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**Population growth will be increase from +500% to +1000%
**Population growth will be increase from +500% to +1000%
**There will be a minimum peasant growth per tick of 500
**There will be a minimum peasant growth per tick of 500
[[Age 79]]
*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
*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
*To remove confusion, the definition of aggressor Kingdom shall mean the Kingdom with higher hostility meter points
*A defending Kingdom may enter into a 72 hour unbreakable Cease-Fire with an aggressor Kingdom if:
**a) Defender has not made any military attacks for at least 3 ticks, AND;
**b) Defender relations toward Aggressor are not Hostile
**c) Aggressor is Hostile with Defender
**d) Aggressor has been Hostile with defender for at least 3 ticks.
*If both Kingdoms are Hostile, either Kingdom may declare War (normal Unfriendly v Hostile declares are available)
*War Win rewards will only be provided if Kingdoms are in range at declare (range moved to 80% - 125%)
*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)
*End of War Cease-Fire
**Birth Rate will be increased by current effects only for the first 36 hours
**Troop/Thief cost reduction will be removed
**All credits (Specialist/Build) will be lost upon exit of End of War Cease-Fire
**A small amount of science will be awarded to the winner
[[Age 81]]
*War
**War Range is now, low end 85% up to ~117.64% (1 / .85)
**Auto Surrender will be possible after 5 days of war instead of 7 when opponent is 50% or less networth
**Learn attack effects while in war will be increased from 4% to 8%
**Out of range wars will yield war points based on relative size at the war start and scale accordingly, for example:
**Example: 84.9% range = 100% points
***80% range = 85% points
***75% range = 65% points
***65% range = 20% points
***< 65% range = 0 points
*Force Cease-Fire
**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%)
**This honor will be lost by the Kingdom pressing Force CF, it will not be transferred to the opponent Kingdom
[[Age 82]]
*War
**War declare range is now: (X * .85) to (X / .85)
**War win acre minimum bonus will be reduced to 2500 acres (from 4000)
*Force Cease-Fire
**Only kingdoms under 85% size can force CF with an aggressor (same requirements for time and attacks remain)
**Aggressor kingdoms can force CF after 24 hours of no attacks in kingdom news
[[Age 83]]
*War
**War win acre maximum bonus will be introduced and set to 10000 acres
*Force Cease-Fire
**This mechanic will no longer cancel dragons that have been started
[[Age 84]]
*War
**War may be declared by EITHER Kingdom if both Kingdoms have at least 75 Hostile Meter points
**Hostile Meter Cap is increased from 150 to 225
**End of War build credits awarded will be based on Median province size
**Build credits awarded to the losing Kingdom will be increased from 50% to 100%
**War Win science books awarded will be reduced from 72 hours of books to 48 hours
**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.
*Force Cease-Fire
**While at war, a Kingdom will now be capable of activating Force CF (Defender only)
**Force CF duration will increase from 3 days to 5 days
[[Age 85]]
*Gains going into or out of war are being reduced from -75% to -85%
*While in War income will be reduced by 10%


[[Age 115]]
[[Age 115]]

Latest revision as of 02:39, 12 July 2026

Attacking another kingdom affects the relations between the two kingdoms.

By continually attacking, your kingdom's conflict level against the opposing kingdom will the hostile meter, thereby changing the relation type; first from Normal to Unfriendly, and then Hostile.

There are five relation types, each of which have various benefits and penalties.

  • Note: The hostile relations decay after 96h without war Age 112


Relation Types

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:

Their Attitude Towards Us : XX
Our Attitude Towards Them : YY

Normal

  • No effects, except:
  • When out of war Age 113, targeting a kingdom that is less than 85% your Land and Net Worth, the following penalties apply:
    • Battle Gains: -10%
    • Military Casualties: +10%
    • Honor Gains: -25%
    • Attack Time: +20% Age 114

This is the default relation between all kingdoms from the start of the Age. Normal relations will resume after a War or Ceasefire ends.

Unfriendly Age 112

Unfriendly is the first elevated stage of diplomatic tension between kingdoms, granting access to additional hostile actions.

When the Hostility Meter reaches 15 hostility points, the aggressor kingdom’s stance changes to Unfriendly toward the target kingdom. This unlocks stronger offensive Spells and Thievery.

Effects

Effects When Your Kingdom is Unfriendly Towards Another
Gains Military Casualties WPA/TPA Attack Time OME
+4% –5% +5% –2.5% +2%
Effects When Another Kingdom is Unfriendly Towards You
Gains Military Casualties WPA/TPA Attack Time OME
+1.5% –2.5% +2.5% –1% +1%

Hostile Age 112

Hostile is the second level of diplomatic tension between kingdoms, marking a major escalation in aggression.

When the Hostile Meter reaches 30 hostility points, the aggressor kingdom’s stance becomes Hostile toward the target kingdom. Dropping below this threshold returns relations to Unfriendly. Hostile status unlocks powerful offensive Spells and Thievery, including Meteor Showers, and reduces mana and stealth costs for hostile actions to **2%**.

Effects

Effects When Your Kingdom is Hostile Towards Another
Gains Military Casualties WPA/TPA Attack Time OME
+10% –12% +15% –6% +5%
Effects When Another Kingdom is Hostile Towards You
Gains Military Casualties WPA/TPA Attack Time OME
+3% –4% +5% –2% +2%

Summary

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.

Ceasefire

Agreed Ceasefire

Also known as a Non Aggression Pact (as seen on the opposing kingdom page and when targeting with spells/ops).

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.
While a Ceasefire is in effect, no hostile actions will be allowed between the two Kingdoms.

Forced Ceasefire

Defensive Force Ceasefire reintroduced with the following changes:

  • DFCF becomes available when all of the following are met:
    • The kingdom is 45 points (in-range) or 30 points (out-of-range) below the aggressor on the hostility meter
    • The aggressor has not been given Hostile status
    • No attacks have been made against the aggressor for 3 ticks
    • The kingdom is lower in both Land and Networth than the aggressor
    • Cannot FCF until 3 ticks of Hostile have occurred NEW*
  • DFCF will incur a penalty if within War Range of the aggressor (15% NW or Land)
    • Penalty will be a loss of 1.75% Honor and 1.75% Science.
    • There is no penalty incurred for DCFC if out of War Range of the aggressor
    • Penalty will have a warning popup, as to not be done accidentally
  • DFCFd duration will be for 48 hours before it can be cancelled by either kingdom



Hostile meter will now decay after 48 hours of going hostile, decay rate will ramp with meter points


End-of-War Ceasefire has slightly different effects and conditions.

War

War begins when a kingdom declares War on a Hostile kingdom OR if the maximum hostility level is reached by both Kingdoms.

In order to declare War, a Kingdom must:

  • have received Attacks from at least three unique provinces on either side (except if Monarch/Stewards grant Hostile Operations)
  • 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.)Age 113
  • be at least Unfriendly with the opposing Kingdom, AND that Kingdom must be Hostile with your Kingdom

In instances where both kingdoms are Hostile, the Kingdom with fewer meter points will receive the "button" and be able to declare while. When 60 points are reached by both Kingdoms, either one can declare

If 180 points are reached by both Kingdoms, War automatically starts.


Wars last a minimum of 2 Utopian Months (48 hours) after declaration.

A Kingdom can only War one other Kingdom at a time.

Honor and Land gains are higher in War than out of War.

Immediate Effects

  • War overrides relations with all other kingdoms. Upon leaving War, Normal relations will resume. While in War, there is a decay of two hostility points per Utopian Month or 1/5th of the Meter, whichever is greater.
  • Provinces created in War will be in Protection for 72 days and start with zero soldiers and zero credits.
Benefits
Penalties
  • Paradise cannot be cast (except during EoWCF)
  • 600% Exploration Costs

After 12 Hours

Benefits
  • -15% Attack Time

After 24 Hours

Benefits
  • -80% Gains, Military Casualties and Effectiveness for Spells and Operations to and from other Kingdoms (this fades in from War start)

Fake War

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.

Ways a War can be faked (Please note, this is just an idea and not a comprehensive list):

  • Requesting specific people be targeted by opposing Kingdom or accepting to action a request from the opposing Monarch
  • Non-aggression pact during War of any duration and at any time
  • Attempts to manipulate War-Win rankings using friends to initiate multiple Wars
  • Agreement to trading Acres for a War Win
  • "Ending" a war before minimum war duration

Punishments may include (Again, not a comprehensive list):

  • Removal from the End of Age rankings for both kingdoms
  • Deletion and temporary ban of players making the agreement
  • Removal of war wins
  • Monarchs of both Kingdoms deleted
  • Removal of any gains of the Fake War from all Kingdom members (even if they were unaware of the Fake War)

Province Creation

Provinces created/reset during War will start without Soldiers, Military & Building Credits.

Starting a War

Once the Hostile 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 Unfriendly. This "War Button" appears on the Relations Page under the War tab. If both kingdoms have reached Hostile relations status, the kingdom with fewer points (while under 60 points) will have a "Declare War" 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.

Relation Table

Ceasefire Normal (0-14.99) Unfriendly (15-29.99) Hostile (30-180) War
  • Prohibits any Attacks
  • Prohibits any Spells
  • Prohibits any Thievery Operations
  • Annul Hostile Meter

End Of War Ceasefire

  • Min 24 U-Days
  • Max 96 U-Days
  • +1000% birth rate (minimum 500) for the first 24 U-Days
  • Explore penalty reduced to 300% for provinces below Kingdom Median (including incoming explored Acres)
  • Combined with War Relations
  • Separate annul the Relations (War and CF)
  • All Land currently out with armies at War end returns home immediately
  • All Military Units currently out on Attacks against the War opponent return home immediately
  • Negative Spell effects and Riots removed
  • Dragon project is automatically canceled
  • Instant Population growth of 20% of your max population if you are under 50% of your max Population
  • No Effects

To opposing Kingdom:

  • Unlocks Unfriendly Spells
  • Unlocks Unfriendly Thievery Operations

To opposing Kingdom:

  • Unlocks Hostile Spells
  • Unlocks Hostile Thievery Operations
  • Mana cost for Offensive Spells reduced to 2%
  • Stealth cost for Offensive Ops reduced to 2%

Immediate Effects

  • Annul Hostility Meter with everyone

Benefits

  • +10% Combat Gains
  • Unlocks Propaganda thievery operation
  • Unlocks Amnesia spell
  • Mana costs for Offensive Spells reduced to 2%
  • Stealth costs for Offensive Ops reduced to 2%

Penalties

  • 600% Exploration Costs
  • Paradise unavailable

After 12 Hours (12 Utopian Days) Benefits

  • -15% Attack Time

After 24 Hours (1 Utopian Month) Benefits

  • -80% Gains and Effectiveness for operations to and from other Kingdoms (this phases in from War start)

Ending a War

Only the Kingdom'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.

Mutual Peace

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.

Both kingdoms receive:

* 3 times your median Provinces Acres in Specialist Credits
* Free Building Credits to the total of 200% of median province total Land at the end of the War
* A provision of additional land to each province's individual Explore Pool
* Science Books bonus equal to 24 Ticks of production
* 1 additional War Score point

Withdrawal

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.

War will also automatically end (a Kingdom will automatically Withdraw) if their Net Worth drops below 66% of the opponent's Net Worth on the first Tick this condition is satisfied. This will only occur after a minimum of 48 Ticks.

The Withdrawing Kingdom receives the following benefits:

* 3 times your median Provinces Acres in Specialist Credits
* Free Building Credits to the total of 200% of median Province total Land at the end of the War
* A provision of additional Land to each Province's individual Explore Pool
* Science Books bonus equal to 24 Ticks of production

The Withdrawing Kingdom incurs the following penalties:

* 5% of the Kingdom's Land will be lost and transferred to the Winning Kingdom
* 5% of the Kingdom's Honor will be lost and transferred to the Winning Kingdom

Victory

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's ability to Withdraw.

After War, the winning kingdom receives the following benefits:

* 3 times your median Provinces Acres in Specialist Credits
* Free Building Credits to the total of 200% of Median Province total Land at the end of the War
* A provision of additional Land to each Province's individual Explore Pool
* Science Books bonus equal to 36 ticks of Production
* +50% advancement towards the next Scientist
* Land bonus equal to 5% of the losing Kingdom's total Land at the end of the War, subtracted from each Province then transferred and distributed evenly
* Land bonus equal to 10% of the losing Kingdom's total Land at the end of the War, distributed prioritizing smallest Provinces in the Winning Kingdom
* Honor bonus equal to 5% of the losing Kingdom's total Honor at the end of the War (subtracted from each province then transferred and distributed evenly), plus 200 Honor per Province
* Recognition on Kingdom Page based on the number of Wars achieved
* 2 additional War Score points
* War rewards are scaled by Kingdom's province count at the beginning of war.
Provinces in Winning Kingdom Victory Reward Kept War Points Awarded
25 100% 2.25
24 80% 1.5
23 65% 0.75
20–22 50% 0.4
Under 20 40% 0.25


Note:

  • Each additional War Win achieved will increase War Win bonuses (that are not transferred) by 5%, capped at 50% larger than baseline bonus.
  • War Win bonus will incur a 5% stacking penalty for each Province below 25, calculated at War start - max 25% reduction.
  • 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' 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.
  • 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.
  • Defeating a kingdom 10% bigger in Net Worth at declaration awards the victor with an additional 30% Honor and 10% Science Books

End-of-War Ceasefire

After a War ends, neither Kingdom may have any Relations for an 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.

During this ceasefire, both sides benefit from:

* Building Efficiency automatically restored to 100% if below 100%
* All Land currently out with armies at War end returns home immediately
* All Military Units currently out on Attacks against the War opponent return home immediately
* Negative Spell effects and Riots are removed
* Any Provinces affected by Plague it removed instantly
* Instant Population growth of 20% of maximum if you are under 50% of your maximum Population
* +1000% Birth Rate (minimum 500) for the first 24 Ticks
* Explore penalty reduced to 300% and explore time reduced by 50% for Provinces below Kingdom Median (including incoming explored Acres)
* Access to Paradise spell
* Dragons that have already begun will be automatically canceled upon entering EoWCF

Note:

  • All Credits (Specialist or Building) will be lost upon exit of End of War Ceasefire
  • Learn and Amnesia will return books over 48hrs, even if war ends.

Out-Of-Range War Benefits

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).

War Forum

Shortly after declaring War, a temporary Forum is created. This is known as the War Forum.

In the War Forum Provinces from either Kingdom can interact by starting new threads or posting in existing ones.

Provinces are expected to interact respectfully and obey the Code of Conduct. Any offending material can be removed by either Kingdom's Monarch or Steward.

Changelog

Age 42

  • War
    • Removing NW based attack times in war (as in genesis)
    • On war declaration, attack time reduction will jump to -10% immediately, then phase to -20% (previously 0% then -15%)
    • War phasing will be reduced to 12 hours (from 24 hours, this does not apply to protection which is still 24h)
  • War Recovery
    • In CF, +200% increase in birth rates (from +50%)
    • 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't have to stay)

Age 51

  • 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

Age 52

  • End of War Ceasefire period can be extended up to 4 days

Age 54

  • The war declaration range for kingdoms will be changed to 25% smaller or 33% larger
  • 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.
  • A war ending will grant, for both kds:
    • All land currently out with armies at war end returns home immediately.
    • Instant population growth of 20% of your max pop if you are under 50% of your max pop
    • +500% Birthrate
    • 30% reduction in training costs of all troops.
    • Draft cost reduced 50%
  • Winning a war will grant the following:
    • +10% honor taken from the opponents honor pool
    • 100 books of science per acre based on your median province
    • 3 times your median provinces acres in spec credits
    • Free building credits to the total of your current unbuilt acres

Age 55

  • Attacks in war will not take extra acres from the exploration pool.
  • 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.
  • Towards a similar end, when both kingdom reach max hostility the option to declare will appear regardless of the kingdoms networth.
  • 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.

Age 56

  • Winning a war and selecting land as a reward will grant a minimum of 5k acres to the kingdom.

Age 57

  • In War the minimum gains will be reduced by 50%

Age 64

  • War wins
    • Acre reward capped at 20k
    • Selecting land as a bonus will also result in a smaller honor bonus and vice versa.

Age 67

  • 50 books per acre of science (based on median province size) granted to both kingdoms
  • An additional 150 BPA added to the winner
  • Wizard training doubled in end of war ceasefire

Age 68

  • War win reward: Not granted if the kingdoms are out of range at war start.
  • 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.
  • End of War ceasefire: Maximum time reduced to 72 hours. Double wizards removed.
  • 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.

Age 71

  • The War Win bonus choice of 'Land' or 'Honor' 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.
  • Immediately upon entering End of War Cease-Fire any provinces affected by plague will have it removed instantly.
  • 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.

Age 72

  • 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.
  • 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 'tier' 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.
  • 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.
  • The War Win bonus will also include a provision of additional land to every province'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.
  • WAR - Exploration during eowcf will have reduced cost penalties (from 500% to 250% of normal cost).
  • Propose War - Kingdoms will have the diplomatic option to Propose War to enemies in range and start war instantly instead of via attacks

Age73

  • Auto-CeaseFire (Surrender) - Once a meter variance of 100 points occurs between 2 Kingdoms, the Kingdom with lower meter points will have the option to Surrender to the aggressor Kingdom. This will create an in-game CeaseFire between both kingdoms that cannot be cancelled by either side for a minimum of 7 days. The surrendering Kingdom will be required to not have any attacks for at least 12 hours similar to the restriction on Withdraw during War. You must also be OUT of war declaration range in order to have this button available to you.
  • War Gains Formula - The top-feed minimum gains is being reduced slightly to accommodate the LBG top-feed bonuses from Age 72 (note this is only for Top Feed gains, all other gains remain the same)

Age 74

  • 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.
  • War Proposals - Limit of 3 proposals that can be oustanding at any given time
  • EoWCF Duration - Increased to 96 hours from 72 hours.
  • Immediately upon exit of End of War Cease-Fire all Credits will decay by 1/3 instantly

Age 75

  • 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
  • War Win Bonus - The minimum war win acres bonus will be reduced to 4000 acres (from 5000)
  • 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
  • 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:
    • 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
    • The 'Force Cease-Fire' button for the aggressor Kingdom will be available beginning on the 12th of the 3rd Month
    • 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'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)
    • 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
    • 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
    • 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

Age 76

  • During ANY Cease-Fire espionage operations will be allowed (including End of War Cease-Fire) on the Kingdom you are in Cease-Fire with

Age 77

  • The 10% reduced attack time granted instantly on War Declare will be removed
  • Attack speed reduction from war will slide in up to -25% over 12 ticks

Age 78

  • 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
  • War
    • The amount of unique provinces required to attack from each Kingdom will be increased from 2 to 3 in order to declare war
    • 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
  • End of War Cease-Fire
    • Population growth will be increase from +500% to +1000%
    • There will be a minimum peasant growth per tick of 500

Age 79

  • 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
  • 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
  • To remove confusion, the definition of aggressor Kingdom shall mean the Kingdom with higher hostility meter points
  • A defending Kingdom may enter into a 72 hour unbreakable Cease-Fire with an aggressor Kingdom if:
    • a) Defender has not made any military attacks for at least 3 ticks, AND;
    • b) Defender relations toward Aggressor are not Hostile
    • c) Aggressor is Hostile with Defender
    • d) Aggressor has been Hostile with defender for at least 3 ticks.
  • If both Kingdoms are Hostile, either Kingdom may declare War (normal Unfriendly v Hostile declares are available)
  • War Win rewards will only be provided if Kingdoms are in range at declare (range moved to 80% - 125%)
  • 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)
  • End of War Cease-Fire
    • Birth Rate will be increased by current effects only for the first 36 hours
    • Troop/Thief cost reduction will be removed
    • All credits (Specialist/Build) will be lost upon exit of End of War Cease-Fire
    • A small amount of science will be awarded to the winner

Age 81

  • War
    • War Range is now, low end 85% up to ~117.64% (1 / .85)
    • Auto Surrender will be possible after 5 days of war instead of 7 when opponent is 50% or less networth
    • Learn attack effects while in war will be increased from 4% to 8%
    • Out of range wars will yield war points based on relative size at the war start and scale accordingly, for example:
    • Example: 84.9% range = 100% points
      • 80% range = 85% points
      • 75% range = 65% points
      • 65% range = 20% points
      • < 65% range = 0 points
  • Force Cease-Fire
    • 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%)
    • This honor will be lost by the Kingdom pressing Force CF, it will not be transferred to the opponent Kingdom

Age 82

  • War
    • War declare range is now: (X * .85) to (X / .85)
    • War win acre minimum bonus will be reduced to 2500 acres (from 4000)
  • Force Cease-Fire
    • Only kingdoms under 85% size can force CF with an aggressor (same requirements for time and attacks remain)
    • Aggressor kingdoms can force CF after 24 hours of no attacks in kingdom news

Age 83

  • War
    • War win acre maximum bonus will be introduced and set to 10000 acres
  • Force Cease-Fire
    • This mechanic will no longer cancel dragons that have been started

Age 84

  • War
    • War may be declared by EITHER Kingdom if both Kingdoms have at least 75 Hostile Meter points
    • Hostile Meter Cap is increased from 150 to 225
    • End of War build credits awarded will be based on Median province size
    • Build credits awarded to the losing Kingdom will be increased from 50% to 100%
    • War Win science books awarded will be reduced from 72 hours of books to 48 hours
    • 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.
  • Force Cease-Fire
    • While at war, a Kingdom will now be capable of activating Force CF (Defender only)
    • Force CF duration will increase from 3 days to 5 days

Age 85

  • Gains going into or out of war are being reduced from -75% to -85%
  • While in War income will be reduced by 10%

Age 115

  • DFCF Updated