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Age 116 Revised: Difference between revisions

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Created page with "=Core Mechanics & Modifications= ==War Doctrine Updates== 1st Province: +2.0% ● Each additional Province: +1% ● Maximum: 12.5% ==Fog of War== * Removed from OOP ==Buildings== *Watch Towers **Catch chance increased from 2.0% to 2.3% *Thieves’ Dens **Thief loss reduction reduced from 3.6% to 3.3% *Castles **Castles now also decrease books lost from Learn Attacks. **Book Protection from Learn Attacks: ***Base Effect: 1.5% ***Maximum Effect: 37.5% ==..."
 
 
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=Core Mechanics & Modifications=
=Core Mechanics & Modifications=
==War Doctrine Updates==   
==War Doctrine Updates==   
1st Province: +2.0%  
* 1st Province: +2.0%  
Each additional Province: +1%  
* Each additional Province: +1%  
Maximum: 12.5%
* Maximum: 12.5%


==Fog of War==
==Fog of War==

Latest revision as of 12:19, 5 July 2026

Core Mechanics & Modifications

War Doctrine Updates

  • 1st Province: +2.0%
  • Each additional Province: +1%
  • Maximum: 12.5%

Fog of War

  • Removed from OOP

Buildings

  • Watch Towers
    • Catch chance increased from 2.0% to 2.3%
  • Thieves’ Dens
    • Thief loss reduction reduced from 3.6% to 3.3%
  • Castles
    • Castles now also decrease books lost from Learn Attacks.
    • Book Protection from Learn Attacks:
      • Base Effect: 1.5%
      • Maximum Effect: 37.5%

Science

  • Shielding multiplier increased from 0.0314 to 0.0350
  • Valor multiplier increased from 0.0582 to 0.0620

Spells

  • Mystic Vortex chance to remove each active duration spell increased from 50% to 60%.
  • Fireball peasant damage increased from 4–7% to 5–7%.
  • Storms Peasant losses per tick increased from 1.5% to 1.75%.
  • Droughts Draft Rate reduction increased from 15% to 20%.
  • Chastity base duration average reduced from 6 to 4 days
  • Sloth base duration average reduced from 6 to 4 days
  • Magic Ward base duration average reduced from 6 to 4 days

OPs

  • Incite Riots income reduction increased from 15% to 20%
  • Bribe Thieves TPA reduction increased from 10% to 12.5%
  • Free Prisoners damage increased from 17% to 25%
  • Rob the Vaults War Cap lifted to 16%
  • Kidnap War Cap lifted to 5%
  • Destabilise Guilds spell duration reduction increased from 20% to 25%
  • Arson damage increased by 5%.

Relations

Hostility Meter

Hostility Meters will begin to decay after a period of military inactivity between the two kingdoms.

  • Normal or Unfriendly Relations
    • Decay begins after 24 consecutive ticks without an attack between the two kingdoms.
  • Hostile Relations
    • Decay begins after 48 consecutive ticks without an attack between the two kingdoms.
  • Once decay begins, the Hostility Meter will decrease each tick according to its current level:
    • 0–59 Hostility Points: -1 point per tick
    • 60–119 Hostility Points: -2 points per tick
    • 120–180 Hostility Points: -3 points per tick
  • Any successful or failed attack between the two kingdoms resets the inactivity timer.
  • Spells and Thievery Operations do not reset the inactivity timer.
  • If the Hostility Meter decays below 30 points, relations return from Hostile to Unfriendly.
  • If it decays below 15 points, relations return to Normal.

Declare War

If two kingdoms are within 7.5% of both Land and Networth, either kingdom may declare war once relations reach Unfriendly, provided both kingdoms have made at least one attack against each other within the last 24 ticks.

Force Ceasefire Changes

FCF becomes available when all of the following are met:

  • The kingdom is 30 points (in-range) or 15 points (out-of-range) below the aggressor on the hostility meter
  • FCF will incur a penalty if within War Range of the aggressor (15% NW or Land)
    • Penalty will be a loss of 2% Honor and 2% Science.
    • There is no penalty incurred for FCF if out of War Range of the aggressor
  • FCF duration will be for 96 hours if out of range, and 72 hours if in range before it can be cancelled by either kingdom

Out of War Attack Penalty Updates

If a kingdom targets another kingdom that is less than 85% of both its Land and Networth, and the aggressor escalates relations against that kingdom to Unfriendly or Hostile, additional penalties apply to further attacks made by the larger kingdom against that smaller kingdom.

  • -10% Battle Gains **only**


  • Following spells will be available to defending kingdoms in Unfriendly relations
    • Fireball
    • Lightning Strike
    • Fools Gold
    • Meteor Showers

War

  • Attacking and Defending
    • In War, successful Learn and Plunder attacks also capture land equal to 10% of the acres a Traditional March would have gained
    • Massacre Peasant Damage in War: +5%.
      • Thief and Wizard damage unchanged.

Dragons

  • Amethyst Dragon
    • −40% Spell Success Chance
    • −40% Thievery Success Chance on sabotage operations
    • Enemy provinces suffer +25% thievery and wizard losses on failed spells and sabotage operations
    • All active self-spells are removed instantly upon arrival, and every 6 ticks thereafter, kills 5% wizard & thieves
  • Emerald Dragon
    • +25% Military Casualties
    • -25% Combat Gains
    • Destroys 3.5% of troops at home instantly upon arrival, and every 6 ticks 1.5% of troops at home are lost and current Building and Specialist Credits are reduced by 40%
  • Ruby Dragon
    • -12.5% Military Effectiveness
    • +20% Military Wages
    • Destroys 5% of offensive and defensive specialists upon arrival, and every 6 ticks 2.5% of troops at home desert
  • Topaz Dragon
    • -25% Building Efficiency
    • -25% Income
    • Destroys 10% of buildings instantly upon arrival, and every 6 ticks thereafter, destroys 10% of buildings and 20% of current gold
  • Sapphire Dragons
    • -35% WPA and TPA
    • -1 Mana Recovery
    • -1 Stealth Recovery
    • +12.5% Instant Spell and Sabotage Damage taken and -12.5% Instant and Sabotage Damage dealt
    • Destroys 30% of runes instantly upon arrival, and every 6 ticks thereafter destroys 25% current rune supplies.

Races

Avian

  • Bonuses:
    • -25% Attack Time
    • -25% Training Time
    • -25% Military Wage Cost
  • War Doctrine (In War): Provides up to -10% Attack Time and -12.5% Military Wage Cost to you and your kingdom
  • Unique Passive: Aerial Supremacy
    • Successful attacks destroy 8% of the target’s current War Horses and 8% of the target’s current Prisoners.
  • Spells:
    • Town Watch, Illuminate Shadows
  • Penalties:
    • No Access to Stables and War Horses
    • +30% Rune Cost
  • Units:
    • Soldier: 3/0, 0.75nw
    • Offensive Specialist: 12/0, 4.8nw
    • Defensive Specialist: 0/10, 5nw
    • Elite Unit: 16/2, 750gc, 6.5nw
    • Mercenary: 8/0, 0.0nw
    • Prisoner: 8/0, 1.6nw
    • War Horse: n/a

Dark Elf

  • Bonuses:
    • +30% Offensive WPA
    • +30% Instant Spell Damage
    • Can train Thieves using Specialist Credits
  • War Doctrine (In War): Provides up to +12.5% Instant Spell Damage and +12.5% Offensive WPA to you and all your kingdom.
  • Unique Passive: Dark Ritual
    • After making a successful attack, Dark Elves gain +20% Instant Spell Damage for 6 ticks. Additionally, Successful attacks generate Wizards equal to 1 Wizard per 3 acres.
  • Spells:
    • Blizzard, Mage’s Fury, Illuminate Shadows, Mind Focus, Fool’s Gold
  • Penalties:
    • -15% Birth Rates
    • +15% Damage taken from sabotage operations
  • Units:
    • Soldier: 3/0, 0.75nw
    • Offensive Specialist: 14/0, 5.6nw
    • Defensive Specialist: 0/12, 6.0nw
    • Elite Unit: 16/2, 700gc, 6.5nw
    • Mercenary: 8/0, 0nw
    • Prisoner: 8/0, 1.6nw
    • War Horse: 2/0, 0.6nw

Dryad

  • Bonuses:
    • +20% Birth Rate
    • +12.5% DME
    • -40% Defensive Military Losses
  • War Doctrine (In War): Provides up to +12.5% Defensive Military Efficiency and -12.5% Defensive Military Casualties to you and your kingdom.
  • Unique Passive - Thick Bark
    • After being successfully attacked, the Dryad gains +5% Defensive Military Efficiency for 6 ticks. This effect does not stack, only refreshes.
  • Spells:
    • Aggression, Greater Protection, Clearsight
  • Penalties:
    • +15% Attack Time
    • +1 Cost to Sabotage and Sorcery
  • Units:
    • Soldier: 3/0, 0.75nw
    • Offensive Specialist: 10/0, 4.0nw
    • Defensive Specialist: 0/12, 6.0nw
    • Elite Unit: 14/8 950gc, 7.5nw
    • Mercenary: 8/0, 0.0nw
    • Prisoner: 8/0, 1.6nw
    • War Horse: 2/0, 0.6nw

Dwarf

  • Bonuses:
    • +30% Building Efficiency
    • -50% Construction Time
    • -50% Construction Costs
  • War Doctrine (In War): Provides up to -12.5% Construction Costs and +12.5% Building Efficiency for you and all your kingdom.
  • Unique Passive: Mountain Hold
    • After being successfully attacked, Construction Time is reduced by an additional 30% for 6 ticks.
  • Spells:
    • Miner’s Mystique, Town Watch, Reflect Magic
  • Penalties:
    • Cannot Accelerate Construction
    • +125% Food Consumption
  • Units:
    • Soldier: 3/0, 0.75nw
    • Offensive Specialist: 10/0, 4.0nw
    • Defensive Specialist: 0/10 5.0nw
    • Elite Unit: 15/7, 900gc, 8nw
    • Mercenary: 8/0, 0.0nw
    • Prisoner: 8/0, 1.6nw
    • War Horse: 2/0, 0.9nw

Elf

  • Bonuses:
    • +40% Magic Effectiveness (WPA)
    • +1 Mana Per Tick in War
    • +30% Offensive Spell Duration
  • War Doctrine (In War): Provides up to -12.5% Damage from Enemy Sorcery Damage and +12.5% Spell Duration to you and all your kingdom.
  • Unique Passive: Arcane Mastery
    • Chastity reduces Birth Rates by 70%. Offensive duration spells cast by Elves last +2 ticks.
  • Spells:
    • Pitfalls, Vermin, Sloth, Reflect Magic, Chastity
  • Penalties:
    • +30% Draft Costs
  • Units:
    • Soldier: 3/0, 0.75nw
    • Offensive Specialist: 10/0, 4.0nw
    • Defensive Specialist: 0/13 , 6.5nw
    • Elite Unit: 14/4 700gc, 7.0nw
    • Mercenary:8/0, 0.0nw
    • Prisoner: 8/0, 1.6nw
    • War Horse:2/0, 0.6nw

Faery

  • Bonuses:
    • +30% Self Spell Duration
    • +25% WPA/TPA
    • +1 Mana Recovery per Tick
  • War Doctrine (In War): Provides up to +12.5% Defensive WPA and -12.5% Damage from Enemy Thievery Operations to you and all your kingdom.
  • Unique Passive - Leyline Interference
    • Enemy spells cast against Faery provinces have a 15% chance to fail.
  • Spells:
    • Greater Protection, Reflect Magic, Salvation, Illuminate Shadows, Tree of Gold, Revelation, Fountain of Knowledge
  • Penalties:
    • -5% Population
    • +15% Military Casualties
  • Units:
    • Soldier: 3/0, 0.75nw
    • Offensive Specialist: 10/0, 4.0nw
    • Defensive Specialist: 0/10, 5.0nw
    • Elite Unit: 4/16, 1100gc, 8.5nw
    • Mercenary: 8/0, 0.0nw
    • Prisoner: 8/0, 1.6nw
    • War Horse: 2/0, 0.6nw

Halfling

  • Bonuses:
    • +12.5% Population
    • +1 Stealth Regeneration Per Tick
    • +30% Thievery Effectiveness (TPA)
  • War Doctrine (In War): Provides up to +12.5% Sabotage Damage and +12.5% Offensive TPA to you and all your kingdom.
  • Unique Passive: Burrowed Networks: Each successful sabotage operation against the same target increases sabotage damage dealt to that target by 3%, up to a maximum of 15%. The bonus resets when the Halfling successfully performs a sabotage operation against a different province.
  • Spells:
    • Tree of Gold, Greater Protection, Invisibility
  • Penalties:
    • -25% Draft Speed
  • Units:
    • Soldier: 3/0, 0.75nw
    • Offensive Specialist: 11/0, 4.4nw
    • Defensive Specialist: 0/10, 5.0nw
    • Elite Unit: 10/13, 900gc, 7.5nw
    • Mercenary: 8/0, 0.0nw
    • Prisoner: 8/0, 1.6nw
    • War Horse: 2/0, 0.6nw

Human

  • Bonuses:
    • +30% Income
    • +30% Specialist Credit Gained
    • +20% Draft Speed
  • War Doctrine (In War): Provides up to +12.5% Specialist Credit Gains and -12.5% Training Costs to you and your kingdom.
  • Unique Passive - Inventive Logistics
    • After a successful attack, they gain Building Credits equal to 25% of acres gained and Specialist Credits equal to 100% of the acres gained.
  • Spells:
    • Fountain of Knowledge, Invisibility, Guile, Steal War Horses
  • Penalties:
    • +25% Wages
    • None
  • Units:
    • Soldier: 3/0, 0.75nw
    • Offensive Specialist: 10/0, 4.0nw
    • Defensive Specialist: 0/11, 5.0nw
    • Elite Unit: 15/5 800gc, 7.0nw
    • Mercenary: 8/0, 0.0nw
    • Prisoner: 8/0, 1.6nw
    • War Horse: 2/0, 0.6nw

Orc

  • Bonuses:
    • +10% Gains OOW & +15% Gains During War
    • -30% Draft Cost
    • +20% Enemy Military Casualties
  • War Doctrine (In War): Provides up to +10% Offensive Military Efficiency and +12.5% Raze Damage to you and all your kingdom.
  • Unique Passive - Blood Spoils
    • Successful attacks convert 25% of enemy military casualties into Specialist Credits
  • Spells:
    • Bloodlust, Wrath, Aggression
  • Penalties:
    • +20% Instant Damage from Sabotage and Sorcery
  • Units
    • Soldier: 3/0, 0.75nw
    • Offensive Specialist: 13/0, 5.2 nw
    • Defensive Specialist: 0/10, 5nw
    • Elite Unit: 18/3, 850gc, 6.5nw
    • Mercenary: 8/0, 0.0nw
    • Prisoner: 8/0, 1.6nw
    • War Horse: 2/0, 0.6nw

Undead

  • Bonuses:
    • -40% Military Losses
    • Plague Immunity
    • Always carries Plague and chance to spread
    • No Food Requirement
  • War Doctrine (In War): Provides up to -12.5% Enemy Battle Gains and +12.5% Increased Plague spread chance (does not grant the ability to spread Plague)
  • Unique Passive: Death March
    • Converts 30% of offensive losses into Soldiers instantly.
  • Spells:
    • Animate Dead, Ghost Workers, Vermin
  • Penalties:
    • Cannot build Hospitals
  • Units
    • Soldier 3/0, 0.75nw
    • Offensive Specialist: 11/0, 4.4nw
    • Defensive Specialist: 0/10 5.0nw
    • Elite Unit: 16/4, 800gc, 7nw
    • Mercenary: 8/0, 0.0nw
    • Prisoner: 8/0, 1.6nw
    • War Horse: 2/0, 0.6nw

Personalities

The Artisan

  • +25% Building Capacity (Homes, Stables, Dungeons)
  • +25% Building Production (Banks, Farms, Stables, Towers, Homes)
  • Immune to Greed and Incite Riots
  • +25% Economy Science Efficiency
  • Access to Ghost Workers, Greater Protection
  • Starts with +600 Soldiers, +600 Specialist Credits and +200 Building Credits
  • Unique Passive – Master Craftsmanship
    • When razing buildings, recover 25% of buildings razed as Building Credits.

The Cleric

  • +1 Elite Defensive Value
  • +1 Defensive Specialist Strength
  • -30% Damage from Instant Spells
  • +40% Shielding Science Efficiency
  • Access to Salvation, Revelation, Divine Shield, Illuminate Shadows, Hero's Inspiration
  • Starts with +800 Soldiers and +800 Specialist Credits
  • Unique Passive: Divine Favour:
    • Self-spells cast by Clerics have their duration increased by 4 ticks.

The General

  • +1 General
  • -25% Training Cost & Speed
  • Can Train one Elite for every two Specialist Credits
  • +20% Military Science Efficiency
  • Access to Mist, Wrath
  • Starts with +800 Soldiers and +800 Specialist Credits
  • Unique Passive - General’s Authority
    • Attacks inflict +15% Enemy Military casualties when two or more generals are sent.

The Heretic

  • +35% Offensive TPA
  • +35% Offensive WPA
  • -50% Thief Losses
  • +50% Guild Effectiveness
  • +20% Arcane Science Efficiency
  • Access to Nightmares, Fools Gold, Vermin, Magic Ward
  • Starts with +400 Wizards and +400 Thieves
  • Unique Passive : Arcane Frenzy
    • After each successful attack, gain +1 Mana and +1 Stealth for the next 6 days. This effect does not stack

The Mystic

  • +100% Guilds Effectiveness
  • +1 Mana Recovery per Tick
  • +25% WPA
  • +40% Channeling Science Efficiency
  • Access to Pitfalls, Meteor Showers, Chastity, Fool's Gold
  • Starts with +800 Wizards
  • Unique Passive- Focused Channelling
    • While above 60% mana, spells gain +20% WPA

The Necromancer

  • +25% WPA
  • +5% OME -40% Rune Cost (Not Ritual)
  • +40% Channeling Science Efficiency
  • Access to Animate Dead, Mind Focus, Soul Blight, Nightmare, Guile
  • Starts with +400 Wizards +400 Specialist Credits
  • Unique Passive – Dark Pact -
    • After each successful attack, The Necromancer converts:
      • 5% of the enemy's killed units into Wizards.
      • 15% of the enemy's killed units into Soldiers.
      • 7.5% of the enemy's killed units into Peasants.

The Rogue

  • +75% Thieves' Dens Effectiveness
  • +25% TPA
  • +1 Stealth Recovery per Tick
  • Access to All Thievery Operations
  • +40% Crime Science Efficiency
  • Starts with +800 Thieves
  • Unique Passive - Shadow Persistence
    • Rogue provinces may perform thievery operations while overpopulated.

The Sage

  • +20% Book Generation
  • +20% Scientist Generation
  • +25% Learn Protection
  • +15% Science Efficiency
  • Access to Revelation, Fountain of Knowledge
  • Starts with +2 Scientist
  • Starts with +800 Soldiers and +800 Specialist Credits
  • Unique Passive - Focused Resolve
    • While in War, Science Effects increase by 1% each tick, up to a maximum of 15%. This bonus resets when war ends.

The Tactician

  • -20% Attack Time
  • +40% Specialist Credits Gains
  • +40% Draft Speed
  • No Thieves lost on Intel
  • +40% Siege Science Efficiency
  • Access to Clearsight
  • Starts with +800 Soldiers and +800 Specialist Credits
  • Unique Passive: Interdiction -
    • Successful Attacks in War destroy resources as follows:
      • 15% of gold
      • 15% of runes
      • 15% of food

The Warrior

  • +15% Offensive Military Efficiency
  • +5 Mercenary & Prisoner Strength
  • Mercenaries and Prisoners may be sent at 1 for every 4 normal troops sent
  • +40% Tactics Science Efficiency
  • Starts with +800 Soldiers and +800 Specialist Credits
  • Unique Passive: Battle Cry
    • Upon successful attack, the attack will destroy 1.5% of the entire population.

The War Hero

  • +10% Battle Gains (War Only)
  • -25% Honor Loss
  • +50% Honor Effects
  • -15% Military Casualties
  • Offensive specialist gets +2 strength (Affects NW)
  • +50% Valor Science Efficiency
  • Access to Quick Feet, Righteous Aggressor, Heroic Inspiration
  • Starts with +800 Soldiers and +800 Specialist Credits
  • Unique Passive - Heroes Culling
    • Successful Massacres kill an additional +5% peons and kill an additional 2% thieves and wizards.