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Age 111

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Revision as of 17:57, 9 January 2026 by Revival (talk | contribs) (Created page with "Schedule: <br> WoL Age 111 Open: 31st May (Saturday) @ 12:00 GMT<br> WoL Age 111 Start: 4th June @ 18:00 GMT<br> WoL Age 111 End: To be determined <br> '''Age of Champions'''<br> Glory Favours the Bold<br> In the twilight of the night, a new dawn rises.<br> The Age of Champions is upon us — where bravery is rewarded, growth is honoured, and coordination reigns supreme.<br> The days of playing it safe are over.<br> Now, every decision — from the battlefield to the bu...")
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Schedule:
WoL Age 111 Open: 31st May (Saturday) @ 12:00 GMT
WoL Age 111 Start: 4th June @ 18:00 GMT
WoL Age 111 End: To be determined

Age of Champions
Glory Favours the Bold
In the twilight of the night, a new dawn rises.
The Age of Champions is upon us — where bravery is rewarded, growth is honoured, and coordination reigns supreme.
The days of playing it safe are over.
Now, every decision — from the battlefield to the build queue — shapes your legend.

Whether you stand tall as:
A full 25-strong war machine
A defiant underdog punching above its weight
Or a kingdom forging greatness through sheer expansion

This age remembers courage.
Your banner is more than a flag — it’s a challenge to the world:
We came to conquer. Come and play Utopia.

Goal of Changes Why These Changes?

A Return to Full Strength: Rebalancing for Better Competition and a Truer Test of Greatness
Over time, player trends have shifted: many kingdoms now stop short of the full 25 players, opting for easier coordination over full-scale competition. While war remains the centerpiece of the game, smaller kingdoms often find themselves outpaced when matched against fully loaded kingdoms.
But Utopia was always designed with 25-player kingdoms in mind. At full strength, kingdoms experience the deepest strategy, strongest teamwork, and the most rewarding gameplay. To realign the game with that vision, we're introducing new incentives that encourage kingdoms to fill to 25, particularly when it comes to rewards for war, growth, and other core mechanics.
By reinforcing the value of a full kingdom, we aim to raise the level of competition across the board and throughout the world. More fully filled kingdoms mean more exciting wars, more balanced matchups, and more opportunities for every player to thrive.
Now more than ever, 25 is the path to greatness.

Mechanics and Modifications

New Honorable Mentions

Not all victories are about raw size or stats. These special honours recognise kingdoms that chose challenge, resilience, and cohesion. While not traditional crowns, they represent exceptional performance worthy of recognition.

Iron Sword
Awarded to the kingdom that fought the most wars while maintaining 24 provinces since tick 0.

  • Reward: Free Hostility Meter Credit

Warlord’s Banner
Awarded to the kingdom with the most war victories while holding 25 provinces since tick 0.

  • Reward: Kingdom Gold

Gauntlet Crown
Awarded to smaller kingdoms with the most war wins against 25-province kingdoms.

  • Reward: Kingdom Gold

David’s Sling
Awarded to the smaller kingdom that achieves the most war victories against opponents with more provinces.

  • Reward: Kingdom Gold


War Reward Scaling – The Power of Numbers

To encourage fully filled kingdoms — and reduce the incentive to stay small — war rewards now scale based on kingdom size at the time of war declaration.
This scaling applies to land, honour, science books, and scientist generation only.
It does not include build credits or specialist credits.

Provinces in Winning Kingdom Victory Reward Kept War Points Awarded
25 100% 2.25
24 80% 1.5
23 65% .75
20-22 50% .4
Under 20 40% .25

War Victory Rewards Notes:

  • Count is locked at the start of war — changes in province count after declaration do not affect rewards.
  • War Points for a win have been increased from 2.00 to 2.25 for kingdoms with 25 provinces.
  • Rewards include:
    • Land
    • Honour
    • Science book generation
    • 50% of a scientist
    • Explore pool
    • Build credits
    • Specialist credits
  • Only land, honour, science books, and scientist generation are scaled. All others remain at full value regardless of Kingdom Size
  • Example:
    • If a kingdom with 24 provinces wins a war:
    • Land = X * 0.8
    • Honour = X * 0.8
    • Science Books = 36 * 0.8 = 28.8 ticks
    • Scientist Generation = 50% * 0.8 = 40%
    • Build credits, specialist credits, and explore pool = 100%
  • The same scaling applies all the way down to 40% for kingdoms under 20 provinces.

Land-Based Growth Rewards

For the first time, expanding your kingdom earns meaningful milestones. These rewards apply to all provinces in your kingdom and are permanent once achieved:

Kingdom Land Kingdom Title Rewards
35,000 Acres Emerging +5% Scientist Generation
50,000 Acres Venerated +10% Book Generation
65,000 Acres Illustrious +10% Honor Bonus
80,000 Acres Glorious +5% Building Efficiency (BE)
95,000 Acres Exalted -15% Military Wages
110,000 Acres Grand +5% Science Efficiency
130,000 Acres Imperial +5% Offensive Military Efficiency (OME)


Explore Pool Changes

  • Explore pool cap has been removed
  • daily pool growth has been changed to 2 acres daily.


Defect Changes

  • Provinces that defect will be placed in a Kingdom with 22 or more provinces, if available

Stances

  • Aggressive Stance Changes
    • +10% Battle Gains
    • -10% Attack Time
    • -50% Hostility Generation
    • +15% Military Wages
    • +10% Training Cost
    • Duration: 36 Ticks
    • Cooldown: 48 Ticks


Relation Changes

The Hostile Meter will no longer decay on the 1st of each Month. It will only be reset by:

  • Ceasefire
    • Both Kingdoms have their Hostility towards each other reset to 0
  • Entering war
    • When entering war, all Hostility towards your Kingdom will be reset to 0
    • All Hostility your Kingdom has towards other Kingdoms will remain
    • (e.g. if you are Hostile towards Kingdom A then enter war with Kingdom B,
    • when you leave war you will still be Hostile towards Kingdom A, however, they will have 0 meter towards you)
  • Aggressor Force CeaseFire is removed completely

Building Changes

  • Libraries base effect increased from 1% → 1.5%
  • Libraries max effect increased from 25% → 37.5%
  • Castles will no longer protect Science Books
    • There is now no building that protects science books

Attack Changes

  • Learn attack gains increased by approximately 25%
  • Intra-Kingdom Raze minimum damage has been increased from 20 → 40
  • Failed Raze attacks will increase hostility meter at double the rate of any other attack, up to 2.99 points, based on the ratio of offense sent similar to how other failed attacks currently work

Races

to be continued....

Personalties

to be continued