 0 at a 90 point variance up to -75% gains at 180 point variance; &lt;br /&gt;
**and reduced Defensive Military Casualties for the Kingdom with the lower Meter, scaling in the same way from 90 point variance to 180 point variance with military casualties (on defense) reduced linearly from 0% to -50%&lt;br /&gt;
&lt;br /&gt;
[[Age 106]]&lt;br /&gt;
*Thievery and magic meter movements updated to reflect forum changes of &amp;quot;all values have tripled&amp;quot; on 6 May 2024.&lt;br /&gt;
[[Age 108]]&lt;br /&gt;
*Spells and Sabotage operations Meter Point values have been reduced slightly&lt;br /&gt;
&lt;br /&gt;
[[Age 109]]&lt;br /&gt;
*Failing a Raze Attack will generate 3 meter points&lt;br /&gt;
*Defender Casualties on Failed Attacks -35%&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Relations&amp;diff=1509</id>
		<title>Relations</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Relations&amp;diff=1509"/>
		<updated>2026-07-25T05:10:54Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Changelog */&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;
** &#039;&#039;&#039;Cannot FCF until 3 ticks of Hostile have occurred&#039;&#039;&#039; &amp;lt;sup&amp;gt; NEW* &amp;lt;/sup&amp;gt;&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 42]]&lt;br /&gt;
*War&lt;br /&gt;
**Removing NW based attack times in war (as in genesis)&lt;br /&gt;
**On war declaration, attack time reduction will jump to -10% immediately, then phase to -20% (previously 0% then -15%)&lt;br /&gt;
**War phasing will be reduced to 12 hours (from 24 hours, this does not apply to protection which is still 24h)&lt;br /&gt;
*War Recovery&lt;br /&gt;
**In CF, +200% increase in birth rates (from +50%)&lt;br /&gt;
**Extending post war CF to 48 hours, monarch can opt out of the CF at any point after 24 hours have passed (each monarch can decide on his own - both kingdoms don&#039;t have to stay)&lt;br /&gt;
[[Age 51]]&lt;br /&gt;
*The End Of War Ceasefire period is extended to 72 hours but can now be exited after 12 hours with no daily honor loss in war&lt;br /&gt;
[[Age 52]]&lt;br /&gt;
*End of War Ceasefire period can be extended up to 4 days&lt;br /&gt;
[[Age 54]]&lt;br /&gt;
*The war declaration range for kingdoms will be changed to 25% smaller or 33% larger&lt;br /&gt;
*War will end automatically if your opponents networth drops to 50% of yours. This will only occur after a minimum of 7 days of warring and is calculated on tick.&lt;br /&gt;
*A war ending will grant, for both kds:&lt;br /&gt;
**All land currently out with armies at war end returns home immediately.&lt;br /&gt;
**Instant population growth of 20% of your max pop if you are under 50% of your max pop&lt;br /&gt;
**+500% Birthrate&lt;br /&gt;
**30% reduction in training costs of all troops.&lt;br /&gt;
**Draft cost reduced 50%&lt;br /&gt;
*Winning a war will grant the following:&lt;br /&gt;
**+10% honor taken from the opponents honor pool&lt;br /&gt;
**100 books of science per acre based on your median province&lt;br /&gt;
**3 times your median provinces acres in spec credits&lt;br /&gt;
**Free building credits to the total of your current unbuilt acres&lt;br /&gt;
[[Age 55]]&lt;br /&gt;
*Attacks in war will not take extra acres from the exploration pool.&lt;br /&gt;
*The reduced gains protection afforded to smaller kingdom when attacked by larger kingdoms will be removed when the smaller kingdom reaches 50 points on the meter.&lt;br /&gt;
*Towards a similar end, when both kingdom reach max hostility the option to declare will appear regardless of the kingdoms networth.&lt;br /&gt;
*Winning a war will not grant any honor taken from your opponents honor pool. Monarchs will instead be able to set a kingdom reward for winning wars, this reward will be honor or land and will be a combination based on both kingdoms relevant resources.&lt;br /&gt;
[[Age 56]]&lt;br /&gt;
*Winning a war and selecting land as a reward will grant a minimum of 5k acres to the kingdom.&lt;br /&gt;
[[Age 57]]&lt;br /&gt;
*In War the minimum gains will be reduced by 50%&lt;br /&gt;
[[Age 64]]&lt;br /&gt;
*War wins&lt;br /&gt;
**Acre reward capped at 20k&lt;br /&gt;
**Selecting land as a bonus will also result in a smaller honor bonus and vice versa.&lt;br /&gt;
[[Age 67]]&lt;br /&gt;
*50 books per acre of science (based on median province size) granted to both kingdoms&lt;br /&gt;
*An additional 150 BPA added to the winner&lt;br /&gt;
*Wizard training doubled in end of war ceasefire&lt;br /&gt;
[[Age 68]]&lt;br /&gt;
*War win reward: Not granted if the kingdoms are out of range at war start.&lt;br /&gt;
*War declaration: Requires 2 different people from each kingdom to have attacked (in such a way that the meter is moved) before war can be declared.&lt;br /&gt;
*End of War ceasefire: Maximum time reduced to 72 hours. Double wizards removed.&lt;br /&gt;
*War: Timer will tick during war for stances and war will override any stance. You can change stances during war so as to exit war in your desired stance.&lt;br /&gt;
[[Age 71]]&lt;br /&gt;
*The War Win bonus choice of &#039;Land&#039; or &#039;Honor&#039; will be removed. All War Wins will yield a single bonus, which will be an increased amount of both Land and Honor. Similar to the minimum land bonus, a minimum honor bonus will also be added.&lt;br /&gt;
*Immediately upon entering End of War Cease-Fire any provinces affected by plague will have it removed instantly.&lt;br /&gt;
*Additionally, upon entering End of War Cease-Fire, the losing kingdom will receive 50% of their land as free building credits, while the winning kingdom will receive 150% of their land as free building credits. We would like to stimulate the ability for both kingdoms to recover from war such that both the losing kingdom has a better chance at coming out of war recovered and ready to fight again and more importantly, the winning kingdom has an opportunity to defend their land better upon exiting war.&lt;br /&gt;
[[Age 72]]&lt;br /&gt;
*WW Chart Chains - In order to incentivize conflict between top WW kingdoms, we have altered the formula to provide additional WW points (scaling from the current if the kingdom you war is outside of the top 50 for land, honor, NW, and warwins) to double the current points.&lt;br /&gt;
*WW Bonus - Additionally, we are adding a new set of WW bonuses. Kingdoms will receive recognition on their kingdompage based on the number of WW points they achieve. Each additional &#039;tier&#039; that they obtain will also increase their WW bonus -- land, honor, credits, etc -- by 10%. This is capped at a WW bonus that is 50% larger than the baseline bonus.&lt;br /&gt;
*Finally the WW bonus will scale with kingdom size under 20 provinces to reduce the potential for abuse with kingdoms that remain intentionally small in the number of provinces.&lt;br /&gt;
*The War Win bonus will also include a provision of additional land to every province&#039;s individual explore pool in both kingdoms, this is mainly aimed at helping provinces that are destroyed in war to have a chance to grow back to a functional size.&lt;br /&gt;
*WAR - Exploration during eowcf will have reduced cost penalties (from 500% to 250% of normal cost).&lt;br /&gt;
*Propose War - Kingdoms will have the diplomatic option to Propose War to enemies in range and start war instantly instead of via attacks&lt;br /&gt;
[[Age73]]&lt;br /&gt;
*Auto-CeaseFire (Surrender) - Once a meter variance of 100 points occurs between 2 Kingdoms, the Kingdom with lower meter points will have the option to Surrender to the aggressor Kingdom. This will create an in-game CeaseFire between both kingdoms that cannot be cancelled by either side for a minimum of 7 days. The surrendering Kingdom will be required to not have any attacks for at least 12 hours similar to the restriction on Withdraw during War. You must also be OUT of war declaration range in order to have this button available to you.&lt;br /&gt;
*War Gains Formula - The top-feed minimum gains is being reduced slightly to accommodate the LBG top-feed bonuses from Age 72 (note this is only for Top Feed gains, all other gains remain the same)&lt;br /&gt;
[[Age 74]]&lt;br /&gt;
*Ceasefires - There is a new feature with Cease-Fires that allows you to choose a date until which the Cease-Fire cannot be broken. The farthest date in the future that can be chosen is 3 Utopian Years.&lt;br /&gt;
*War Proposals - Limit of 3 proposals that can be oustanding at any given time&lt;br /&gt;
*EoWCF Duration - Increased to 96 hours from 72 hours.&lt;br /&gt;
*Immediately upon exit of End of War Cease-Fire all Credits will decay by 1/3 instantly&lt;br /&gt;
[[Age 75]]&lt;br /&gt;
*Relative Kingdom Networth - Currently this is a part of the gains formula and is based entirely on the overall size of your Kingdom vs the Opponent Kingdom. This will change to be based on the average province size of your Kingdom to be a more accurate representation of the Kingdom strength&lt;br /&gt;
*War Win Bonus - The minimum war win acres bonus will be reduced to 4000 acres (from 5000)&lt;br /&gt;
*War Range - War Ranges will be determined by either land or networth, for example you will be IN war range if either land or Networth is within range of your target&lt;br /&gt;
*Force Cease-Fire - There will be an option for an aggressor Kingdom in a conflict to force both parties into a binding 7 Utopian Month cease-fire period. We are still working on the best method by which to implement the functionality on this, but the currently designed way for it to work has several components to it:&lt;br /&gt;
**The aggressor Kingdom (the KD looking to Force Cease-Fire) will need to have 100 or more meter disparity on the 1st of each Utopian Month for 3 consecutive Months&lt;br /&gt;
**The &#039;Force Cease-Fire&#039; button for the aggressor Kingdom will be available beginning on the 12th of the 3rd Month&lt;br /&gt;
**The defending Kingdom will be able to stop the forced cease-fire in several ways: a) Reduce the meter disparity between Kingdoms to under 100; or b) make at least 5 successful attacks during the Month of which the aggressor is capable of forcing the cease-fire (example: if you are the defending Kingdom and don&#039;t want the aggressor to receive the button at all, you must make 5 successful attacks between the 1st and 12th otherwise the aggressor will have the force cease-fire button until 5 attacks are successfully completed)&lt;br /&gt;
**If the defending Kingdom prevents a button on the 3rd consecutive day of 100+ meter by making 5 attacks, the defending Kingdom will have the same task of prevention on the following day: either reduce the disparity to less than 100 or make 5 attacks on the 1st - 12th&lt;br /&gt;
**The only way to reset the 3 day counter is to reduce the meter disparity below 100, at that point the aggressor must satisfy the first requirement which is 3 consecutive days of 100 or more meter disparity&lt;br /&gt;
**There is no wait period for the aggressor to press the button, once it becomes available on the 12th it can be pressed at any time&lt;br /&gt;
[[Age 76]]&lt;br /&gt;
*During ANY Cease-Fire espionage operations will be allowed (including End of War Cease-Fire) on the Kingdom you are in Cease-Fire with&lt;br /&gt;
[[Age 77]]&lt;br /&gt;
*The 10% reduced attack time granted instantly on War Declare will be removed&lt;br /&gt;
*Attack speed reduction from war will slide in up to -25% over 12 ticks&lt;br /&gt;
[[Age 78]]&lt;br /&gt;
*Auto Cease-Fire - The mechanic that allows a smaller Kingdom to automatically enter into a 7 day cease-fire with a larger Kingdom that has a large meter disparity will be removed&lt;br /&gt;
*War&lt;br /&gt;
**The amount of unique provinces required to attack from each Kingdom will be increased from 2 to 3 in order to declare war&lt;br /&gt;
**MAP reduction from War will be reduced by ~25%, this means that gains on a province with max MAP will be lower than they currently are&lt;br /&gt;
*End of War Cease-Fire&lt;br /&gt;
**Population growth will be increase from +500% to +1000%&lt;br /&gt;
**There will be a minimum peasant growth per tick of 500&lt;br /&gt;
[[Age 79]]&lt;br /&gt;
*There will remain a requirement of at least 3 provinces within a Kingdom to perform operations on the opposing Kingdom for War to be declared&lt;br /&gt;
*An aggressor Kingdom can enter into a 72 hour unbreakable Cease-Fire with a defending Kingdom if the aggressor has not made military attacks for at least 24 ticks&lt;br /&gt;
*To remove confusion, the definition of aggressor Kingdom shall mean the Kingdom with higher hostility meter points&lt;br /&gt;
*A defending Kingdom may enter into a 72 hour unbreakable Cease-Fire with an aggressor Kingdom if:&lt;br /&gt;
**a) Defender has not made any military attacks for at least 3 ticks, AND;&lt;br /&gt;
**b) Defender relations toward Aggressor are not Hostile&lt;br /&gt;
**c) Aggressor is Hostile with Defender&lt;br /&gt;
**d) Aggressor has been Hostile with defender for at least 3 ticks.&lt;br /&gt;
*If both Kingdoms are Hostile, either Kingdom may declare War (normal Unfriendly v Hostile declares are available)&lt;br /&gt;
*War Win rewards will only be provided if Kingdoms are in range at declare (range moved to 80% - 125%)&lt;br /&gt;
*If Kingdoms enter war while out of range, Surrender will be available much sooner than traditionally (i.e. 16 hours after start of war, these wars will have adjusted EoWCF length based on the amount of hours of war i.e. for each tick of war there will be 2 ticks of EoWCF)&lt;br /&gt;
*End of War Cease-Fire&lt;br /&gt;
**Birth Rate will be increased by current effects only for the first 36 hours&lt;br /&gt;
**Troop/Thief cost reduction will be removed&lt;br /&gt;
**All credits (Specialist/Build) will be lost upon exit of End of War Cease-Fire&lt;br /&gt;
**A small amount of science will be awarded to the winner&lt;br /&gt;
[[Age 81]]&lt;br /&gt;
*War&lt;br /&gt;
**War Range is now, low end 85% up to ~117.64% (1 / .85)&lt;br /&gt;
**Auto Surrender will be possible after 5 days of war instead of 7 when opponent is 50% or less networth&lt;br /&gt;
**Learn attack effects while in war will be increased from 4% to 8%&lt;br /&gt;
**Out of range wars will yield war points based on relative size at the war start and scale accordingly, for example:&lt;br /&gt;
**Example: 84.9% range = 100% points&lt;br /&gt;
***80% range = 85% points&lt;br /&gt;
***75% range = 65% points&lt;br /&gt;
***65% range = 20% points&lt;br /&gt;
***&amp;lt; 65% range = 0 points&lt;br /&gt;
*Force Cease-Fire&lt;br /&gt;
**If you are in war range (85-117.64%) when activating a Forced Cease-Fire your Kingdom will lose up to 3% honor at 95%+ and scale linearly to 1.5% at the bottom of the range (85%)&lt;br /&gt;
**This honor will be lost by the Kingdom pressing Force CF, it will not be transferred to the opponent Kingdom&lt;br /&gt;
[[Age 82]]&lt;br /&gt;
*War&lt;br /&gt;
**War declare range is now: (X * .85) to (X / .85)&lt;br /&gt;
**War win acre minimum bonus will be reduced to 2500 acres (from 4000)&lt;br /&gt;
*Force Cease-Fire&lt;br /&gt;
**Only kingdoms under 85% size can force CF with an aggressor (same requirements for time and attacks remain)&lt;br /&gt;
**Aggressor kingdoms can force CF after 24 hours of no attacks in kingdom news&lt;br /&gt;
[[Age 83]]&lt;br /&gt;
*War&lt;br /&gt;
**War win acre maximum bonus will be introduced and set to 10000 acres&lt;br /&gt;
*Force Cease-Fire&lt;br /&gt;
**This mechanic will no longer cancel dragons that have been started&lt;br /&gt;
[[Age 84]]&lt;br /&gt;
*War&lt;br /&gt;
**War may be declared by EITHER Kingdom if both Kingdoms have at least 75 Hostile Meter points&lt;br /&gt;
**Hostile Meter Cap is increased from 150 to 225&lt;br /&gt;
**End of War build credits awarded will be based on Median province size&lt;br /&gt;
**Build credits awarded to the losing Kingdom will be increased from 50% to 100%&lt;br /&gt;
**War Win science books awarded will be reduced from 72 hours of books to 48 hours&lt;br /&gt;
**While under Median, you are able to explore up to 500 acres (total land area) in a single explore. For example, if you are 50 acres with 0 acres currently being explored then you may explore up to 450 acres all at once which will take you to a total of 500 acres after the explore is complete.&lt;br /&gt;
*Force Cease-Fire&lt;br /&gt;
**While at war, a Kingdom will now be capable of activating Force CF (Defender only)&lt;br /&gt;
**Force CF duration will increase from 3 days to 5 days&lt;br /&gt;
[[Age 85]]&lt;br /&gt;
*Gains going into or out of war are being reduced from -75% to -85%&lt;br /&gt;
*While in War income will be reduced by 10%&lt;br /&gt;
[[Age 86]]&lt;br /&gt;
*War&lt;br /&gt;
**Bad spells will be removed at the conclusion of war&lt;br /&gt;
**Mutual Peace will provide building credits to each Kingdom in the amount of the median acre size&lt;br /&gt;
**Surrender will provide building credits to the Losing Kingdom in the amount of 1.5x median acre size&lt;br /&gt;
**Surrender will provide building credits to the Winning Kingdom in the amount of 2.5x median acre size&lt;br /&gt;
**The increased book production received from Schools will not affect the books awarded from a War Win&lt;br /&gt;
**The effects from Fountain of Knowledge will affect the books awarded from a War Win&lt;br /&gt;
**Racial and Personality mods that affect book production will increase the books awarded from a War Win&lt;br /&gt;
[[Age 87]]&lt;br /&gt;
*Total Wars &amp;amp; Losses removed from KD page (only the number of Wars Won displayed)&lt;br /&gt;
*Propose War removed&lt;br /&gt;
*Mutual Peace free Building Credits rewarded increased to 150%, added Specialist Credits equal to 2x Median Province size&lt;br /&gt;
*War will provide +25% Draft Speed&lt;br /&gt;
*War Stance protections lowered from 85% to 80%&lt;br /&gt;
*War Stance Raze Gains to and from other Kingdoms reduced from 100% to 50%&lt;br /&gt;
*EoWCF Draft Cost discount removed&lt;br /&gt;
*War &amp;amp; EoWCF Income penalty removed&lt;br /&gt;
[[Age 88]]&lt;br /&gt;
*Force Ceasefire time window needed to Surrender increased from 3 to 6 ticks&lt;br /&gt;
*Force Ceasefire duration reduced to 48 ticks&lt;br /&gt;
*War provides -25% Build Time&lt;br /&gt;
*War Training Time bonus applies on declare (instead of after 24 ticks)&lt;br /&gt;
*War Military Losses reduction bonus removed&lt;br /&gt;
*Mutual Peace free Specialist Credits reward increased to 3 * Median&lt;br /&gt;
*Mutual Peace free Building Credits reward increased to 200%&lt;br /&gt;
*Withdrawal free Building Credits reward increased to 200%&lt;br /&gt;
*Victory free Building Credits reward reduced to 200%&lt;br /&gt;
*War Points formula altered - Land/Networth/Honor Kingdom ranking and Tier will have a significant impact on the points rewarded&lt;br /&gt;
[[Age 89]]&lt;br /&gt;
*Hostile Relations reached at 30 meter points&lt;br /&gt;
*War Points and War Tier values adjusted (similar to Genesis)&lt;br /&gt;
[[Age 90]]&lt;br /&gt;
*Dragon Meter Points increased to 30&lt;br /&gt;
*Force Ceasefire time window needed to Surrender reduced to 3 Ticks&lt;br /&gt;
*A Hostile Aggressor Kingdom (the Kingdom with the higher Meter value) will gain access to Declare War button when the Defending Kingdom (the Kingdom with the lower Meter value) reaches 90 Meter Points, up from 75&lt;br /&gt;
[[Age 91]]&lt;br /&gt;
*Riots removed upon entering End of War Ceasefire (EoWCF)&lt;br /&gt;
*All troops currently away on attacks against the War opponent return home immediately upon entering EoWCF (Generals are still unavailable for the Attack duration)&lt;br /&gt;
*EoWCF maximum duration reduced to 72 ticks&lt;br /&gt;
*Explore time up to Median reduced by 50% during EoWCF&lt;br /&gt;
[[Age 92]]&lt;br /&gt;
*End of War Cease Fire: increased from 72 hours to 96 hours&lt;br /&gt;
*End of War Cease Fire: +50% science production during end of war cease fire&lt;br /&gt;
*During WAR: Elite conversion rate on Traditional March attacks will be doubled&lt;br /&gt;
[[Age 93]]&lt;br /&gt;
*Unfriendly Relations threshold increased from 10 to 15 points &lt;br /&gt;
*War Win score formula modified&lt;br /&gt;
[[Age 94]]&lt;br /&gt;
*Force Ceasefire for Aggressors: Aggressors cannot use Force CeaseFire against a Kingdom that is in War&lt;br /&gt;
*Any Ceasefire will cancel Dragon project from both Kingdoms&lt;br /&gt;
*War - Forced Surrender: Now occurs when opponent is 60% Networth (instead of 50%)&lt;br /&gt;
*End of War Ceasefire: Science Book bonus production of +50% removed &lt;br /&gt;
*End of War Ceasefire: Upon entering End of War Ceasefire BE will be restored to 100% for any province with less than 100% BE&lt;br /&gt;
*War Win Points: Points will now only change on conclusion of a War&lt;br /&gt;
*War Win Points: Will be hidden until the end of Age&lt;br /&gt;
[[Age 96]]&lt;br /&gt;
*Force Ceasefire is now 4 Utopian Months&lt;br /&gt;
*Starting War Win points for all Kingdoms will be increased significantly&lt;br /&gt;
*War Win Points formula will be modified slightly to increase the amount of points awarded for war wins&lt;br /&gt;
*War Win Chart will be viewable throughout the age&lt;br /&gt;
*War Win Points will be shown on Kingdom Page&lt;br /&gt;
*Defensive FCF can now be used irrespective of war range&lt;br /&gt;
*When FCF is used while in war range while outside war the following two penalties occur:&lt;br /&gt;
**If Defensive FCF is used in war range, the defender will pay (to the Aggressor) up to 3% of the defender’s total kingdom honor based on relative kingdom networth, and the aggressor will receive war win points (the defender will not lose any War Win points)&lt;br /&gt;
**If Aggressive FCF is used in while the defender is in war range, the aggressor will receive war win points.&lt;br /&gt;
*FCF will award war win points based on a percentage of a war win by the aggressor against the defender. If the two kingdoms are equal in networth 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 NW 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. We would expect a kingdom waving smaller kingdoms for CF with identical war win points to need between 20 and 40 FCFs to equal a single war win against one of those kingdoms.&lt;br /&gt;
*War: Will no longer have draft speed bonus, training time reduction and build time reduction (This includes End of War Ceasefire)&lt;br /&gt;
**+25% Draft Speed is being removed&lt;br /&gt;
**-25% Build Time is being removed&lt;br /&gt;
**-25% Train Time is being removed&lt;br /&gt;
**12 Hour Phase In -25% Attack Time reduce to -15% Attack Time&lt;br /&gt;
[[Age 97]]&lt;br /&gt;
*Out of Range Wars will no longer transfer War Score&lt;br /&gt;
*Aggressive FCF will no longer transfer War Score&lt;br /&gt;
*Military Casualties will be proportionally reduced by the scaling Effectiveness penalty for hitting into/out of War&lt;br /&gt;
*Points needed for reaching War Tiers have been adjusted (each tier provides additional bonuses to the winning Kingdom of a War)&lt;br /&gt;
*War Score Tiers&lt;br /&gt;
**Tier 1: 120&lt;br /&gt;
**Tier 2: 140&lt;br /&gt;
**Tier 3: 165&lt;br /&gt;
**Tier 4: 190&lt;br /&gt;
**Tier 5: 220&lt;br /&gt;
[[Age 98]]&lt;br /&gt;
*The losing Kingdom of a War will now have 10% of total Honor transferred to the winning Kingdom. Each province from the losing Kingdom will lose x% of honor, each province in the Winning Kingdom will receive an equal amount of honor. War Win Score Tier bonuses will affect the honor received by the winning Kingdom but not the honor lost by the losing Kingdom. &lt;br /&gt;
*War Networth auto-win requirements changed to opponent Networth dropping to 66% and a minimum of 72 ticks passed.&lt;br /&gt;
[[Age 99]]&lt;br /&gt;
*The losing Kingdom of a War receives Science Books equal to 24 Ticks of production.&lt;br /&gt;
*The losing Kingdom of a War does not transfer (lose) Honor to the winner.&lt;br /&gt;
*Out of Range Wars will not award War Score&lt;br /&gt;
[[Age 100]]&lt;br /&gt;
*Defensive Force Ceasefire removed.&lt;br /&gt;
*Offensive FCF is available&lt;br /&gt;
**After 24 ticks with no combat attacks or dragon sent&lt;br /&gt;
**After 24 ticks of the date the hostility meter reached Hostile&lt;br /&gt;
**Only if you are not in war (including End of War CeaseFire)&lt;br /&gt;
**Only if the target is not in war (including End of War CeaseFire)&lt;br /&gt;
**The 24 tick waiting period will not begin until EoWCF concludes&lt;br /&gt;
*Wars may end automatically at 48 ticks, reduced from 72 ticks.&lt;br /&gt;
*War rewards will be changed as follows:&lt;br /&gt;
**Land awarded at the conclusion of war to the winning Kingdom is now equal to 10% of the losing Kingdom&#039;s total Acres after withdrawal which will include the acres returned from armies (10% will be subtracted from each province in the losing Kingdom, distributed evenly to the winner, this will not be modified by the War Tier Bonus).&lt;br /&gt;
**Honor awarded at the conclusion of war to the winning Kingdom is now equal to 5% of the losing Kingdom&#039;s total Honor at withdrawal (5% will be subtracted from each province in the losing Kingdom, distributed evenly to the winner, this will not modified by the War Tier Bonus)&lt;br /&gt;
**There will be an additional amount of honor generated and awarded to the winner. This has a minimum amount of 2,500 with no maximum (This will be modified by the War Tier Bonus)&lt;br /&gt;
**The winning Kingdom gains additional Explore Pool, Building and Specialist Credits and Science Books modified by War Tier Bonus&lt;br /&gt;
War Tier Bonus is now equal to number of Wars won * 5%; maximum 50%. For example, a Kingdom with 5 War Wins is on Tier 5 =&amp;gt; 5 Wins * 5% each win = +25% bonus&lt;br /&gt;
[[Age 101]]&lt;br /&gt;
*Meter Throttle mechanic removed.&lt;br /&gt;
*Defensive Force-Ceasefire reintroduced. Only available out of War Range with no penalties, available after 3 Ticks of no Attacks, 96 Ticks duration.&lt;br /&gt;
*War Win Land transfer reduced from 10% to 5%. Bonus Land will now be awarded to the winner, equal to 5% of the winner’s size (before transfer).&lt;br /&gt;
*Base Honor generated on War Win increased by 50%.&lt;br /&gt;
*War Wins will now award additional Honor (10% bonus to the generated amount per Tier difference) to Kingdoms that win against opponents with a Tier equal or greater than their own (before transfer).&lt;br /&gt;
[[Age 103]]&lt;br /&gt;
*War Win Land reward will be a minimum of 2500 Acres.&lt;br /&gt;
*War Win will now also reward an additional Scientist.&lt;br /&gt;
*Mutual Peace and Withdrawal now also award Specialist Credits equal to 3 times median Province size (as Victory).&lt;br /&gt;
*Mutual Peace now also awards Science Books equal to 24 ticks of production (as Withdrawal).&lt;br /&gt;
*Mutual Peace now also awards bonus Pool (as Victory/Withdrawal).&lt;br /&gt;
*Maximum Gains GBP/MAP in War reduced from 30% to 20%.&lt;br /&gt;
*Maximum GBP/MAP generated on failed Attacks reduced. Amount of GBP/MAP generated at low relative Off/Def ratios adjusted to prevent situations where the casualties efficiency would be higher than intended.&lt;br /&gt;
[[Age 104]]&lt;br /&gt;
*Minimum EoWCF duration increased to 24 Ticks, 1000% Birthrate bonus reduced from 36 Ticks to 24 Ticks.&lt;br /&gt;
[[Age 106]]&lt;br /&gt;
*Provinces created/reset during WAR will be unable to donate to dragon or aid to those within their kingdom for 24 hours after they leave protection&lt;br /&gt;
*War Win bonus will incur a 5% stacking penalty for each province below 2&lt;br /&gt;
*To declare war, the kingdom you are declaring war against must have had hostile actions from at least 3 unique provinces. (hits only)&lt;br /&gt;
*Changes to War Completion&lt;br /&gt;
**Acre redistribution: Upon completion of war, acres awarded will prioritize the smallest Provinces first.&lt;br /&gt;
**On Conclusion of War - both kingdoms will receive&lt;br /&gt;
***3 times the kingdom’s median province’s acres in Specialist Credits&lt;br /&gt;
***Free Building Credits to the total of 200% of the median province’s total land at the end of the war&lt;br /&gt;
***Science Books bonus equal to 24 ticks of production for each Province&lt;br /&gt;
***Each Province will have 5% of their land lost and moved to their explore pool (minimum of 100 acres added to pool, regardless of how many are lost)&lt;br /&gt;
***An equal number of acres to those lost will be redistributed to Provinces across the kingdom**&lt;br /&gt;
***Recognition on Kingdom Page based on the number of Wars achieved&lt;br /&gt;
*Mutual Peace &lt;br /&gt;
**No additional Bonus&#039;s or penalties&lt;br /&gt;
*On war Loss the surrendering kingdom will lose &lt;br /&gt;
**5% of the Kingdom&#039;s Land (each province loses 5%)&lt;br /&gt;
**5% of the Kingdom&#039;s Honor (each province loses 5%)&lt;br /&gt;
*On war Win the winning kingdom will receive an additional war win bonus&lt;br /&gt;
**The following bonuses are modified based on War Win Tier and the Kingdom Province count penalty as outlined above.&lt;br /&gt;
***Each win increases these numbers by 5% to to a max of 50%&lt;br /&gt;
***Science Books bonus equal to 12 ticks of production for each Province&lt;br /&gt;
***+0.50 to “Current scientist generation”&lt;br /&gt;
***Honor equal to 5% of the losing Kingdom&#039;s total Honor at the end of the War (distributed evenly), plus 200 Honor per province&lt;br /&gt;
***Land equal to to 10% of the losing Kingdom&#039;s total land at the end of the War redistributed prioritizing smallest province**&lt;br /&gt;
***Additional Free Building credits equal to province land&lt;br /&gt;
[[Age 107]]&lt;br /&gt;
*End of War Ceasefire War win Bonus - Additional Building Credits upon War win has been removed. &lt;br /&gt;
*You will still receive Free Building Credits to the total of 200% of the median province’s total land at the end of the War.&lt;br /&gt;
[[Age 108]]&lt;br /&gt;
*Either Kingdom may now declare War if both Kingdom&#039;s Meter Points are 60 or higher&lt;br /&gt;
*Changes to how the acre shuffle works on War completion (War Win)&lt;br /&gt;
**Removed the Kingdom shuffle/redistribution at War end&lt;br /&gt;
**Winning Kingdom gets 10% of the losing Kingdom&#039;s land, distributed to lowest provinces (as current)&lt;br /&gt;
**An extra amount equal to 5% losing Kingdom&#039;s land is distributed to the provinces in the Winning Kingdom (distributed equally)&lt;br /&gt;
**Losing Kingdom only loses 5% (as current)&lt;br /&gt;
*Provinces who join during War do not receive War bonuses upon completion and are in Protection for the duration of the War&lt;br /&gt;
&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=1508</id>
		<title>Relations</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Relations&amp;diff=1508"/>
		<updated>2026-07-25T05:09:49Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Changelog */&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;
** &#039;&#039;&#039;Cannot FCF until 3 ticks of Hostile have occurred&#039;&#039;&#039; &amp;lt;sup&amp;gt; NEW* &amp;lt;/sup&amp;gt;&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 42]]&lt;br /&gt;
*War&lt;br /&gt;
**Removing NW based attack times in war (as in genesis)&lt;br /&gt;
**On war declaration, attack time reduction will jump to -10% immediately, then phase to -20% (previously 0% then -15%)&lt;br /&gt;
**War phasing will be reduced to 12 hours (from 24 hours, this does not apply to protection which is still 24h)&lt;br /&gt;
*War Recovery&lt;br /&gt;
**In CF, +200% increase in birth rates (from +50%)&lt;br /&gt;
**Extending post war CF to 48 hours, monarch can opt out of the CF at any point after 24 hours have passed (each monarch can decide on his own - both kingdoms don&#039;t have to stay)&lt;br /&gt;
[[Age 51]]&lt;br /&gt;
*The End Of War Ceasefire period is extended to 72 hours but can now be exited after 12 hours with no daily honor loss in war&lt;br /&gt;
[[Age 52]]&lt;br /&gt;
*End of War Ceasefire period can be extended up to 4 days&lt;br /&gt;
[[Age 54]]&lt;br /&gt;
*The war declaration range for kingdoms will be changed to 25% smaller or 33% larger&lt;br /&gt;
*War will end automatically if your opponents networth drops to 50% of yours. This will only occur after a minimum of 7 days of warring and is calculated on tick.&lt;br /&gt;
*A war ending will grant, for both kds:&lt;br /&gt;
**All land currently out with armies at war end returns home immediately.&lt;br /&gt;
**Instant population growth of 20% of your max pop if you are under 50% of your max pop&lt;br /&gt;
**+500% Birthrate&lt;br /&gt;
**30% reduction in training costs of all troops.&lt;br /&gt;
**Draft cost reduced 50%&lt;br /&gt;
*Winning a war will grant the following:&lt;br /&gt;
**+10% honor taken from the opponents honor pool&lt;br /&gt;
**100 books of science per acre based on your median province&lt;br /&gt;
**3 times your median provinces acres in spec credits&lt;br /&gt;
**Free building credits to the total of your current unbuilt acres&lt;br /&gt;
[[Age 55]]&lt;br /&gt;
*Attacks in war will not take extra acres from the exploration pool.&lt;br /&gt;
*The reduced gains protection afforded to smaller kingdom when attacked by larger kingdoms will be removed when the smaller kingdom reaches 50 points on the meter.&lt;br /&gt;
*Towards a similar end, when both kingdom reach max hostility the option to declare will appear regardless of the kingdoms networth.&lt;br /&gt;
*Winning a war will not grant any honor taken from your opponents honor pool. Monarchs will instead be able to set a kingdom reward for winning wars, this reward will be honor or land and will be a combination based on both kingdoms relevant resources.&lt;br /&gt;
[[Age 56]]&lt;br /&gt;
*Winning a war and selecting land as a reward will grant a minimum of 5k acres to the kingdom.&lt;br /&gt;
[[Age 57]]&lt;br /&gt;
*In War the minimum gains will be reduced by 50%&lt;br /&gt;
[[Age 64]]&lt;br /&gt;
*War wins&lt;br /&gt;
**Acre reward capped at 20k&lt;br /&gt;
**Selecting land as a bonus will also result in a smaller honor bonus and vice versa.&lt;br /&gt;
[[Age 67]]&lt;br /&gt;
*50 books per acre of science (based on median province size) granted to both kingdoms&lt;br /&gt;
*An additional 150 BPA added to the winner&lt;br /&gt;
*Wizard training doubled in end of war ceasefire&lt;br /&gt;
[[Age 68]]&lt;br /&gt;
*War win reward: Not granted if the kingdoms are out of range at war start.&lt;br /&gt;
*War declaration: Requires 2 different people from each kingdom to have attacked (in such a way that the meter is moved) before war can be declared.&lt;br /&gt;
*End of War ceasefire: Maximum time reduced to 72 hours. Double wizards removed.&lt;br /&gt;
*War: Timer will tick during war for stances and war will override any stance. You can change stances during war so as to exit war in your desired stance.&lt;br /&gt;
[[Age 71]]&lt;br /&gt;
*The War Win bonus choice of &#039;Land&#039; or &#039;Honor&#039; will be removed. All War Wins will yield a single bonus, which will be an increased amount of both Land and Honor. Similar to the minimum land bonus, a minimum honor bonus will also be added.&lt;br /&gt;
*Immediately upon entering End of War Cease-Fire any provinces affected by plague will have it removed instantly.&lt;br /&gt;
*Additionally, upon entering End of War Cease-Fire, the losing kingdom will receive 50% of their land as free building credits, while the winning kingdom will receive 150% of their land as free building credits. We would like to stimulate the ability for both kingdoms to recover from war such that both the losing kingdom has a better chance at coming out of war recovered and ready to fight again and more importantly, the winning kingdom has an opportunity to defend their land better upon exiting war.&lt;br /&gt;
[[Age 72]]&lt;br /&gt;
*WW Chart Chains - In order to incentivize conflict between top WW kingdoms, we have altered the formula to provide additional WW points (scaling from the current if the kingdom you war is outside of the top 50 for land, honor, NW, and warwins) to double the current points.&lt;br /&gt;
*WW Bonus - Additionally, we are adding a new set of WW bonuses. Kingdoms will receive recognition on their kingdompage based on the number of WW points they achieve. Each additional &#039;tier&#039; that they obtain will also increase their WW bonus -- land, honor, credits, etc -- by 10%. This is capped at a WW bonus that is 50% larger than the baseline bonus.&lt;br /&gt;
*Finally the WW bonus will scale with kingdom size under 20 provinces to reduce the potential for abuse with kingdoms that remain intentionally small in the number of provinces.&lt;br /&gt;
*The War Win bonus will also include a provision of additional land to every province&#039;s individual explore pool in both kingdoms, this is mainly aimed at helping provinces that are destroyed in war to have a chance to grow back to a functional size.&lt;br /&gt;
*WAR - Exploration during eowcf will have reduced cost penalties (from 500% to 250% of normal cost).&lt;br /&gt;
*Propose War - Kingdoms will have the diplomatic option to Propose War to enemies in range and start war instantly instead of via attacks&lt;br /&gt;
[[Age73]]&lt;br /&gt;
*Auto-CeaseFire (Surrender) - Once a meter variance of 100 points occurs between 2 Kingdoms, the Kingdom with lower meter points will have the option to Surrender to the aggressor Kingdom. This will create an in-game CeaseFire between both kingdoms that cannot be cancelled by either side for a minimum of 7 days. The surrendering Kingdom will be required to not have any attacks for at least 12 hours similar to the restriction on Withdraw during War. You must also be OUT of war declaration range in order to have this button available to you.&lt;br /&gt;
*War Gains Formula - The top-feed minimum gains is being reduced slightly to accommodate the LBG top-feed bonuses from Age 72 (note this is only for Top Feed gains, all other gains remain the same)&lt;br /&gt;
[[Age 74]]&lt;br /&gt;
*Ceasefires - There is a new feature with Cease-Fires that allows you to choose a date until which the Cease-Fire cannot be broken. The farthest date in the future that can be chosen is 3 Utopian Years.&lt;br /&gt;
*War Proposals - Limit of 3 proposals that can be oustanding at any given time&lt;br /&gt;
*EoWCF Duration - Increased to 96 hours from 72 hours.&lt;br /&gt;
*Immediately upon exit of End of War Cease-Fire all Credits will decay by 1/3 instantly&lt;br /&gt;
[[Age 75]]&lt;br /&gt;
*Relative Kingdom Networth - Currently this is a part of the gains formula and is based entirely on the overall size of your Kingdom vs the Opponent Kingdom. This will change to be based on the average province size of your Kingdom to be a more accurate representation of the Kingdom strength&lt;br /&gt;
*War Win Bonus - The minimum war win acres bonus will be reduced to 4000 acres (from 5000)&lt;br /&gt;
*War Range - War Ranges will be determined by either land or networth, for example you will be IN war range if either land or Networth is within range of your target&lt;br /&gt;
*Force Cease-Fire - There will be an option for an aggressor Kingdom in a conflict to force both parties into a binding 7 Utopian Month cease-fire period. We are still working on the best method by which to implement the functionality on this, but the currently designed way for it to work has several components to it:&lt;br /&gt;
**The aggressor Kingdom (the KD looking to Force Cease-Fire) will need to have 100 or more meter disparity on the 1st of each Utopian Month for 3 consecutive Months&lt;br /&gt;
**The &#039;Force Cease-Fire&#039; button for the aggressor Kingdom will be available beginning on the 12th of the 3rd Month&lt;br /&gt;
**The defending Kingdom will be able to stop the forced cease-fire in several ways: a) Reduce the meter disparity between Kingdoms to under 100; or b) make at least 5 successful attacks during the Month of which the aggressor is capable of forcing the cease-fire (example: if you are the defending Kingdom and don&#039;t want the aggressor to receive the button at all, you must make 5 successful attacks between the 1st and 12th otherwise the aggressor will have the force cease-fire button until 5 attacks are successfully completed)&lt;br /&gt;
**If the defending Kingdom prevents a button on the 3rd consecutive day of 100+ meter by making 5 attacks, the defending Kingdom will have the same task of prevention on the following day: either reduce the disparity to less than 100 or make 5 attacks on the 1st - 12th&lt;br /&gt;
**The only way to reset the 3 day counter is to reduce the meter disparity below 100, at that point the aggressor must satisfy the first requirement which is 3 consecutive days of 100 or more meter disparity&lt;br /&gt;
**There is no wait period for the aggressor to press the button, once it becomes available on the 12th it can be pressed at any time&lt;br /&gt;
[[Age 76]]&lt;br /&gt;
*During ANY Cease-Fire espionage operations will be allowed (including End of War Cease-Fire) on the Kingdom you are in Cease-Fire with&lt;br /&gt;
[[Age 77]]&lt;br /&gt;
*The 10% reduced attack time granted instantly on War Declare will be removed&lt;br /&gt;
*Attack speed reduction from war will slide in up to -25% over 12 ticks&lt;br /&gt;
[[Age 78]]&lt;br /&gt;
*Auto Cease-Fire - The mechanic that allows a smaller Kingdom to automatically enter into a 7 day cease-fire with a larger Kingdom that has a large meter disparity will be removed&lt;br /&gt;
*War&lt;br /&gt;
**The amount of unique provinces required to attack from each Kingdom will be increased from 2 to 3 in order to declare war&lt;br /&gt;
**MAP reduction from War will be reduced by ~25%, this means that gains on a province with max MAP will be lower than they currently are&lt;br /&gt;
*End of War Cease-Fire&lt;br /&gt;
**Population growth will be increase from +500% to +1000%&lt;br /&gt;
**There will be a minimum peasant growth per tick of 500&lt;br /&gt;
[[Age 79]]&lt;br /&gt;
*There will remain a requirement of at least 3 provinces within a Kingdom to perform operations on the opposing Kingdom for War to be declared&lt;br /&gt;
*An aggressor Kingdom can enter into a 72 hour unbreakable Cease-Fire with a defending Kingdom if the aggressor has not made military attacks for at least 24 ticks&lt;br /&gt;
*To remove confusion, the definition of aggressor Kingdom shall mean the Kingdom with higher hostility meter points&lt;br /&gt;
*A defending Kingdom may enter into a 72 hour unbreakable Cease-Fire with an aggressor Kingdom if:&lt;br /&gt;
**a) Defender has not made any military attacks for at least 3 ticks, AND;&lt;br /&gt;
**b) Defender relations toward Aggressor are not Hostile&lt;br /&gt;
**c) Aggressor is Hostile with Defender&lt;br /&gt;
**d) Aggressor has been Hostile with defender for at least 3 ticks.&lt;br /&gt;
*If both Kingdoms are Hostile, either Kingdom may declare War (normal Unfriendly v Hostile declares are available)&lt;br /&gt;
*War Win rewards will only be provided if Kingdoms are in range at declare (range moved to 80% - 125%)&lt;br /&gt;
*If Kingdoms enter war while out of range, Surrender will be available much sooner than traditionally (i.e. 16 hours after start of war, these wars will have adjusted EoWCF length based on the amount of hours of war i.e. for each tick of war there will be 2 ticks of EoWCF)&lt;br /&gt;
*End of War Cease-Fire&lt;br /&gt;
**Birth Rate will be increased by current effects only for the first 36 hours&lt;br /&gt;
**Troop/Thief cost reduction will be removed&lt;br /&gt;
**All credits (Specialist/Build) will be lost upon exit of End of War Cease-Fire&lt;br /&gt;
**A small amount of science will be awarded to the winner&lt;br /&gt;
[[Age 81]]&lt;br /&gt;
*War&lt;br /&gt;
**War Range is now, low end 85% up to ~117.64% (1 / .85)&lt;br /&gt;
**Auto Surrender will be possible after 5 days of war instead of 7 when opponent is 50% or less networth&lt;br /&gt;
**Learn attack effects while in war will be increased from 4% to 8%&lt;br /&gt;
**Out of range wars will yield war points based on relative size at the war start and scale accordingly, for example:&lt;br /&gt;
**Example: 84.9% range = 100% points&lt;br /&gt;
***80% range = 85% points&lt;br /&gt;
***75% range = 65% points&lt;br /&gt;
***65% range = 20% points&lt;br /&gt;
***&amp;lt; 65% range = 0 points&lt;br /&gt;
*Force Cease-Fire&lt;br /&gt;
**If you are in war range (85-117.64%) when activating a Forced Cease-Fire your Kingdom will lose up to 3% honor at 95%+ and scale linearly to 1.5% at the bottom of the range (85%)&lt;br /&gt;
**This honor will be lost by the Kingdom pressing Force CF, it will not be transferred to the opponent Kingdom&lt;br /&gt;
[[Age 82]]&lt;br /&gt;
*War&lt;br /&gt;
**War declare range is now: (X * .85) to (X / .85)&lt;br /&gt;
**War win acre minimum bonus will be reduced to 2500 acres (from 4000)&lt;br /&gt;
*Force Cease-Fire&lt;br /&gt;
**Only kingdoms under 85% size can force CF with an aggressor (same requirements for time and attacks remain)&lt;br /&gt;
**Aggressor kingdoms can force CF after 24 hours of no attacks in kingdom news&lt;br /&gt;
[[Age 83]]&lt;br /&gt;
*War&lt;br /&gt;
**War win acre maximum bonus will be introduced and set to 10000 acres&lt;br /&gt;
*Force Cease-Fire&lt;br /&gt;
**This mechanic will no longer cancel dragons that have been started&lt;br /&gt;
[[Age 84]]&lt;br /&gt;
*War&lt;br /&gt;
**War may be declared by EITHER Kingdom if both Kingdoms have at least 75 Hostile Meter points&lt;br /&gt;
**Hostile Meter Cap is increased from 150 to 225&lt;br /&gt;
**End of War build credits awarded will be based on Median province size&lt;br /&gt;
**Build credits awarded to the losing Kingdom will be increased from 50% to 100%&lt;br /&gt;
**War Win science books awarded will be reduced from 72 hours of books to 48 hours&lt;br /&gt;
**While under Median, you are able to explore up to 500 acres (total land area) in a single explore. For example, if you are 50 acres with 0 acres currently being explored then you may explore up to 450 acres all at once which will take you to a total of 500 acres after the explore is complete.&lt;br /&gt;
*Force Cease-Fire&lt;br /&gt;
**While at war, a Kingdom will now be capable of activating Force CF (Defender only)&lt;br /&gt;
**Force CF duration will increase from 3 days to 5 days&lt;br /&gt;
[[Age 85]]&lt;br /&gt;
*Gains going into or out of war are being reduced from -75% to -85%&lt;br /&gt;
*While in War income will be reduced by 10%&lt;br /&gt;
[[Age 86]]&lt;br /&gt;
*War&lt;br /&gt;
**Bad spells will be removed at the conclusion of war&lt;br /&gt;
**Mutual Peace will provide building credits to each Kingdom in the amount of the median acre size&lt;br /&gt;
**Surrender will provide building credits to the Losing Kingdom in the amount of 1.5x median acre size&lt;br /&gt;
**Surrender will provide building credits to the Winning Kingdom in the amount of 2.5x median acre size&lt;br /&gt;
**The increased book production received from Schools will not affect the books awarded from a War Win&lt;br /&gt;
**The effects from Fountain of Knowledge will affect the books awarded from a War Win&lt;br /&gt;
**Racial and Personality mods that affect book production will increase the books awarded from a War Win&lt;br /&gt;
[[Age 87]]&lt;br /&gt;
*Total Wars &amp;amp; Losses removed from KD page (only the number of Wars Won displayed)&lt;br /&gt;
*Propose War removed&lt;br /&gt;
*Mutual Peace free Building Credits rewarded increased to 150%, added Specialist Credits equal to 2x Median Province size&lt;br /&gt;
*War will provide +25% Draft Speed&lt;br /&gt;
*War Stance protections lowered from 85% to 80%&lt;br /&gt;
*War Stance Raze Gains to and from other Kingdoms reduced from 100% to 50%&lt;br /&gt;
*EoWCF Draft Cost discount removed&lt;br /&gt;
*War &amp;amp; EoWCF Income penalty removed&lt;br /&gt;
[[Age 88]]&lt;br /&gt;
*Force Ceasefire time window needed to Surrender increased from 3 to 6 ticks&lt;br /&gt;
*Force Ceasefire duration reduced to 48 ticks&lt;br /&gt;
*War provides -25% Build Time&lt;br /&gt;
*War Training Time bonus applies on declare (instead of after 24 ticks)&lt;br /&gt;
*War Military Losses reduction bonus removed&lt;br /&gt;
*Mutual Peace free Specialist Credits reward increased to 3 * Median&lt;br /&gt;
*Mutual Peace free Building Credits reward increased to 200%&lt;br /&gt;
*Withdrawal free Building Credits reward increased to 200%&lt;br /&gt;
*Victory free Building Credits reward reduced to 200%&lt;br /&gt;
*War Points formula altered - Land/Networth/Honor Kingdom ranking and Tier will have a significant impact on the points rewarded&lt;br /&gt;
[[Age 89]]&lt;br /&gt;
*Hostile Relations reached at 30 meter points&lt;br /&gt;
*War Points and War Tier values adjusted (similar to Genesis)&lt;br /&gt;
[[Age 90]]&lt;br /&gt;
*Dragon Meter Points increased to 30&lt;br /&gt;
*Force Ceasefire time window needed to Surrender reduced to 3 Ticks&lt;br /&gt;
*A Hostile Aggressor Kingdom (the Kingdom with the higher Meter value) will gain access to Declare War button when the Defending Kingdom (the Kingdom with the lower Meter value) reaches 90 Meter Points, up from 75&lt;br /&gt;
[[Age 91]]&lt;br /&gt;
*Riots removed upon entering End of War Ceasefire (EoWCF)&lt;br /&gt;
*All troops currently away on attacks against the War opponent return home immediately upon entering EoWCF (Generals are still unavailable for the Attack duration)&lt;br /&gt;
*EoWCF maximum duration reduced to 72 ticks&lt;br /&gt;
*Explore time up to Median reduced by 50% during EoWCF&lt;br /&gt;
[[Age 92]]&lt;br /&gt;
*End of War Cease Fire: increased from 72 hours to 96 hours&lt;br /&gt;
*End of War Cease Fire: +50% science production during end of war cease fire&lt;br /&gt;
*During WAR: Elite conversion rate on Traditional March attacks will be doubled&lt;br /&gt;
[[Age 93]]&lt;br /&gt;
*Unfriendly Relations threshold increased from 10 to 15 points &lt;br /&gt;
*War Win score formula modified&lt;br /&gt;
[[Age 94]]&lt;br /&gt;
*Force Ceasefire for Aggressors: Aggressors cannot use Force CeaseFire against a Kingdom that is in War&lt;br /&gt;
*Any Ceasefire will cancel Dragon project from both Kingdoms&lt;br /&gt;
*War - Forced Surrender: Now occurs when opponent is 60% Networth (instead of 50%)&lt;br /&gt;
*End of War Ceasefire: Science Book bonus production of +50% removed &lt;br /&gt;
*End of War Ceasefire: Upon entering End of War Ceasefire BE will be restored to 100% for any province with less than 100% BE&lt;br /&gt;
*War Win Points: Points will now only change on conclusion of a War&lt;br /&gt;
*War Win Points: Will be hidden until the end of Age&lt;br /&gt;
[[Age 96]]&lt;br /&gt;
*Force Ceasefire is now 4 Utopian Months&lt;br /&gt;
*Starting War Win points for all Kingdoms will be increased significantly&lt;br /&gt;
*War Win Points formula will be modified slightly to increase the amount of points awarded for war wins&lt;br /&gt;
*War Win Chart will be viewable throughout the age&lt;br /&gt;
*War Win Points will be shown on Kingdom Page&lt;br /&gt;
*Defensive FCF can now be used irrespective of war range&lt;br /&gt;
*When FCF is used while in war range while outside war the following two penalties occur:&lt;br /&gt;
**If Defensive FCF is used in war range, the defender will pay (to the Aggressor) up to 3% of the defender’s total kingdom honor based on relative kingdom networth, and the aggressor will receive war win points (the defender will not lose any War Win points)&lt;br /&gt;
**If Aggressive FCF is used in while the defender is in war range, the aggressor will receive war win points.&lt;br /&gt;
*FCF will award war win points based on a percentage of a war win by the aggressor against the defender. If the two kingdoms are equal in networth 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 NW 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. We would expect a kingdom waving smaller kingdoms for CF with identical war win points to need between 20 and 40 FCFs to equal a single war win against one of those kingdoms.&lt;br /&gt;
*War: Will no longer have draft speed bonus, training time reduction and build time reduction (This includes End of War Ceasefire)&lt;br /&gt;
**+25% Draft Speed is being removed&lt;br /&gt;
**-25% Build Time is being removed&lt;br /&gt;
**-25% Train Time is being removed&lt;br /&gt;
**12 Hour Phase In -25% Attack Time reduce to -15% Attack Time&lt;br /&gt;
[[Age 97]]&lt;br /&gt;
*Out of Range Wars will no longer transfer War Score&lt;br /&gt;
*Aggressive FCF will no longer transfer War Score&lt;br /&gt;
*Military Casualties will be proportionally reduced by the scaling Effectiveness penalty for hitting into/out of War&lt;br /&gt;
*Points needed for reaching War Tiers have been adjusted (each tier provides additional bonuses to the winning Kingdom of a War)&lt;br /&gt;
*War Score Tiers&lt;br /&gt;
**Tier 1: 120&lt;br /&gt;
**Tier 2: 140&lt;br /&gt;
**Tier 3: 165&lt;br /&gt;
**Tier 4: 190&lt;br /&gt;
**Tier 5: 220&lt;br /&gt;
[[Age 98]]&lt;br /&gt;
*The losing Kingdom of a War will now have 10% of total Honor transferred to the winning Kingdom. Each province from the losing Kingdom will lose x% of honor, each province in the Winning Kingdom will receive an equal amount of honor. War Win Score Tier bonuses will affect the honor received by the winning Kingdom but not the honor lost by the losing Kingdom. &lt;br /&gt;
*War Networth auto-win requirements changed to opponent Networth dropping to 66% and a minimum of 72 ticks passed.&lt;br /&gt;
[[Age 99]]&lt;br /&gt;
*The losing Kingdom of a War receives Science Books equal to 24 Ticks of production.&lt;br /&gt;
*The losing Kingdom of a War does not transfer (lose) Honor to the winner.&lt;br /&gt;
*Out of Range Wars will not award War Score&lt;br /&gt;
[[Age 100]]&lt;br /&gt;
*Defensive Force Ceasefire removed.&lt;br /&gt;
*Offensive FCF is available&lt;br /&gt;
**After 24 ticks with no combat attacks or dragon sent&lt;br /&gt;
**After 24 ticks of the date the hostility meter reached Hostile&lt;br /&gt;
**Only if you are not in war (including End of War CeaseFire)&lt;br /&gt;
**Only if the target is not in war (including End of War CeaseFire)&lt;br /&gt;
**The 24 tick waiting period will not begin until EoWCF concludes&lt;br /&gt;
*Wars may end automatically at 48 ticks, reduced from 72 ticks.&lt;br /&gt;
*War rewards will be changed as follows:&lt;br /&gt;
**Land awarded at the conclusion of war to the winning Kingdom is now equal to 10% of the losing Kingdom&#039;s total Acres after withdrawal which will include the acres returned from armies (10% will be subtracted from each province in the losing Kingdom, distributed evenly to the winner, this will not be modified by the War Tier Bonus).&lt;br /&gt;
**Honor awarded at the conclusion of war to the winning Kingdom is now equal to 5% of the losing Kingdom&#039;s total Honor at withdrawal (5% will be subtracted from each province in the losing Kingdom, distributed evenly to the winner, this will not modified by the War Tier Bonus)&lt;br /&gt;
**There will be an additional amount of honor generated and awarded to the winner. This has a minimum amount of 2,500 with no maximum (This will be modified by the War Tier Bonus)&lt;br /&gt;
**The winning Kingdom gains additional Explore Pool, Building and Specialist Credits and Science Books modified by War Tier Bonus&lt;br /&gt;
War Tier Bonus is now equal to number of Wars won * 5%; maximum 50%. For example, a Kingdom with 5 War Wins is on Tier 5 =&amp;gt; 5 Wins * 5% each win = +25% bonus&lt;br /&gt;
[[Age 101]]&lt;br /&gt;
*Meter Throttle mechanic removed.&lt;br /&gt;
*Defensive Force-Ceasefire reintroduced. Only available out of War Range with no penalties, available after 3 Ticks of no Attacks, 96 Ticks duration.&lt;br /&gt;
*War Win Land transfer reduced from 10% to 5%. Bonus Land will now be awarded to the winner, equal to 5% of the winner’s size (before transfer).&lt;br /&gt;
*Base Honor generated on War Win increased by 50%.&lt;br /&gt;
*War Wins will now award additional Honor (10% bonus to the generated amount per Tier difference) to Kingdoms that win against opponents with a Tier equal or greater than their own (before transfer).&lt;br /&gt;
[[Age 103]]&lt;br /&gt;
*War Win Land reward will be a minimum of 2500 Acres.&lt;br /&gt;
*War Win will now also reward an additional Scientist.&lt;br /&gt;
*Mutual Peace and Withdrawal now also award Specialist Credits equal to 3 times median Province size (as Victory).&lt;br /&gt;
*Mutual Peace now also awards Science Books equal to 24 ticks of production (as Withdrawal).&lt;br /&gt;
*Mutual Peace now also awards bonus Pool (as Victory/Withdrawal).&lt;br /&gt;
*Maximum Gains GBP/MAP in War reduced from 30% to 20%.&lt;br /&gt;
*Maximum GBP/MAP generated on failed Attacks reduced. Amount of GBP/MAP generated at low relative Off/Def ratios adjusted to prevent situations where the casualties efficiency would be higher than intended.&lt;br /&gt;
[[Age 104]]&lt;br /&gt;
*Minimum EoWCF duration increased to 24 Ticks, 1000% Birthrate bonus reduced from 36 Ticks to 24 Ticks.&lt;br /&gt;
[[Age 106]]&lt;br /&gt;
*Provinces created/reset during WAR will be unable to donate to dragon or aid to those within their kingdom for 24 hours after they leave protection&lt;br /&gt;
*War Win bonus will incur a 5% stacking penalty for each province below 2&lt;br /&gt;
*To declare war, the kingdom you are declaring war against must have had hostile actions from at least 3 unique provinces. (hits only)&lt;br /&gt;
*Changes to War Completion&lt;br /&gt;
**Acre redistribution: Upon completion of war, acres awarded will prioritize the smallest Provinces first.&lt;br /&gt;
**On Conclusion of War - both kingdoms will receive&lt;br /&gt;
***3 times the kingdom’s median province’s acres in Specialist Credits&lt;br /&gt;
***Free Building Credits to the total of 200% of the median province’s total land at the end of the war&lt;br /&gt;
***Science Books bonus equal to 24 ticks of production for each Province&lt;br /&gt;
***Each Province will have 5% of their land lost and moved to their explore pool (minimum of 100 acres added to pool, regardless of how many are lost)&lt;br /&gt;
***An equal number of acres to those lost will be redistributed to Provinces across the kingdom**&lt;br /&gt;
***Recognition on Kingdom Page based on the number of Wars achieved&lt;br /&gt;
*Mutual Peace &lt;br /&gt;
**No additional Bonus&#039;s or penalties&lt;br /&gt;
*On war Loss the surrendering kingdom will lose &lt;br /&gt;
**5% of the Kingdom&#039;s Land (each province loses 5%)&lt;br /&gt;
**5% of the Kingdom&#039;s Honor (each province loses 5%)&lt;br /&gt;
*On war Win the winning kingdom will receive an additional war win bonus&lt;br /&gt;
**The following bonuses are modified based on War Win Tier and the Kingdom Province count penalty as outlined above.&lt;br /&gt;
***Each win increases these numbers by 5% to to a max of 50%&lt;br /&gt;
***Science Books bonus equal to 12 ticks of production for each Province&lt;br /&gt;
***+0.50 to “Current scientist generation”&lt;br /&gt;
***Honor equal to 5% of the losing Kingdom&#039;s total Honor at the end of the War (distributed evenly), plus 200 Honor per province&lt;br /&gt;
***Land equal to to 10% of the losing Kingdom&#039;s total land at the end of the War redistributed prioritizing smallest province**&lt;br /&gt;
***Additional Free Building credits equal to province land&lt;br /&gt;
[[Age 107]]&lt;br /&gt;
*End of War Ceasefire War win Bonus - Additional Building Credits upon War win has been removed. &lt;br /&gt;
*You will still receive Free Building Credits to the total of 200% of the median province’s total land at the end of the War.&lt;br /&gt;
[[Age 108]]&lt;br /&gt;
*Either Kingdom may now declare War if both Kingdom&#039;s Meter Points are 60 or higher&lt;br /&gt;
*Changes to how the acre shuffle works on War completion (War Win)&lt;br /&gt;
**Removed the Kingdom shuffle/redistribution at War end&lt;br /&gt;
**Winning Kingdom gets 10% of the losing Kingdom&#039;s land, distributed to lowest provinces (as current)&lt;br /&gt;
**An extra amount equal to 5% losing Kingdom&#039;s land is distributed to the provinces in the Winning Kingdom (distributed equally)&lt;br /&gt;
**Losing Kingdom only loses 5% (as current)&lt;br /&gt;
&lt;br /&gt;
&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=Thievery&amp;diff=1507</id>
		<title>Thievery</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Thievery&amp;diff=1507"/>
		<updated>2026-07-25T05:08:55Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Changelog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;No one ever said leadership involves only public activities. With a state-sanctioned paramilitary thieves guild available to you, the possibilities are endless. What may not be possible through [[Relations#War|war]] or [[Mystics|magic]] may still be possible with deceit and deception. Never underestimate the power of the underground unknown. &lt;br /&gt;
&lt;br /&gt;
Thieves are professional soldiers, trained in the arts of the elite underground and are trained on your [[Military]] Menu. They maintain a Stealth Rating which determines when they can be used. This rating rises automatically each day by 3 points and drops each time your thieves conduct an operation. Your thieves will not carry out missions without at least a 5% Stealth Rating.&lt;br /&gt;
&lt;br /&gt;
The best measure of your guild&#039;s strength is the number of thieves you maintain per acre of land, often known as Thieves Per Acre (TPA), modified by your Thieves&#039; Dens, your [[Science|Crime science]] and your [[Races and Personalities|racial]] bonuses or penalties. The success rate of your guild depends on both your and your target&#039;s TPA. The raw damage, however, is based on raw strength - the more thieves you use in an operation, the more damage they can do. &lt;br /&gt;
&lt;br /&gt;
The larger your province, the more difficult it will be to keep your guild well-organized and efficient. As your province grows larger, be prepared to keep training additional thieves to keep your network intact and effective. Like most things in Utopia, thievery operations are easier and more effective against provinces similar to you in size.&lt;br /&gt;
&lt;br /&gt;
Information on how to calculate thief operations can be found here.&lt;br /&gt;
&lt;br /&gt;
Thievery operations are divided in two categories, as listed below:&lt;br /&gt;
&lt;br /&gt;
*[[Thievery#The_Thieves&#039;_Toolbox:_The_Espionage_Operations|Espionage Operations]]&lt;br /&gt;
*[[Thievery#The_Thieves&#039;_Toolbox:_The_Sabotage_Operations|Sabotage Operations]]&lt;br /&gt;
&lt;br /&gt;
== The Thieves&#039; Toolbox: The Espionage Operations ==&lt;br /&gt;
&lt;br /&gt;
The espionage operations will simply gather information regarding the enemy province.&lt;br /&gt;
&lt;br /&gt;
=== Spy on Throne ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Gives an estimate of the resources and troops available to a province&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: very low&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;
Consumes only 1% Stealth&lt;br /&gt;
&lt;br /&gt;
=== Spy on Defense ===&lt;br /&gt;
&lt;br /&gt;
Reports enemy&#039;s standing defenses.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reveals Net Defensive Points at Home&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: very low&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;
Consumes only 1% Stealth&lt;br /&gt;
&lt;br /&gt;
=== Spy on Exploration ===&lt;br /&gt;
&lt;br /&gt;
Gives current pool size, and costs per acre in gold and soldiers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reveals pool size, and costs per acre in gold and soldiers&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: very low&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;
=== Snatch News ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Displays the targeted provinces Kingdom Paper&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: low&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;
=== Infiltrate ===&lt;br /&gt;
&lt;br /&gt;
Reports on the size of your opponent&#039;s guild.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Gives an estimate of the number of thieves in the enemy province&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message: Our thieves have infiltrated the Thieves&#039; Guilds of [province name] (##:##). They appear to have about X thieves employed across their lands.&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: low&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;
=== Survey ===&lt;br /&gt;
&lt;br /&gt;
Reports on the distribution of buildings in a province.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Gives an estimate of the buildings in the enemy province, as displayed by the Internal Affairs advisor&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: low&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;
=== Spy on Military ===&lt;br /&gt;
&lt;br /&gt;
Provides detailed information from your opponent&#039;s army.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Shows the enemy troops out as well as an estimate of troops at home and in training, as displayed by the Military Advisor&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: low&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;
=== Spy on Sciences ===&lt;br /&gt;
&lt;br /&gt;
Estimates strengths and effects of opponent&#039;s science levels.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Gives an estimate of the bonuses an enemy province gains from its science, as displayed on the Science page&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: low&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;
== The Thieves&#039; Toolbox: The Sabotage Operations ==&lt;br /&gt;
&lt;br /&gt;
=== Sabotage Wizards ===&lt;br /&gt;
&lt;br /&gt;
Drains the target&#039;s Mana levels for several days, limiting the ability to cast spells.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces Mana level by 5% of current level each Tick, before Mana regeneration&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message: Our thieves have sabotaged their wizards&#039; ability to cast spells&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: medium&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;
=== Destabilize Guilds ===&lt;br /&gt;
&lt;br /&gt;
Decreases the target’s Spell Duration for several days.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality#Rogue|Rogues]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations#War|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decreases the target’s Duration of Self Spell and Offensive Spell casts while the effect is active by 20%&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: medium&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;
=== Rob the Granaries ===&lt;br /&gt;
&lt;br /&gt;
Steals food from your opponent&#039;s storages.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Steals up to a max of 31.5% (46% in [[Relations#War|war]]) enemy food at the rate of 95 (135 in [[Relations#War|war]]) bushels per thief&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message: Our thieves have returned with X bushels&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: medium&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;
=== Rob the Vaults ===&lt;br /&gt;
&lt;br /&gt;
Steals gold from enemy coffers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Steals up to a max of 5.2% (14% in [[Relations#War|war]]) enemy gc at the rate of 40 (106 in [[Relations#War|war]]) gc per thief&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message: Our thieves have returned with X gold coins&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: medium&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.12&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rob the Towers ===&lt;br /&gt;
&lt;br /&gt;
Steals runes from your target&#039;s wizards.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Steals up to a max of 24.5% (35% in [[Relations#War|war]]) enemy runes at the rate of 18.2 (26 in [[Relations#War|war]]) runes per thief&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message: Our thieves were able to steal X runes&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: medium&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;
=== Kidnapping ===&lt;br /&gt;
&lt;br /&gt;
Kidnaps peasants from your enemy and brings them to your province.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Steals up to a max of 1.85% (4% in [[Relations#War|war]]) enemy peasants at the rate of 0.132 (0.285 in [[Relations#War|war]]) peasants per thief&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message: Our thieves kidnapped many people, but only were able to return with X of them&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: medium&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.12&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Arson ===&lt;br /&gt;
&lt;br /&gt;
Burns down enemy buildings to disrupt an enemy&#039;s stability.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Destroys a small amount of enemy buildings&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message: Our thieves burned down X acres of buildings OR Unfortunately, our thieves were too few in number to find any buildings to burn&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: medium&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;
=== Greater Arson ===&lt;br /&gt;
&lt;br /&gt;
A more powerful version of Arson.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality#Rogue|Rogues]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Destroys up to a max of ~6% of targeted enemy buildings at the rate of 0.0045 buildings per thief&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message: Our thieves burned down X [building type]&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: Medium&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;
=== Night Strike ===&lt;br /&gt;
&lt;br /&gt;
Assassinates a portion of your enemy&#039;s military.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Kills up to a maximum of 16.25% enemy soldiers at a rate of 0.67 soldiers per thief Also kills a much smaller amount of specialists and elites Will affect all troops, even those that aren&#039;t home&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message: Our thieves assassinated X enemy troops&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: medium&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;
=== Incite Riots ===&lt;br /&gt;
&lt;br /&gt;
Incites riots which disrupt tax collection efforts for several days.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decreases targets income by 15%&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message: Our thieves have caused rioting It is expected to last X days&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: medium&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;
=== Steal War Horses ===&lt;br /&gt;
&lt;br /&gt;
Steals an enemy&#039;s horses.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|Rogue]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Steals up to 20% of the targets horses at a rate of 0.35 horses per thief Note that you only gain half of this number as the rest are released&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message: Our thieves were able to release X horses but could only bring back Y of them&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: medium&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;
=== Bribe Thieves ===&lt;br /&gt;
&lt;br /&gt;
Reduces the ability of an enemy thieves&#039; guild.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces thief effectiveness by 10%&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message: Our thieves have bribed members of our enemies&#039; guild&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: medium&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;
=== Bribe Generals ===&lt;br /&gt;
&lt;br /&gt;
Increases the losses sustained by your enemy in all combat.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Effectively a 1 in 5 chance per attack to increase troop losses by 20% on all combat&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message: Our thieves have bribed an enemy general&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: medium&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;
=== Free Prisoners ===&lt;br /&gt;
&lt;br /&gt;
Releases prisoners from an opponent&#039;s dungeons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Releases up to a max of 12% (17% in [[Relations#War|war]]) of the targets prisoners at a rate of 0.06 (0.07 in [[Relations#War|war]]) prisoners per thief&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message: Our thieves freed X prisoners from enemy dungeons&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: medium&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.03&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Assassinate Wizards ===&lt;br /&gt;
&lt;br /&gt;
Attempts to assassinate enemy wizards.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality#Rogue|Rogues]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Kills up to a max of 1.2% target wizards at a rate of 0.006 wizards per thief&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message: Our thieves assassinated X wizards of the enemy&#039;s guilds&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: high&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;
=== Propaganda ===&lt;br /&gt;
&lt;br /&gt;
Attempts to convince enemy forces to join your province.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality#Rogue|Rogues]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations#War|War]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: not fully determined&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message: We have converted X [wizards, thieves, soldiers] from the enemy to our guild OR We have converted X [of the enemy&#039;s specialist troops, (elite unit name)] to our army&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: high&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;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
[[Age 48]]&lt;br /&gt;
*Espionage:&lt;br /&gt;
**Only need to send 20% thieves for best accuracy.&lt;br /&gt;
**Espionage accuracy no longer affected by target Watch Towers&lt;br /&gt;
[[Age 55]]&lt;br /&gt;
*Sabotage damage mods will increase the thievery damage cap, watchtowers will decrease it.&lt;br /&gt;
[[Age 56]]&lt;br /&gt;
*Espionage operations will be completely accurate if players send 10% of their thieves. This accuracy will be conveyed in some way to the player (yet to be decided but probably via the espionage message, updates will follow when they are available).&lt;br /&gt;
*Espionage operations will be able to be conducted through in game ceasefires.&lt;br /&gt;
[[Age 63]]&lt;br /&gt;
*Arson and Greater Arson: GA increased moderately, Arson damage increased significantly.&lt;br /&gt;
[[Age 64]]&lt;br /&gt;
*Snatch News: Easier and takes less stealth&lt;br /&gt;
*Spy On military: takes less stealth&lt;br /&gt;
[[Age 69]]&lt;br /&gt;
*The Spy on Science op has been updated, and will steal a report on the total number of scientists assigned to each science type, along with their total effect (but you cannot steal specifics like how many professors there are)&lt;br /&gt;
[[Age 72]]&lt;br /&gt;
*SOT change - Will display information related to any active Kingdom Ritual&lt;br /&gt;
[[Age 73]]&lt;br /&gt;
*Stealth Costs - Flat cost - 3% stealth (2% with relations), 2% intel (1% SoT)&lt;br /&gt;
*Elite Longevity - Elite losses via NightStrike will be closer to losses of Specialists seen now. Elites that go into retraining from Nightmare will also increase closer to that of specialists. Propaganda has also seen an increase to elite damage closer to that of Specialists. Military Casualties will be unchanged&lt;br /&gt;
[[Age 74]]&lt;br /&gt;
*Night Strike - Damage dealt by night strike will be reduced by approximately 20%.&lt;br /&gt;
[[Age 75]]&lt;br /&gt;
*A slight reduction in damage will be made on the effectiveness of operations performed the farther out of range a province is (this will be affected in both directions, small vs large and large vs small)&lt;br /&gt;
*Assassinate Wizards - The damage of Assassinate Wizards will be reduced by roughly 10%&lt;br /&gt;
[[Age 83]]&lt;br /&gt;
*Release Prisoners will require Unfriendly&lt;br /&gt;
[[Age 86]]&lt;br /&gt;
*Stealth and Mana can now be used down to 5%, instead of 10%&lt;br /&gt;
*Thievery operations honor has been increased by 20%&lt;br /&gt;
[[Age 87]]&lt;br /&gt;
*Free Prisoners - also steals 50% of the released Prisoners&lt;br /&gt;
[[Age 90]]&lt;br /&gt;
*Assassinate Wizards - Damage and cap reduced by ~15% &lt;br /&gt;
*Free Prisoners - changed from Unfriendly to Any&lt;br /&gt;
[[Age 92]]&lt;br /&gt;
*Spy on Sciences difficulty will be reduced&lt;br /&gt;
**Spy on Throne is the easiest operation, using this level of difficulty as the base, Spy on Sciences difficulty will be reduced to roughly 3x more difficult than SoT (previously, SoS was ~5.5x more difficult than SoT). To give a frame of reference, Spy on Military is roughly 4x more difficult than SoT&lt;br /&gt;
[[Age 93]]&lt;br /&gt;
*Steal horses now requires at least unfriendly&lt;br /&gt;
[[Age 94]]&lt;br /&gt;
*Incite Riots: Duration Cap introduced at 18.&lt;br /&gt;
*Honor: Thievery honor gain -15% except for Assassinate Wizards, Greater Arson and Propaganda&lt;br /&gt;
[[Age 96]]&lt;br /&gt;
**Significantly reduce the difficulty to gather Intel inside EOWCF to outside Kingdoms&lt;br /&gt;
[[Age 97]]&lt;br /&gt;
*Sabotage Wizards Damage cap reduced by 50%&lt;br /&gt;
*Assassinate Wizards meter points value increased to .12&lt;br /&gt;
*Arson meter points value increased to .08&lt;br /&gt;
*Greater Arson meter points value increased to .1&lt;br /&gt;
[[Age 98]]&lt;br /&gt;
*Most Sabotage Operations&#039; Damage reduced:&lt;br /&gt;
*Arson, Free Prisoners, Nightstrike, Rob the Granaries, Rob the Towers, Rob the Vaults, Steal War Horses damage reduced by ~10%. &lt;br /&gt;
*Assassinate Wizards, Greater Arson and Propaganda damage reduced by ~25%.&lt;br /&gt;
*Intra-KD robbing Gains penalty significantly increased.&lt;br /&gt;
[[Age 100]]&lt;br /&gt;
*Sabotage Wizards - effect increased (base amount ~22% mana removed). Availability changed to War only&lt;br /&gt;
[[Age 101]]&lt;br /&gt;
*All provinces will start with 100 Thieves and 100 Wizards.&lt;br /&gt;
*New Sabotage Operation: Destabilize Guilds – Decreases the target’s Duration of Self Spell and Offensive Spell casts while the effect is active by 20%. Medium difficulty, maximum duration roughly 6 Ticks. Only available to Rogue.&lt;br /&gt;
*Sabotage Wizards – will now have a similar effect to Expose Thieves (will reduce Mana each tick by 5% of current Mana level, before regeneration), maximum duration roughly 9 Ticks.&lt;br /&gt;
[[Age 103]]&lt;br /&gt;
*Sabotage Wizards - relations required changed to Unfriendly&lt;br /&gt;
[[Age 104]]&lt;br /&gt;
*All Espionage Operations now require 5% Thieves.&lt;br /&gt;
*All Espionage Operations are now 100% accurate.&lt;br /&gt;
*Bribe Generals - added message when effect procs.&lt;br /&gt;
*Kidnap - gains reduced by 20%.&lt;br /&gt;
*Release Prisoners - gains increased by 20%.&lt;br /&gt;
*Riots - effect reduced from -20% to -15%.&lt;br /&gt;
*Spy on Military - greatly reduced difficulty.&lt;br /&gt;
[[Age 105]]&lt;br /&gt;
*Spy on Defense - new operation: reveals Defense Points home, difficulty and cost equal to to Spy on Throne.&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;
*NS updated to reflect 25% more damage on 29 May 2024.&lt;br /&gt;
[[Age 108]]&lt;br /&gt;
*Assassinate Wizards damage has been increased by ~17.5%&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Hostile_Meter&amp;diff=1506</id>
		<title>Hostile Meter</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Hostile_Meter&amp;diff=1506"/>
		<updated>2026-07-25T05:08:14Z</updated>

		<summary type="html">&lt;p&gt;Revival: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h2&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Significance_of_the_Hostility_Meter&amp;quot;&amp;gt;Significance of the Hostility Meter&amp;lt;/span&amp;gt;&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;When a party hits &amp;lt;b&amp;gt;15 points&amp;lt;/b&amp;gt; they become Unfriendly to the Kingdom which they hit/opped. Hostile status requires &amp;lt;b&amp;gt;30 points&amp;lt;/b&amp;gt; to achieve.&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;If both Kingdoms reach Hostile relations, the kingdom with fewer meter points may declare war. When &amp;lt;b&amp;gt;60 points&amp;lt;/b&amp;gt; are reached by both Kingdoms, either one can declare. &lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;On the first of each Utopian Month, both hostility meters decay by &amp;lt;b&amp;gt;one fifth (20%) or 3 points, whichever is greater&amp;lt;/b&amp;gt;.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Attacks.2C_Spells.2C_Ops_and_How_they_Move_the_Meter&amp;quot;&amp;gt;Attacks, Spells, Ops and How they Move the Meter&amp;lt;/span&amp;gt;&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Different successful Attack types, Spells and Thievery Operations add to the Hostility Meter at varying levels of intensity. The Attacks add to the Meter according to the figures given below. The Meter is capped at 180 points.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Traditional_Marches.2C_Conquests.2C_Razes.2C_Plunders.2C_Massacres.2C_Learns&amp;quot;&amp;gt;Traditional Marches, Conquests, Razes, Plunders, Massacres, Learns&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;All these Attacks add 3 points to the Hostility Meter per hit.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Ambushes&amp;quot;&amp;gt;Ambushes&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Ambushes add 1.5 points to the Meter.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Bounces&amp;quot;&amp;gt;Bounces&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; Bounces will affect the Meter based on Offense send / Defense. &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Failed Raze Attack will generate 3 meter points ([[Age 109]])&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Dragons&amp;quot;&amp;gt;Dragons&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Dragons sent add 30 points to the Hostility Meter.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Spells_and_Thievery_Operations&amp;quot;&amp;gt;Spells and Thievery Operations&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr bgcolor=&amp;quot;#dedeff&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Spell&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Relations Required&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Value&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Storms&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.06&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Drought&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.06&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Gluttony&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.09&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Magic Ward&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.15&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Chastity&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.15&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Sloth&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.15&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Greed&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.15&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Vermin&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.00&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Abolish Ritual&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.15&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Lightning Strike&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.18&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Pitfalls&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.18&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Explosions&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.18&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Fireball&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.24&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Tornadoes&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.3&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Blizzard&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.3&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Expose Thieves&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.36&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Fool&#039;s Gold&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.42&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Mystic Vortex&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.45&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Nightmares&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.45&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Land Lust&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.6&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Meteor Showers&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Hostile &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.75&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr bgcolor=&amp;quot;#dedeff&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Thievery Operation&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Relations Required&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Value&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Free Prisoners&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.03&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Rob the Granaries&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.06&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Bribe Generals&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.09&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Bribe Thieves&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.09&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Rob the Towers&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.09&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Kidnap&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.12&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Rob the Vaults&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.12&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Steal War Horses&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.18&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Incite Riots&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.18&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Night Strike&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.24&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Sabotage Wizards&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.24&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Destabilize Guilds&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.24&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Arson&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.24&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Greater Arson&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.3&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Assassinate Wizards&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.36&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Detailed:_Effects_of_Moving_the_Meter_.26_Changing_Relations&amp;quot;&amp;gt;Detailed: Effects of Moving the Meter &amp;amp;amp; Changing Relations&amp;lt;/span&amp;gt;&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Normal&amp;quot;&amp;gt;Normal&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;No Effects&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Unfriendly&amp;quot;&amp;gt;Unfriendly&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;A Dragon sent to an unfriendly Kingdom will only have 50% health points.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;i&amp;gt;Mystics:&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Expose Thieves&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Fireball&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Lightning Strike&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Chastity&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Fool&#039;s Gold&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Nightmares&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Mystic Vortex&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Tornadoes&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Land Lust&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Abolish Ritual&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Magic Ward&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Sloth&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;i&amp;gt;Thievery:&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Night Strike&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Assassinate Wizards&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Greater Arson&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Sabotage Wizards&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Hostile&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; Some Honor gains from Ops and Spells&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; A Dragon sent to a Hostile Kingdom will only have 75% health points.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Mana costs of Offensive Spells decreases to 2% &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Stealth costs of Offensive Operations decreases to 2%&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Access to Meteor Showers&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;War&amp;quot;&amp;gt;War&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; Greatly increased Honor gains from Ops and Spells&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; A Dragon&amp;lt; sent in War has full health&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Dragon Networth Range is removed when targeting a Kingdom you are at War with&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Greatly reduced Multi-Attack Protection&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 80% Protection from hits and spell/op effects from Kingdoms outside the War (phasing in over 24h)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Decreased Attack Time (phasing in) by 15% after 12 Ticks&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;i&amp;gt;Mystics:&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Amnesia&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;War Spoils&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;i&amp;gt;Thievery:&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Propaganda&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Changelog==&lt;br /&gt;
[[Age 52]]&lt;br /&gt;
*Meter changes&lt;br /&gt;
**Assumptions: We count trads as 2 points, all other hits as 1. The reduction factor is built into all attacks.&lt;br /&gt;
**Meter Cap 200 points:&lt;br /&gt;
***Throttling: Occurs after 100 points and slides linearly to 200 points having - 50% gains.&lt;br /&gt;
[[Age 59]]&lt;br /&gt;
*Hostile meter: Reduced to from 200 points to 150&lt;br /&gt;
[[Age 73]]&lt;br /&gt;
*Gains Throttling will be significantly more effective - Once the meter variance between Kingdoms is 50 points, each point over 50 will reduce gains by 1% up to a maximum of 75% at a variance of 125 meter points. Max meter will remain at 150&lt;br /&gt;
[[Age 74]]&lt;br /&gt;
*Meter Throttling - Adjusted to reduce operation damage against Kingdoms that have gains throttled on you. Also there will be a reduction to throttling that occurs within declare range&lt;br /&gt;
[[Age 79]]&lt;br /&gt;
*KD vs KD Throttle&lt;br /&gt;
**The throttle that was put in place to deter continued attacks on the same Kingdom by reducing gains based on Meter variance will be removed&lt;br /&gt;
*Hostile Meter &amp;amp; War&lt;br /&gt;
**The Hostile Meter will now be affected by Thief and Sorcery Operations&lt;br /&gt;
**Thievery and Sorcery Operation Meter Values&lt;br /&gt;
[[File:Sorcery &amp;amp; Sabotage Meter Points A79.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
*Thief/Sorcery operations that increase the meter will be shown in a new area that Monarch and Stewards only have access to&lt;br /&gt;
*There is a new display on the War Room, Thievery and Sorcery page that provides information on Meter Movement and Status&lt;br /&gt;
*Bounces will affect the meter based on offense vs defense sent (i.e. a failed attack with greater than 75% offense sent would move the meter equivalent to 50% of a successful Traditional March)&lt;br /&gt;
[[Age 80]]&lt;br /&gt;
*Unfriendly will begin at 10 points&lt;br /&gt;
*Hostile will begin at 25 points&lt;br /&gt;
*Sending a Dragon will move the Hostile meter&lt;br /&gt;
*Traditional March, Massacre and Learn will add 3 points to the meter&lt;br /&gt;
*Ambush will add 1.5 meter points&lt;br /&gt;
*Failed attack meter movement will also be increased by ~25%&lt;br /&gt;
*The meter will decrease by 1/6 on the 1st of each Month&lt;br /&gt;
[[Age 81]]&lt;br /&gt;
*Sending a Dragon will move the Hostile meter by 18 points instantly&lt;br /&gt;
*The meter will decrease by 1/5 on the 1st of each Month, or 3 points whichever is higher&lt;br /&gt;
[[Age 98]]&lt;br /&gt;
*MAP generated by Learn Attack increased by ~15%.&lt;br /&gt;
*Failed attacks will generate Hostility Meter points more closely related to Offense / Defense ratio of a Traditional March. The minimum meter movement has been removed.&lt;br /&gt;
[[Age 100]]&lt;br /&gt;
*Maximum Hostility Meter reduced from 225 to 180 points.&lt;br /&gt;
*Hostility Meter based Relations throttling is being reintroduced. For every 1 point of hostility meter variance over 90 will result in:&lt;br /&gt;
**a reduction in Gains for the Kingdom with the higher Meter, this will scale linearly from 0 at a 90 point variance up to -75% gains at 180 point variance; &lt;br /&gt;
**and reduced Defensive Military Casualties for the Kingdom with the lower Meter, scaling in the same way from 90 point variance to 180 point variance with military casualties (on defense) reduced linearly from 0% to -50%&lt;br /&gt;
&lt;br /&gt;
[[Age 106]]&lt;br /&gt;
*Thievery and magic meter movements updated to reflect forum changes of &amp;quot;all values have tripled&amp;quot; on 6 May 2024.&lt;br /&gt;
[[Age 108]]&lt;br /&gt;
*Spells and Sabotage operations Meter Point values have been reduced slightly&lt;br /&gt;
&lt;br /&gt;
[[Age 109]]&lt;br /&gt;
*Failing a Raze Attack will generate 3 meter points&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Attacking_%26_Defending&amp;diff=1505</id>
		<title>Attacking &amp; Defending</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Attacking_%26_Defending&amp;diff=1505"/>
		<updated>2026-07-25T05:07:09Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Changelog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Military Efficiency==&lt;br /&gt;
===Base Military Efficiency===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Base Military Efficiency =&amp;lt;/b&amp;gt; ( 33 + 67 * ( Effective Wage Rate / 100 ) &amp;lt;sup&amp;gt;0.25&amp;lt;/sup&amp;gt; ) * [[Dragons#Ruby|Ruby Dragon]] * [[Multi-Attack Protection (MAP)|Multi-Attack Protection Bonus]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* Rounded to one decimal point, it should return the most accurate values. Effective Wage Rate lies between 20% (77.8% Efficiency) to 200% (112.7% Efficiency).&lt;br /&gt;
* While wages can be changed instantly, the effective wage rate used for base military efficiency changes slowly per tick. It takes approximately 96hrs to go from 20% wages to max at 200% wages.&lt;br /&gt;
* &#039;&#039;&#039;Effective Wage Rate Formula&#039;&#039;&#039; = (Final Wage Rate - Previous Wage Rate)* 0.05 - Previous Wage Rate&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;96 Hour Wage Rate Chart&#039;&#039;&#039;: [https://upload.wikimedia.org/wikipedia/commons/c/cb/ME_Chart.png ME Chart]&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;Change in Effective Wage Rate = &amp;lt;/b&amp;gt; 0.05 * (Wage Rate Paid - Effective Wage Rate)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* If wages were not fully paid in the previous tick, Wage Rate Paid will be set at minimum regardless of the amount of wages actually paid.&lt;br /&gt;
&lt;br /&gt;
===Offensive Military Efficiency===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;OME =&amp;lt;/b&amp;gt; (Base Military Efficiency + [[Growth|Training Grounds Bonus]] + [[Honor]] Bonus) * [[Science|Science Bonus]] * [[Races and Personalities|Race]] Bonus * [[Races and Personalities|Personality Bonus]] * [[Mystics#Fanaticism|Fanaticism]] * [[Mystics#Bloodlust|Bloodlust]] * [[Ritual|Ritual]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Defensive Military Efficiency===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;DME =&amp;lt;/b&amp;gt; (Base Military Efficiency + [[Growth|Forts Bonus]] + [[Honor]] Bonus) * [[Science|Science Bonus]] * [[Races and Personalities|Race]] Bonus * [[Races and Personalities|Personality Bonus]] * [[Mystics#Minor_Protection|Minor Protection]] * [[Mystics#Greater_Protection|Greater Protection]] * [[Mystics#Fanaticism|Fanaticism]] * [[The Plague|Plague]] * [[Ritual|Ritual]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Attacking==&lt;br /&gt;
===Raw Offense===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Raw Off =&amp;lt;/b&amp;gt; (Soldiers * (Soldier Off value + Aggression)) + (Offensive Specs * Off Spec Attack value) + (Elites * Elite Attack value) + (Horses * War Horse Attack value) + [(Mercs * Attack Value + Prisoners * Attack Value)]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Modified Offense===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Mod Off =&amp;lt;/b&amp;gt; Raw Offense * (OME + General Bonus)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Condition&lt;br /&gt;
!Modifier&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;OME&#039;&#039;&#039; || &#039;&#039;check your Military Advisor&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;General Bonus&#039;&#039;&#039; || +5% per additional general over 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Attack Times===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Attack Time =&amp;lt;/b&amp;gt; Base Attack Time * [[Races and Personalities|Race]] Bonus * [[Races and Personalities|Personality]] Bonus * [[Growth|Barracks]] Bonus * [[Mystics#Quick_Feet|Quick Feet]] * Attack Type * [[Relations|War]] * NW Mod * [[Ritual|Ritual Bonus]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Note: War Attack Speed phases in to -15%, after 12 hours of War have passed.&lt;br /&gt;
* There is a net worth value adjustment for attack times. This adjustment compares your net worth to the net worth of the province you are planning to attack. If these are close to each other the base attack times as given below are used. If the net worth differs, then the base attack time is multiplied, so your attack time is longer. This does not affect intra-KD attacks or in War.&lt;br /&gt;
&lt;br /&gt;
====Base Attack Time====&lt;br /&gt;
The base attack time is 14 hours. This is the value all calculations are based upon.&lt;br /&gt;
&lt;br /&gt;
====Minimum Offense to Win====&lt;br /&gt;
To guarantee a win, you must send Mod Offense that is at least 1 greater than the defender&#039;s Mod Defense.&lt;br /&gt;
&lt;br /&gt;
On Conquest attacks, the minimum Offense to win is 51% of the opponents Defense.&lt;br /&gt;
&lt;br /&gt;
==Attack Gains==&lt;br /&gt;
For Attacks that target and capture Resources (Traditional March, Conquest, Plunder, Learn), the Gains are calculated as follows:&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;B&amp;gt;Gains&amp;lt;/b&amp;gt; = Target Resource * Attack Type * [[Attacking_%26_Defending#Province_Networth_Factor|RPNW]] * [[Attacking_%26_Defending#Kingdom_Networth_Factor|RKNW]] * [[Multi-Attack_Protection_(MAP)|Multi-Attack Protection]] * Race Modifier * Personality Modifier * Castles Protection * Relations Modifier * Stance Modifier * Siege Science * Emerald Dragon * Attack Time Adjustment Factor * [[Ritual|Ritual Bonus]] * [[Mystics#Anonymity|Anonymity]] * [[Mystics#Anonymity|Mist]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* Resources are defined as: Land, Gold Coins, Food, Runes, Science Books&lt;br /&gt;
* Land attacks (except Ambush) also reward Military Credits (target&#039;s Defense Points *.008 * relative NW * Military Credits mod) and Building Credits (Acres captured * 0.4 * relative NW * Building Credits mod).&lt;br /&gt;
* Raze ignores all modifiers except Relations, [[Multi-Attack_Protection_(MAP)|Multi-Attack Protection]] and the Attack Time Adjustment Factor.&lt;br /&gt;
* Massacre ignores most Resource Gains modifiers, except RPNW, RKNW, Relations, [[Multi-Attack_Protection_(MAP)|Multi-Attack Protection]] and the Attack Time Adjustment Factor; Massacre is affected by Massacre Damage mod.&lt;br /&gt;
* Ambush ignores all modifiers except increased/decreased Ambush Battle Losses mod.&lt;br /&gt;
&lt;br /&gt;
===Province Networth Factor===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Relative Province Networth &amp;lt;/b&amp;gt;(rpnw) = Targets Networth / Self Networth&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Province Networth Factor =&amp;lt;/b&amp;gt; &#039;&#039;DEPEND&#039;&#039; ( rpnw ) :&amp;lt;br&amp;gt;&lt;br /&gt;
rpnw &amp;amp;lt; 0.567 = 0&amp;lt;br&amp;gt;&lt;br /&gt;
0.567 &amp;amp;lt; rpnw &amp;amp;lt; 0.9 = 3 * rpnw - 1.7&amp;lt;br&amp;gt;&lt;br /&gt;
0.9 &amp;amp;lt; rpnw &amp;amp;lt; 1.1 = 1&amp;lt;br&amp;gt;&lt;br /&gt;
1.1 &amp;amp;lt; rpnw &amp;amp;lt; 1.6 = -2 * rpnw + 3.2&amp;lt;br&amp;gt;&lt;br /&gt;
rpnw &amp;amp;gt; 1.6 = 0&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Kingdom Networth Factor===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Relative Kingdom Networth &amp;lt;/b&amp;gt;(rknw) = Target Kingdom Average Prov. Networth / Self Kingdom Average Prov. Networth&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Kingdom Networth Factor =&amp;lt;/b&amp;gt; &#039;&#039;DEPEND&#039;&#039; ( rknw ) :&amp;lt;br&amp;gt;&lt;br /&gt;
rknw &amp;amp;lt; 0.5 = 0.8&amp;lt;br&amp;gt;&lt;br /&gt;
0.5 &amp;amp;lt; rknw &amp;amp;lt; 0.9 = rknw / 2 + 0.55&amp;lt;br&amp;gt;&lt;br /&gt;
rknw &amp;amp;gt; 0.9 = 1&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: RKNW is based on the Average Province size of the Kingdom.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: RKNW factor protection slightly increased in [[Age 112]].&lt;br /&gt;
&lt;br /&gt;
===Attack Time Adjustment Factor===&lt;br /&gt;
Adding or subtracting hours modifies the Gains (based on your Attack Time), as follows:&lt;br /&gt;
&lt;br /&gt;
===Attack Type===&lt;br /&gt;
====Traditional March====&lt;br /&gt;
Base gains are 12% and are capped at 20% of your Acres or your opponent&#039;s Acres, whichever is smaller.&lt;br /&gt;
&lt;br /&gt;
====Ambush====&lt;br /&gt;
Will return 50% of the Acres lost in the attack. Unaffected by Gains modifiers. Inflicts 15% increased Military Casualties.&lt;br /&gt;
&lt;br /&gt;
====Plunder====&lt;br /&gt;
Base gains are 50% gold, 60% food and 60% runes. Max gains is 1.75x base (67.5% gold, 81% runes/food). Military Casualties on Plunder defense are reduced by 50%.&lt;br /&gt;
&lt;br /&gt;
====Learn====&lt;br /&gt;
Steals ~2.5% &amp;lt;sup&amp;gt;[[Age 111]]&amp;lt;/sup&amp;gt; of target&#039;s allocated Books. Out of War Learns will no longer capture unallocated books at a greater rate. &amp;lt;sup&amp;gt;[[Age 110]]&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
During War, Learn temporarily removes ~35% &amp;lt;sup&amp;gt;[[Age 109]]&amp;lt;/sup&amp;gt; of total allocated Science Books, these return over 48 Ticks.&amp;lt;br&amp;gt;&lt;br /&gt;
Military Casualties on Learn defense are reduced by 50%, except during war. &amp;lt;sup&amp;gt;[[Age 114]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Raze====&lt;br /&gt;
Destroys a portion (~5%) of the target&#039;s Land. In War, this attack only destroys ~30% Buildings.&lt;br /&gt;
&lt;br /&gt;
====Conquest====&lt;br /&gt;
Base gains are 6.8% land for a full hit, Gains are decreased in proportion to the relative Offense sent vs. target&#039;s Defense.&amp;lt;br&amp;gt;&lt;br /&gt;
Available only within 5% Net Worth range outside Hostile/War, unless attacker has access to Enhanced Conquest.&lt;br /&gt;
&lt;br /&gt;
====Massacre====&lt;br /&gt;
Base gains are 9.5% peasants, 7.5% Thieves and 5% Wizards. Efficiency increased roughly 2x during War. &amp;lt;sup&amp;gt;[[Age 114]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Defending==&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Raw Defense =&amp;lt;/b&amp;gt; (Defense Specs * Def Spec Points) + (Elites at Home * Elite&#039;s Defense) + (Soldiers * Sold Def Points * [[Mystics#Aggression|Aggression]]) + [[Mystics#Town_Watch|Townwatch]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Mod Defense =&amp;lt;/b&amp;gt; &#039;&#039;MAX&#039;&#039; ( Raw Defense * Defensive Military Efficiency , Land )&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Minimum Defense===&lt;br /&gt;
All land is protected by a minimum of 1 defense per Acre.&amp;lt;br&amp;gt;&lt;br /&gt;
Opponent needs one offense to break your defense&amp;lt;br&amp;gt;&lt;br /&gt;
This &#039;&#039;&#039;does not apply&#039;&#039;&#039; to Intra-Kingdom attacks.&lt;br /&gt;
&lt;br /&gt;
==Military Casualties==&lt;br /&gt;
Base Military Casualties are 6.5%-8.5% on Offense, 5%-6.5% on Defense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Changelog==&lt;br /&gt;
[[Age 42]]&lt;br /&gt;
*Attacks&lt;br /&gt;
**+25% gains on Learn Attacks (as in genesis)&lt;br /&gt;
[[Age 43]]&lt;br /&gt;
*Attacks&lt;br /&gt;
**Raze now destroys acres in war, too - razes after 200 acres do nothing in war&lt;br /&gt;
[[Age 44]]&lt;br /&gt;
*Attacks&lt;br /&gt;
**Raze destroys all acres in war&lt;br /&gt;
[[Age 54]]&lt;br /&gt;
*Failed attacks have a chance to move the meter 1 point proportional to the amount of offense sent. An attack that fails by sending 70% of the offense required to break has a 70% chance to move the meter 1 point.&lt;br /&gt;
*Plunder, Learn, Massacre and Raze are now worth 2 points on the meter&lt;br /&gt;
[[Age 55]]&lt;br /&gt;
*The reduced gains protection afforded to smaller kingdom when attacked by larger kingdoms will be removed when the smaller kingdom reaches 50 points on the meter.&lt;br /&gt;
*Intra kingdom hits will remove some honor from the attacked province.&lt;br /&gt;
*Attacks in war will not take extra acres from the exploration pool.&lt;br /&gt;
[[Age 57]]&lt;br /&gt;
*In War the minimum gains will be reduced by 50%&lt;br /&gt;
*Players will be able to choose to extend or reduce their attack times to allow greater schedule flexibility. Additional hours will result in greater gains while minus hours will result in less gains and less enemy kills. The modified gains etc will be derived from the modification in attack time and will also be displayed.&lt;br /&gt;
[[Age 61]]&lt;br /&gt;
*Massacre: Raze element in war removed. Damage in war increased.&lt;br /&gt;
*Raze: Damage in war to buildings significantly increased.&lt;br /&gt;
[[Age 62]]&lt;br /&gt;
*Learns&lt;br /&gt;
**Protection from subsequent hits will fire more aggressively when provinces are Learned&lt;br /&gt;
[[Age 63]]&lt;br /&gt;
*Specialist Credits: These will decay while out of war at a rate of 10% per RL day.&lt;br /&gt;
[[Age 69]]&lt;br /&gt;
*Learns attacks are now replaced with Abduct attacks, which capture a number of random Scientists from your opponent. These scientists are captured intact with their experience, allocated science and name&lt;br /&gt;
*Attack speed&lt;br /&gt;
**Reduction in war buffed from -20% to -25%.&lt;br /&gt;
[[Age 71]]&lt;br /&gt;
*The Raze attack&#039;s damage while in war has been increased&lt;br /&gt;
*The attack gains formula has been adjusted slightly to discourage bottom-feeding and reduce the penalties for top-feeding&lt;br /&gt;
*The in war attack gains formula has also been adjusted to increase minimum gains in both directions, with a larger increase for attacking larger targets&lt;br /&gt;
[[Age 72]]&lt;br /&gt;
*Gains - Replace Networth Based Gains (NWBG) with a hybrid Land Based Gains (LBG) system that incorporates NW.&lt;br /&gt;
[[Age 73]]&lt;br /&gt;
*Gains Throttling will be significantly more effective - Once the meter variance between Kingdoms is 50 points, each point over 50 will reduce gains by 1% up to a maximum of 75% at a variance of 125 meter points. Max meter will remain at 150&lt;br /&gt;
*War Gains Formula - The top-feed minimum gains is being reduced slightly to accommodate the LBG top-feed bonuses from Age 72 (note this is only for Top Feed gains, all other gains remain the same)&lt;br /&gt;
[[Age 74]]&lt;br /&gt;
*Abduct Military Casualties - Defensive military casualties on abducts has been reduced by 50%&lt;br /&gt;
*Multi-Attack Protection (MAP) - The rate at which this metric increases for abducts has been adjusted to be a more adequate representation of the resources lost. Additionally, this metric has been revised slightly in other areas to be a better representation of damage that occurs in an attack.&lt;br /&gt;
[[Age 75]]&lt;br /&gt;
*Abduct - Gains reduced&lt;br /&gt;
*Relative Kingdom Networth - Currently this is a part of the gains formula and is based entirely on the overall size of your Kingdom vs the Opponent Kingdom. This will change to be based on the average province size of your Kingdom to be a more accurate representation of the Kingdom strength&lt;br /&gt;
*Massacre - The damage of massacre will be reduced by roughly 10%&lt;br /&gt;
*Conquest - Gains from Conquest attacks will be increased. The amount of offense required to break your opponent will remain the same but yield a higher gain&lt;br /&gt;
[[Age 76]]&lt;br /&gt;
*Intra-Island attacks will no longer have reduced attack times&lt;br /&gt;
*Base attack time will be recuded by 10%&lt;br /&gt;
*Attack Gains Formula - Land component of gains formula will be removed and revert to a Networth based gains formula only&lt;br /&gt;
*Conquest - Meter will work more consistently with attack mechanics&lt;br /&gt;
[[Age 77]]&lt;br /&gt;
*Removal of abduct attack&lt;br /&gt;
*The 10% reduced attack time granted instantly on War Declare will be removed&lt;br /&gt;
*Attack speed reduction from war will slide in up to -25% over 12 ticks&lt;br /&gt;
[[Age 78]]&lt;br /&gt;
*Kingdom vs Kingdom Gains Reduction - The Kingdom vs Kingdom gains reduction throttle formula will be adjusted slightly to reduce the throttle effectiveness for in-range Kingdoms&lt;br /&gt;
*Learn Attack&lt;br /&gt;
**While out of war, a Learn attack will be available, it will steal a portion of the target&#039;s unallocated books (base ~30%) and a portion of allocated books (base ~5%)&lt;br /&gt;
**A portion of the stolen allocated books will be destroyed&lt;br /&gt;
**A portion of the stolen allocated books will become unallocated for the source to re-allocate&lt;br /&gt;
**Unallocated books and stolen allocated books that become unallocated will be placed into the same Category (see definition below) as they were in from the target&lt;br /&gt;
**All other stolen books will remain in the same science Type (see definition below)&lt;br /&gt;
**IN WAR Learn will reduce the effectiveness of target science, base reduction is currently planned ~4%, reduced science effectiveness will be removed upon entering End of War Cease-Fire&lt;br /&gt;
[[Age 79]]&lt;br /&gt;
*Attack Time&lt;br /&gt;
**Attack times will increase by ~10% (you may recall several ages ago the Island attack time reduction was expanded to the entire server, this is now being removed completely)&lt;br /&gt;
*Learn Attack&lt;br /&gt;
**Base amount of stolen allocated books will be reduced by about 50%&lt;br /&gt;
**Troop losses on Learn defense will be reduced by 50%&lt;br /&gt;
**In WAR base (effectiveness reduction) will be increased by roughly 50%&lt;br /&gt;
[[Age 86]]&lt;br /&gt;
*Learn attack damage is significantly increased while in war (+50%)&lt;br /&gt;
*Specialists credits from attacks have been increased by 20%&lt;br /&gt;
[[Age 87]]&lt;br /&gt;
*All Traditional March Attacks convert some Specialists to Elites&lt;br /&gt;
*Base Attack Time lowered to 14 ticks&lt;br /&gt;
*Intra-KD Traditional March land burned from 80% to 90%&lt;br /&gt;
[[Age 88]]&lt;br /&gt;
*Base Attack Time increased to 16 ticks&lt;br /&gt;
[[Age 89]]&lt;br /&gt;
*Military Casualties on Plunder defense reduced by 50%&lt;br /&gt;
[[Age 90]]&lt;br /&gt;
*Military Credits earned increased from Defense Points*0.004*RNW to Defense Points*0.008*RNW (in line with Military rescaling)&lt;br /&gt;
*Available Generals lowered to 4, extra General Offense bonus increased to 5%&lt;br /&gt;
*Raze Attack Gains floor lowered to 10 Acres (5 Acres when hitting into War stance)&lt;br /&gt;
[[Age 91]]&lt;br /&gt;
*Being unable to pay full Military Wages will adjust down Military Efficiency at a faster rate&lt;br /&gt;
*Relative-Kingdom Networth factor (RKNW) removed&lt;br /&gt;
[[Age 92]]&lt;br /&gt;
*Attacking: intra-Kingdom attack speed will be reduced by 50%&lt;br /&gt;
*LEARNS: Learn will take more from allocated science books and less from unallocated science books&lt;br /&gt;
**+50% allocated science books over current values&lt;br /&gt;
**-50% unallocated science books over current values&lt;br /&gt;
[[Age 93]]&lt;br /&gt;
*Learn Attack now captures Science Books in War, with reduced Gains (50%)&lt;br /&gt;
*Learn Attack amount of MAP (Multi-Attack Protection) generated increased by 75%&lt;br /&gt;
*Learn Attack Gains adjusted (allocated Book gains decreased ~20% while Gains from unallocated Books roughly doubled)&lt;br /&gt;
[[Age 94]]&lt;br /&gt;
*Learn Attack: no longer captures Science Books in War, it will reduce effectiveness similar to those seen with amnesia: Base gains of 5% effectiveness&lt;br /&gt;
*Massacre Attack: Damage done to peasants increased 50% when in war&lt;br /&gt;
[[Age 95]]&lt;br /&gt;
*Learn Attack: Will no longer benefit from -12.5% Attack Time reduction and has a gains cap of 10% of total books owned by the province using the Learn Attack&lt;br /&gt;
*Plunder Attack: Will no longer benefit from -12.5% Attack Time reduction and has a gains cap of 75% for all resources targeted&lt;br /&gt;
*Massacre&#039;s Attack: Will no longer benefit from -12.5% Attack Time reduction&lt;br /&gt;
*Intra-Kingdom Traditional March attacks will be removed&lt;br /&gt;
*Intra-Kingdom Traditional March previously had a higher minimum gains than Raze. With the removal of Traditional March as an option, Raze minimum gains has been modified to be the same as Traditional March (20).&lt;br /&gt;
[[Age 96]]&lt;br /&gt;
*Base Attack time reduce to 14 hours (note the change to in war attack times)&lt;br /&gt;
*Offense Specialists converting into Elites on successful Traditional Marches is being removed as a general mechanic to all Races.&lt;br /&gt;
[[Age 97]]&lt;br /&gt;
*Specialists once again convert to Elite Units on successful Traditional March Attacks for all Races&lt;br /&gt;
[[Age 98]]&lt;br /&gt;
*All Races convert specialists to elites on successful Traditional Marches and Conquest attacks&lt;br /&gt;
[[Age 99]]&lt;br /&gt;
*Ambush Attack inflicts 15% increased Military Kills.&lt;br /&gt;
*Peasant kills on Massacre Attack reduced ~30%.&lt;br /&gt;
[[Age 100]]&lt;br /&gt;
*Attacks no longer convert Specialists to Elite units.&lt;br /&gt;
*Wizards killed on Massacre Attack increased by ~20%. Thieves killed reduced by ~12%.&lt;br /&gt;
*A Relative Kingdom Networth (RKNW) gains factor is being reintroduced. For targets in a Kingdom with networth less than 50% your own Kingdom NW gains will be reduced by 20%. This will be a linear scale down to 0% gains reduced at 90% relative Kingdom Networth. Gains will not be affected over 90%&lt;br /&gt;
*Minimum Gains in War being increased from ~3.5% to ~4% (+15%)&lt;br /&gt;
*Amnesia and Learn attacks during war will remove books temporarily. These books will return evenly over time, similar to the way Nightmare currently works on Military, except Science book recovery will take place over 24 ticks&lt;br /&gt;
[[Age 101]]&lt;br /&gt;
*RKNW protection factor will now also apply to Defensive Military Casualties (of the smaller Kingdom), and the same scaling factor will apply as a penalty to Offensive Military Casualties (of the bigger Kingdom).&lt;br /&gt;
[[Age 102]]&lt;br /&gt;
*Failed Attacks will increase the GBP/MAP of the defender, based on relative offense sent/defense, linearly scaling from 0 to half the amount of GBP/MAP generated on a successful Traditional March.&lt;br /&gt;
[[Age 103]]&lt;br /&gt;
*Attack random factor removed. Attacks will now always succeed when Mod Offense sent is equal to at least Mod Defense +1.&lt;br /&gt;
*Learn base unallocated gains reduced from 30% to 20%.&lt;br /&gt;
*Learn 10% of own Science Books gains limit removed.&lt;br /&gt;
*RKNW penalty to Offensive Military Casualties removed&lt;br /&gt;
[[Age 104]]&lt;br /&gt;
*Resources/Gains will be standardized: &lt;br /&gt;
*Resources are defined as: Land, Gold Coins, Food, Runes, Science Books &lt;br /&gt;
*All Attack modifiers that include &#039;Resource Gains&#039; or &#039;Resource Losses&#039; will apply to Resources: Race/Personality bonuses and penalties, Castles, Siege Science, Dragons, Rituals, Mist, Anonymity, etc.&lt;br /&gt;
*Net Worth Range and GBP/MAP apply as normal, except noted.&lt;br /&gt;
**Traditional March: affected by Resource modifiers&lt;br /&gt;
**Raze: not affected by Resource modifiers, ignores Net Worth range&lt;br /&gt;
**Plunder: affected by Resource modifiers&lt;br /&gt;
**Learn: affected by Resource modifiers&lt;br /&gt;
**Massacre: not affected by Resource modifiers&lt;br /&gt;
**Conquest: affected by Resource modifiers&lt;br /&gt;
**Ambush: ignores all Resource modifiers, except Ambush Protection&lt;br /&gt;
[[Age 105]]&lt;br /&gt;
*Massacre Wizard kills reduced (reverted from 6% to 5% base kills).&lt;br /&gt;
*Learn Book damage in War increased from 24% to 30% (from ~12% to ~15% Science Efficiency damage). Book recovery time increased from 24 ticks to 48 ticks.&lt;br /&gt;
[[Age 106]]&lt;br /&gt;
*War - Learns and Amnesia recovery time - Book recovery time set to 48 Utopian Days. - Age 105 change&lt;br /&gt;
*War - Learns and Amnesia recovery time - Book recover back to 100% at end of war&lt;br /&gt;
*Military casualties can be expected to be roughly 5-6.5% base on defense, 6.5-8.5% base on offense&lt;br /&gt;
*Reviewing Age 102 change - Failed Attacks will increase the MAP of the defender, based on relative offense sent/defense, linearly scaling from 0 to half the amount of MAP generated on a successful Traditional March - Confirmed effect was implemented but results are non-obvious. &lt;br /&gt;
**Modified to - Failed Attacks will increase the MAP of the defender, based on relative offense sent/defense, linearly scaling from 0 to half the amount of MAP generated on a successful Raze - Result: Less MAP per hit than previous age (calculated to be about 40% reduced MAP per hit).&lt;br /&gt;
[[Age 108]]&lt;br /&gt;
*Massacre damage reduced by 15%&lt;br /&gt;
*Removed bounced Attack MAP/GBP&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Relations&amp;diff=1504</id>
		<title>Relations</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Relations&amp;diff=1504"/>
		<updated>2026-07-25T05:01:33Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Changelog */ added a107&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;
** &#039;&#039;&#039;Cannot FCF until 3 ticks of Hostile have occurred&#039;&#039;&#039; &amp;lt;sup&amp;gt; NEW* &amp;lt;/sup&amp;gt;&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 42]]&lt;br /&gt;
*War&lt;br /&gt;
**Removing NW based attack times in war (as in genesis)&lt;br /&gt;
**On war declaration, attack time reduction will jump to -10% immediately, then phase to -20% (previously 0% then -15%)&lt;br /&gt;
**War phasing will be reduced to 12 hours (from 24 hours, this does not apply to protection which is still 24h)&lt;br /&gt;
*War Recovery&lt;br /&gt;
**In CF, +200% increase in birth rates (from +50%)&lt;br /&gt;
**Extending post war CF to 48 hours, monarch can opt out of the CF at any point after 24 hours have passed (each monarch can decide on his own - both kingdoms don&#039;t have to stay)&lt;br /&gt;
[[Age 51]]&lt;br /&gt;
*The End Of War Ceasefire period is extended to 72 hours but can now be exited after 12 hours with no daily honor loss in war&lt;br /&gt;
[[Age 52]]&lt;br /&gt;
*End of War Ceasefire period can be extended up to 4 days&lt;br /&gt;
[[Age 54]]&lt;br /&gt;
*The war declaration range for kingdoms will be changed to 25% smaller or 33% larger&lt;br /&gt;
*War will end automatically if your opponents networth drops to 50% of yours. This will only occur after a minimum of 7 days of warring and is calculated on tick.&lt;br /&gt;
*A war ending will grant, for both kds:&lt;br /&gt;
**All land currently out with armies at war end returns home immediately.&lt;br /&gt;
**Instant population growth of 20% of your max pop if you are under 50% of your max pop&lt;br /&gt;
**+500% Birthrate&lt;br /&gt;
**30% reduction in training costs of all troops.&lt;br /&gt;
**Draft cost reduced 50%&lt;br /&gt;
*Winning a war will grant the following:&lt;br /&gt;
**+10% honor taken from the opponents honor pool&lt;br /&gt;
**100 books of science per acre based on your median province&lt;br /&gt;
**3 times your median provinces acres in spec credits&lt;br /&gt;
**Free building credits to the total of your current unbuilt acres&lt;br /&gt;
[[Age 55]]&lt;br /&gt;
*Attacks in war will not take extra acres from the exploration pool.&lt;br /&gt;
*The reduced gains protection afforded to smaller kingdom when attacked by larger kingdoms will be removed when the smaller kingdom reaches 50 points on the meter.&lt;br /&gt;
*Towards a similar end, when both kingdom reach max hostility the option to declare will appear regardless of the kingdoms networth.&lt;br /&gt;
*Winning a war will not grant any honor taken from your opponents honor pool. Monarchs will instead be able to set a kingdom reward for winning wars, this reward will be honor or land and will be a combination based on both kingdoms relevant resources.&lt;br /&gt;
[[Age 56]]&lt;br /&gt;
*Winning a war and selecting land as a reward will grant a minimum of 5k acres to the kingdom.&lt;br /&gt;
[[Age 57]]&lt;br /&gt;
*In War the minimum gains will be reduced by 50%&lt;br /&gt;
[[Age 64]]&lt;br /&gt;
*War wins&lt;br /&gt;
**Acre reward capped at 20k&lt;br /&gt;
**Selecting land as a bonus will also result in a smaller honor bonus and vice versa.&lt;br /&gt;
[[Age 67]]&lt;br /&gt;
*50 books per acre of science (based on median province size) granted to both kingdoms&lt;br /&gt;
*An additional 150 BPA added to the winner&lt;br /&gt;
*Wizard training doubled in end of war ceasefire&lt;br /&gt;
[[Age 68]]&lt;br /&gt;
*War win reward: Not granted if the kingdoms are out of range at war start.&lt;br /&gt;
*War declaration: Requires 2 different people from each kingdom to have attacked (in such a way that the meter is moved) before war can be declared.&lt;br /&gt;
*End of War ceasefire: Maximum time reduced to 72 hours. Double wizards removed.&lt;br /&gt;
*War: Timer will tick during war for stances and war will override any stance. You can change stances during war so as to exit war in your desired stance.&lt;br /&gt;
[[Age 71]]&lt;br /&gt;
*The War Win bonus choice of &#039;Land&#039; or &#039;Honor&#039; will be removed. All War Wins will yield a single bonus, which will be an increased amount of both Land and Honor. Similar to the minimum land bonus, a minimum honor bonus will also be added.&lt;br /&gt;
*Immediately upon entering End of War Cease-Fire any provinces affected by plague will have it removed instantly.&lt;br /&gt;
*Additionally, upon entering End of War Cease-Fire, the losing kingdom will receive 50% of their land as free building credits, while the winning kingdom will receive 150% of their land as free building credits. We would like to stimulate the ability for both kingdoms to recover from war such that both the losing kingdom has a better chance at coming out of war recovered and ready to fight again and more importantly, the winning kingdom has an opportunity to defend their land better upon exiting war.&lt;br /&gt;
[[Age 72]]&lt;br /&gt;
*WW Chart Chains - In order to incentivize conflict between top WW kingdoms, we have altered the formula to provide additional WW points (scaling from the current if the kingdom you war is outside of the top 50 for land, honor, NW, and warwins) to double the current points.&lt;br /&gt;
*WW Bonus - Additionally, we are adding a new set of WW bonuses. Kingdoms will receive recognition on their kingdompage based on the number of WW points they achieve. Each additional &#039;tier&#039; that they obtain will also increase their WW bonus -- land, honor, credits, etc -- by 10%. This is capped at a WW bonus that is 50% larger than the baseline bonus.&lt;br /&gt;
*Finally the WW bonus will scale with kingdom size under 20 provinces to reduce the potential for abuse with kingdoms that remain intentionally small in the number of provinces.&lt;br /&gt;
*The War Win bonus will also include a provision of additional land to every province&#039;s individual explore pool in both kingdoms, this is mainly aimed at helping provinces that are destroyed in war to have a chance to grow back to a functional size.&lt;br /&gt;
*WAR - Exploration during eowcf will have reduced cost penalties (from 500% to 250% of normal cost).&lt;br /&gt;
*Propose War - Kingdoms will have the diplomatic option to Propose War to enemies in range and start war instantly instead of via attacks&lt;br /&gt;
[[Age73]]&lt;br /&gt;
*Auto-CeaseFire (Surrender) - Once a meter variance of 100 points occurs between 2 Kingdoms, the Kingdom with lower meter points will have the option to Surrender to the aggressor Kingdom. This will create an in-game CeaseFire between both kingdoms that cannot be cancelled by either side for a minimum of 7 days. The surrendering Kingdom will be required to not have any attacks for at least 12 hours similar to the restriction on Withdraw during War. You must also be OUT of war declaration range in order to have this button available to you.&lt;br /&gt;
*War Gains Formula - The top-feed minimum gains is being reduced slightly to accommodate the LBG top-feed bonuses from Age 72 (note this is only for Top Feed gains, all other gains remain the same)&lt;br /&gt;
[[Age 74]]&lt;br /&gt;
*Ceasefires - There is a new feature with Cease-Fires that allows you to choose a date until which the Cease-Fire cannot be broken. The farthest date in the future that can be chosen is 3 Utopian Years.&lt;br /&gt;
*War Proposals - Limit of 3 proposals that can be oustanding at any given time&lt;br /&gt;
*EoWCF Duration - Increased to 96 hours from 72 hours.&lt;br /&gt;
*Immediately upon exit of End of War Cease-Fire all Credits will decay by 1/3 instantly&lt;br /&gt;
[[Age 75]]&lt;br /&gt;
*Relative Kingdom Networth - Currently this is a part of the gains formula and is based entirely on the overall size of your Kingdom vs the Opponent Kingdom. This will change to be based on the average province size of your Kingdom to be a more accurate representation of the Kingdom strength&lt;br /&gt;
*War Win Bonus - The minimum war win acres bonus will be reduced to 4000 acres (from 5000)&lt;br /&gt;
*War Range - War Ranges will be determined by either land or networth, for example you will be IN war range if either land or Networth is within range of your target&lt;br /&gt;
*Force Cease-Fire - There will be an option for an aggressor Kingdom in a conflict to force both parties into a binding 7 Utopian Month cease-fire period. We are still working on the best method by which to implement the functionality on this, but the currently designed way for it to work has several components to it:&lt;br /&gt;
**The aggressor Kingdom (the KD looking to Force Cease-Fire) will need to have 100 or more meter disparity on the 1st of each Utopian Month for 3 consecutive Months&lt;br /&gt;
**The &#039;Force Cease-Fire&#039; button for the aggressor Kingdom will be available beginning on the 12th of the 3rd Month&lt;br /&gt;
**The defending Kingdom will be able to stop the forced cease-fire in several ways: a) Reduce the meter disparity between Kingdoms to under 100; or b) make at least 5 successful attacks during the Month of which the aggressor is capable of forcing the cease-fire (example: if you are the defending Kingdom and don&#039;t want the aggressor to receive the button at all, you must make 5 successful attacks between the 1st and 12th otherwise the aggressor will have the force cease-fire button until 5 attacks are successfully completed)&lt;br /&gt;
**If the defending Kingdom prevents a button on the 3rd consecutive day of 100+ meter by making 5 attacks, the defending Kingdom will have the same task of prevention on the following day: either reduce the disparity to less than 100 or make 5 attacks on the 1st - 12th&lt;br /&gt;
**The only way to reset the 3 day counter is to reduce the meter disparity below 100, at that point the aggressor must satisfy the first requirement which is 3 consecutive days of 100 or more meter disparity&lt;br /&gt;
**There is no wait period for the aggressor to press the button, once it becomes available on the 12th it can be pressed at any time&lt;br /&gt;
[[Age 76]]&lt;br /&gt;
*During ANY Cease-Fire espionage operations will be allowed (including End of War Cease-Fire) on the Kingdom you are in Cease-Fire with&lt;br /&gt;
[[Age 77]]&lt;br /&gt;
*The 10% reduced attack time granted instantly on War Declare will be removed&lt;br /&gt;
*Attack speed reduction from war will slide in up to -25% over 12 ticks&lt;br /&gt;
[[Age 78]]&lt;br /&gt;
*Auto Cease-Fire - The mechanic that allows a smaller Kingdom to automatically enter into a 7 day cease-fire with a larger Kingdom that has a large meter disparity will be removed&lt;br /&gt;
*War&lt;br /&gt;
**The amount of unique provinces required to attack from each Kingdom will be increased from 2 to 3 in order to declare war&lt;br /&gt;
**MAP reduction from War will be reduced by ~25%, this means that gains on a province with max MAP will be lower than they currently are&lt;br /&gt;
*End of War Cease-Fire&lt;br /&gt;
**Population growth will be increase from +500% to +1000%&lt;br /&gt;
**There will be a minimum peasant growth per tick of 500&lt;br /&gt;
[[Age 79]]&lt;br /&gt;
*There will remain a requirement of at least 3 provinces within a Kingdom to perform operations on the opposing Kingdom for War to be declared&lt;br /&gt;
*An aggressor Kingdom can enter into a 72 hour unbreakable Cease-Fire with a defending Kingdom if the aggressor has not made military attacks for at least 24 ticks&lt;br /&gt;
*To remove confusion, the definition of aggressor Kingdom shall mean the Kingdom with higher hostility meter points&lt;br /&gt;
*A defending Kingdom may enter into a 72 hour unbreakable Cease-Fire with an aggressor Kingdom if:&lt;br /&gt;
**a) Defender has not made any military attacks for at least 3 ticks, AND;&lt;br /&gt;
**b) Defender relations toward Aggressor are not Hostile&lt;br /&gt;
**c) Aggressor is Hostile with Defender&lt;br /&gt;
**d) Aggressor has been Hostile with defender for at least 3 ticks.&lt;br /&gt;
*If both Kingdoms are Hostile, either Kingdom may declare War (normal Unfriendly v Hostile declares are available)&lt;br /&gt;
*War Win rewards will only be provided if Kingdoms are in range at declare (range moved to 80% - 125%)&lt;br /&gt;
*If Kingdoms enter war while out of range, Surrender will be available much sooner than traditionally (i.e. 16 hours after start of war, these wars will have adjusted EoWCF length based on the amount of hours of war i.e. for each tick of war there will be 2 ticks of EoWCF)&lt;br /&gt;
*End of War Cease-Fire&lt;br /&gt;
**Birth Rate will be increased by current effects only for the first 36 hours&lt;br /&gt;
**Troop/Thief cost reduction will be removed&lt;br /&gt;
**All credits (Specialist/Build) will be lost upon exit of End of War Cease-Fire&lt;br /&gt;
**A small amount of science will be awarded to the winner&lt;br /&gt;
[[Age 81]]&lt;br /&gt;
*War&lt;br /&gt;
**War Range is now, low end 85% up to ~117.64% (1 / .85)&lt;br /&gt;
**Auto Surrender will be possible after 5 days of war instead of 7 when opponent is 50% or less networth&lt;br /&gt;
**Learn attack effects while in war will be increased from 4% to 8%&lt;br /&gt;
**Out of range wars will yield war points based on relative size at the war start and scale accordingly, for example:&lt;br /&gt;
**Example: 84.9% range = 100% points&lt;br /&gt;
***80% range = 85% points&lt;br /&gt;
***75% range = 65% points&lt;br /&gt;
***65% range = 20% points&lt;br /&gt;
***&amp;lt; 65% range = 0 points&lt;br /&gt;
*Force Cease-Fire&lt;br /&gt;
**If you are in war range (85-117.64%) when activating a Forced Cease-Fire your Kingdom will lose up to 3% honor at 95%+ and scale linearly to 1.5% at the bottom of the range (85%)&lt;br /&gt;
**This honor will be lost by the Kingdom pressing Force CF, it will not be transferred to the opponent Kingdom&lt;br /&gt;
[[Age 82]]&lt;br /&gt;
*War&lt;br /&gt;
**War declare range is now: (X * .85) to (X / .85)&lt;br /&gt;
**War win acre minimum bonus will be reduced to 2500 acres (from 4000)&lt;br /&gt;
*Force Cease-Fire&lt;br /&gt;
**Only kingdoms under 85% size can force CF with an aggressor (same requirements for time and attacks remain)&lt;br /&gt;
**Aggressor kingdoms can force CF after 24 hours of no attacks in kingdom news&lt;br /&gt;
[[Age 83]]&lt;br /&gt;
*War&lt;br /&gt;
**War win acre maximum bonus will be introduced and set to 10000 acres&lt;br /&gt;
*Force Cease-Fire&lt;br /&gt;
**This mechanic will no longer cancel dragons that have been started&lt;br /&gt;
[[Age 84]]&lt;br /&gt;
*War&lt;br /&gt;
**War may be declared by EITHER Kingdom if both Kingdoms have at least 75 Hostile Meter points&lt;br /&gt;
**Hostile Meter Cap is increased from 150 to 225&lt;br /&gt;
**End of War build credits awarded will be based on Median province size&lt;br /&gt;
**Build credits awarded to the losing Kingdom will be increased from 50% to 100%&lt;br /&gt;
**War Win science books awarded will be reduced from 72 hours of books to 48 hours&lt;br /&gt;
**While under Median, you are able to explore up to 500 acres (total land area) in a single explore. For example, if you are 50 acres with 0 acres currently being explored then you may explore up to 450 acres all at once which will take you to a total of 500 acres after the explore is complete.&lt;br /&gt;
*Force Cease-Fire&lt;br /&gt;
**While at war, a Kingdom will now be capable of activating Force CF (Defender only)&lt;br /&gt;
**Force CF duration will increase from 3 days to 5 days&lt;br /&gt;
[[Age 85]]&lt;br /&gt;
*Gains going into or out of war are being reduced from -75% to -85%&lt;br /&gt;
*While in War income will be reduced by 10%&lt;br /&gt;
[[Age 86]]&lt;br /&gt;
*War&lt;br /&gt;
**Bad spells will be removed at the conclusion of war&lt;br /&gt;
**Mutual Peace will provide building credits to each Kingdom in the amount of the median acre size&lt;br /&gt;
**Surrender will provide building credits to the Losing Kingdom in the amount of 1.5x median acre size&lt;br /&gt;
**Surrender will provide building credits to the Winning Kingdom in the amount of 2.5x median acre size&lt;br /&gt;
**The increased book production received from Schools will not affect the books awarded from a War Win&lt;br /&gt;
**The effects from Fountain of Knowledge will affect the books awarded from a War Win&lt;br /&gt;
**Racial and Personality mods that affect book production will increase the books awarded from a War Win&lt;br /&gt;
[[Age 87]]&lt;br /&gt;
*Total Wars &amp;amp; Losses removed from KD page (only the number of Wars Won displayed)&lt;br /&gt;
*Propose War removed&lt;br /&gt;
*Mutual Peace free Building Credits rewarded increased to 150%, added Specialist Credits equal to 2x Median Province size&lt;br /&gt;
*War will provide +25% Draft Speed&lt;br /&gt;
*War Stance protections lowered from 85% to 80%&lt;br /&gt;
*War Stance Raze Gains to and from other Kingdoms reduced from 100% to 50%&lt;br /&gt;
*EoWCF Draft Cost discount removed&lt;br /&gt;
*War &amp;amp; EoWCF Income penalty removed&lt;br /&gt;
[[Age 88]]&lt;br /&gt;
*Force Ceasefire time window needed to Surrender increased from 3 to 6 ticks&lt;br /&gt;
*Force Ceasefire duration reduced to 48 ticks&lt;br /&gt;
*War provides -25% Build Time&lt;br /&gt;
*War Training Time bonus applies on declare (instead of after 24 ticks)&lt;br /&gt;
*War Military Losses reduction bonus removed&lt;br /&gt;
*Mutual Peace free Specialist Credits reward increased to 3 * Median&lt;br /&gt;
*Mutual Peace free Building Credits reward increased to 200%&lt;br /&gt;
*Withdrawal free Building Credits reward increased to 200%&lt;br /&gt;
*Victory free Building Credits reward reduced to 200%&lt;br /&gt;
*War Points formula altered - Land/Networth/Honor Kingdom ranking and Tier will have a significant impact on the points rewarded&lt;br /&gt;
[[Age 89]]&lt;br /&gt;
*Hostile Relations reached at 30 meter points&lt;br /&gt;
*War Points and War Tier values adjusted (similar to Genesis)&lt;br /&gt;
[[Age 90]]&lt;br /&gt;
*Dragon Meter Points increased to 30&lt;br /&gt;
*Force Ceasefire time window needed to Surrender reduced to 3 Ticks&lt;br /&gt;
*A Hostile Aggressor Kingdom (the Kingdom with the higher Meter value) will gain access to Declare War button when the Defending Kingdom (the Kingdom with the lower Meter value) reaches 90 Meter Points, up from 75&lt;br /&gt;
[[Age 91]]&lt;br /&gt;
*Riots removed upon entering End of War Ceasefire (EoWCF)&lt;br /&gt;
*All troops currently away on attacks against the War opponent return home immediately upon entering EoWCF (Generals are still unavailable for the Attack duration)&lt;br /&gt;
*EoWCF maximum duration reduced to 72 ticks&lt;br /&gt;
*Explore time up to Median reduced by 50% during EoWCF&lt;br /&gt;
[[Age 92]]&lt;br /&gt;
*End of War Cease Fire: increased from 72 hours to 96 hours&lt;br /&gt;
*End of War Cease Fire: +50% science production during end of war cease fire&lt;br /&gt;
*During WAR: Elite conversion rate on Traditional March attacks will be doubled&lt;br /&gt;
[[Age 93]]&lt;br /&gt;
*Unfriendly Relations threshold increased from 10 to 15 points &lt;br /&gt;
*War Win score formula modified&lt;br /&gt;
[[Age 94]]&lt;br /&gt;
*Force Ceasefire for Aggressors: Aggressors cannot use Force CeaseFire against a Kingdom that is in War&lt;br /&gt;
*Any Ceasefire will cancel Dragon project from both Kingdoms&lt;br /&gt;
*War - Forced Surrender: Now occurs when opponent is 60% Networth (instead of 50%)&lt;br /&gt;
*End of War Ceasefire: Science Book bonus production of +50% removed &lt;br /&gt;
*End of War Ceasefire: Upon entering End of War Ceasefire BE will be restored to 100% for any province with less than 100% BE&lt;br /&gt;
*War Win Points: Points will now only change on conclusion of a War&lt;br /&gt;
*War Win Points: Will be hidden until the end of Age&lt;br /&gt;
[[Age 96]]&lt;br /&gt;
*Force Ceasefire is now 4 Utopian Months&lt;br /&gt;
*Starting War Win points for all Kingdoms will be increased significantly&lt;br /&gt;
*War Win Points formula will be modified slightly to increase the amount of points awarded for war wins&lt;br /&gt;
*War Win Chart will be viewable throughout the age&lt;br /&gt;
*War Win Points will be shown on Kingdom Page&lt;br /&gt;
*Defensive FCF can now be used irrespective of war range&lt;br /&gt;
*When FCF is used while in war range while outside war the following two penalties occur:&lt;br /&gt;
**If Defensive FCF is used in war range, the defender will pay (to the Aggressor) up to 3% of the defender’s total kingdom honor based on relative kingdom networth, and the aggressor will receive war win points (the defender will not lose any War Win points)&lt;br /&gt;
**If Aggressive FCF is used in while the defender is in war range, the aggressor will receive war win points.&lt;br /&gt;
*FCF will award war win points based on a percentage of a war win by the aggressor against the defender. If the two kingdoms are equal in networth 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 NW 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. We would expect a kingdom waving smaller kingdoms for CF with identical war win points to need between 20 and 40 FCFs to equal a single war win against one of those kingdoms.&lt;br /&gt;
*War: Will no longer have draft speed bonus, training time reduction and build time reduction (This includes End of War Ceasefire)&lt;br /&gt;
**+25% Draft Speed is being removed&lt;br /&gt;
**-25% Build Time is being removed&lt;br /&gt;
**-25% Train Time is being removed&lt;br /&gt;
**12 Hour Phase In -25% Attack Time reduce to -15% Attack Time&lt;br /&gt;
[[Age 97]]&lt;br /&gt;
*Out of Range Wars will no longer transfer War Score&lt;br /&gt;
*Aggressive FCF will no longer transfer War Score&lt;br /&gt;
*Military Casualties will be proportionally reduced by the scaling Effectiveness penalty for hitting into/out of War&lt;br /&gt;
*Points needed for reaching War Tiers have been adjusted (each tier provides additional bonuses to the winning Kingdom of a War)&lt;br /&gt;
*War Score Tiers&lt;br /&gt;
**Tier 1: 120&lt;br /&gt;
**Tier 2: 140&lt;br /&gt;
**Tier 3: 165&lt;br /&gt;
**Tier 4: 190&lt;br /&gt;
**Tier 5: 220&lt;br /&gt;
[[Age 98]]&lt;br /&gt;
*The losing Kingdom of a War will now have 10% of total Honor transferred to the winning Kingdom. Each province from the losing Kingdom will lose x% of honor, each province in the Winning Kingdom will receive an equal amount of honor. War Win Score Tier bonuses will affect the honor received by the winning Kingdom but not the honor lost by the losing Kingdom. &lt;br /&gt;
*War Networth auto-win requirements changed to opponent Networth dropping to 66% and a minimum of 72 ticks passed.&lt;br /&gt;
[[Age 99]]&lt;br /&gt;
*The losing Kingdom of a War receives Science Books equal to 24 Ticks of production.&lt;br /&gt;
*The losing Kingdom of a War does not transfer (lose) Honor to the winner.&lt;br /&gt;
*Out of Range Wars will not award War Score&lt;br /&gt;
[[Age 100]]&lt;br /&gt;
*Defensive Force Ceasefire removed.&lt;br /&gt;
*Offensive FCF is available&lt;br /&gt;
**After 24 ticks with no combat attacks or dragon sent&lt;br /&gt;
**After 24 ticks of the date the hostility meter reached Hostile&lt;br /&gt;
**Only if you are not in war (including End of War CeaseFire)&lt;br /&gt;
**Only if the target is not in war (including End of War CeaseFire)&lt;br /&gt;
**The 24 tick waiting period will not begin until EoWCF concludes&lt;br /&gt;
*Wars may end automatically at 48 ticks, reduced from 72 ticks.&lt;br /&gt;
*War rewards will be changed as follows:&lt;br /&gt;
**Land awarded at the conclusion of war to the winning Kingdom is now equal to 10% of the losing Kingdom&#039;s total Acres after withdrawal which will include the acres returned from armies (10% will be subtracted from each province in the losing Kingdom, distributed evenly to the winner, this will not be modified by the War Tier Bonus).&lt;br /&gt;
**Honor awarded at the conclusion of war to the winning Kingdom is now equal to 5% of the losing Kingdom&#039;s total Honor at withdrawal (5% will be subtracted from each province in the losing Kingdom, distributed evenly to the winner, this will not modified by the War Tier Bonus)&lt;br /&gt;
**There will be an additional amount of honor generated and awarded to the winner. This has a minimum amount of 2,500 with no maximum (This will be modified by the War Tier Bonus)&lt;br /&gt;
**The winning Kingdom gains additional Explore Pool, Building and Specialist Credits and Science Books modified by War Tier Bonus&lt;br /&gt;
War Tier Bonus is now equal to number of Wars won * 5%; maximum 50%. For example, a Kingdom with 5 War Wins is on Tier 5 =&amp;gt; 5 Wins * 5% each win = +25% bonus&lt;br /&gt;
[[Age 101]]&lt;br /&gt;
*Meter Throttle mechanic removed.&lt;br /&gt;
*Defensive Force-Ceasefire reintroduced. Only available out of War Range with no penalties, available after 3 Ticks of no Attacks, 96 Ticks duration.&lt;br /&gt;
*War Win Land transfer reduced from 10% to 5%. Bonus Land will now be awarded to the winner, equal to 5% of the winner’s size (before transfer).&lt;br /&gt;
*Base Honor generated on War Win increased by 50%.&lt;br /&gt;
*War Wins will now award additional Honor (10% bonus to the generated amount per Tier difference) to Kingdoms that win against opponents with a Tier equal or greater than their own (before transfer).&lt;br /&gt;
[[Age 103]]&lt;br /&gt;
*War Win Land reward will be a minimum of 2500 Acres.&lt;br /&gt;
*War Win will now also reward an additional Scientist.&lt;br /&gt;
*Mutual Peace and Withdrawal now also award Specialist Credits equal to 3 times median Province size (as Victory).&lt;br /&gt;
*Mutual Peace now also awards Science Books equal to 24 ticks of production (as Withdrawal).&lt;br /&gt;
*Mutual Peace now also awards bonus Pool (as Victory/Withdrawal).&lt;br /&gt;
*Maximum Gains GBP/MAP in War reduced from 30% to 20%.&lt;br /&gt;
*Maximum GBP/MAP generated on failed Attacks reduced. Amount of GBP/MAP generated at low relative Off/Def ratios adjusted to prevent situations where the casualties efficiency would be higher than intended.&lt;br /&gt;
[[Age 104]]&lt;br /&gt;
*Minimum EoWCF duration increased to 24 Ticks, 1000% Birthrate bonus reduced from 36 Ticks to 24 Ticks.&lt;br /&gt;
[[Age 106]]&lt;br /&gt;
*Provinces created/reset during WAR will be unable to donate to dragon or aid to those within their kingdom for 24 hours after they leave protection&lt;br /&gt;
*War Win bonus will incur a 5% stacking penalty for each province below 2&lt;br /&gt;
*To declare war, the kingdom you are declaring war against must have had hostile actions from at least 3 unique provinces. (hits only)&lt;br /&gt;
*Changes to War Completion&lt;br /&gt;
**Acre redistribution: Upon completion of war, acres awarded will prioritize the smallest Provinces first.&lt;br /&gt;
**On Conclusion of War - both kingdoms will receive&lt;br /&gt;
***3 times the kingdom’s median province’s acres in Specialist Credits&lt;br /&gt;
***Free Building Credits to the total of 200% of the median province’s total land at the end of the war&lt;br /&gt;
***Science Books bonus equal to 24 ticks of production for each Province&lt;br /&gt;
***Each Province will have 5% of their land lost and moved to their explore pool (minimum of 100 acres added to pool, regardless of how many are lost)&lt;br /&gt;
***An equal number of acres to those lost will be redistributed to Provinces across the kingdom**&lt;br /&gt;
***Recognition on Kingdom Page based on the number of Wars achieved&lt;br /&gt;
*Mutual Peace &lt;br /&gt;
**No additional Bonus&#039;s or penalties&lt;br /&gt;
*On war Loss the surrendering kingdom will lose &lt;br /&gt;
**5% of the Kingdom&#039;s Land (each province loses 5%)&lt;br /&gt;
**5% of the Kingdom&#039;s Honor (each province loses 5%)&lt;br /&gt;
*On war Win the winning kingdom will receive an additional war win bonus&lt;br /&gt;
**The following bonuses are modified based on War Win Tier and the Kingdom Province count penalty as outlined above.&lt;br /&gt;
***Each win increases these numbers by 5% to to a max of 50%&lt;br /&gt;
***Science Books bonus equal to 12 ticks of production for each Province&lt;br /&gt;
***+0.50 to “Current scientist generation”&lt;br /&gt;
***Honor equal to 5% of the losing Kingdom&#039;s total Honor at the end of the War (distributed evenly), plus 200 Honor per province&lt;br /&gt;
***Land equal to to 10% of the losing Kingdom&#039;s total land at the end of the War redistributed prioritizing smallest province**&lt;br /&gt;
***Additional Free Building credits equal to province land&lt;br /&gt;
[[Age 107]]&lt;br /&gt;
*End of War Ceasefire War win Bonus - Additional Building Credits upon War win has been removed. &lt;br /&gt;
*You will still receive Free Building Credits to the total of 200% of the median province’s total land at the end of the War.&lt;br /&gt;
&lt;br /&gt;
&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=Explore&amp;diff=1503</id>
		<title>Explore</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Explore&amp;diff=1503"/>
		<updated>2026-07-25T04:58:35Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Changelog */ added a106&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Exploration is one of the main ways of growing your Province. Via the Explore page, a province may send out [[Military|soldiers]], at the cost of [[Throne#Top_Bar|gc]], to acquire additional [[Throne#Top_Bar|acres]].&lt;br /&gt;
&lt;br /&gt;
On this page you will have the following information:&lt;br /&gt;
*Exploration Costs (Soldiers)&lt;br /&gt;
*Exploration Costs (Gold)&lt;br /&gt;
*[[Explore#Available_Uncharted_Acres|Available Uncharted Acres]] (also known as the Explore Pool)&lt;br /&gt;
*Currently Exploring&lt;br /&gt;
*Maximum Explorable Now&lt;br /&gt;
&lt;br /&gt;
If you have the Soldiers and the Gold, you will be able to explore for Acres to grow your Province. Explore costs increase significantly when over Kingdom Median in acres.&lt;br /&gt;
&amp;lt;!-- Table of Contents goes here --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Available Uncharted Acres ==&lt;br /&gt;
Available Uncharted Acres, also know as the Explore Pool, has the following features:&lt;br /&gt;
* Starts at 200 Acres at the start of the Age.&lt;br /&gt;
* It grows by 2 Acres per Tick &amp;lt;sup&amp;gt;[[Age 111]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
* No pool cap. &amp;lt;sup&amp;gt;[[Age 111]]&amp;lt;/sup&amp;gt; &amp;lt;s&amp;gt;It is soft capped at 1000 Acres&amp;lt;/s&amp;gt;&lt;br /&gt;
* When a War ends, a provision of additional Pool is added to each Province for both Kingdoms&amp;lt;!--, this cannot increase the Pool over the 1000 Acres soft cap--&amp;gt;.&lt;br /&gt;
* Each Province will have 5% of their Land removed and added to their Explore Pool (minimum of 100 Acres added to Pool, regardless of how many are lost).&lt;br /&gt;
* Explore cost formula: Land lost in combat reintroduced &amp;lt;sup&amp;gt;[[Age 112]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Restrictions ==&lt;br /&gt;
The following restrictions are in place:&lt;br /&gt;
* Provinces may not explore without the resources to cover the costs.&lt;br /&gt;
* At least 50% of existing [[Throne#Top_Bar|Acres]] must be built or undergoing construction.&lt;br /&gt;
* The Explore Pool must be greater than 0 Acres.&lt;br /&gt;
* Provinces can not explore more than their current Acres at once.&lt;br /&gt;
* Kingdoms with less than 10 Provinces will have an explore penalty.&lt;br /&gt;
&lt;br /&gt;
=== Effects of War on Exploration ===&lt;br /&gt;
The following penalties apply during war:&lt;br /&gt;
* Exploration costs increased to 600% during active War and End of War Cease-Fire (or 300% during End-of-War Cease-Fire for Provinces below the Kingdom Median, including incoming explored Acres).&lt;br /&gt;
* During End-of-War Cease-Fire, when under Median, explore time is reduced by 50%.&lt;br /&gt;
&lt;br /&gt;
=Changelog=&lt;br /&gt;
[[Age 53]]&lt;br /&gt;
*Explore costs will increase more drastically the more you explore.&lt;br /&gt;
[[Age 56]]&lt;br /&gt;
*The explore formula will be tweaked to relate to the size of the kingdoms provinces. The more you are over the median the more expensive it will be to explore. If you are the only province in your kingdom it will be more expensive.&lt;br /&gt;
*Paradise will remove acres from the explore pool, which will now grow 5 times faster (i.e 100 acres an hour) and also decay .5% an hour. This decay will not occur during war or end of war ceasefire.&lt;br /&gt;
[[Age 57]]&lt;br /&gt;
*The explore formula base cost is increased, with modifications on cost for provinces above and below the median. War (including End of War Ceasefires period) and Fortified stance will have a cost multiplier of 5.&lt;br /&gt;
[[Age 58]]&lt;br /&gt;
*Pool growth will be changed from 100 a tick to 50. Decay will be reduced to .25% per tick. In addition to the pool not decaying in war it will not decay if it is less than 10,000 acres.&lt;br /&gt;
*The explore formula curve will be modified so as to push out the curve. We will continue to utilise relative size to modify costs.&lt;br /&gt;
[[Age 59]]&lt;br /&gt;
*Explore formula: We&#039;ve moved away from an exponential formula to something that is curved more gently. Increases and reductions to cost based on a provinces size relative to the kingdom are still in effect.&lt;br /&gt;
[[Age 60]]&lt;br /&gt;
*Provinces over the median will not be able to explore more than 50% of their acres at a time.&lt;br /&gt;
[[Age 72]]&lt;br /&gt;
*Explore pool - remove kingdomwide explorepool and replace it with province level exploration pools.&lt;br /&gt;
*Explore Penalty - Kingdoms smaller than 10 provinces will see an increased explore penalty.&lt;br /&gt;
[[Age 76]]&lt;br /&gt;
*Explore costs during End of War Cease-Fire will be the same as during war for provinces Median and larger (including incoming explored acres) (500%)&lt;br /&gt;
*Provinces below Median (including incoming explored acres) will have reduced explore costs during End of War Cease-Fire (250%)&lt;br /&gt;
[[Age 86]]&lt;br /&gt;
*Explore Pool decay will not pause during War&lt;br /&gt;
*Explore Pool will decay by 0.15%, starting at 1000 acres in the Pool&lt;br /&gt;
[[Age 88]]&lt;br /&gt;
*Explore Pool decay starts at 667 acres &lt;br /&gt;
[[Age 89]]&lt;br /&gt;
*Explore Cost penalty for Kingdoms with &amp;lt;11 provinces removed&lt;br /&gt;
[[Age 100]]&lt;br /&gt;
*Explore Pool decay increased to .2% (1500 natural growth cap).&lt;br /&gt;
*EoWCF Explore costs increased from 500% to 600% (from 250% to 300% under Median)&lt;br /&gt;
[[Age 103]]&lt;br /&gt;
*Explore Pool growth reduced from 3 to 2. Pool decay removed. Pool is now soft capped at 2000 Acres.&lt;br /&gt;
[[Age 106]]&lt;br /&gt;
*Explore pool will not decay but has a maximum value of 2500&lt;br /&gt;
*Upon reaching:&lt;br /&gt;
**Explore pool over 1000 acres: End of war and Daily pool growth are auto explored for free (this land will create a new explore schedule for that amount of acres, i.e. 2 acres will be explored each tick)&lt;br /&gt;
**2500 acres: at month change (1st) if your pool is above 2500 acres it will reset to 2500 acres&lt;br /&gt;
&lt;br /&gt;
[[Age 107]]&lt;br /&gt;
*Auto-explore based on pool size has been removed&lt;br /&gt;
**pool stops growing at 1000 acres, and resets at 2500 acres - additional acres do not get auto explored&lt;br /&gt;
*End of war - Explore pool interactions will remain unchanged - if you are &amp;gt;1000 acres of pool you will auto-explore acres when War ends.&lt;br /&gt;
[[Age 108]]&lt;br /&gt;
*cost is no longer discounted by Land lost in combat over the age&lt;br /&gt;
[[Age 111]]&lt;br /&gt;
*explore pool cap removed&lt;br /&gt;
*daily pool growth has been changed to 2 acres daily&lt;br /&gt;
[[Age 112]]&lt;br /&gt;
*Land lost in combat reintroduced&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--== Exploration Formula ==&lt;br /&gt;
This is an old formula. Need help with this.&lt;br /&gt;
&lt;br /&gt;
===Soldier Cost===&lt;br /&gt;
&amp;lt;b&amp;gt;Exploration Soldier Cost =&amp;lt;/b&amp;gt; &#039;&#039;ROUND&#039;&#039; (3 + Metric/210 * War Status * Mills)&lt;br /&gt;
&lt;br /&gt;
===GC Costs===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Exploration Gold Cost =&amp;lt;/b&amp;gt; &#039;&#039;Floor&#039;&#039; ((600 +  2.3 * Metric) * War Status * Mills)&lt;br /&gt;
&lt;br /&gt;
where&lt;br /&gt;
* &amp;lt;b&amp;gt;Metric       =&amp;lt;/b&amp;gt; ( Full Metric + Half Metric )&amp;lt;sup&amp;gt;1.12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &amp;lt;b&amp;gt;Full Metric  =&amp;lt;/b&amp;gt; Total Land - 300&lt;br /&gt;
* &amp;lt;b&amp;gt;Half Metric  =&amp;lt;/b&amp;gt; &#039;&#039;MIN&#039;&#039; (Full Metric / 2 , [Land Explored - Land Lost] / 2)--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
</feed>