Results 1 to 1 of 1

Thread: Age 70 potential changes

Threaded View

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

    Age 70 potential changes

    Below please find the potential changes for Age 70. For this age we have greatly boosted scientists and related mechanics.

    Please make your thoughts known here.


    Schedule
    Age 69 End: Friday December 9th at 6PM GMT
    Age 70 Freeze Start: Saturday 10th December at 6PM GMT
    Age 70 Protection Start: Tuesday 13th December at 6PM GMT
    Age 70 Protection End: Wednesday 14th December at 6PM GMT

    Race

    Avian
    -30% Attack travel time
    Cannot be ambushed
    +50% Birth rates

    Elite: 9/3, 625gc, 8.5 NW
    Spellbook: Fanaticism, Greater Protection

    Dwarf
    + 15% Building Efficiency
    Free Building Construction and Can Use Credits To Raze Buildings
    -50% Building Construction Time
    +1 offensive specialist strength
    +1 defensive specialist strength

    Can’t use Accelerated Construction
    +75% food consumption

    Spellbook: Mystic Aura, Clear Sight
    Elite: 9/5, 800gc, 8NW

    Elf
    +2 defensive specialist strength
    +50% Spell Success
    - 50% military wages

    Spellbook: Pitfalls, Invisibility, Fools Gold
    Elite: 7/6, 800gc, 8.5NW


    Faery
    + 50% Combat Instant Spell Damage
    + 50% Sabotage Operation Damage
    +1 mana per tick in war
    +2 Offensive specialist strength

    Spellbook: All racial spells and Tree of Gold
    Elite: 5/9, 700gc, 11NW

    Halfling
    +10% population
    +50% Thievery Operation Success (TPA)
    -50% thief cost
    +1 stealth per tick

    Spellbook: Aggression, Mages Fury
    Elite: 7/5, 700gc, 8NW

    Human
    + 40% income
    Immune to Income Penalties
    - 66% defensive losses

    -10% Spell Success

    Spellbook: Revelation, Quick Feet
    Elite: 10/3, 750gc, 8NW


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

    -10% science effectiveness

    Spellbook: Reflect Magic
    Elite: 12/2, 950gc, 10.5NW


    Undead
    -66% 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, 1050gc, 9.5NW



    Personality

    The Cleric
    -30% Your Military Casualties (on attack or defense)
    Immune to The Plague
    Access to Animate Dead
    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 35% of rune cost refunded
    +20% Spell Success
    +20% Magic and Thievery Science Effectiveness.
    Access to Nightmares and Blizzard
    Starts with +100 Wizards and +200 thieves


    The Mystic
    All Guilds and Towers are 50% more 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
    Double effect from Thieves Dens
    +50% Thievery Science Effectiveness
    Access to Gluttony
    Starts with +400 thieves

    The Sage
    Protect 50% of scientists on abduct attack
    Scientists are 50% more effective
    Access to Amnesia
    Starts with 20% extra scientists

    The Tactician
    -20% 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, Pitfalls and Fanaticism
    Starts with 800 elites

    Mechanics

    Science
    Higher initial scientists
    Abduct rate boosted
    Spawn rate boosted
    Spawn rate increases each tick you do not get a scientist
    Laboratories boosted
    Revelate will double spawn rate
    Additional scientist rank Acolyte - no effects, takes 6 hours to move up to Novice
    Professors will not accumulate experience past 72 hours
    Caps on some science categories modified along with impact of professors etc.
    Magic sci will buff wizard production and wpa.

    Other bits and pieces
    Updated Vacation Mode messaging around war and exiting VM
    Blizzard duration increased
    Intra-kd robbing of runes will incur a resource loss
    Starving will have a province news event
    Messaging on science page when you are in fortified and so not gaining scientists
    Embarrassing invitation text modified.
    Last edited by Bishop; 08-12-2016 at 15:08.
    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
  •