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Thread: Age 72 Final Changes

  1. #1
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    Age 72 Final Changes

    Mechanics
    NW Changes - Peasants will now be 0.25 NW, and soldiers will be 0.5 NW and 1/1.
    SOT change - Will display information related to any active Kingdom Ritual
    Scientists - generated on a flat ratio similar to wizards instead of via RNG.
    Explore pool - remove kingdomwide explorepool and replace it with province level exploration pools.
    Paradise - will still consume explore pool, will be available only to Mystic or Rogue personality (Not Faery)
    Gains - Replace Networth Based Gains (NWBG) with a hybrid Land Based Gains (LBG) system that incorporates NW.
    Networth Protection - Significantly reduced for spells and sabotage operations.
    Op success rate - Success rates made significantly easier to achieve
    OOW honor gains - Significantly reduced.
    WW Chart Chains - In order to incentivize conflict between top WW kingdoms, we have altered the formula to provide additional WW points (scaling from the current if the kingdom you war is outside of the top 50 for land, honor, NW, and warwins) to double the current points.
    WW Bonus - Additionally, we are adding a new set of WW bonuses. Kingdoms will receive recognition on their kingdompage based on the number of WW points they achieve. Each additional 'tier' that they obtain will also increase their WW bonus -- land, honor, credits, etc -- by 10%. This is capped at a WW bonus that is 50% larger than the baseline bonus.
    Finally the WW bonus will scale with kingdom size under 20 provinces to reduce the potential for abuse with kingdoms that remain intentionally small in the number of provinces.
    The War Win bonus will also include a provision of additional land to every province's individual explore pool in both kingdoms, this is mainly aimed at helping provinces that are destroyed in war to have a chance to grow back to a functional size.
    WAR - Exploration during eowcf will have reduced cost penalties (from 500% to 250% of normal cost).
    Explore Penalty - Kingdoms smaller than 10 provinces will see an increased explore penalty.
    Propose War - Kingdoms will have the diplomatic option to Propose War to enemies in range and start war instantly instead of via attacks
    Several New Spells dedicated to the Paladin Personality Only


    Kingdom Rituals
    Kingdom Rituals (KR) are a new mechanic that serves as a kingdom-wide bonus.
    - The Monarch or Steward will select one of 3 rituals the kingdom will begin (similar to the starting of a dragon)
    - To complete the ritual the Kingdom must cast a new 'ritual spell' 100 times within 48 hours of the ritual being started
    - The ritual spell will have a very expensive rune casting cost; and have a difficulty similar to the most difficult self spell
    - A successful KR will last for 120 hours
    - Only one KR can be active, another KR can be started before the active KR ends, very similar to Dragons. Once the KR is completed, the previous KR will be replaced
    - All users will have a KR page; only on this page you will have the KR spell available to help initiate the KR
    - The KR page will also display various information such as: current KR status (type and strength), whether a new ritual is being cast, how many more successful casts are necessary
    - For enemies: an active KR will be displayed via Spy on Throne, where you will see which KR is active and current strength
    There are three kinds of KRs:
    1) Barrier - Increases defensive TPA and WPA by 25%; reduces gains via attacks against the kingdom by 10% (similar to Guard Stations); +10% DME
    2) Affluent (WAR ONLY, not EOWCF) - Increases income by 25%, Birth Rate by 20%, and draft speed by 25%
    3) Onslaught - Increases OME by 10% and enemy casualties on your offensive attacks by 15%

    Note: The Affluent KR can be initiated and completed at any time regardless of your stance (relations) however, if it is active and you are NOT in war you will receive no effects from it.



    Spells
    Self Spells

    Inspire Army is no longer a baseline spell, it is being replaced by a Paladin Only spell called Paladin's Inspiration and has ~25% increased effects (low difficulty;moderate/high duration)
    New Spells:
    Scientific Insights (Paladin Only) - This spell will increase the science effectiveness of target province by +10% (moderate difficulty/short duration)
    Illuminate Shadows (Paladin Only) - Provide target with -20% damage from thievery operations (moderate/high difficulty;moderate duration)
    Wrathful Smite (Paladin Only) - Attacks against province while this spell is active will result in higher casualties for the attacker (moderate difficulty;low/moderate duration)
    Divine Shield (Paladin Only) - Increase magic defense of target (will stack with Magic Shield;low/moderate difficulty;moderate duration)

    Sorcery
    Magic Ward (Unf Only) (Paladin Only) - Increase target's spell cost in runes by 25% for duration (moderate difficulty)
    Barrier of Integrity (Unf Only) (Paladin Only) - Stops all drafting that would normally take place in target province (moderate/high difficulty;very short duration)



    Races

    Avian
    Attack time -25%
    Birth Rate +40%
    Can Train Elites with Credits

    Penalties
    Battle Gains -10%
    Can't Use Stables
    Minus 2000 Starting Spec Training Credits
    20% fewer credits generated

    Spell book: Fanaticism, Greater Protection, Bloodlust
    Elite: 11/4, 775 gc, 10.5 NW

    Dwarf
    Bonuses
    Building Efficiency +25%
    Construction Cost -100%
    Construction Time -50%
    Use Credits to Raze
    Access to Greater Arson

    Penalties
    Food Consumption +100%
    Can't Accelerate Construction

    Spell book: Mystic Aura
    Elite: 8/9, 900 gc, 10 NW

    Elf
    Bonuses
    Instant Spell Damage +25%
    WPA +35%
    Towers Efficiency +20%
    +2 dspec strength

    Penalties
    Wages +50%

    Spell book: Clear Sight
    Elite: 9/7, 1000 gc, 10 NW

    Faery
    Bonuses
    All Spells (Including Tree of Gold; Excluding Paradise & Paladin Spells)

    Penalties
    -10% income
    -5% population

    Spell book: All Spells (Including Tree of Gold; Excluding Paradise & Paladin Spells)
    Elite: 5/10, 1050 GC, 11 NW

    Halfling
    Bonuses
    Max Population +10%
    Thief Cost -50%
    TPA + 40%
    Extra Stealth +1
    +1 ospec strength

    Penalties
    Birth Rate -10%
    BE - 5%

    Spell book: Aggression, Mage's Fury
    Elite: 6/8, 700 gc, 9 nw

    Human
    Bonuses
    Income +30%
    Immune to Income Penalties
    Increase Scientist Generation Rate +25%
    +1 general

    Penalties
    WPA -10%
    Spell Cost +50% Runes

    Spell book: Greater Protection, Quick Feet
    Elite: 11/5, 1050 gc, 11 NW


    Orc
    Bonuses
    Battle Gains +20%
    Draft Cost -100%
    Enemy Casualties on Attack +15%

    Penalties
    Military Casualties +10%
    TPA -10%

    Spell book: Bloodlust, Reflect Magic
    Elite: 12/1, 1000 gc, 11.5

    Undead
    Bonuses
    Carries & Immune to Plague
    No Food Required
    Offensive Casualties -50%
    Def Troop Losses 50% to solds
    Convert Specs to Elites
    Ospec strength +2
    Mana +1

    Penalties
    Science Effectiveness -15%
    Can't Train Elites
    Basic Thievery Only

    Spell book: Town Watch, Nightmares
    Elite: 11/3, 11.5 NW

    New Race - Dryad

    Bonuses
    Double Strength War Horses
    Mercenaries and prisoners fight with 7 strength
    Each acre produces food

    Penalties
    +25% attack time
    -15% opponent kills

    Elite (Will O' The Wisp) 14/2, 1100 GC, 12.5 NW
    Offensive Specialist (Huldra) 6/0, 350 GC
    Defensive Specialist (Nymph) 0/6, 350 GC

    Spellbook
    Aggression



    Personalities
    Cleric
    Bonuses
    Military Casualties -35%
    Plague Immunity

    Starting Bonus
    Soldiers +800
    Spec Credits +800

    Spellbook
    Animate Dead
    Greater Protection

    Heretic
    Bonuses
    Magic & Crime Science Effectiveness +20%
    WPA +20%
    Runes Refunded 35%
    No Wiz Killed on Failed Spells
    No Thieves lost on Failed Ops
    Spell and Op Damage +10%

    Starting Bonus
    Starting Wizards +100
    Starting Thieves +200

    Spellbook
    Nightmare
    Blizzard
    Revelation

    Mystic
    Bonuses
    Guild Effect +100%
    Magic Sci Eff +75%
    Spell Damage +15%

    Starting Bonus
    Starting Wizards +600

    Spellbook
    Chastity
    Meteor Showers
    Revelation

    Rogue
    Bonuses
    Thievery Sci Eff +50%
    Thieves' Dens Eff +50%
    Extra Stealth / Tick +1
    Access to ALL Thief Ops

    Starting Bonus
    Starting Thieves +400

    Spellbook
    Gluttony
    Revelation

    Sage
    Bonuses
    Abduct Protection +30%
    Science Effectiveness +25%

    Starting Bonus
    Starting Scientists +25%

    Spellbook
    Amnesia

    Tactician
    Bonuses
    Attack Time -20%
    Accurate Espionage

    Starting Bonus
    Starting Soldiers +800
    Spec Credits +800

    Spellbook
    Clear Sight

    Warrior
    Bonuses
    Off Military Eff +5%
    Full Conquest Access
    Additional OME in war +10%

    Starting Bonus
    Starting Soldiers +800
    Spec Credits +800

    Spellbook
    Fanaticism

    War Hero
    Bonuses
    Battle Gains +5%
    Honor Bonuses +100%
    Income Penalty Protection
    Dragon Immunity
    Convert Specs into Elites

    Starting Bonus
    Starting Elites +800

    Spellbook
    War Spoils
    Pitfalls

    Paladin
    Bonuses
    Can Cast Fading Self Spells on Kingdom Members (success will be based on WPA)
    Troops attacks dragon with 20% more strength

    Spellbook
    Fool's Gold
    Paladin's Inspiration
    Scientific Insights
    Illuminate Shadows
    Wrathful Smite
    Divine Shield
    Magic Ward
    Barrier of Integrity


    Starting Bonus: 200 wizards, 400 soldiers and specialist credits

    Individual Explore Pool Clarification:
    Starting size: 200 acres
    Growth: 3 acres per tick
    Soft Cap: 700; decay over it when outside of war.



    For those asking about the text of new spells and personalities for parsing reasons --

    Paladins will be The Chivalrous.
    The new spell text will be available in the next 24 hours.
    Last edited by Bishop; 04-06-2017 at 11:32.

  2. #2
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    Hi Everyone!

    I'd like to mention another feature we have implemented for this age, some of you may have noticed it in the short time it has already been live.

    We have made entering war a bit easier for Kingdoms that have arranged wars by adding a diplomatic feature called "Propose War". This will work like any other diplomatic feature in the game in that one side will Propose War and the other side accepts. Upon acceptance both kingdoms will enter war immediately.


    EDIT:

    There are several restrictions which I will try to describe here:
    - You must be within NW range of your enemy to accept a war proposal
    - Going live with our next code deploy; you can not propose war to a Kingdom that is not within NW declare range
    - At the start of the age you must be able to see the island your target is on
    - You can not Propose War during the first 24 hours of the age
    - The proposal will expire at the first tick after it is proposed, essentially providing only a maximum of 59 minutes for the proposal to be accepted
    - You can not propose war while you are in End of War Cease-Fire
    - All proposals are cancelled when you enter war
    - You can not propose war with a Kingdom that is currently in war
    Last edited by DavidC; 26-05-2017 at 00:09. Reason: Update war proposal restrictions
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  3. #3
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    Greetings Utopians!

    Another update we want to provide everyone:

    We have tweaked the gains formula. As mentioned in the Final Changes we altered the previous networth based only gains formula to a hybrid formula that takes into account both land and networth. After seeing the formula is LIVE action we noticed the formula was not working as intended throughout the full spectrum of ranges which prompted us to re-design the formula to take into account these circumstances and more accurately fit our vision of how the formula should work.

    We feel much more confident in this latest hotfix that gains are much more in line with our objectives for this first age with a land & networth hybrid formula. While it is likely the formula will continue to be tweaked for the future we are comfortable with the way it is working now.


    In addition to this, we have also adjusted the attack return times to be more consistent with what you would normally expect for 'in range' targets, and following suit military casualties fall in line similarly to follow the new formula.
    Last edited by DavidC; 26-05-2017 at 23:35.
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  4. #4
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    Note that the Affluent KR is War only and not EOWCF.
    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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