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Age 114

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Quick Navigation: Age ScheduleWar DoctrinesCore MechanicsOut of War PenaltiesDragonsRitualsSpell ChangesRacesPersonalities

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Age Schedule

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

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

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.


Races

Category Avian Dark Elf Dwarf Elf Faery Halfling Human Orc Undead
Image
War Doctrine Provides up to –5% Attack Time (caps at 5) Provides up to +7.5% Instant Spell Damage (caps at 7) Provides up to +7.5% Specialist Credits (caps at 7) Provides up to –7.5% Military Casualties Taken (caps at 7) Provides up to –7.5% damage from enemy ops (caps at 7) Provides up to +7.5% Sabotage Damage (caps at 7) Provides up to +7.5% Book Generation (caps at 7) Provides up to +7.5% Enemy Military Casualties (caps at 7) Provides –7.5% Enemy Battle Gains (caps at 7)
Bonuses
  • –20% Attack Time
  • –40% Training Time
  • +25% Instant Spell Damage
  • –50% Rune Cost
  • Can train Thieves with credits
  • +25% Building Efficiency
  • –50% Construction Time
  • +20% Building Credits
  • +30% Magic Effectiveness
  • +1 Mana per tick in War
  • +25% Spell Duration
  • +25% WPA
  • +1 Mana Recovery
  • +10% Population
  • +1 Stealth Regen
  • +20% TPA
  • All Lands hold Prisoners
  • +1 Stealth in War
  • +15% Science Efficiency
  • +15% Gains
  • –50% Draft Cost
  • –40% Military Losses
  • Plague Immunity
  • No Food Requirement
Penalties
  • Cannot Ambush
  • No Stables / War Horses
  • –25% Birth Rates
  • Cannot Accelerate Construction
  • +10% Attack Time
  • –20% TPA
  • –10% BE
  • +15% Military Wages
  • +15% Military Casualties
  • Wage increases take twice as long
  • +50% Rune Cost
  • –50% Libraries Effectiveness
  • –15% DME
  • –5% OME
Unique Ability
  • Opportunistic Raiders
Learn/Plunder return 1 tick faster
  • Mystic Enthusiasts
20% rune refund on instant spells
  • Master Builders
–15% Raze damage taken
Raze destroys +20% buildings
  • Arcane Surge
+25% spell damage below 40% mana
  • Leyline Interference
15% chance enemy spells fail
  • Sneak Attack
0 thief losses for 1 tick (23‑tick CD)
  • Civil Administration
Prisoners +2gc/tick
–25% Merc cost
  • Pillage and Burn
+30% Prisoners
+15% Massacre wizard kills
  • Plaguebearers
33% chance to spread plague
Units
  • 3/0 Soldier
  • 13/0 Off Spec
  • 0/9 Def Spec
  • 16/6 Elite
  • Merc 8/0
  • Prisoner 8/0
  • 3/0 Soldier
  • 15/0 Off Spec
  • 0/8 Def Spec
  • 4/12 Elite
  • Merc 8/0
  • Prisoner 8/0
  • War Horse 2/0
  • 3/0 Soldier
  • 10/0 Off Spec
  • 0/11 Def Spec
  • 15/9 Elite
  • Merc 8/0
  • Prisoner 8/0
  • War Horse 2/0
  • 3/0 Soldier
  • 10/0 Off Spec
  • 0/13 Def Spec
  • 14/6 Elite
  • Merc 8/0
  • Prisoner 8/0
  • War Horse 2/0
  • 3/0 Soldier
  • 10/0 Off Spec
  • 0/10 Def Spec
  • 8/15 Elite
  • Merc 8/0
  • Prisoner 8/0
  • War Horse 2/0
  • 3/0 Soldier
  • 10/0 Off Spec
  • 0/11 Def Spec
  • 10/13 Elite
  • Merc 8/0
  • Prisoner 8/0
  • War Horse 2/0
  • 3/0 Soldier
  • 12/0 Off Spec
  • 0/10 Def Spec
  • 14/9 Elite
  • Merc 8/0
  • Prisoner 8/0
  • War Horse 3/0
  • 3/0 Soldier
  • 13/0 Off Spec
  • 0/10 Def Spec
  • 20/1 Elite
  • Merc 8/0
  • Prisoner 8/0
  • War Horse 2/0
  • 3/0 Soldier
  • 11/0 Off Spec
  • 0/10 Def Spec
  • 16/7 Elite
  • Merc 8/0
  • Prisoner 8/0
  • War Horse 2/0
Spells Town Watch, Illuminate Shadows, Divine Shield, Salvation Blizzard, Mage's Fury, Illuminate Shadows, Pitfalls, Quick Feet Miner's Mystique, Town Watch, Reflect Magic, Mist Pitfalls, Wrath, Fountain of Knowledge, Revelation Tree of Gold, Quick Feet, Town Watch, Blizzard, Mage's Fury, Greater Protection, Fountain of Knowledge, Miner's Mystique, Pitfalls, Revelation, Animate Dead Town Watch, Greater Protection Fountain of Knowledge, Revelation, Invisibility, Guile Aggression, Bloodlust 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