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Thread: Age 54 Final Changes and Start Times

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    Age 54 Final Changes and Start Times

    Age 54 start dates and Age 53 end dates:

    Tuesday May 8th, 12.00 GMT - End of age
    Tuesday May 8th, 18.00 GMT- Start of Freeze
    Friday May 11th, 18.00 GMT - Start of Protection
    Monday May 14th, 18.00 GMT - End of Protection

    For Age 54 the following changes will be implemented (use the Show Text button to see age 53 details). Thanks to everyone that contributed.

    Race Changes

    Avian
    -25% Attack Time
    +40% Sabotage damage

    - 10% attack gains
    No Access to Stables

    Spell book: Town Watch, Vermin, Mystic Aura
    Elite: 7/2, 600gc, 6.25NW



    Dwarf
    + 15% BE
    + 30% Spell Damage (Instant Spells)
    Free Building Construction
    Can use credits to raze buildings

    + 50% Food consumption
    Accelerated Construction not available

    Spell book: Quick Feet, Fanaticism, Fools Gold, Clearsight
    Elite: 7/3, 750gc, 6.5NW



    Elves
    +50% WPA
    +1 mana in war
    + 1 defence specialist strength

    Spellbook: Pitfalls, Mages Fury, Amnesia, Nightmare
    Elite: 6/4, 700gc, 6NW



    Faery
    + 30% Spell Damage (Instant Spells)
    + 30% Sabotage damage
    + 30% WPA and TPA

    -10% Population
    Offensive Specialist Strength -2

    Spellbook: All racial spells
    Elite: 3/8, 1000gc, 7.5NW



    Halflings
    +50% TPA
    +1 stealth
    - 50% thief cost

    -15% Birth Rate

    Spellbook: Invisibility, Town Watch
    Soldiers: 2/2
    Elite: 5/6, 550gc, 5.75NW



    Humans
    +10% Population
    + 50% Sabotage damage
    + 50% Spell Damage (Instant Spells)
    + 1 Offense specialist strength

    Spellbook: Tree of Gold, Fountain of Knowledge, War Spoils
    Elite: 5/5, 500gc, 5NW



    Orcs
    +20% gains
    Can train elites with credits

    -75% Combat Instant Spell Damage and Duration
    -75% Sabotage Damage

    Spellbook: Bloodlust, Fanaticism, Aggression, Reflect Magic
    Elite: 9/2, 850gc, 7.25NW



    The Undead
    -50% Offensive losses on attacks you make
    Successful land attacks convert specialists to elites
    Spreads and is immune to The Plague
    No food needed

    - 25% science effectiveness

    Spellbook: Greater Protection, Town Watch, Animate Dead, Chastity
    Elite: 9/3, 1000gc, 7.5NW



    Personality Changes

    The Merchant
    +30% Income
    -50% Money Losses on Plunder Attacks
    Immunity to all Income Penalties (Riots, Plagues, etc.)



    The Sage
    + 25% Science effectiveness
    -66% Losses on Learn Attacks
    Immune to The Plague



    The Rogue
    +1 Stealth recovery per tick
    Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
    Thieves Dens are twice as effective (subject to DBE)



    The Mystic
    Access to Meteor Showers
    All Guilds and Towers are twice as effective
    +50% Spell Duration (For Duration Spells Only)
    +1 mana per tick in War



    The Warrior
    +1 General
    +15% OME in war
    Enhanced Conquest range



    The Tactician
    Gain 50% more Specialist and Building Credits
    -15% Attack Time
    Accurate Espionage (in war)



    The Cleric
    - 50% Your Military Casualties (on attack or defense)
    Animate Dead spell always active (reawakens all troops lost on defense/offense as soldiers)



    The War Hero
    +50% more bonuses from honor
    -50% draft cost
    -50% train time
    -50% Land Losses on Ambush Attacks




    Mechanic Changes

    If you have a reservation with a kingdom it will not be possible to create a random province in another kingdom.

    Failed attacks have a chance to move the meter 1 point proportional to the amount of offense sent. An attack that fails by sending 70% of the offense required to break has a 70% chance to move the meter 1 point.

    Plunder, Learn, Massacre and Raze are now worth 2 points on the meter

    The war declaration range for kingdoms will be changed to 25% smaller or 33% larger

    War will end automatically if your opponents networth drops to 50% of yours. This will only occur after a minimum of 7 days of warring and is calculated on tick.

    A war ending will grant, for both kds:
    All land currently out with armies at war end returns home immediately.
    Instant population growth of 20% of your max pop if you are under 50% of your max pop
    +500% Birthrate
    30% reduction in training costs of all troops.
    Draft cost reduced 50%

    Winning a war will grant the following:
    +10% honor taken from the opponents honor pool
    100 books of science per acre based on your median province
    3 times your median provinces acres in spec credits
    Free building credits to the total of your current unbuilt acres
    Last edited by Bishop; 14-05-2012 at 19:00.
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