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.
TLDR Changes
War Reward Scaling: Kingdoms earn more for full rosters, less for underfilled ones.
New Honorable Mentions: Iron Sword, Warlord’s Banner, Gauntlet Crown, and David’s Sling.
Land-Based Growth Rewards (Kingdom & Individual): Strategic expansion grants buffs and titles to reward coordination and ambition.
Aggressive Stance Buffed: A more viable tactical option to motivate and reward risk and aggression.
Relations Rework: Hostility meters now only reset via ceasefire or entering war.
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%
0.75
20–22
50%
0.4
Under 20
40%
0.25
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, and 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
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
Avian Bonuses
-15% Attack Time
-70% Damage from Nightmares
Immunity to Ambush
Access to Greater Protection, Quick Feet, Town Watch
Unique Ability: Skybound Strike
Unique Ability: Unique Ability: Skybound Strike (Usable in War or Hostile) Next attack automatically succeeds with no offensive losses. Gains are reduced based on offense sent vs. target’s defense. Cooldown: 24 Utopian Days
Penalties
+15% Military Casualties
Cannot use Barracks
No Access to Stables and War Horses
COLOR="#00FF00"]Bonuses[/COLOR]
-25% Attack Time
+40% Birth Rate
Immunity to Ambush
Access to Greater Protection, Clear sight
Unique Ability: Skybound Strike
Unique Ability: (Usable in War and Hostile Relations) Once activated, the next attack will automatically succeed, and suffer no offensive losses. In addition, gains will be reduced based on offense sent compared to defense of the target. Cooldown: 24 Utopian Days
Penalties
+15% Military Casualties
No Access to Stables and War Horses
Dark Elf Bonuses
-50% Rune Cost (Excluding Ritual)
+10% Offensive Military Efficiency
+20% Magic Effectiveness (WPA)
Can train Thieves with Specialist Credits
Access to Blizzard, Guile, Mage's Fury, Invisibility
Unique Ability: Void Tap
Void Tap: When activated, all offensive spells (Does not include Ritual) cast by this province cost 0 runes for the next 3 Utopian Days. Can only be reactivated after 24 Utopian Days.
Bonuses
No Rune Cost (Excluding Ritual)
+10% Offensive Military Efficiency
+15% Magic Effectiveness (WPA)
Can train Thieves with Specialist Credits
Access to Blizzard, Guile, Mage's Fury, Magic Ward, Invisibility
Unique Ability: Shadow Surge
Activated Ability: Once activated, offensive spells have a 20% chance to cast again at no mana cost for 8 Utopian Days. Cooldown: 24 Utopian Days
Penalties
+20% Exploration Costs
-10% Building Efficiency
Dwarf Bonuses
+30% Building Efficiency
-50% Construction Time
Access to Miner’s Mystique, Heroes Inspiration
Unique Ability: Earthshaker
Activated Ability: Once activated, the next attack if successful will raze all Forts and 5% of all other buildings on the target province. Cooldown: 24 Utopian Days
Penalties
Cannot use Accelerated Construction
+100% Food Consumption
Bonuses
+30% Building Efficiency
-60% Construction Time
Access to Miner’s Mystique
Unique Ability: Earthshaker
Activated Ability: Once activated, the next attack if successful will raze all Forts and 5% of all other buildings on the target province. Cooldown: 24 Utopian Days
Penalties
Cannot use Accelerated Construction
+100% Food Consumption
Elf Bonuses
+40% Magic Effectiveness (WPA)
+25% Rune Production
+1 Mana Regeneration per Tick
Access to Mist, Pitfalls, Wrath, Greater Protection
Unique Ability: Arcane Surge
Activated ability: Whenever your province’s mana drops below 30%, all spells you cast while under that threshold deal +25% spell damage. The boost disappears as soon as your mana climbs back above 30%.
Penalties
-35% Thieves Den Efficiency
No Access to Dungeons and Prisoners
Faery Bonuses
+25% Offensive Spell Duration
+25% Self Spell Duration
+1 Mana per Tick in War
Access to Tree of Gold, Quick Feet, Town Watch, Vermin, Mist, Wrath, Blizzard, Guile, Mage's Fury, Greater Protection, Fountain of Knowledge, Miners Mystique, Pitfalls, Revelation, Animate Dead, Invisibility
Unique Ability: Ethereal Mirage
Activated ability: Once activated until end of tick successful casts of Mystic Vortex will remove all active spells from the target province. Cooldown: 24 Utopian Days.
Bonuses
+25% Offensive Spell Duration
+25% Self Spell Duration
+1 Mana per Tick in War
Access to Tree of Gold, Quick Feet, Town Watch, Vermin, Chastity, Mist, Pitfalls, Wrath, Blizzard, Guile, Mage's Fury, Greater Protection, Fountain of Knowledge, Miners Mystique
Unique Ability: Ethereal Mirage
Activated ability: Once activated until end of tick successful casts of Mystic Vortex will remove all active spells from the target province. Cooldown: 24 Utopian Days.
Halfling Bonuses
+15% Population
+25% Thievery Effectiveness (TPA)
Access to Quick Feet, Town Watch, Vermin
Unique Ability: Sneak Attack
Activated ability: When activated, Thievery operation incurs -75% losses for 1 Utopian Day. Can only be reactivated after 24 Utopian Days.
Human Bonuses
+20% Income
+15% Building Efficiency (Training Grounds, Castles, Barracks & Hospitals)
Access to Fountain of Knowledge, Revelation
Unique Passive: Strategic Reserves
Passive (War Only): Each successful Traditional March on a province within 90–110% of your NW grants:
3 Ticks of Science
Capped at 40 ticks per war.
Penalties
-25% Magic Effectiveness (WPA)
Farms produce 40% less food
Bonuses
+25% Science Efficiency
Immunity to Scholar's Wrath
Access to Fountain of Knowledge, Greater Protection, Reflect Magic
Unique Passive: Scholar's Wrath
Passive: In War, All successful attacks remove 2% of the target’s allocated Science Books (returns over 48 ticks). Out of War, Book Generation is increased by 10%.
Penalties
-50% Magic Effectiveness (WPA)
-10% Thievery Effectiveness (TPA)
No access to Libraries
Unique Ability: Warlord’s Fury
Passive: Successful attacks plunder an additional 25% resources (gold, runes, food) based on traditional plunder attack, and return 25% of military casualties (soldiers, specialists and elites) home instantly.
Penalties
-20% Credits gained on successful attacks (Building and Specialist Credits)
-10% Building Efficiency
Unique Ability: Warlord’s Fury
Passive: Successful attacks plunder an additional 15% resources (gold, runes, food) based on traditional plunder attack, and return 25% of military casualties (soldiers, specialists and elites) home instantly.
Penalties
-30% Credits gained on successful attacks (Building and Specialist Credits)
+1 Self Mana Cost (Excluding Rituals)
Undead Bonuses
-75% Offensive Losses
Spreads Plague
Immune to Plague
No Food Required
Converts Specialist to Elites upon Successful Traditional Marches
Successful Attacks Convert 75% of Enemy Casualties into Undead Soldiers return instantly.
Access to Animate Dead, Aggression
Unique Ability: Rotting Plague
Passive: Rotting Plague - Enemy provinces successfully attacked by Undead suffer -15% BE and +30% Food Consumption. Curable via Nature's Blessing & Hospitals. (Same as Plague Cure)
Penalties
-20% Science Efficiency
+20% Rune Cost (Does not include Ritual)
Bonuses
-30% Military Casualties
Immune to Plague
No Food Required
Converts Specialist to Elites upon Successful Traditional Marches
All Successful Traditional Marches: Inflicts Unborn Veil, -15% Birth Rate for 5 Ticks
Access to Animate Dead, Nightfall
Unique Ability: Cursed Plague
Activated ability: Once activated, until end of tick, all successful Undead attacks have a 100% chance to spread Plague. Cooldown: 24 Utopian Days.
Penalties
Undead Thieves and Elites Decay by 0.4% Per Tick.
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 for double stealth cost
+20% Artisan Science Efficiency
Starts with +600 Soldiers, +600 Specialist Credits and +200 Building Credits
Unique Passive: Masterful Craftsmanship Artisans have a 25% chance to receive 50% of a building's cost back as building credits upon construction.
Age 110
+50% Building Capacity (Homes, Stables, Dungeons)
+50% Building Production (Banks, Farms, Stables, Towers)
+50% Building Credits gained in Combat
+100% Successful Espionage Operations for double stealth cost
-20% Building Damage taken from Arson, Greater Arson, Tornado, Raze
+20% Artisan Science Efficiency
Starts with +600 Soldiers, +600 Specialist Credits and +200 Building Credits
Unique Passive: Masterful Craftsmanship Artisans have a 25% chance to receive 75% of a building's cost back as building credits upon construction.
The Cleric
+1 Elite Defensive Value
+1 Defensive Specialist Strength
-1 Self Spell Mana Cost
+25% Hospital Efficiency
Access To Salvation, Revelation, Divine Shield, Illuminate Shadows
Starts with +800 Soldiers and +800 Specialist Credits
Unique Passive: Divine Favour When casting self-spells, Clerics have a 50% chance to double the spell's duration and gain a 10% Rune Refund. Age 110
+1 Elite Defensive Value
+1 Defensive Specialist Strength
-1 Self Spell Mana Cost
-25% Damage from Instant Spells
Access To Salvation, Revelation, Divine Shield, Illuminate Shadows
Starts with +800 Soldiers and +800 Specialist Credits
Unique Passive: Divine Favour When casting self-spells, Clerics have a 50% chance to double the spell's duration.
The Heretic
+40% Wizard Production
-40% Thieves lost on Thievery Operations
+20% Spell Damage
+20% Sabotage Damage
Access to Nightmares, Fool's Gold
Starts with +400 Wizards and +400 Thieves
Unique Active: Arcane Frenzy After each successful attack, the Heretic gains:
+1 Mana
+1 Stealth
for the next 5 ticks
(Effect does not stack; refreshes on new march) Age 110
+40% Wizard Production
-30% Thieves lost on Thievery Operations
+15% Magic Effectiveness (WPA)
+25% Damage for Resource Operations (Rob Granaries, Rob Vaults, Rob Towers)
+25% Finesse Science Efficiency
Access to Nightmares, Fool's Gold
Starts with +400 Wizards and +400 Thieves
Unique Active: Chaotic Affliction Until the next tick, all offensive spells and sabotage operations deal a random increased damage bonus between +10% and +30%. Cooldown: 24 Utopian Days
The Mystic
+85% Guilds Effectiveness
+1 Mana Recovery per Tick
+25% Channeling Science Efficiency
Access to Magic Ward, Meteor Showers, Mind Focus, Chastity
Starts with +800 Wizards
Unique Passive: Arcane Mastery Your deep command over magic significantly enhances specific spells:
+75% Guilds Effectiveness
+1 Mana Recovery per Tick
Access to Magic Ward, Meteor Showers, Mage’s Fury, Mind Focus, Chastity
+25% Channeling Science Efficiency
Starts with +800 Wizards
Unique Passive: Arcane Overflow Every successful offensive spell also reduces enemy ritual effectiveness by 0.25%.
The Rogue
+80% Thieves' Dens Effectiveness
+1 Stealth Recovery per Tick
Access to All Thievery Operations
+25% Damage for Kidnap & Assassinate Wizards operations
+25% Crime Science Efficiency
Starts with +800 Thieves
Unique Passive: Shadows in the Night Rogues deal +25% Sabotage damage if the operation is performed when a Rogue has 50% or more Stealth Age 110
+80% Thieves' Dens Effectiveness
+1 Stealth Recovery per Tick
Access to All Thievery Operations
+25% Damage for Kidnap & Assassinate Wizards operations
+25% Crime Science Efficiency
Starts with +800 Thieves
Unique Passive: Shadows in the Night Rogues deal +25% Sabotage damage if the operation is performed when a Rogue has 50% or more Stealth
The Tactician
-15% Attack Time
No Thieves lost on Espionage Thievery operations
+25% Valor Science Efficiency
Access to Reflect Magic
Starts with +800 Soldiers and +800 Specialist Credits
Unique Active: Siege Warfare: Once activated, for the next 6 ticks Massacre Attacks destroy 15% of enemy Farms, Towers, and Homes. Cooldown: 24 Utopian Days
Age 110
-15% Attack Time
No Thieves lost on Espionage Thievery operations
+25% Credits gained in Combat
+20% Valor Science Efficiency
Starts with +800 Soldiers and +800 Specialist Credits
Unique activated: Siege Warfare Once activated, for the next 6 ticks Massacre Attacks destroy 15% of enemy Farms, Towers, and Homes. Cooldown: 24 Utopian Days
The Warrior
+15% Offensive Military Efficiency
+5 Mercenary & Prisoner Strength
-50% Mercenary Cost
+25% Tactics Science Efficiency
Access to Righteous Aggressor
Starts with +800 Soldiers and +800 Specialist Credits
Unique Passive: Blood Price Each successful Traditional March has a 20% chance to trigger Blood Price, causing:
Starts with +800 Soldiers and +800 Specialist Credits
Unique Active: Direct Conscription For the next 6 ticks, Specialist Credits can be used to train units without requiring Soldiers, consuming 1 Peasant and 3 Credits per unit trained. Cooldown 24 hours.
(Will not reduce population below 1 peasant per acre or 100, whichever is higher)
The Raider
+10% Offensive Military Efficiency
-30% Thief Cost
+25% TPA
-50% Losses Failed Operations in War
+25% Tools Science Efficiency
Access to Steal Warhorses
Starts with +500 Thieves and +500 Specialist Credits
Unique Active: Undermining Assault: For 1 tick, when activated, a successful attack automatically applies “Coordinated Strike” to the target for 4 ticks reducing Watchtower efficiency by 15% (Non-Stackable)
Cannot be used on a tick when your province has Skybound Strike active
Cooldown - 24 tick
The Sage
+15% Book Generation
+15% Scientist Generation
+30% Learn Protection
Starts with +1 Scientist
Access to Revelation
Starts with +800 Soldiers and +800 Specialist Credits
Unique Passive: Focused Resolve While in War, every tick Science Efficiency increases by 1% up to 15%. (Resets when war ends.)
Changelog:
Miscellaneous Spelling / Typos updated - Shadow Surge renamed to Void Tap (to match in-game naming) (DavidC 6/6/2025 @ 12:07 GMT)
More Miscellaneous Spelling / Typos updated (to match in-game naming) (DavidC 6/6/2025 @ 12:37 GMT)