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Age 115 Revised Changes

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Revision as of 03:07, 17 April 2026 by Revival (talk | contribs) (Created page with "= Age 115 – Revised Changes = == Schedule == * '''WoL Age 115 Open:''' TBC * '''WoL Age 115 Start:''' TBC * '''WoL Age 115 End:''' TBC = Core Mechanics & Modifications = == War Doctrine Updates == Each race provides a unique War Doctrine bonus while your kingdom is at war. Bonus strength scales with the number of provinces of that race: * 1st Province: +3.5% * 2nd Province: +2.5% * 3rd Province: +1.5% * 4th Province: +1.0% * Each additional Province: +0.5% * '''M...")
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Age 115 – Revised Changes

Schedule

  • WoL Age 115 Open: TBC
  • WoL Age 115 Start: TBC
  • WoL Age 115 End: TBC

Core Mechanics & Modifications

War Doctrine Updates

Each race provides a unique War Doctrine bonus while your kingdom is at war. Bonus strength scales with the number of provinces of that race:

  • 1st Province: +3.5%
  • 2nd Province: +2.5%
  • 3rd Province: +1.5%
  • 4th Province: +1.0%
  • Each additional Province: +0.5%
  • Maximum: +12.5%

This system rewards early commitment to a race while still allowing deeper specialization.

Example: A kingdom with 5 Elf provinces receives scaled bonuses totaling +8.5% Spell Duration and increased WPA during war.

Rituals

Havoc

  • +25% WPA
  • +25% TPA
  • +20% Spell Damage
  • +20% Sabotage Damage

Stalwart

  • +5% Defensive Military Efficiency
  • -20% Raze Damage
  • -25% Military Casualties

Benediction

  • +20% Building Efficiency
  • -20% Draft Costs
  • -20% Build Costs
  • -20% Wages

Other Rituals: No changes Expedient: Removed

Attacks

Successful Massacres now apply an 8‑tick debuff:

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

Effect refreshes on re-hit but does not stack.

Buildings

  • Guilds reduce wizard losses on failed spells (max -25%)
  • Castles base % reduced from 2.25% → 2%

Science

  • Resilience Multiplier: 0.0489 → 0.04401
  • Artisan Multiplier: 0.0478 → 0.04302
  • Finesse Multiplier: 0.0965 → 0.08685

Relations

Defensive Force Ceasefire (DFCF) Reintroduced

DFCF becomes available when:

  • Kingdom is 40 points below aggressor (in-range) or 25 points below (out-of-range)
  • Aggressor has not been given Hostile status
  • No attacks made against aggressor for 3 ticks
  • Kingdom is lower in both Land and Networth

Penalties (only if within war range):

  • -2.5% Honor
  • -2.5% Science

Additional Notes:

  • No penalty if out of war range
  • Warning popup included
  • Duration: 48 hours

Ops Available in Unfriendly

Nightmares, Abolish Ritual, Fireball, Fool’s Gold, Lightning Strike, Land Lust, Mystic Vortex, Sloth, Steal War Horses, Greater Arson, Nightstrike

Dragons

Amethyst Dragon

  • −30% Spell Success
  • −30% Thievery Success (sabotage)
  • Removes all active self-spells on arrival
  • Every 6 ticks: 2% wizard + 2% thief losses

Emerald Dragon

  • +25% Military Casualties
  • -20% Combat Gains
  • Every 6 ticks:
    • 1.5% troops at home lost
    • -30% Building & Specialist Credits

Ruby Dragon

  • -12.5% Military Effectiveness
  • +20% Military Wages
  • Instantly destroys 1.5% offensive specialists
  • Every 6 ticks:
    • 10% draftees lost
    • 2.5% desertion of offensive specialists

Topaz Dragon

  • -30% Building Efficiency
  • -25% Income
  • Instantly destroys 10% buildings
  • Every 6 ticks:
    • Destroys 5% buildings
    • Removes 20% gold

Sapphire Dragon

  • -35% WPA & TPA
  • -1 Mana Recovery
  • -1 Stealth Recovery
  • +12.5% Instant Spell & Sabotage Damage taken
  • -12.5% Instant Spell & Sabotage Damage dealt
  • Every 6 ticks: destroys 25% runes

Celestite Dragon: Removed

Races

Avian

Bonuses

  • -25% Attack Time
  • -20% Training Time
  • -20% Military Wages

War Doctrine: Up to +12.5% Raze Damage & -12.5% Military Casualties Unique Passive: Dive Bomb – Offensive specs gain +2 offense (War only)

Spells: Town Watch, Illuminate Shadows Penalties: No Stables/War Horses, -5% BE

Units

  • Soldier: 3/0
  • Offspec: 12/0
  • Defspec: 0/10
  • Elite: 16/3 (750gc)

Dark Elf

Bonuses

  • +25% Instant Spell Damage
  • -40% Rune Cost
  • Can train thieves with spec credits

War Doctrine: +12.5% Instant Spell Damage, -12.5% Rune Costs Unique Passive: Mystic Enthusiasts – Offensive instant spells refund 40% runes

Spells: Blizzard, Mage’s Fury, Illuminate Shadows, Pitfalls Penalty: -15% Birth Rates

Units

  • Offspec: 14/0
  • Elite: 4/12

Dwarf

Bonuses

  • +30% BE
  • -50% Construction Time

War Doctrine: -12.5% Construction Costs, +12.5% Combat Income Unique Passive: Architect’s Revenge – -15% incoming raze damage, +20% raze destruction

Penalty: Cannot Accelerate Construction, +10% Attack Time

Units

  • Elite: 15/5

Elf

Bonuses

  • +40% WPA
  • +1 Mana/tick in war
  • +40% Rune Production

War Doctrine: +12.5% Offensive WPA, +12.5% Spell Duration Unique Passive: Arcane Surge – Below 40% mana, spells deal +25% damage

Penalty: -20% TPA

Units

  • Defspec: 0/13
  • Elite: 15/4

Faery

Bonuses

  • +25% Spell Duration
  • +20% WPA
  • +1 Mana Recovery

War Doctrine: +12.5% Defensive WPA, -12.5% Thievery Damage Taken Unique Passive: Leyline Interference – 25% chance enemy spells fail

Penalty: -5% Population

Units

  • Elite: 4/16

Halfling

Bonuses

  • +10% Population
  • +1 Stealth/tick
  • +20% TPA

War Doctrine: +12.5% Sabotage Damage, +12.5% Offensive TPA Unique Passive: Silent Assault – -50% thievery losses

Penalty: +10% Military Casualties

Units

  • Elite: 7/13

Human

Bonuses

  • All land holds 2 prisoners/acre
  • +1 Stealth/tick
  • -30% Learn Damage
  • -50% Thief Cost

War Doctrine: +12.5% Book Generation, +12.5% Science Effectiveness Unique Passive: Civil Administration – Prisoners generate +3gc/tick, -40% merc cost

Penalty:

  • Wage increases apply twice as slowly
  • +40% Rune Cost

Units

  • Elite: 14/4

Orc

Bonuses

  • +5% Gains OOW
  • +15% Gains in War
  • -50% Draft Cost

War Doctrine: +10% OME, +12.5% Enemy Military Casualties Unique Passive: Carnage – Each attack triggers a random bonus:

  • Destroy 40% resources
  • +10% Gains
  • -30% Military Losses

Penalty: -15% DME

Units

  • Elite: 18/2

Undead

Bonuses

  • -50% Military Losses
  • Plague Immune
  • 40% chance to spread plague
  • No food needed

War Doctrine: -12.5% Enemy Gains, +12.5% Plague Spread Chance Unique Passive: Death March – Converts 45% offensive losses into soldiers

Penalty: -5% OME

Units

  • Elite: 17/4

Personalities

Artisan

  • +40% Building Capacity
  • +40% Building Production
  • Immune to Plunder
  • +15% Economy Science
  • Access: Ghost Workers
  • Starts with +600 soldiers, +600 spec credits, +200 building credits

Unique Passive: Construction Delays – Successful attacks reduce enemy BE by 10% for 6 ticks

General

  • +1 General
  • -20% Training Cost & Speed
  • Train elites with spec credits (War only)
  • +25% Bookkeeping Science
  • Access: Mist

Unique Passive: General’s Authority – +15% enemy military casualties when sending 2+ generals

Heretic

  • +15% TPA
  • +15% WPA
  • -50% Thief Losses
  • +15% Sabotage Damage
  • +15% Spell Damage
  • +50% Guild Effectiveness
  • +25% Crime Science
  • Access: Nightmares, Fool’s Gold

Unique Passive: Blasphemous Might – Failed offensive spells restore 1% stealth

Mystic

  • +125% Guild Effectiveness
  • +1 Mana Recovery
  • +25% Offensive Spell Duration
  • +25% Channeling Science
  • Access: Pitfalls, Meteor Showers, Chastity, Magic Ward

Unique Passive: Focused Channelling – Above 40% mana, +20% WPA

Necromancer

  • +25% WPA
  • +1–10% OME based on RWPA
  • +25% Channeling Science
  • -50% Rune Cost
  • Access: Animate Dead, Mystic Aura, Mind Focus, Fool’s Gold, Soul Blight, Guile

Unique Passive: Dark Pact – Converts killed enemy units into:

  • 10% Wizards
  • 20% Soldiers
  • 10% Peasants

Paladin

  • +2 War Horse Strength
  • All land produces horses (8/acre)
  • +7.5% DME
  • -10% Military Losses
  • Immune to Plague
  • +25% Resilience Science
  • Access: Salvation, Divine Shield, Heroes’ Inspiration, Illuminate Shadows

Unique Passive: Holy Inquisition – Successful TM in War/Hostile:

  • Permanently destroys 1% books
  • Suppresses 12% science effectiveness for 12–16 ticks

Rogue

  • +100% Thieves’ Dens Effectiveness
  • +30% TPA
  • +1 Stealth Recovery
  • Access to all ops
  • +25% Crime Science

Unique Passive: Shadow Persistence – Can perform ops while overpopulated

Tactician

  • -15% Attack Time
  • +40% Specialist Credits
  • +25% Ambush Gains
  • No thief losses on intel
  • Enhanced Conquest
  • +25% Siege Science
  • Access: Clearsight

Unique Passive: Interdiction – Successful attacks destroy:

  • 10% gold
  • 25% runes
  • 50% food

Warrior

  • +15% OME
  • +4 Merc/Prisoner Strength
  • Can send double mercs/prisoners
  • -50% Merc Cost
  • +25% Tactics Science

Unique Passive: Battle Cry – Successful attacks kill 1% of total population

War Hero

  • +15% Honor Gains
  • +70% Honor Effects
  • Offspec +2 strength
  • +25% Siege Science
  • Access: Quick Feet, Righteous Aggressor

Unique Passive: Heroes Culling – Massacres deal +25% more damage and kill +2.5% thieves/wizards