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Thread: Age 55 Final Changes and Start Times

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    Age 55 Final Changes and Start Times

    For Age 55 the following changes will be implemented (use the Show Text button to see age 54 details). Many thanks to those that contributed, feel free to post your thoughts here

    Schedule
    Age due to end on 7th August.

    End of age 54: Tuesday 7th August, 12.00 GMT
    Start of Age 55 Freeze: Tuesday 7th August, 18.00 GMT
    Start of Age 55 Protection: Friday 10th August, 18.00 GMT
    End of Age 55 Protection: Monday 13th August, 18.00 GMT



    Race

    Avians
    - 30% attack time
    +20% Sabotage damage*

    - 10% attack gains
    No Access to Stables

    Town Watch, Vermin, Mystic Aura
    Elite: 6/3, 700gc, 5.25NW

    Dwarves
    + 20% Building Efficiency
    Free Building Construction
    Can use credits to raze buildings
    + 30% Spell Damage (Instant Spells)

    +50% Food Consumption
    Can't use Accelerated Construction

    Quick Feet, Fanaticism, Fools Gold, Clearsight
    Elite: 6/2, 650gc, 5NW

    Elves
    + 1 Mana Recovery / Tick in war
    + 50% WPA
    + 1 defence specialist strength

    Pitfalls, Mages Fury, Amnesia, Nightmare
    Elite: 5/3, 650gc, 4.75NW


    Faeries
    + 30% Spell Damage (Instant Spells)
    + 20% Sabotage damage*
    + 30% WPA and TPA

    - 3 generals
    - 5% population

    Access to All Racial Spells
    Elite: 3/6, 800gc, 6NW


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

    -15% birthrate

    Invisibility, Town Watch
    Soldiers: 2/2**; Elite: 4/5, 550gc, 5NW


    Humans
    +5% Population
    + 30% Sabotage damage*
    + 40% Spell Damage (Instant Spells)
    + 1 Offense specialist strength

    Tree of Gold, Fountain of Knowledge, War Spoils
    Elite: 4/4, 600gc, 4NW


    Orcs
    + 20% Gains
    Earns Elite Credits

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

    Bloodlust, Fanaticism, Aggression, Reflect Magic
    Elite: 7/1, 850gc, 5.75NW


    Undead
    -50% Offensive losses on attacks you make
    Converts some Specialists into Elites on successful land attacks
    Spreads and is Immune to The Plague
    No Food Required

    - 25% science effectiveness

    Greater Protection, Town Watch, Animate Dead, Chastity
    Elite: 7/2, 1000gc, 6NW



    Personality Changes

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


    The Sage
    + 30% 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)
    Reawaken Casualties

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


    Mechanic Changes

    Specialists now defend and attack at 4 points respectively.

    The explore formula is revised. It is now significantly cheaper to explore at smaller sizes compared to both previous ages.

    The reduced gains protection afforded to smaller kingdom when attacked by larger kingdoms will be removed when the smaller kingdom reaches 50 points on the meter.

    Towards a similar end, when both kingdom reach max hostility the option to declare will appear regardless of the kingdoms networth.

    Winning a war will not grant any honor taken from your opponents honor pool. Monarchs will instead be able to set a kingdom reward for winning wars, this reward will be honor or land and will be a combination based on both kingdoms relevant resources.

    Intra kingdom hits will remove some honor from the attacked province.

    Attacks in war will not take extra acres from the exploration pool.

    Entering Fortified stance will result in -50% magic and thief operation gains. This kicks in immediately for the fortified kingdom and slides in over 24 hours for the rest.

    * Sabotage damage mods will increase the thievery damage cap, watchtowers will decrease it.
    ** halfling soldiers will be double networth (.ie 3NW) due to their higher power.
    Last edited by Bishop; 05-04-2013 at 11:29. Reason: edited fortified to effectivness and gains
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