Results 1 to 1 of 1

Thread: Age 60 Changes

  1. #1
    Game Support Bishop's Avatar
    Join Date
    Jul 2008
    Posts
    21,332

    Age 60 Changes

    Below please find the changes for Age 60. Thanks to everyone that provided feedback, based on this we have made some tweaks to certain races and personalities.

    This age we focused on changing the flow of the game start by reducing the duration of protection and modifying provinces starting resources. There are also some changes to exploring as well as the usual balancing race and personality changes.

    Comment thread here.


    Schedule:

    End of Age 59: Friday 13th December at 12:00 GMT
    Start of Age 60 Freeze: Friday 13th December at 18:00 GMT
    Start of Age 60 Protection: Monday 16th December at 18:00 GMT
    End of Age 60 Protection: Tuesday 17th December at 18:00 GMT

    Race Changes
    Avians
    -30% Attack Time
    +15% Birth Rate

    No Access to Stables

    Fanaticism, Greater Protection
    Elite: 6/2, 550gc, 5NW


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

    Can't use Accelerated Construction
    -5% gains on attacks

    Fools Gold, Quick Feet, Mystic Aura
    Elite: 6/1, 500gc, 4.75NW

    Elf
    +30% wpa
    -50% defensive losses
    +1 defensive specialist strength

    Nightmares, Amnesia, Pitfalls, Mages Fury
    Elite: 5/3, 600gc, 5.25NW


    Faery
    +30% Spell damage (instant spells)
    +30% Sabotage damage

    All racial spells
    Elite: 3/5, 700gc, 5.25NW


    Halflings
    +10% population
    +50% TPA
    -50% thief cost
    +1 offensive specialist strength

    -20% Birth Rate

    Invisibility, Town Watch, Aggression, Animate Dead
    Elite: 4/4, 400gc, 4NW


    Human
    +20% Science Effectiveness

    -5% population

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


    Orcs
    +30% Attack Gains
    Free draft
    +20% Enemy casualties when attacking

    -20% science effectiveness

    Reflect Magic
    Elite: 7/1, 750gc, 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)

    Town Watch
    Elite: 7/2, 800gc, 6NW



    Personality Changes

    The Merchant
    +30% Income
    Gain 50% more Specialist and Building Credits
    Starts with +1600 specialist credits


    The Sage
    Every 3 acres generates 1 book
    -50% cost of science
    Starts with 40000 science books


    The Rogue
    +1 Stealth recovery per tick
    Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
    Access to Vermin
    Starts with +400 thieves


    The Mystic
    All Guilds are twice as effective
    +1 mana per tick in War
    Access to Meteor Showers, Chastity, Nightmares
    Starts with +200 Wizards


    The Warrior
    +1 General
    +15% OME in war
    Enhanced Conquest range
    Access to Bloodlust
    Starts with +800 soldiers and +800 specialist credits


    The Tactician
    -20% Attack Time
    Accurate Espionage
    Access to Clear Sight
    Starts with +800 soldiers and +800 specialist credits


    The Cleric
    -35% Your Military Casualties (on attack or defense)
    Access to Pitfalls
    Starts with +800 soldiers and +800 specialist credits


    The War Hero
    -50% train time
    Immune to Dragon effects
    Immune to The Plague
    Access to War Spoils
    Starts with 200 elites


    Mechanic Changes

    Protection will be changed to last for 24 hours and provinces starting resources will be modified to take this into account. Provinces will begin with 400 acres of which 200 will be built (10% farms, 25% banks, 10% guilds and 5% towers) 200 building credits and an army that is 50% drafted with credits to train the soldiers. The personality resources below are additional to this.

    Provinces over the median will not be able to explore more than 50% of their acres at a time.

    Personalities will grant bonus resources. For example: Mystics will get +200 wizards, Sages start with +40000 books of science, War Hero has +200 elites. (edit: added all starting resources above)

    Draft will unlock after 3 days rather than 7
    Last edited by Bishop; 13-12-2013 at 11:10. Reason: draft unlock
    Support email: utopiasupport@utopia-game.com <- please use this and don't just PM me| Account Deleted/Inactive | Utopia Facebook Page | #tactics <-- click to join IRC|
    PM DavidC for test server access

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •