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Thread: Age 55 end date, Age 56 start schedule & potential changes

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    Age 55 end date, Age 56 start schedule & potential changes

    End of age 55: Tuesday 13th November, 12.00 GMT
    Start of Age 56 Freeze: Tuesday 13th November, 18.00 GMT
    Start of Age 56 Protection: Friday 16th November, 18.00 GMT
    End of Age 56 Protection: Monday 19th November, 18.00 GMT

    For Age 56 we are looking at tweaking/balancing existing races,personalities and mechanics as well as introducing some new mechanics and features designed to assist in game-play.

    Race
    Avians - no change
    - 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

    Fanaticism, Fools Gold, Clearsight (removed QuickFeet)
    Elite: 6/2, 650gc, 5NW

    Elves
    + 1 Mana Recovery (no longer limited to war only)
    + 50% WPA
    + 1 defence specialist strength

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


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

    - 3 generals
    - 50% effects from honor

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


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

    -10% birthrate (down from -15%)

    Invisibility, Town Watch
    Soldiers: 2/2**; Elite: 4/5, 400gc, 5NW


    Humans - no change
    +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
    + 25% Gains (up from +20%)
    Earns Elite Credits

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

    Bloodlust, Fanaticism, Aggression, Reflect Magic
    Elite: 7/1, 800gc, 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

    - 20% science effectiveness (down from -25%)

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

    Personality Changes

    The Merchant - no change
    +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
    Generates 1 point of science for every 4 acres
    (Lost plague immunity)


    The Rogue - no change
    +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 - no change
    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 - no change
    +1 General
    +15% OME in war
    Enhanced Conquest range

    The Tactician - no change
    Gain 50% more Specialist and Building Credits
    -15% Attack Time
    Accurate Espionage (in war)

    The Cleric
    - 50% Your Military Casualties (on attack or defense)
    (Lost revives dead troops)


    The War Hero
    +50% more bonuses from honor
    -50% draft cost
    -50% train time
    Immune to dragon effects
    (Lost ambush protection)


    Mechanic Changes/Features

    The explore formula will be tweaked to relate to the size of the kingdoms provinces. The more you are over the median the more expensive it will be to explore. If you are the only province in your kingdom it will be more expensive.

    Paradise will remove acres from the explore pool, which will now grow 5 times faster (i.e 100 acres an hour) and also decay 1% an hour.

    Winning a war and selecting land as a reward will grant a minimum of 5k acres to the kingdom.

    Players will be able to abandon and leave their province to the kingdom even if that kingdom has no invitations left.

    The war room will be updated to better help players calculate their attacks.

    Espionage operations will be completely accurate if players send 10% of their thieves. This accuracy will be conveyed in some way to the player (yet to be decided).

    Espionage operations will be able to be conducted through in game ceasefires.

    Monarch bonuses will be removed

    Monarchs can set a fellow kingdom mate as their Steward (replaces Chamberlain). The Steward can conduct diplomacy such as extend/accept ceasefires, declare war and update the throne room messaging for the kingdom as well as the old Chamberlain options.

    Please use this thread for comments
    Last edited by Bishop; 02-11-2012 at 13:06.
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