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Age 114: Difference between revisions

From Utopia Game
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Revision as of 01:11, 24 January 2026

Age 114: The Age of Convergence

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.

Age Schedule

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

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

Spell Changes

  • Greed increased from 25% to 35% for both Wage and Draft Costs

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: RacesPersonalities

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
  • 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