Age 114
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Quick Navigation: Age Schedule • War Doctrines • Core Mechanics • Out of War Penalties • Dragons • Rituals • Spell Changes • Races • Personalities | ||||||||||||||||||||||||||||||||||||||||||
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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.
| 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 |
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| 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 |
No Other Spells |
| 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 |