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Thread: Age 59 Changes

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    Age 59 Changes

    Below please find the changes for Age 59. Honor has been changed significantly, more details below. You can comment here

    Schedule
    End of Age 58: Tuesday 10th September, 12.00 GMT
    Start of Age 59 Freeze: Tuesday 10th September, 18.00 GMT
    Start of Age 59 Protection: Friday 13th September, 18.00 GMT
    End of Age 59 Protection: Monday 16th September, 18.00 GMT

    Race Changes

    Avians
    -30% Attack Time
    +30% Birth Rate

    No Access to Stables

    Fanaticism, Greater Protection
    Elite: 6/2, 525gc, 5NW


    Dwarves
    +30% Building Efficiency
    Free Building Construction
    Can use credits to raze buildings

    -10% attack gains
    Can't use Accelerated Construction

    Fools Gold, Quick Feet
    Elite: 6/3, 700gc, 5.25NW


    Elf
    +30% wpa
    Revives dead troops
    -50% defensive losses

    Nightmares, Amnesia, Pitfalls, Mages Fury
    Elite: 5/3, 600gc, 5NW


    Faery
    +20% Spell damage (instant spells)
    +20% Sabotage damage

    All racial spells
    Elite: 3/5, 800gc, 5.25NW


    Halflings
    +10% population
    +50% TPA
    -50% thief cost

    -20% Birth Rate

    Invisibility, Town Watch, Aggression, Animate Dead
    Soldiers: 2/2 Elite: 4/4, 300gc, 4NW


    Human
    +30% Science Effectiveness

    -10% population

    Tree of Gold, Fountain of Knowledge, Clear Sight
    Elite: 6/4, 1000gc 5.5NW


    Orcs
    +30% Attack Gains
    Free draft
    +15% Enemy casualties when attacking

    -20% science effectiveness

    Reflect Magic
    Elite: 7/1, 700gc, 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

    Basic Thievery (Intel operations only)
    -1 General

    Town Watch
    Elite: 7/2, 1000gc, 6NW



    Personality Changes

    The Merchant
    +20% Income
    Gain 50% more Specialist and Building Credits


    The Sage
    Every 4 acres generates 1 book
    -50% cost of science


    The Rogue
    +1 Stealth recovery per tick
    Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda


    The Mystic
    Access to Meteor Showers
    All Guilds are twice as effective
    +1 mana per tick in War


    The Warrior
    +1 General
    +10% OME in war
    Enhanced Conquest range


    The Tactician
    -15% Attack Time
    Accurate Espionage


    The Cleric
    -50% Your Military Casualties (on attack or defense)


    The War Hero
    -50% train time
    Immune to Dragon effects
    Immune to The Plague


    Mechanic Changes

    Explore formula: We've moved away from an exponential formula to something that is curved more gently. Increases and reductions to cost based on a provinces size relative to the kingdom are still in effect.

    Honor: The formulas have been changed significantly both in war and out of war and on ops and attacks. Honor gains and losses should be a less spikey and honor gains out of war are increased.
    • [* ]Population mod on honor is reduced to 1%
    • Attacking honor gains/losses in war have been reduced
    • Attacking honor gains/losses out of war have been increased for normal relations with a further increase for hostile relations
    • Op and spell honor gains/losses in war have been unchanged
    • Op and spell honor gains/losses out of war have been increased for normal relations with a further increase for hostile relations
    • The honor gains curve has been significantly changed to address top/bottom feeding issues


    TF/Intel display: Columns will be sortable where applicable and you can filter out provinces in war.

    Sitting: The minimum is changed from 3 days to 1 day.

    War Win Chart: New formula in effect that considers your opponents war wins.

    Hostile meter: Reduced to from 200 points to 150.
    Last edited by Bishop; 10-09-2013 at 13:08.
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