Jump to content

Age 114: Difference between revisions

From Utopia Game
No edit summary
revert this change if you don't like it yb
Line 1: Line 1:
[[File:Age of Convergence.jpeg|options|link=]]
{| class="wikitable" style="width:100%; border:2px solid #000814; font-size:1em; text-align:left;"
{| class="wikitable" style="width:100%; border:2px solid #000814; font-size:1em; text-align:left;"
|-
|-
Line 7: Line 5:
|-
|-
| colspan="2" style="vertical-align:top; background:#001D3D; color:#FFFFFF; padding:1.5em; font-size:1.1em; line-height:1.8;" |
| colspan="2" style="vertical-align:top; background:#001D3D; color:#FFFFFF; padding:1.5em; font-size:1.1em; line-height:1.8;" |
''For centuries, the realms fought as isolated powers. Each race guarded its traditions. Each kingdom shaped war in its own image.''
[[File:Age of Convergence.jpeg|center|options|link=]]
 
'''That era is over.'''
 
As conflicts stretched on and old playbooks became predictable, the world adapted. Magic wove into steel. Doctrine replaced impulse. Power no longer flowed from a single source, but grew through alignment.
 
In this age, '''strength is created where paths converge'''. Races no longer fight in isolation. Their philosophies now shape the battlefield. When a kingdom aligns its forces under shared doctrine, the fight changes: Armies move with purpose. Spells strike harder. Defenses hold longer. Opponents lose control.
 
This is an age where: '''Choices compound. Coordination wins. Neglect is punished.'''
 
Victory belongs not to the loudest blow, but to the kingdom that aligns its strengths and exploits its moment.
|-
|-
| style="width:50%; vertical-align:top; background:#003566; color:#FFFFFF; padding:1em;" |
| style="width:50%; vertical-align:top; background:#003566; color:#FFFFFF; padding:1em;" |

Revision as of 04:45, 24 January 2026

Quick Navigation: Age ScheduleWar DoctrinesCore MechanicsOut of War PenaltiesDragonsRitualsSpell ChangesRacesPersonalities

options
options

Age Schedule

WoL Age 114 Open: 25 January 2026, 22:00
WoL Age 114 Start: 28 January 2026
WoL Age 114 End: TBD

War Doctrines (New Mechanic)

Each race contributes a War Doctrine that applies kingdom-wide during War.

  • Base Value: 1.5%
  • Increment: +1% per province of that race
  • Maximum Cap: 7.5% (reached at 7 provinces)
  • Additional provinces beyond cap do not increase doctrine strength
  • No War Doctrine may exceed 7.5% total effect

Core Mechanics & Modifications

Defects & Walls

  • Defects no longer ignores kingdom wall if 22 provinces or above

Massacre Changes

  • Massacre effectiveness in War will now be 2x instead of 3x

Learn and Plunder Changes

  • Learns and Plunders will have their enemy military kills reverted to normal troop kills in War

Out of War Attack Penalty Updates

When targeting a Kingdom that is less than 85% of both your Land and Networth:

  • Battle Gains: –10%
  • Military Casualties: +10%
  • Honor Gains: –25%
  • Attack Time: +20%

Dragons (Reworked)

Dragons return not as spectacle, but as pressure. They disrupt economies, drain resolve, and force hard choices until they are answered.

General Changes

  • Elites deal dragon damage based on their higher value (e.g., 14/4 elite deals 14 damage before slaying modifiers)
  • Elites no longer combine offence and defence when slaying dragons
  • Dragon HP reduced by 10%
Dragon Effects Cost Modifier
Amethyst • –40% Spell Success
• –40% Thievery Success on sabotage
• Enemy provinces suffer +25% thievery and wizard losses on failed spells/ops
2.4
Emerald • +25% military casualties in combat
• –20% combat gains
• –40% Building and Specialist Credits gained in combat
2.4
Celestite • –60% Birth Rates
• –40% Hospital Effectiveness
• +50% Build Cost and Time
2.4
Ruby • Reduces Military Effectiveness by 15%
• Increases Military Wages by 30%
• Lose 30% of new draftees
2.4
Topaz • –30% Building Efficiency
• –25% Income
• Destroys 4% of buildings instantly and every 6 days thereafter
2.0
Sapphire • –30% lower magic (WPA) and thievery (TPA) effectiveness
• +12.5% Instant Spell and Sabotage Damage taken
• –12.5% Instant Spell and Sabotage Damage dealt
2.0


Rituals

Ritual Effects
Barrier •+20% Birth Rates
• –25% Damage from Enemy Instant Magic and Thievery Operations
• –20% Massacre Damage
• –10% Battle (Resource) Losses
Expedient •+20% Building Efficiency
• –25% Construction Cost
• –25% Construction Time
• –25% Military Wages
Ascendancy •+50% Wizard Production
• –50% Wizard Losses on Failed Spells
• –25% Science Book Production
Haste •–10% Attack Time
• –25% Training Time
• –25% Construction Time
Havoc •+20% Offensive WPA
• +20% Offensive TPA
• +20% Spell Damage
• +20% Sabotage Damage
Onslaught •+10% Offensive Military Efficiency
• +15% Enemy Military Casualties on Attacks
Stalwart • +5% Defensive Military Efficiency
• –20% Military Casualties

Each province in Utopia is defined by its Race and Personality, which determine unique bonuses, penalties, units, spells, and special abilities. Choose wisely – your combination shapes your entire strategy.


Races

Name Bonuses Penalties War Doctrine & Unique Ability Units Spells
Avian
  • –20% Attack Time
  • –40% Training Time
  • Cannot Ambush
  • No Access to Stables and War Horses
War Doctrine (In War)
Provides up to –5% Attack Time to you and all your kingdom (scales with # of Avian provinces, caps at 7)
Opportunistic Raiders
Learn and Plunder attacks return armies 1 tick faster (after modifiers)
Passive ability
  • Soldier 3/0 (0.75nw)
  • Off. Spec 13/0 (5.2nw)
  • Def. Spec 0/9 (4.5nw)
  • Elite 16/6 (900gc, 8nw)
  • Merc 8/0 (0.0nw)
  • Prisoner 8/0 (1.6nw)
  • War Horse n/a
Town Watch, Illuminate Shadows, Divine Shield, Salvation
Dark Elf
  • +25% Instant Spell Damage
  • –50% Rune Cost (Not Including Rituals)
  • Can train Thieves using Specialist Credits
  • –25% Birth Rates
War Doctrine (In War)
Provides up to +7.5% Instant Spell Damage to you and all your kingdom (scales with # of Dark Elf provinces, caps at 7)
Mystic Enthusiasts
Successful offensive instant spells refund 20% rune cost
Passive ability
  • Soldier 3/0 (0.75nw)
  • Off. Spec 15/0 (6nw)
  • Def. Spec 0/8 (4.0nw)
  • Elite 4/12 (750gc, 7nw)
  • Merc 8/0 (0nw)
  • Prisoner 8/0 (1.6nw)
  • War Horse 2/0 (0.6nw)
Blizzard, Mage's Fury, Illuminate Shadows, Pitfalls, Quick Feet
Dwarf
  • +25% Building Efficiency
  • –50% Construction Time
  • +20% Building Credits in Combat
  • Cannot Accelerate Construction
  • +10% Attack Time
War Doctrine (In War)
Provides up to +7.5% Specialist Credits gained in combat to you and all your kingdom (scales with # of Dwarf provinces, caps at 7)
Master Builders
Incoming Raze damage reduced by 15% and Raze attacks destroy +20% additional buildings
Passive ability
  • Soldier 3/0 (0.75nw)
  • Off. Spec 10/0 (4.0nw)
  • Def. Spec 0/11 (6.0nw)
  • Elite 15/9 (900gc, 8nw)
  • Merc 8/0 (0.0nw)
  • Prisoner 8/0 (1.6nw)
  • War Horse 2/0 (0.6nw)
Miner's Mystique, Town Watch, Reflect Magic, Mist
Elf
  • +30% Magic Effectiveness (WPA)
  • +1 Mana Per Tick in War
  • –20% TPA
War Doctrine (In War)
Provides up to –7.5% Military Casualties Taken to you and all your kingdom (scales with # of Elf provinces, caps at 7)
Arcane Surge
Whenever your province's mana drops below 40%, all spells you cast while under that threshold deal +25% spell damage. The boost disappears as soon as your mana climbs back above 35%
Passive ability
  • Soldier 3/0 (0.75nw)
  • Off. Spec 10/0 (4.0nw)
  • Def. Spec 0/13 (6.5nw)
  • Elite 14/6 (800gc, 7.0nw)
  • Merc 8/0 (0.0nw)
  • Prisoner 8/0 (1.6nw)
  • War Horse 2/0 (0.6nw)
Pitfalls, Wrath, Fountain of Knowledge, Revelation
Faery
  • +25% Spell Duration
  • +25% WPA
  • +1 Mana Recovery per Tick
  • –10% BE
  • +15% Military Wages
War Doctrine (In War)
Provides up to –7.5% damage from enemy Thievery and Magic instant operations to you and all your kingdom (scales with # of Faery provinces, caps at 7)
Leyline Interference
Enemy spells cast against Faery provinces have a 15% chance to fail
Passive ability
  • Soldier 3/0 (0.75nw)
  • Off. Spec 10/0 (4.0nw)
  • Def. Spec 0/10 (5.0nw)
  • Elite 8/15 (900gc, 9nw)
  • Merc 8/0 (0.0nw)
  • Prisoner 8/0 (1.6nw)
  • War Horse 2/0 (0.6nw)

Tree of Gold, Quick Feet, Town Watch, Blizzard, Mage's Fury, Greater Protection, Fountain of Knowledge, Miner's Mystique, Pitfalls, Revelation, Animate Dead

Halfling
  • +10% Population
  • +1 Stealth Regeneration Per Tick
  • +20% Thievery Effectiveness (TPA)
  • +15% Military Casualties
War Doctrine (In War)
Provides up to +7.5% Sabotage damage to you and all your kingdom (scales with # of Halfling provinces, caps at 7)
Sneak Attack
On cast of "Sneak Attack", all thievery operations incur zero thievery losses for 1 tick
Active ability, 23 tick cooldown
  • Soldier 3/0 (0.75nw)
  • Off. Spec 10/0 (4.0nw)
  • Def. Spec 0/11 (5.5nw)
  • Elite 10/13 (900gc, 8nw)
  • Merc 8/0 (0.0nw)
  • Prisoner 8/0 (1.6nw)
  • War Horse 2/0 (0.6nw)

Town Watch, Greater Protection

Human
  • All Lands hold Prisoners - 2 per Acre
  • +1 Stealth In War
  • +15% Science Efficiency
  • Military wage increases take twice as long to fully apply. Wage reductions apply normally
  • +50% Rune Cost (Does not Include Rituals)
  • –50% Libraries Building Effectiveness
War Doctrine (In War)
Provides up to +7.5% Book Generation to you and all your kingdom (scales with # of Human provinces, caps at 7)
Civil Administration
Prisoners generate an additional 2.0gc per tick and Mercenary costs are reduced by 25%
Passive ability
  • Soldier 3/0 (0.75nw)
  • Off. Spec 12/0 (4.8nw)
  • Def. Spec 0/10 (5.0nw)
  • Elite 14/9 (1000gc, 8nw)
  • Merc 8/0 (0.0nw)
  • Prisoner 8/0 (1.6nw)
  • War Horse 3/0 (0.9nw)

Fountain of Knowledge, Revelation, Invisibility, Guile

Orc
  • +15% Gains
  • –50% Draft Cost
  • –15% DME
War Doctrine (In War)
Provides up to +7.5% Enemy Military Casualties to you and all your kingdom (scales with # of Orc provinces, caps at 7)
Pillage and Burn
Successful Traditional Marches capture +30% additional Prisoners and Massacre attacks are +15% more effective at killing Wizards
Passive ability
  • Soldier 3/0 (0.75nw)
  • Off. Spec 13/0 (5.2nw)
  • Def. Spec 0/10 (5nw)
  • Elite 20/1 (850gc, 7nw)
  • Merc 8/0 (0.0nw)
  • Prisoner 8/0 (1.6nw)
  • War Horse 2/0 (0.6nw)

Aggression, Bloodlust

Undead
  • –40% Military Losses
  • Plague Immunity
  • No Food Requirement
  • –5% OME
War Doctrine (In War)
Provides –7.5% Enemy Battle Gains to you and all your kingdom (scales with # of Undead provinces, caps at 7)
Plaguebearers
Plague has a chance to spread on all successful attacks (33% chance)
Passive ability
  • Soldier 3/0 (0.75nw)
  • Off. Spec 11/0 (4.4nw)
  • Def. Spec 0/10 (5.0nw)
  • Elite 16/7 (900gc, 8nw)
  • Merc 8/0 (0.0nw)
  • Prisoner 8/0 (1.6nw)
  • War Horse 2/0 (0.6nw)

Animate Dead

Personalities

Name Bonuses Unique Ability Starting Bonuses Spells
The Artisan
  • +30% Building Capacity (Homes, Stables, Dungeons)
  • +30% Building Production (Banks, Farms, Stables, Towers)
  • +100% Successful Espionage Ops
  • +15% Economy Science Efficiency
Construction Delays
For 6 ticks after a successful attack, enemy building efficiency is reduced by 10% (does not stack)
Passive ability

+600 Soldiers, +600 Specialist Credits, +200 Building Credits

Ghost Workers, Greater Protection
The Paladin
  • +5% Population
  • +50% Stables Capacity and Production
  • Successful attacks inflict +15% enemy military casualties but also suffer +10% offensive military casualties
  • +15% Valor Science Efficiency
  • Immune to Plague
Divine Blessing
All daily bonuses (granted on the 1st of each month) are doubled
Passive ability

+800 Soldiers, +800 Specialist Credits

Standard Military Spells

The Heretic
  • –40% Thief Cost
  • +25% TPA
  • +20% Sabotage Damage
  • +50% Guild Bonus
  • +15% Arcane Science Efficiency
Chaotic Affliction
For the duration of the day when activated, all offensive spells and sabotage operations gain a random damage bonus between +10% and +30%
Active ability, 23 tick cooldown

+400 Wizards, +400 Thieves

Nightmares, Fools Gold, Invisibility, Steal Warhorses, Vermin

The Mystic
  • +125% Guilds Effectiveness
  • +1 Mana Recovery per Tick
  • +15% Channeling Science Efficiency
Focussed Channelling
While above 40% mana, spells gain +20% WPA
Passive ability

+800 Wizards

Pitfalls, Meteor Showers, Chastity, Vermin

The Rogue
  • +100% Thieves' Dens Effectiveness
  • +15% TPA
  • +1 Stealth Recovery per Tick
  • Access to All Thievery Operations
  • +15% Crime Science Efficiency
Shadow Persistence
Rogue provinces may perform thievery operations while overpopulated
Passive ability

+800 Thieves

No Other Spells

The Tactician
  • –15% Attack Time
  • +40% Specialist Credits Gains
  • No Thieves lost on intel
  • +15% Siege Science Efficiency
  • Enhanced Conquest
Dragon's Wrath
When attacking with a dragon, 3% of your raw offence from units will also deal damage to the dragon
Passive ability

+800 Soldiers, +800 Specialist Credits

Clearsight

The Warrior
  • +10% Offensive Military Efficiency
  • +4 Mercenary & Prisoner Strength
  • –50% Mercenary Cost
  • +15% Tactics Science Efficiency
Battle Cry
Upon successful attack, the attack will destroy 1% of the target's total population
Passive ability

+800 Soldiers, +800 Specialist Credits

Bloodlust

The Necromancer
  • +30% WPA
  • +25% Military Losses converted into Soldiers (your fallen rise again)
  • +15% Channelling Science Efficiency
  • Reclaims 30% of enemy military losses as Soldiers on successful attacks
Black Magic
Successful offensive instant spells also inflict necrotic fallout on the target province: kills 1% of target peasants per successful instant spell
Passive ability

+400 Wizards, +400 Specialist Credits

Animate Dead, Mystic Aura, Vermin, Pitfalls, Mind Focus

The General
  • +1 General
  • +20% Specialist Credits Gains
  • –25% Training Cost
  • Train Elites with Specialist Credits (In War)
  • +15% Bookkeeping Science Efficiency
Generals Authority
Attacks inflict +15% enemy military casualties when two or more generals are sent
Passive ability

+800 Soldiers, +800 Specialist Credits

Wrath

The War Hero
  • –30% Honor Losses
  • Converts Specialists to Elites on Traditional Marches
  • +2 Offensive Specialist Strength (Affects NW)
  • +50% Honor Effects
Honour & Glory
All successful attacks generate 2.5% additional honour gains
Passive ability

+800 Soldiers, +800 Specialist Credits

Standard Military Spells