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Age 115 Revised Changes

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Age 115 – Revised Changes

Quick Navigation: Age ScheduleWar DoctrinesCore MechanicsAttacksBuildingsScienceRelationsDragonsRitualsRacesPersonalities

Age Schedule

‘’‘WoL Age 115 Open:’’’ TBC
‘’‘WoL Age 115 Start:’’’ TBC
‘’‘WoL Age 115 End:’’’ TBC

War Doctrines

Each race contributes a ‘’‘War Doctrine’’’ that applies kingdom-wide during War. The first province of a race provides a stronger initial bonus, with each additional province contributing a progressively smaller amount.

Province Count Doctrine Bonus
1st Province +3.5%
2nd Province +2.5%
3rd Province +1.5%
4th Province +1.0%
Each additional Province +0.5%
‘’‘Maximum Cap’’’ ‘’‘12.5%’’’

This rewards early commitment to a race while still allowing deeper specialisation. No War Doctrine may exceed 12.5% total effect.

‘’‘Example:’’’ If your kingdom has 5 Elf provinces, your kingdom would receive a combined doctrine bonus based on the scaled contributions of each province, reaching toward the maximum cap during war — granting +8.5% WPA and +8.5% Spell Duration during war (reaching toward 12.5%).

Core Mechanics & Modifications

Attacks

Successful ‘’‘Massacres’’’ will now also apply the following penalties for ‘’‘8 ticks’’’ in addition to the peasant, thief, and wizard kills:

- −1 Mana Recovery - −1 Stealth Recovery - −15% Guilds Effectiveness - −15% Thieves’ Dens Effectiveness

This effect refreshes on re-hit, but does not stack.

Buildings

- Guilds reduce wizard losses on failed spells, max −25% - Castles base percent shifted from 2.25% to 2%

Science

- Resilience Multiplier shifted to 0.04401 from 0.0489 - Artisan Multiplier shifted to 0.04302 from 0.0478 - Finesse Multiplier shifted to 0.08685 from 0.0965

Relations

‘’‘Defensive Force Ceasefire (DFCF)’’’ reintroduced with the following changes:

DFCF becomes available when all of the following are met:

- The kingdom is 40 points (in-range) or 25 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

Additional DFCF rules:

- DFCF will incur a penalty if within War Range of the aggressor (15% NW or Land) - Penalty will be a loss of 2.5% Honor and 2.5% Science - There is no penalty incurred for DFCF if out of War Range of the aggressor - Penalty will have a warning popup, as to not be done accidentally - DFCF duration will be for 48 hours before it can be cancelled by either kingdom

The following spells/ops are now accessible in ‘’‘Unfriendly’’’ instead of Hostile relations: Nightmares, Abolish Ritual, Fireball, Fool’s Gold, Lightning Strike, Land Lust, Mystic Vortex, Sloth, Steal War Horses, Greater Arson, Nightstrike.

Dragons

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

‘’‘Note:’’’ The Celestite Dragon has been removed in Age 115.

Dragon Effects
‘’‘Amethyst’’’ • −30% Spell Success Chance
• −30% Thievery Success Chance on sabotage operations
• All active self-spells are removed instantly upon arrival
• Every 6 ticks thereafter, provinces suffer 2% wizard losses, 2% thief losses
‘’‘Emerald’’’ • +25% Military Casualties
• −20% Combat Gains
• Every 6 ticks thereafter, 1.5% of troops at home are lost and current Building and Specialist Credits are reduced by 30%
‘’‘Ruby’’’ • −12.5% Military Effectiveness
• +20% Military Wages
• Destroys 1.5% of offensive specialists instantly and every 6 ticks 10% of current draftees are lost and armies at home suffer 2.5% desertion of offensive specialists
‘’‘Topaz’’’ • −30% Building Efficiency
• −25% Income
• Destroys 10% of buildings instantly upon arrival
• Every 6 ticks thereafter, destroys 5% of buildings and 20% of current gold
‘’‘Sapphire’’’ • −35% WPA and TPA
• −1 Mana Recovery
• −1 Stealth Recovery
• +12.5% Instant Spell and Sabotage Damage taken and −12.5% Instant Spell and Sabotage Damage dealt
• Every 6 ticks thereafter, destroys 25% of current rune supplies

Rituals

Ritual Effects
‘’‘Barrier’’’ • +20% Birth Rates
• −25% Damage from Enemy Instant Magic and Thievery Operations
• −20% Massacre Damage
• −10% Battle (Resource) Losses
‘’‘Benediction’’’ ’’’(New)’’’ • +20% Building Efficiency
• −20% Draft Costs
• −20% Build Costs
• −20% 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’’’ • +25% Offensive WPA
• +25% 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% Raze Damage
• −25% Military Casualties

‘’‘Note:’’’ Expedient has been removed. Benediction is new.

Races

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.

Race War Doctrine & Unique Ability Bonuses & Penalties Units Spells

Avian

Unique Passive: Dive Bomb

Offensive specialists gain +2 offense points (War Only).

‘’‘War Doctrine (In War):’’’

Provides up to +12.5% Raze Damage and −12.5% Military Casualties on all attacks to you and all your kingdom.

‘’‘Bonuses:’’’

- −25% Attack Time - −20% Training Time - −20% Military Wage Cost

‘’‘Penalties:’’’

- No Access to Stables and War Horses - −5% BE

- Soldier: 3/0 (0.75nw) - Offensive Specialist: 12/0 (5.0nw) - Defensive Specialist: 0/10 (5nw) - Elite Unit: 16/3 (750gc, 7nw) - Mercenary: 8/0 (0.0nw) - Prisoner: 8/0 (1.6nw) - War Horse: n/a

 Town Watch, Illuminate Shadows

Dark Elf

Unique Passive: Mystic Enthusiasts

Successful offensive instant spells refund 40% rune cost.

‘’‘War Doctrine (In War):’’’

Provides up to +12.5% Instant Spell Damage and −12.5% Rune Costs to you and all your kingdom.

‘’‘Bonuses:’’’

- +25% Instant Spell Damage - −40% Rune Cost (Not Including Rituals) - Can train Thieves using Specialist Credits

‘’‘Penalties:’’’

- −15% Birth Rates

- Soldier: 3/0 (0.75nw) - Offensive Specialist: 14/0 (5.6nw) - Defensive Specialist: 0/10 (5nw) - Elite Unit: 4/12 (750gc, 7nw) - Mercenary: 8/0 (0nw) - Prisoner: 8/0 (1.6nw) - War Horse: 2/0 (0.6nw)

 Blizzard, Mage’s Fury, Illuminate Shadows, Pitfalls

Dwarf

Unique Passive: Architect's Revenge

Incoming Raze damage reduced by 15% and Raze attacks destroy 20% additional buildings.

‘’‘War Doctrine (In War):’’’

Provides up to −12.5% Construction Costs and +12.5% Income gained in combat to you and all your kingdom.

‘’‘Bonuses:’’’

- +30% Building Efficiency - −50% Construction Time

‘’‘Penalties:’’’

- Cannot Accelerate Construction - +10% Attack Time

- Soldier: 3/0 (0.75nw) - Offensive Specialist: 10/0 (4.0nw) - Defensive Specialist: 0/10 (5.0nw) - Elite Unit: 15/5 (800gc, 7nw) - Mercenary: 8/0 (0.0nw) - Prisoner: 8/0 (1.6nw) - War Horse: 2/0 (0.6nw)

 Miner’s Mystique, Town Watch, Reflect Magic, Mist

Elf

Unique Passive: 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 40%.

‘’‘War Doctrine (In War):’’’

Provides up to +12.5% Offensive WPA and +12.5% Spell Duration to you and all your kingdom.

‘’‘Bonuses:’’’

- +40% Magic Effectiveness (WPA) - +1 Mana Per Tick in War - +40% Rune Production

‘’‘Penalties:’’’

- −20% TPA

- Soldier: 3/0 (0.75nw) - Offensive Specialist: 10/0 (4.0nw) - Defensive Specialist: 0/13 (6.5nw) - Elite Unit: 15/4 (750gc, 6.0nw) - Mercenary: 8/0 (0.0nw) - Prisoner: 8/0 (1.6nw) - War Horse: 2/0 (0.6nw)

 Pitfalls, Wrath, Vermin, Sloth

Faery

Unique Passive: Leyline Interference

Enemy spells cast against Faery provinces have a 25% chance to fail.

‘’‘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.

‘’‘Bonuses:’’’

- +25% Spell Duration - +20% WPA - +1 Mana Recovery per Tick

‘’‘Penalties:’’’

- −5% Population

- Soldier: 3/0 (0.75nw) - Offensive Specialist: 10/0 (4.0nw) - Defensive Specialist: 0/10 (5.0nw) - Elite Unit: 4/16 (1000gc, 8.5nw) - Mercenary: 8/0 (0.0nw) - Prisoner: 8/0 (1.6nw) - War Horse: 2/0 (0.6nw)

 All Racial Spells

Halfling

Unique Passive: Silent Assault

Sabotage operations suffer 50% fewer thievery losses.

‘’‘War Doctrine (In War):’’’

Provides up to +12.5% Sabotage Damage and +12.5% Offensive TPA to you and all your kingdom.

‘’‘Bonuses:’’’

- +10% Population - +1 Stealth Regeneration Per Tick - +20% Thievery Effectiveness (TPA)

‘’‘Penalties:’’’

- +10% Military Casualties

- Soldier: 3/0 (0.75nw) - Offensive Specialist: 10/0 (4.0nw) - Defensive Specialist: 0/10 (5.0nw) - Elite Unit: 7/13 (800gc, 8nw) - Mercenary: 8/0 (0.0nw) - Prisoner: 8/0 (1.6nw) - War Horse: 2/0 (0.6nw)

 Tree of Gold, Greater Protection

Human

Unique Passive: Civil Administration

Prisoners generate an additional 3.0gc per tick and Mercenary costs are reduced by 40%.

‘’‘War Doctrine (In War):’’’

Provides up to +12.5% Book Generation and +12.5% Science Effectiveness to you and all your kingdom.

‘’‘Bonuses:’’’

- All Lands hold Prisoners — 2 per Acre - +1 Stealth Regeneration Per Tick - −30% Damage from Learn Attacks - −50% Thief Cost

‘’‘Penalties:’’’

- Military wage increases take twice as long to fully apply. Wage reductions apply normally. - +40% Rune Cost (Does not Include Rituals)

- Soldier: 3/0 (0.75nw) - Offensive Specialist: 12/0 (4.8nw) - Defensive Specialist: 0/10 (5.0nw) - Elite Unit: 14/4 (700gc, 7nw) - Mercenary: 8/0 (0.0nw) - Prisoner: 8/0 (1.6nw) - War Horse: 3/0 (0.9nw)

 Fountain of Knowledge, Revelation, Invisibility, Guile, Steal War Horses

Orc

Unique Passive: Carnage

Every time an Orc makes a successful attack, a random bonus effect is applied to that attack — the spirit of war is unpredictable and wild:
• Destroy 40% of enemy resources (gold, runes, food)
• +10% Gains
• −30% Military Losses

‘’‘War Doctrine (In War):’’’

Provides up to +10% Offensive Military Efficiency and +12.5% Enemy Military Casualties to you and all your kingdom.

‘’‘Bonuses:’’’

- +5% Gains OOW & +15% Gains During War - −50% Draft Cost

‘’‘Penalties:’’’

- −15% DME

- Soldier: 3/0 (0.75nw) - Offensive Specialist: 13/0 (5.2nw) - Defensive Specialist: 0/10 (5nw) - Elite Unit: 18/2 (800gc, 7nw) - Mercenary: 8/0 (0.0nw) - Prisoner: 8/0 (1.6nw) - War Horse: 2/0 (0.6nw)

 Bloodlust

Undead

Unique Passive: Death March

Converts 45% of offensive losses into Soldiers instantly.

‘’‘War Doctrine (In War):’’’

Provides up to −12.5% Enemy Battle Gains and +12.5% Plague Spread Chance to you and all your kingdom.

‘’‘Bonuses:’’’

- −50% Military Losses - Plague Immunity - All successful attacks have a 40% chance to spread plague to the target province - No Food Requirement

‘’‘Penalties:’’’

- −5% OME

- Soldier: 3/0 (0.75nw) - Offensive Specialist: 11/0 (4.4nw) - Defensive Specialist: 0/10 (5.0nw) - Elite Unit: 17/4 (800gc, 7nw) - Mercenary: 8/0 (0.0nw) - Prisoner: 8/0 (1.6nw) - War Horse: 2/0 (0.6nw)

 Animate Dead, Aggression

Personalities

Personality Unique Ability Bonuses Starting Bonuses Spells
The Artisan

Unique Passive: Construction Delays

For 6 ticks after a successful attack, the enemy's building efficiency is reduced by 10% (does not stack).
  • +40% Building Capacity (Homes, Stables, Dungeons)
  • +40% Building Production (Banks, Farms, Stables, Towers, Homes)
  • Immune to Plunder
  • +15% Economy Science Efficiency
  • +600 Soldiers
  • +600 Specialist Credits
  • +200 Building Credits

Ghost Workers, Greater Protection

The General

Unique Passive: General's Authority

Attacks inflict +15% enemy military casualties when two or more generals are sent.
  • +1 General
  • −20% Training Cost & Speed
  • Train Elites with Specialist Credits (In War)
  • +25% Bookkeeping Science Efficiency
  • +800 Soldiers
  • +800 Specialist Credits

Mist, Wrath

The Heretic

Unique Passive: Blasphemous Might

After a failed offensive spell cast, the Heretic recovers 1% Stealth.
  • +15% TPA
  • +15% WPA
  • −50% Thief Losses
  • +15% Sabotage Damage
  • +15% Spell Damage
  • +50% Guild Effectiveness
  • +25% Crime Science Effectiveness
  • +400 Wizards
  • +400 Thieves

Nightmares, Fools Gold

The Mystic

Unique Passive: Focused Channelling

While above 40% mana, spells gain +20% WPA.
  • +125% Guilds Effectiveness
  • +1 Mana Recovery per Tick
  • +25% Offensive Spell Duration
  • +25% Channeling Science Efficiency
  • +800 Wizards

Pitfalls, Meteor Showers, Chastity, Magic Ward

The Necromancer

Unique Passive: Dark Pact

After each successful attack, The Necromancer converts:
• 10% of the enemy's killed units into Wizards
• 20% of the enemy's killed units into Soldiers
• 10% of the enemy's killed units into Peasants
  • +25% WPA
  • +1–10% OME based on RWPA (0.5 rwpa – 5.0 rwpa)
  • +25% Channeling Science Effectiveness
  • −50% Rune Cost (Not Ritual)
  • +400 Wizards
  • +400 Specialist Credits

Animate Dead, Mystic Aura, Mind Focus, Fools Gold, Soul Blight, Guile

The Paladin

Unique Passive: Holy Inquisition

Successful Traditional Marches in War or Hostile apply a minor Learn-style effect:
• Permanently destroys 1% of target's total books
• Temporarily suppresses 12% of target's science effectiveness for 12–16 ticks
Effect does not stack, only refreshes.
  • +2 War Horse Strength (alters NW)
  • All lands hold and produce Horses (8 per acre)
  • +7.5% Defensive Military Efficiency
  • −10% Military Losses
  • Immune to Plague
  • +25% Resilience Science Efficiency
  • +800 Soldiers
  • +800 Specialist Credits

Salvation, Divine Shield, Heroes' Inspiration, Illuminate Shadows

The Rogue

Unique Passive: Shadow Persistence

Rogue provinces may perform thievery operations while overpopulated.
  • +100% Thieves' Dens Effectiveness
  • +30% TPA
  • +1 Stealth Recovery per Tick
  • Access to All Thievery Operations
  • +25% Crime Science Efficiency
  • +800 Thieves

No Other Spells

The Tactician

Unique Passive: Interdiction

Successful Attacks in War destroy resources as follows:
• 10% of gold
• 25% of runes
• 50% of food
  • −15% Attack Time
  • +40% Specialist Credits Gains
  • +25% Land gained when Ambushing
  • No Thieves lost on Intel
  • Enhanced Conquest: Requires only 51% Defence to succeed; base gains up to 11% max; in war, Networth range penalties are halved; gains vs targets above 130% Networth cannot fall below 50% of min base conquest gains
  • +25% Siege Science Efficiency
  • +800 Soldiers
  • +800 Specialist Credits

Clearsight

The Warrior

Unique Passive: Battle Cry

Upon successful attack, the attack will destroy 1% of the entire population.
  • +15% Offensive Military Efficiency
  • +4 Mercenary & Prisoner Strength
  • Mercenaries and Prisoners may be sent at double the normal limit
  • −50% Mercenary Cost
  • +25% Tactics Science Efficiency
  • +800 Soldiers
  • +800 Specialist Credits

Bloodlust

The War Hero

Unique Passive: Heroes' Culling

Successful Massacres deal +25% more damage and kill an additional 2.5% thieves and wizards.
  • +15% Honor Gains
  • +70% Honor Effects
  • Offensive specialist gets +2 strength
  • +25% Siege Science Efficiency
  • +800 Soldiers
  • +800 Specialist Credits

Quick Feet, Righteous Aggressor