Age 114: Difference between revisions
Races and Personalities first |
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'''Age 114: The Age of Convergence''' | |||
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''For centuries, the realms fought as isolated powers. Each race guarded its traditions. Each kingdom shaped war in its own image.'' | |||
'''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. | |||
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Age Schedule | |||
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| '''WoL Age 114 Open:''' || 25 January 2026, 22:00 | |||
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| '''WoL Age 114 Start:''' || 28 January 2026 | |||
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| '''WoL Age 114 End:''' || TBC | |||
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War Doctrines (New Mechanic) | |||
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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 | |||
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Core Mechanics & Modifications | |||
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'''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 | |||
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Out of War Attack Penalty Updates | |||
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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%''' | |||
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Dragons (Reworked) | |||
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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% | |||
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! style="background:#000814; color:#FFD60A;" | Dragon | |||
! style="background:#000814; color:#FFD60A;" | Effects | |||
! style="background:#000814; color:#FFD60A;" | Cost Modifier | |||
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| '''Amethyst''' || –40% Spell Success • –40% Thievery Success on sabotage • Enemy provinces suffer +25% thievery and wizard losses on failed spells/ops || 2.4 | |||
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| '''Emerald''' || +25% military casualties in combat • –20% combat gains • –40% Building and Specialist Credits gained in combat || 2.4 | |||
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| '''Celestite''' || –60% Birth Rates • –40% Hospital Effectiveness • +50% Build Cost and Time || 2.4 | |||
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| '''Ruby''' || Reduces Military Effectiveness by 15% • Increases Military Wages by 30% • Lose 30% of new draftees || 2.4 | |||
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| '''Topaz''' || –30% Building Efficiency • –25% Income • Destroys 4% of buildings instantly and every 6 days thereafter || 2.0 | |||
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| '''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 | |||
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Rituals | |||
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! style="background:#000814; color:#FFD60A;" | Ritual | |||
! style="background:#000814; color:#FFD60A;" | Effects | |||
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| '''Barrier''' || +20% Birth Rates • –25% Damage from Enemy Instant Magic and Thievery Operations • –20% Massacre Damage • –10% Battle (Resource) Losses | |||
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| '''Expedient''' || +20% Building Efficiency • –25% Construction Cost • –25% Construction Time • –25% Military Wages | |||
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| '''Ascendancy''' || +50% Wizard Production • –50% Wizard Losses on Failed Spells • –25% Science Book Production | |||
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| '''Haste''' || –10% Attack Time • –25% Training Time • –25% Construction Time | |||
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| '''Havoc''' || +20% Offensive WPA • +20% Offensive TPA • +20% Spell Damage • +20% Sabotage Damage | |||
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| '''Onslaught''' || +10% Offensive Military Efficiency • +15% Enemy Military Casualties on Attacks | |||
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| '''Stalwart''' || +5% Defensive Military Efficiency • –20% Military Casualties | |||
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Spell Changes | |||
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* '''Greed''' increased from 25% to '''35%''' for both Wage and Draft Costs | |||
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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. | 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. | ||
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Revision as of 01:01, 24 January 2026
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Age 114: The Age of Convergence | ||||||||||||||||||||||||
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For centuries, the realms fought as isolated powers. Each race guarded its traditions. Each kingdom shaped war in its own image. 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. | ||||||||||||||||||||||||
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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.
Quick Navigation: Races • Personalities
| Name | Bonuses | Penalties | War Doctrine & Unique Ability | Units | Spells |
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| Avian |
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Town Watch, Illuminate Shadows, Divine Shield, Salvation |
| Dark Elf |
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Blizzard, Mage's Fury, Illuminate Shadows, Pitfalls, Quick Feet |
| Dwarf |
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Miner's Mystique, Town Watch, Reflect Magic, Mist |
| Elf |
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Pitfalls, Wrath, Fountain of Knowledge, Revelation |
| Faery |
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Tree of Gold, Quick Feet, Town Watch, Blizzard, Mage's Fury, Greater Protection, Fountain of Knowledge, Miner's Mystique, Pitfalls, Revelation, Animate Dead |
| Halfling |
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| Human |
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| Orc |
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| Undead |
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| Name | Bonuses | Unique Ability | Starting Bonuses | Spells |
|---|---|---|---|---|
| The Artisan |
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+600 Soldiers, +600 Specialist Credits, +200 Building Credits |
Ghost Workers, Greater Protection |
| The Paladin |
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+800 Soldiers, +800 Specialist Credits |
Standard Military Spells |
| The Heretic |
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+400 Wizards, +400 Thieves |
Nightmares, Fools Gold, Invisibility, Steal Warhorses, Vermin |
| The Mystic |
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+800 Wizards |
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| The Rogue |
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+800 Thieves |
All Thievery Operations |
| The Tactician |
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+800 Soldiers, +800 Specialist Credits |
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| The Warrior |
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+800 Soldiers, +800 Specialist Credits |
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| The Necromancer |
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+400 Wizards, +400 Specialist Credits |
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| The General |
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+800 Soldiers, +800 Specialist Credits |
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| The War Hero |
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+800 Soldiers, +800 Specialist Credits |
Standard Military Spells |