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Age 114

From Utopia Game
Revision as of 01:37, 28 January 2026 by YBthr (talk | contribs)


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

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 Penalties

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

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

Spell Changes

Greed increased from 25% to 35% for both Wage and Draft Costs.

Races

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.

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

Category The Artisan The Paladin The Heretic The Mystic The Rogue
Bonuses
  • +30% Building Capacity
  • +30% Building Production
  • +100% Espionage Success
  • +15% Economy Science
  • +5% Population
  • +50% Stables Capacity
  • +15% Valor Science
  • Immune to Plague
  • +15% enemy casualties dealt, +10% own casualties taken
  • –40% Thief Cost
  • +25% TPA
  • +20% Sabotage Damage
  • +50% Guild Bonus
  • +15% Arcane Science
  • +125% Guild Effectiveness
  • +1 Mana Recovery
  • +15% Channeling Science
  • +100% Thieves' Dens
  • +15% TPA
  • +1 Stealth Recovery
  • Access to all ops
  • +15% Crime Science
Unique Ability
  • Construction Delays
Enemy BE –10% for 6 ticks after your attack
  • Divine Blessing
Daily bonuses are doubled
  • Chaotic Affliction
Offensive spells/ops gain +10–30% random damage (23‑tick CD)
  • Focussed Channelling
+20% WPA while above 40% mana
  • Shadow Persistence
Can perform ops while overpopulated
Starting Bonuses
  • +600 Soldiers
  • +600 Specialist Credits
  • +200 Building Credits
  • +800 Soldiers
  • +800 Specialist Credits
  • +400 Wizards
  • +400 Thieves
  • +800 Wizards
  • +800 Thieves
Spells Ghost Workers, Greater Protection No Other Spells Nightmares, Fools Gold, Invisibility, Steal Warhorses, Vermin Pitfalls, Meteor Showers, Chastity, Vermin No Other Spells
Category The Tactician The Warrior The Necromancer The General The War Hero
Bonuses
  • –15% Attack Time
  • +40% Specialist Credits
  • No thief losses on intel
  • +15% Siege Science
  • Enhanced Conquest
  • +10% OME
  • +4 Merc/Prisoner Strength
  • –50% Merc Cost
  • +15% Tactics Science
  • +30% WPA
  • +25% losses converted to Soldiers
  • +15% Channeling Science
  • Reclaims 30% enemy losses
  • +1 General
  • +20% Specialist Credits
  • –25% Training Cost
  • Train Elites with Credits (War)
  • +15% Bookkeeping Science
  • –30% Honor Losses
  • Converts Specs to Elites
  • +2 Off Spec Strength
  • +50% Honor Effects
Unique Ability
  • Dragon's Wrath
3% of raw offence damages dragon when attacking with one
  • Battle Cry
Successful attacks kill 1% of target population
  • Black Magic
Offensive instant spells kill 1% peasants
  • Generals Authority
+15% enemy casualties when sending 2+ generals
  • Honour & Glory
+2.5% extra honour gains on attacks
Starting Bonuses
  • +800 Soldiers
  • +800 Specialist Credits
  • +800 Soldiers
  • +800 Specialist Credits
  • +400 Wizards
  • +400 Specialist Credits
  • +800 Soldiers
  • +800 Specialist Credits
  • +800 Soldiers
  • +800 Specialist Credits
Spells Clearsight Bloodlust Animate Dead, Mystic Aura, Vermin, Pitfalls, Mind Focus Wrath No Other Spells