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Age 111

From Utopia Game
Revision as of 21:27, 20 January 2026 by Revival (talk | contribs) (Personalties)

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

Races

Name Bonuses Penalties Unique Ability Units Spells
Avian
  • –15% Attack Time
  • –70% Damage from Nightmares
  • Immune to Ambush
  • +15% Military Casualties
  • Cannot use Barracks
  • No Access to Stables / War Horses
Skybound Strike (War/Hostile)
Next attack automatically succeeds with no offensive losses.
Gains reduced based on offense sent vs target defense.
Cooldown: 24 Utopian Days.
  • Soldier 3/0 (0.75nw)
  • Off. Spec 10/0 (4.0nw)
  • Def. Spec 0/10 (5.0nw)
  • Elite 14/3 (850gc, 6.5nw)
  • Merc 8/0 (0.0nw)
  • Prisoner 8/0 (1.6nw)
  • War Horse n/a

Greater Protection, Quick Feet, Town Watch

Dark Elf
  • –50% Rune Cost (Excluding Ritual)
  • +10% OME
  • +20% Magic Effectiveness (WPA)
  • Can train Thieves with Specialist Credits
  • +20% Exploration Costs
  • +35% Thief Costs
Void Tap
When activated, all offensive spells (excluding Ritual) cost 0 runes for 3 ticks.
Cooldown: 24 Utopian Days.
  • Soldier 3/0 (0.75nw)
  • Off. Spec 10/0 (4.0nw)
  • Def. Spec 0/10 (5.0nw)
  • Elite 12/6 (900gc, 6.0nw)
  • Merc 8/0 (0.0nw)
  • Prisoner 8/0 (1.6nw)
  • War Horse 3/0 (0.9nw)

Blizzard, Guile, Mage's Fury, Invisibility

Dryad
  • –30% Military Training Time
  • +30% Draft Rate
  • +15% Attack Time
  • –10% Military Kills
Living Forests
Stables always operate at maximum capacity.
Immune to Steal War Horses.
  • Soldier 3/0 (0.75nw)
  • Off. Spec 11/0 (4.4nw)
  • Def. Spec 0/10 (5.0nw)
  • Elite 17/3 (900gc, 7.0nw)
  • Merc 8/0 (0.0nw)
  • Prisoner 8/0 (1.6nw)
  • War Horse 2/0 (0.0nw)

Ghost Workers, Clearsight

Dwarf
  • +30% Building Efficiency
  • –50% Construction Time
  • Cannot use Accelerated Construction
  • +100% Food Consumption
Earthshaker
Once activated, the next successful attack razes all Forts and 5% of all other buildings.
Cooldown: 24 Utopian Days.
  • Soldier 3/0 (0.75nw)
  • Off. Spec 10/0 (4.0nw)
  • Def. Spec 0/10 (5.0nw)
  • Elite 13/5 (1000gc, 7.5nw)
  • Merc 8/0 (0.0nw)
  • Prisoner 8/0 (1.6nw)
  • War Horse 2/0 (0.6nw)

Miner’s Mystique, Hero’s Inspiration

Elf
  • +40% Magic Effectiveness (WPA)
  • +25% Rune Production
  • +1 Mana Regeneration per tick
  • –35% Thieves’ Den Efficiency
  • No Access to Dungeons / Prisoners
Arcane Surge
When mana drops below 30%, spells deal +25% damage.
Effect ends when mana rises above 30%.
  • Soldier 3/0 (0.75nw)
  • Off. Spec 10/0 (4.0nw)
  • Def. Spec 0/10 (5.0nw)
  • Elite 13/4 (950gc, 6.5nw)
  • Merc 8/0 (0.0nw)
  • Prisoner 8/0 (1.6nw)
  • War Horse 2/0 (0.6nw)

Mist, Pitfalls, Wrath, Greater Protection

Faery
  • +25% Offensive Spell Duration
  • +25% Self Spell Duration
  • +1 Mana per tick in War
  • –10% Population
Ethereal Mirage
Once activated, until end of tick, Mystic Vortex removes all active spells from target.
Cooldown: 24 Utopian Days.
  • Soldier 3/0 (0.75nw)
  • Off. Spec 10/0 (4.0nw)
  • Def. Spec 0/10 (5.0nw)
  • Elite 4/12 (950gc, 6.75nw)
  • Merc 8/0 (0.0nw)
  • Prisoner 8/0 (1.6nw)
  • War Horse 2/0 (0.6nw)

Tree of Gold, Quick Feet, Town Watch, Vermin, Mist, Wrath, Blizzard, Guile, Mage's Fury, Greater Protection, Fountain of Knowledge, Miner’s Mystique, Pitfalls, Revelation, Animate Dead, Invisibility

Halfling
  • +15% Population
  • +25% Thievery Effectiveness (TPA)
  • –25% Birth Rate
  • +25% Building Cost
Sneak Attack
When activated, Thievery operations incur –75% losses for 1 tick.
Cooldown: 24 Utopian Days.
  • Soldier 3/0 (0.75nw)
  • Off. Spec 10/0 (4.0nw)
  • Def. Spec 0/10 (5.0nw)
  • Elite 11/5 (850gc, 6.25nw)
  • Merc 8/0 (0.0nw)
  • Prisoner 8/0 (1.6nw)
  • War Horse 2/0 (0.6nw)

Quick Feet, Town Watch, Vermin

Human
  • +20% Income
  • +15% Building Efficiency (TG, Castles, Barracks, Hospitals)
  • –25% Magic Effectiveness (WPA)
  • Farms produce –40% food
Strategic Reserves (War Only)
Each successful Traditional March on a target within 90–110% NW grants 3 ticks of Science.
Max 40 ticks per war.
  • Soldier 3/0 (0.75nw)
  • Off. Spec 12/0 (4.8nw)
  • Def. Spec 0/10 (5.0nw)
  • Elite 7/12 (1050gc, 6.75nw)
  • Merc 8/0 (0.0nw)
  • Prisoner 8/0 (1.6nw)
  • War Horse 2/0 (0.6nw)

Fountain of Knowledge, Revelation

Orc
  • +25% Battle Gains
  • –50% Draft Cost
  • Can train Elites with Specialist Credits
  • –20% Credits gained on attacks
  • –10% Building Efficiency
Warlord’s Fury
Successful attacks plunder +25% resources and return 25% of military casualties instantly.
  • Soldier 3/0 (0.75nw)
  • Off. Spec 10/0 (4.0nw)
  • Def. Spec 0/10 (5.0nw)
  • Elite 15/4 (1000gc, 7.25nw)
  • Merc 8/0 (0.0nw)
  • Prisoner 8/0 (1.6nw)
  • War Horse 2/0 (0.6nw)

Aggression, Bloodlust

Undead
  • –75% Offensive Losses
  • Spreads Plague
  • Immune to Plague
  • No Food Required
  • Converts Specialists to Elites on successful Traditional Marches
  • Converts 75% of enemy casualties into Undead Soldiers instantly
  • –20% Science Efficiency
  • +20% Rune Cost (Excluding Ritual)
Rotting Plague
Enemy provinces attacked suffer –15% BE and +30% Food Consumption.
Curable via Nature’s Blessing & Hospitals.
  • Soldier 3/3 (1.5nw)
  • Off. Spec 10/0 (4.0nw)
  • Def. Spec 0/8 (4.0nw)
  • Elite 14/3 (950gc, 6.5nw)
  • Merc 8/0 (0.0nw)
  • Prisoner 8/0 (1.6nw)
  • War Horse 2/0 (0.6nw)

Animate Dead, Aggression

Personalties

Personalities

Name Bonuses Unique Ability Starting Bonuses Spells
The Artisan
  • +50% Building Capacity (Homes, Stables, Dungeons)
  • +50% Building Production (Banks, Farms, Stables, Towers)
  • +50% Building Credits gained in Combat
  • +100% Successful Espionage Operations (double stealth cost)
  • +20% Artisan Science Efficiency
Masterful Craftsmanship
25% chance to receive 50% of a building's cost back as building credits upon construction.

+600 Soldiers, +600 Specialist Credits, +200 Building Credits

Ghost Workers

The Cleric
  • +1 Elite Defensive Value
  • +1 Defensive Specialist Strength
  • –1 Self Spell Mana Cost
  • +25% Hospital Efficiency
Divine Favour
When casting self-spells, 50% chance to double duration and gain 10% rune refund.

+800 Soldiers, +800 Specialist Credits

Salvation, Revelation, Divine Shield, Illuminate Shadows

The Heretic
  • +40% Wizard Production
  • –40% Thieves lost on Thievery Operations
  • +20% Spell Damage
  • +20% Sabotage Damage
Arcane Frenzy
After each successful attack, gain +1 Mana and +1 Stealth for 5 ticks.
Does not stack; refreshes on new march.

+400 Wizards, +400 Thieves

Nightmares, Fool's Gold

The Mystic
  • +85% Guilds Effectiveness
  • +1 Mana Recovery per tick
  • +25% Channeling Science Efficiency
Arcane Mastery
Enhances specific spells:
* Chastity: fully halts natural peasant growth; duration halved.
* Magic Ward: duration doubled.

+800 Wizards

Magic Ward, Meteor Showers, Mind Focus, Chastity

The Rogue
  • +80% Thieves’ Dens Effectiveness
  • +1 Stealth Recovery per tick
  • +25% Damage for Kidnap & Assassinate Wizards
  • +25% Crime Science Efficiency
  • Access to All Thievery Operations
Shadows in the Night
Rogues deal +25% sabotage damage when operating with ≥50% Stealth.

+800 Thieves

All Thievery Spells

The Tactician
  • –15% Attack Time
  • No Thieves lost on Espionage operations
  • +25% Valor Science Efficiency
Siege Warfare
Once activated, for 6 ticks, Massacre attacks destroy 15% of enemy Farms, Towers, and Homes.
Cooldown: 24 Utopian Days.

+800 Soldiers, +800 Specialist Credits

Reflect Magic

The Warrior
  • +15% Offensive Military Efficiency
  • +5 Mercenary & Prisoner Strength
  • –50% Mercenary Cost
  • +25% Tactics Science Efficiency
Blood Price
20% chance per Traditional March to trigger:
* +35% Military Casualties inflicted
* Kills 30% of enemy soldiers at home

+800 Soldiers, +800 Specialist Credits

Righteous Aggressor

The Raider
  • +10% Offensive Military Efficiency
  • –30% Thief Cost
  • +25% TPA
  • –50% Losses on Failed Ops in War
  • +25% Tools Science Efficiency
Undermining Assault
For 1 tick, a successful attack applies “Coordinated Strike” for 4 ticks:
* –15% Watchtower efficiency (non-stackable)
Cannot be used if Skybound Strike is active.
Cooldown: 24 ticks.

+500 Thieves, +500 Specialist Credits

Steal Warhorses

The Sage
  • +15% Book Generation
  • +15% Scientist Generation
  • +30% Learn Protection
Focused Resolve
In War, Science Efficiency increases by +1% per tick up to +15%.
Resets when war ends.

+1 Scientist, +800 Soldiers, +800 Specialist Credits

Revelation