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Thread: Age 69 Changes

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    Age 69 Changes

    Here are the changes for Age 69. Thank you to everyone that gave constructive feedback. As you saw we are overhauling the science system, here is some more detail on how it will work.

    Science Explanation for Players
    Books of science and learning have been removed. You can no longer invest in science to create books, nor allocate them to different sciences. As a consequence, books no longer contribute to net worth, and book are no longer given as part of end of war bonuses.

    Instead of books, each province starts out with about 18 scientists, each of whom are are assigned to a random category of science, but which you can reassign at will. Every province has a chance of having a new scientists emerge on each game day, such that an average province will have about 80 - 120 by the end of the age, depending on mods. You will get a message in your province news whenever a new scientist emerges. Scientists do not take up population space.

    Each scientist makes an impact on the the science they are assigned to, such as + population or + food. The impact that each scientist makes mainly depends on their level: novice make a small impact, graduates make a larger impact and professors make double the impact of novices. The total impact of scientists is capped, depending on the science category. You would need about 120 professors to cap out every kind of science.

    Scientists skill up the longer you leave them assigned to the same science category, and drop back down to novice whenever you reassign them. It takes 72 game days (3 real days) to level up to graduate, and 168 game days (one real week) to reach professor. The number of game days required for each scientist to reach the next level is displayed on the science page.

    Scientists also make a contribution to net worth based on their skill level. Every game day of experience that your scientists have is valued at 2.6gc, meaning that 100 professors would contribute about 44K gc.

    Learns attacks are now replaced with Abduct attacks, which capture a number of random Scientists from your opponent. These scientists are captured intact with their experience, allocated science and name.

    The Amnesia spell has also been updated to make your opponent’s scientists lose a number of game days worth of experience. For some this will delay them reaching the next level, while it will effectively demote some others to the previous level.

    Fountain of Knowledge previously increased book production for a while. This spell is now gone, and is replaced by the Revelate spell. The revelate spell increases the probability of a new scientist emerging on each affected game day by 30% while it is cast.

    The Spy on Science op has been updated, and will steal a report on the total number of scientists assigned to each science type, along with their total effect (but you cannot steal specifics like how many professors there are).

    Libraries, used to create a bonus towards every science effect, including the science of tools, which in turn created a bonus on each land type except libraries, since that would mean that libraries and tools would have a circular effect on each other. Libraries are now gone, along with the circular effect of libraries on other types of buildings. Knowledge of tools, which helps building efficiency, is governed solely by how many scientists you have allocated to it.

    A new building type, Laboratories, now helps generate more Scientists, increasing the probability that a new scientist will emerge on any given game day.

    Schools used to provide a home for books, having a dual effect of reducing the cost of producing books and protecting books from learn attacks. Schools are now gone. In their place are Universities, which provide refuge for Scientists from Abduction attacks.

    In short, laboratories help create scientists, while universities keep them safe from abduction and amnesia.

    The Sage personality previously had special advantages with books. Sages are still somewhat protected from learn attacks and enjoy sole access to the amnesia spell, but instead of their land spontaneously generating books, their scientists are 30% smarter. Instead of their books being protected from Learn attacks, their scientists have 50% reduced losses on Adbuct attacks. Also, instead of starting with more books, they start with 10% extra scientists.

    The Fortified stance previously had the effect of capping the research rate on books. This has now been changed. While in fortified, all scientific progress stops, as you have cut yourself off from the world. During fortified no new scientists will emerge, and your existing scientists will not progress in skill level.


    Schedule
    Age 68 End: Friday August 5th at 6PM GMT
    Age 69 Freeze Start: Saturday 6th August at 6PM GMT
    Age 69 Protection Start: Tuesday 9th August at 6PM GMT
    Age 69 Protection End: Wednesday 10th August at 6PM GMT


    Races
    Avian
    -35% Attack travel time
    Cannot be ambushed
    +40% Birth rates

    Elite: 9/3, 650gc, 8.75 NW
    Spellbook: Fanaticism, Greater Protection


    Dwarf
    Free Building Construction and Can Use Credits To Raze Buildings
    -50% Building Construction Time
    -50% food consumption
    +1 offensive specialist strength
    +1 defensive specialist strength

    Can’t use Accelerated Construction

    Spellbook: Mystic Aura, Clear Sight
    Elite: 8/6, 700gc, 8NW

    Elf
    +2 defensive specialist strength
    +40% Spell Success
    +50% land effect from Towers

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


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

    Spellbook: All racial spells and Tree of Gold
    Elite: 6/8, 1000gc, 10NW

    Halfling
    +30% Thievery Operation Success (TPA)
    -50% thief cost
    Double effect from Thieves Dens


    Spellbook: Aggression, Mages Fury
    Elite: 8/4, 700gc, 8NW

    Human
    + 30% income
    Immune to Income Penalties
    - 50% defensive losses

    -15% Spell Success

    Spellbook: Revelation, Quick Feet
    Elite: 9/4, 750gc, 9NW


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

    -10% science effectiveness

    Spellbook: Reflect Magic
    Elite: 12/2, 900gc, 10.5NW


    Undead
    -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, 1150gc, 10NW


    Personality

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

    The Heretic
    Wizards do not die on failed spells
    Thieves do not die on failed operations
    Successful spell casts get 40% of rune cost refunded
    +25% Spell Success
    +25% Magic and Thievery Science Effectiveness.
    Access to Nightmares and Blizzard
    Starts with +100 Wizards and +200 thieves


    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
    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 50% of scientists on abduct attack
    Scientists are 30% more effective
    Access to Amnesia
    Starts with 10% extra scientists

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

    The Warrior
    +10% Offensive Military Efficiency
    Enhanced Conquest range
    + 1 General
    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

    Mechanics
    Science - explained above.

    Dragons
    Each Dragon type will have different health and cost

    Ruby
    Slightly more expensive, a lot more health
    Sapphire
    A lot cheaper, health reduced significantly
    Gold
    Cost unchanged, health slightly reduced
    Emerald
    A lot more expensive, health increased significantly

    Networth
    Building networth will be modified to move the balance of networth onto the acre itself, rather than the building.
    Soldier networth will be reduced.

    New spell: Blizzard
    Reduces the building effectiveness of a province by 10%, does not stack, medium cost and difficulty, short duration.

    Attack speed
    Reduction in war buffed from -20% to -25%.

    Forums+ wiki
    Upgrading to a better server and migrating the forums and wiki to it. May be some forum downtime while we do this over the weekend.

    Stances
    72 hours max fortified, 96 hour cooldown for all.

    Also various bug fixes, will update when i have more info.
    Last edited by Bishop; 03-10-2016 at 18:28.
    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|
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