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Created page with "=Core Mechanics & Modifications= ==War Doctrine Updates== * 1st Province: +2.0% * Each additional Province: +1% * Maximum: 12.5% * Elf, Faery, and Halfling War Doctrines gain +2% strength from each additional province after the first, instead of +1%. ==Fog of War== * Removed from OOP ==Buildings== *Watch Towers **Catch chance increased from 2.0% to 2.3% ==Science== * Shielding multiplier increased from 0.0314 to 0.0350 * Cunning and Sorcery will be moved back in..."
 
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==Buildings==
==Buildings==
*Watch Towers  
*Watch Towers  
**Catch chance increased from 2.0% to 2.3%  
**Catch chance increased from 2.0% to 2.2%  


==Science==
==Science==
Line 21: Line 21:
==Spells==
==Spells==
* Fireball peasant damage increased from 4–7% to 5–7%.   
* Fireball peasant damage increased from 4–7% to 5–7%.   
* Storms Peasant losses per tick increased from 1.5% to 1.75%.  
* Storms Peasant losses per tick increased from 1.5% to 1.75%.
* Droughts Food reduction increased from 25% to 30%.
* Droughts Draft Rate reduction increased from 15% to 20%.  
* Droughts Draft Rate reduction increased from 15% to 20%.  
* Chastity base duration average reduced from 6 to 4 days  
* Chastity base duration average reduced from 6 to 4 days  
* Sloth 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
* Magic Ward base duration average reduced from 6 to 4 days
* Lightning Strike no longer global


==OPs==
==OPs==

Revision as of 21:26, 12 July 2026

Core Mechanics & Modifications

War Doctrine Updates

  • 1st Province: +2.0%
  • Each additional Province: +1%
  • Maximum: 12.5%
  • Elf, Faery, and Halfling War Doctrines gain +2% strength from each

additional province after the first, instead of +1%.

Fog of War

  • Removed from OOP

Buildings

  • Watch Towers
    • Catch chance increased from 2.0% to 2.2%

Science

  • Shielding multiplier increased from 0.0314 to 0.0350
  • Cunning and Sorcery will be moved back into one tree for instant spell and thief damage known as Arcana
  • Valor multiplier increased from 0.0582 to 0.0620

Spells

  • Fireball peasant damage increased from 4–7% to 5–7%.
  • Storms Peasant losses per tick increased from 1.5% to 1.75%.
  • Droughts Food reduction increased from 25% to 30%.
  • 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
  • Lightning Strike no longer global

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

  • Changes to meter decay will revert back to before age 111.
  • Hostile Meter points will decay on the 1st of each month by either 20% or 3 points, whichever is greater.
  • Hostile Meter no longer resets for Ceasefi res or Entering Wars.

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 & Out of Range Attack Penalty Updatesaka anti-bottomfeeding mechanics

  • Battle Gains reduced by 15% instead of 10%

Spells and Ops

  • Following spells/ops will be available to defending kingdoms in Unfriendly relations:
    • Fireball
    • Lightning Strike
    • Fools Gold
    • Meteor Showers
    • Nightstrike
    • Greater Arson

War

  • Attacking and Defending
    • In War, successful Learn and Plunder attacks also capture land equal to 20% 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 3.5% 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 3 ticks thereafter destroys 25% current rune supplies.
  • Dragons started outside of War cost 15% more Gold and Food

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 4 acres.
  • Spells:
    • Blizzard, Mage’s Fury, Mind Focus, Fool’s Gold
  • Penalties:
    • -15% Birth Rates
    • +30% 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 -10% 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:
    • +10% Attack Time
    • +1 Mana Cost for Offensive Spells
    • Cannot use Forts
  • Units:
    • Soldier: 3/0, 0.75nw
    • Offensive Specialist: 10/0, 4.0nw
    • Defensive Specialist: 0/11, 5.5nw
    • Elite Unit: 16/3 800gc, 7.0nw
    • 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
    • +90% 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
    • +20% 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, 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 your sabotage damage dealt to that target by 3%, up to a maximum of 15%. The bonus resets when you 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% Training Costs
    • +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 - Muster the Realm
    • After a successful attack, they gain Building Credits equal to 25% of acres gained and Specialist Credits equal to 100% of the acres gained. For the next 6 ticks, Training Time is reduced by 20%. Does not stack.
  • Spells:
    • Fountain of Knowledge, Invisibility, Guile, Steal War Horses
  • Penalties:
    • +25% Wages
  • Units:
    • Soldier: 3/0, 0.75nw
    • Offensive Specialist: 15/0, 6.0nw
    • Defensive Specialist: 0/12, 6.0nw
    • 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
    • -40% Draft Cost
    • +15% 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:
    • -45% 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 25% 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, Fool's Gold
  • 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 (Affects NW)
  • +1 Defensive Specialist Strength (Affects NW)
  • -40% Damage from Instant Spells
  • +25% Military 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
  • +2 Offensive Elite Strength (Affects NW)
  • -25% Training Cost & Speed
  • Can Train one Elite for every two Specialist Credits
  • +25% Military Science Efficiency
  • Access to Mist, Wrath
  • Starts with +800 Soldiers and +800 Specialist Credits
  • Unique Passive - Relentless Assault
    • Each successful attack against an enemy grants you +5% Enemy Military Defensive Casualties against that enemy for 3 ticks, stacking up to +15%. Each new successful attack refreshes the duration of all stacks. If no successful attack is made for 3 ticks, the bonus resets. Successfully attacking a different enemy reset this effect.

The Heretic

  • +35% Offensive TPA
  • +35% Offensive WPA
  • -50% Thief Losses
  • +50% Guild Effectiveness
  • Immune to Expose Thieves
  • +25% Arcane Science Efficiency
  • Access to Nightmares, Fools Gold, Vermin, Magic Ward, Lightning Strike
  • 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 Channeling
    • While above 60% mana, spells gain +20% WPA

The Necromancer

  • +25% WPA
  • +7.5% ME
  • -40% Rune Cost (Not Ritual)
  • +40% Channeling Science Efficiency
  • Access to Animate Dead, Mind Focus, Soul Blight, Nightmare, Guile, Lightning Strike
  • Starts with +400 Wizards +400 Specialist Credits
  • Unique Passive – Dark Pact
    • After each successful attack, The Necromancer converts:
      • 7.5% of the enemy's killed units into Wizards.
      • 17.5% of the enemy's killed units into Soldiers.
      • 10% of the enemy's killed units into Peasants.

The Rogue

  • +100% 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
  • +50% 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
  • +35% 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
  • +100% Honor Effects
  • Offensive specialist gets +2 strength (Affects NW)
  • +40% Valor Science Efficiency
  • Access to Quick Feet, Righteous Aggressor, Hero's Inspiration
  • Starts with +800 Soldiers and +800 Specialist Credits
  • Unique Passive - Rising Renown
    • Successful attacks in War grant +5% Honour Effects for 6 ticks, stacking up to a maximum of +15%. Each successful attack refreshes the duration of all stacks. The bonus resets if no successful attack is made for 6 ticks