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Thread: Age 68 Changes

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    Jul 2008

    Age 68 Changes

    Here are the changes for Age 68. Thank you to everyone that gave feedback, we have made some changes based on your ideas to mechanics and races/personalities. We've also decided to not go with any change to science. When we looked at it in more detail we decided that a more drastic overhaul to science was required and that's something we will address in a future age.


    Age 67 End: Saturday 16th April at 12PM GMT
    Age 68 Freeze Start: Saturday 16th April at 6PM GMT
    Age 68 Protection Start: Tuesday 19th April at 6PM GMT
    Age 68 Protection End: Wednesday 20th April at 6PM GMT

    -25% Attack travel time
    Cannot be ambushed
    +30% Birth rates
    +1 General

    Elite: 9/3, 725gc, 8.75 NW
    Spellbook: Fanaticism, Greater Protection

    Free Building Construction and Can Use Credits To Raze Buildings
    -50% Building Construction Time
    -50% food consumption

    Can’t use Accelerated Construction

    Spellbook: Mystic Aura, Clear Sight
    Elite: 7/7, 700gc, 10NW

    +2 defensive specialist strength
    +30% Spell Success
    - 30% defensive losses
    +100% land effect from Towers

    Spellbook: Pitfalls, Invisibility, Fools Gold
    Elite: 7/6, 750gc, 8.5NW


    + 20% Combat Instant Spell Damage
    + 20% Sabotage Operation Damage
    + 20% Spell Duration
    +1 mana per tick in war
    +1 stealth per tick

    Spellbook: All racial spells and Tree of Gold
    Elite: 5/9, 1200gc, 11NW

    +50% Thievery Operation Success (TPA)
    -50% thief cost
    +12% population
    +2 offensive specialist strength

    Spellbook: Aggression, Mages Fury
    Soldiers 3/3 Elite: 6/6, 500gc, 8.5NW

    + 30% income
    Immune to Income Penalties

    -15% Spell Success

    Spellbook: Fountain of Knowledge, Quick Feet
    Elite: 9/4, 750gc, 9.25NW

    +20% Battle Gains
    Free draft
    +25% Enemy casualties when attacking

    -10% science effectiveness

    Spellbook: Reflect Magic
    Elite: 12/2, 800gc, 10.5NW

    -75% Offensive losses on attacks you make
    Spreads and is Immune to The Plague
    No Food Required

    Basic Thievery (Intel operations only)

    Spellbook: Town Watch, Animate Dead
    Elite: 11/3, 950gc, 10NW


    The Cleric
    -30% Your Military Casualties (on attack or defense)
    Immune to The Plague
    Access to Pitfalls
    Starts with +800 soldiers and +800 specialist credits

    The Heretic - new
    Wizards do not die on failed spells
    Thieves do not die on failed operations
    Successful spell casts get 50% of rune cost refunded
    +30% Magic and Thievery Science Effectiveness.
    Access to Nightmares
    Starts with +100 Wizards and +200 thieves

    Merchant - removed

    The Mystic
    All Guilds are twice as effective
    +50% Magic Science Effectiveness
    Access to Meteor Showers, Chastity
    Starts with +200 Wizards

    The Rogue
    +1 Stealth recovery per tick
    + 100% land effect from Thieves Dens
    Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
    +75% Thievery Science Effectiveness
    Access to Gluttony
    Starts with +400 thieves

    The Sage
    Protect 75% of science on attacks
    Every 2 acres generates 1 book of science
    Access to Amnesia
    Starts with 40000 science books

    The Tactician
    -15% Attack Time
    Accurate Espionage
    Access to Clear Sight
    Starts with +800 soldiers and +800 specialist credits

    The Warrior
    +15% Offensive Military Efficiency
    Enhanced Conquest range
    Access to Bloodlust
    Starts with +800 soldiers and +800 specialist credits

    The War Hero
    +100% Honor Effects
    Converts some Specialists into Elites on successful land attacks
    Immune to Dragon and Income penalty effects
    Access to War Spoils
    Starts with 400 elites


    Unit Strength:
    Buffing unit strengths as below
    Specialists to 6
    Mercs/prisoners to 5
    Horses to 2
    Soldiers to 2

    The Wall: New monarch option to block randoms provinces from joining a kingdom. Causes kingdoms wages to increase by 20%.

    War win reward: Not granted if the kingdoms are out of range at war start.

    War declaration: Requires 2 different people from each kingdom to have attacked (in such a way that the meter is moved) before war can be declared.

    Fortified: Reduced to 48 hours max duration.

    End of War ceasefire: Maximum time reduced to 72 hours. Double wizards removed.

    Aggressive stance: Attack time buffed to -15%.

    Draft locked and timer message: Will be displayed on the military page around age start.

    Aid page: Will inform you that sending aid counts as an aggressive action.

    In-game target finder: Additional filters and sorting added for stance and war status.

    War room: Will default to the kingdom you are at war with, if any.

    Anonymity: This spell will case the target to lose honor, but the attacker will not gain it.

    Tree of Gold: Reduced amount gained from this spell by 33.333333%, recurring of course.

    Vermin: Removed.

    Gluttony: New - Increases food required by 25%.

    Guilds: Unaffected by BE for the purposes of calculating spell duration.

    War: Timer will tick during war for stances and war will override any stance. You can change stances during war so as to exit war in your desired stance.

    Empty kingdoms: I'll be able to create new empty kingdoms to move people into should they wish to start a new kingdom. Minimum 3 people to create a kingdom, 7 free invites provided.

    Admin stuff
    : a bunch of backend improvements to allow me to suspend, kick people out of accounts and deactivate people quicker. YAY.

    Mail: Fixed sent mail being read by sender marking it as read for receiver.
    Intra kingdom attacks: After a number of intra kingdom attacks further attacks are blocked until day change by Oops messages. We don't know why, so we removed and rewrote that entire section.
    Last edited by Bishop; 16-04-2016 at 15:43. Reason: Freeze was incorrect
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