Welcome Utopians! Age 72: The Era of Venerated Bastions will end on Friday 11th of August at 12:00 GMT.
We would like to present to you the current revised proposed changes for the Age 73.
We have implemented quite a few major mechanics changes over the past couple ages and would like to utilize this next age to balance the races and personalities a bit while everyone is still adjusting to the new mechanics and trying to fully understand how they work.
The mechanics section is important to take a look at once again as we are adjusting quite a few things, mostly for balance purposes and gameplay enhancement.
You'll notice we are adding 2 new races and removing 2 races. Our goal here is to introduce new elements to the gameplay that have only always been a subtle undertone, such as good vs evil. Eventually this may lead into a grand scale Utopian War between all of the races both Good and Evil, but that is for another time! For now, we remove 2 of the current races and provide to you their counter-part.
Mobile users (or people who don't like spoilers) please use the bottom spoiler for an easier to navigate option!
Schedule
Age 73 Final Changes expected late Thursday August 10th
Age 72 End: Friday August 11th at 12:00 GMT
Age 73 Freeze Start: Friday August 11th at 18:00 GMT
Age 73 Protection Start: Monday August 14th at 18:00 GMT
Age 73 Protection End: Tuesday August 15th at 18:00 GMT
Age 73 Proposed Changes
Races
Avian
Bonuses
-25% Attack travel time
+40% Birth Rate
Can Train Elites with Credits
Penalties
-5% Combat Gains
-2000 Starting Credits
-20% Training Credits
Cannot Use War Horses
Spell book: Fanaticism, Greater Protection, Blood Lust
Elite: 9/4, 775gc, 10.5NW
Age 72
Bonuses
-25% Attack travel time
+40% Birth Rate
Can Train Elites with Credits
Penalties
-10% Combat Gains
-2000 Starting Credits
-20% Training Credits
Cannot Use War Horses[/COLOR]
Spell book: Fanaticism, Greater Protection, Blood Lust
Elite: 11/4, 775gc, 10.5NW
Dark Elf
Bonuses
+1 Offensive Specialist strength
+25% Spell Success (WPA)
+30% Combat Instant Spell Damage
35% Runes Refunded on Successful Spells
Penalties
-1 Defensive Spec Strength
Spell book: Nightmare, Mage's Fury
Elite: 4/7, 1000gc, 10.0 NW
Dwarf
Bonuses
+30% Building Efficiency
Free Building Construction and Can Use Credits to Raze Buildings
-50% Building Construction Time
Access to Greater Arson
Penalties
Can't use Accelerated Construction
+100% Food consumption
Spell book: Mystic Aura
Elite: 7/4, 900gc, 10NW
Age 72
+ 25% Building Efficiency
Free Building Construction and Can Use Credits To Raze Buildings
-50% Building Construction Time
Can’t use Accelerated Construction
+100% food consumption
Spellbook: Mystic Aura
Elite: 8/9, 900gc, 10.0 NW
Faery
Bonuses
All Spells (Except Paladin Only & Paradise)
-15% Honor Losses
Penalties
-15% Income
Spell book: All Spells (Except Paladin Only & Paradise)
Elite:2/8, 1050gc, 11NW
Age 72
Bonuses
All Spells (Except Paladin Only & Paradise)
Penalties
-10% Income
-5% Population
Spellbook: All Spells (Except Paladin Only & Paradise)
Elite: 5/10, 1050gc, 11NW
Human
Bonuses
+30% Income
Immune to Income Penalties
Increase Sci Spawn +35%
+1 Army Generals
Penalties
-15% Spell Success (WPA)
+30% Rune Costs
Spell book: Greater Protection
Elite: 8/3, 1050gc, 10NW
Bonuses
Age 72
+30% Income
Immune to Income Penalties
Increase Sci Spawn +25%
+1 Army Generals
Penalties
-10% Spell Success
+50% Rune Costs
Spell book: Greater Protection, Quick Feet
Elite: 11/5, 1050gc, 11NW
Orc
Bonuses
+30% Battle Gains
Free draft
+20% Enemy casualties when attacking
Penalties
+10% Military Casualties
-15% Thievery Effectiveness (TPA)
Spell book: Reflect Magic, Blood Lust
Elite: 10/1, 900gc, 11.5NW
Age 72
Bonuses
+20% Battle Gains
Free draft
+15% Enemy casualties when attacking
Penalties
+10% Military Casualties
-10% Thievery Effectiveness (TPA)
Spell book: Reflect Magic, Blood Lust
Elite: 12/1, 1000gc, 11.5NW
Undead
Bonuses
-50% Offensive losses on attacks you make
Spreads and is Immune to The Plague
No Food Required
Successful land attacks convert Offensive Specialists into Elites
Defensive losses automatically convert to soldiers(Permanent Animate Dead)
+2 Offensive Specialist strength
+1 Mana per tick
Penalties
Basic Thievery (Intel Operations Only)
No Elite Training
-20% Science Effectiveness
Spell book: Town Watch, Nightmares
Elite: 11/2, 11.5NW
Age 72
Bonuses
-50% Offensive losses on attacks you make
Spreads and is Immune to The Plague
No Food Required
Successful land attacks convert Offensive Specialists into Elites
Defensive losses automatically convert to soldiers(Permanent Animate Dead)
+2 Offensive Specialist strength
+1 Mana per tick
Penalties
Basic Thievery (Intel Operations Only)
No Elite Training
-15% Science Effectiveness
Spell book: Town Watch, Nightmares
Elite: 11/3, 11.5NW
Bocan
Bonuses
Ignores Watchtowers
+1 Stealth per tick
+50% Effects from Honor
Penalties
-5% Building Efficiency
-15% Sabotage Damage
Spell book: Invisibility
Elite: 4/6, 450gc, 7.0 NW
Dryad
Bonuses
All land produces food
Mercenaries & Prisoners 7/0
War Horses 3/0
Penalties
+25% Attack Travel Time
-15% Enemy Military Casualties
Spell book: Aggression, Quick Feet
Elite: 12/2, 1100gc, 12.5 NW
Age 72
Bonuses
All land produces food
Mercenaries & Prisoners 7/0
War Horses 4/0
Penalties
+25% Attack Travel Time
-15% Enemy Military Casualties
Spell book: Aggression
Elite: 14/2, 1100gc, 12.5 NW
Personalities
The Cleric
-35% Your Military Casualties (on attack or defense)
Immune to The Plague
Pop Sci Effectiveness +15%
Access to Animate Dead
Starts with +800 soldiers and +800 specialist credits
Access to Greater Protection
Age 72
-35% Your Military Casualties (on attack or defense)
Immune to The Plague
Access to Animate Dead
Starts with +800 soldiers and +800 specialist credits
Access to Greater Protection
The Heretic
Wizards do not die on failed spells
Reduced thief losses on failed operations (-50%)
+10% Magic and Thievery Science Effectiveness
Spell and Operation Damage +15%
Access to Nightmares and Blizzard and Revelation
Starts with +150 Wizards and +300 thieves
Age 72
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 (WPA)
+20% Magic and Thievery Science Effectiveness
Spell and Operation Damage +10%
Access to Nightmares and Blizzard and Revelation
Starts with +100 Wizards and +200 thieves
The Mystic
All Guilds are 100% more effective
+75% Magic Science Effectiveness
Spell Damage +20%
Access to Meteor Showers, Chastity, Revelation and Paradise
Starts with +800 Wizards
Age 72
All Guilds are 100% more effective
+75% Magic Science Effectiveness
Spell Damage +15%
Access to Meteor Showers, Chastity, Revelation and Paradise
Starts with +600 Wizards
The Paladin
Can cast Self Spells on Kingdom Mates
Troops attack dragon with +25% increased power
Starting Soldiers +400
Starting Specialist Credits +400
Starting Wizards +300
All Paladin Only Spells & Fool's Gold
Age 72
Can cast Self Spells on Kingdom Mates
Troops attack dragon with +20% increased power
Starting Soldiers +400
Starting Spec Credits +400
Starting Wiz +200
All Paladin Only Spells & Fool's Gold
The Rogue
+1 Stealth recovery per tick
Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
Thieves Dens are 50% more effective
+50% Thievery Science Effectiveness
Access to Gluttony
Access to Revelation
Access to Paradise
Starts with +500 thieves
Age 72
+1 Stealth recovery per tick
Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
Thieves Dens are 50% more effective
+50% Thievery Science Effectiveness
Access to Gluttony
Access to Revelation
Access to Paradise
Starts with +400 thieves
The Sage
-30% Abduct Losses
Sci Effectiveness +30%
Starting Scientists +50%
Access to Amnesia
Age 72
-30% Abduct Losses
Sci Effectiveness +25%
Starting Scientists +25%
Access to Amnesia
The Tactician
Attack Time -20%
Accurate Espionage
Starting Soldiers +800
Starting Specialist Credits +800
Access to Clear Sight
Age 72
Attack Time -20%
Accurate Espionage
Starting Soldiers +800
Starting Specialist Credits +800
Access to Clear Sight
The War Hero
Battle Gains +5%
Honor Bonuses +100%
Income Penalty Protection
Dragon Immunity
Convert Specs into Elites
Starting Elites +800
Access to War Spoils and Pitfalls
Age 72
Battle Gains +5%
Honor Bonuses +100%
Income Penalty Protection
Dragon Immunity
Convert Specs into Elites
Starting Elites +800
Access to War Spoils and Pitfalls
The Warrior
+10% Off Military Efficiency
Military Science Efficiency +15%
Full Conquest Access
Starting Soldires +800
Spec Credits +800
Access to Fanaticism
Age 72
+5% Off Military Eff
Off Military Eff +10% (WAR)
Full Conquest Access
Starting Soldires +800
Spec Credits +800
Access to Fanaticism
Mechanics
Mana Costs - Flat cost - 3% self spell, 3% offensive spell (2% with relations) & 2% flat rate for all Paladin self spells on others & Ritual Spell casts will also be a flat cost of 2%
Stealth Costs - Flat cost - 3% stealth (2% with relations), 2% intel (1% SoT)
Paladin Spells - Increase all Paladin only spell durations
Paladin Self Spells - The formula used to calculate success rate will be adjusted to make casting self spells on your allies easier. A WPA vs WPA calculation will still be made which will require Paladins to have WPA but will make it so that all Kingdom members have an opportunity to receive the self spell bonuses from their Paladins.
Fortified Stance Removed - A new stance called "Prosperous" will replace it. Prosperous stance will be almost identical to Fortified. The main difference will be: Attacks into Prosperous will have no gains penalty; Attacks while your Kingdom is Prosperous will have reduced gains of -20% (instead of -50%)
Gains Throttling will be significantly more effective - Once the meter variance between Kingdoms is 50 points, each point over 50 will reduce gains by 1% up to a maximum of 75% at a variance of 125 meter points. Max meter will remain at 150
Auto-CeaseFire (Surrender) - Once a meter variance of 100 points occurs between 2 Kingdoms, the Kingdom with lower meter points will have the option to Surrender to the aggressor Kingdom. This will create an in-game CeaseFire between both kingdoms that cannot be cancelled by either side for a minimum of 7 days. The surrendering Kingdom will be required to not have any attacks for at least 12 hours similar to the restriction on Withdraw during War. You must also be OUT of war declaration range in order to have this button available to you.
Gains Formula Overall - Adjusted slightly for balancing
War Gains Formula - The top-feed minimum gains is being reduced slightly to accommodate the LBG top-feed bonuses from Age 72 (note this is only for Top Feed gains, all other gains remain the same)
Rituals Length - Rituals will have a minimum length of 48 hours (120 max remains)
Ritual Life - Rituals will now be destroyable. The exact method and strength of destruction has not been determined at this time
Elite Longevity - Elite losses via NightStrike will be closer to losses of Specialists seen now. Elites that go into retraining from Nightmare will also increase closer to that of specialists. Military Casualties will be unchanged.
Universities - Effects from Universities will be reduced slightly
Aid Explorable Acres - Explorable acres will now have the option to be sent to other members of your Kingdom. 2/3 of the acres transferred will be destroyed. Acres will not be available for transfer during protection. Acres will have a Trade Balance cost of 500 gc each. It is likely that provinces above median will not be allowed to receive acres via explore pool aid, the exact determination on how to restrict this is open for discussion.
Science Caps - Science will no longer have a hard maximum for all categories. The purpose of this is to allow players more freedom to make your province unique and provide further bonuses to the areas you choose.
Ritual Types - New rituals added and adjustments made to existing rituals to balance the effects
Onslaught: +10% OME, +15% enemy casualties on attacks, +20% honor gains
Barrier: +10% DME & Spell/Thief damage -10%
Affluent: Income +10%, Draft Speed +15%, BR +20%, +5% BE (not WAR only)
Havoc: +OTPA +15% & +OPWA +15% & +Spell/Thief damage +5%
NEW Features
These don't necessarily fall under Mechanics changes but are new to the game:
Interactive Player Sign-Up: We are developing a method through which Kingdom Monarchs will have a better opportunity to have players join their Kingdom that fit what they are looking for, and respectively new players will have a better opportunity to join Kingdoms that fit what they are looking for in terms of experience, competitiveness, and play style
Log-In Statistics: Once logged into your Master Account, on the World Chooser page there will be a display of your current age log-in statistics which will include the amount of times you've logged in and the total minutes you've been active in Utopia. There may also be a "Most Log-Ins" & "Most Minutes in Game" displaying the information of the highest stats acheived at that time.
In-Game Mail: There will be a search function added to the in-game mail area to allow you to search keywords. Messages displayed will be increased from 10 to 25 (or 50)
Utopia-Game.com Landing Page: The landing page will show the total users currently logged into the game
New Log-In Bonuses: To encourage activity there will be a new log in bonus (in addition to the 5 free acres) that will be based on activity throughout the entire day. The bonus will vary based on your activity, with 3 possible bonuses available, 50% income, 100% income, 200% income of one hours income. The bonus will provided will be based on your previous day's activity and will be generated on your first log in of the day (Utopian day). Example, if you qualify for 100% income for activity throughout January Yr 0 you will receive an instant bonus of 100% your current income for that hour the first time you log in on during February Yr 0.
Kingdom Log-In Bonuses: In conjuction with the individual log in bonuses, Kingdoms will have a new page to view information related to this new feature. Kingdoms will be able to qualify for a Kingdom wide bonus based on the activity of the previous day from the Kingdom as a whole. If 85% of the Kingdom (rounded down) qualifies for the lowest tier of individual log-in bonuses they will have qualified for the Kingdom bonus. The new page will show how many provinces have qualified, how many are close to qualifying and how many are not close to qualifying. Only the numbers will be provided, not specific province information. The Kingdom bonus will be an additional 5 acres and 100% income for that hour.
Bug Fixes
Kingdom Espionage sort issues will be fixed
Mobile Option (No Spoilers - Less clicking)
Races
Avian
Bonuses
-25% Attack travel time
+40% Birth Rate
Can Train Elites with Credits
Penalties
-5% Combat Gains
-2000 Starting Credits
-20% Training Credits
Cannot Use War Horses
Spell book: Fanaticism, Greater Protection, Blood Lust
Elite: 9/4, 775gc, 10.5NW
Age 72
Bonuses
-25% Attack travel time
+40% Birth Rate
Can Train Elites with Credits
Penalties
-10% Combat Gains
-2000 Starting Credits
-20% Training Credits
Cannot Use War Horses
Spell book: Fanaticism, Greater Protection, Blood Lust
Elite: 11/4, 775gc, 10.5NW
Dark Elf
Bonuses
+1 Offensive Specialist strength
+25% Spell Success (WPA)
+30% Combat Instant Spell Damage
35% Runes Refunded on Successful Spells
Penalties
-1 Defensive Spec Strength
Spell book: Nightmare, Mage's Fury
Elite: 4/7, 1000gc, 10.0 NW
Dwarf
Bonuses
+30% Building Efficiency
Free Building Construction and Can Use Credits to Raze Buildings
-50% Building Construction Time
Access to Greater Arson
Penalties
Can't use Accelerated Construction
+100% Food consumption
Spell book: Mystic Aura
Elite: 7/4, 900gc, 10NW
Age 72
Bonuses
+ 25% Building Efficiency
Free Building Construction and Can Use Credits To Raze Buildings
-50% Building Construction Time
Penalties
Can’t use Accelerated Construction
+100% food consumption
Spellbook: Mystic Aura
Elite: 8/9, 900gc, 10.0 NW
Faery
Bonuses
All Spells (Except Paladin Only & Paradise)
-15% Honor Losses
Penalties
-15% Income
Spell book: All Spells (Except Paladin Only & Paradise)
Elite:2/8, 1050gc, 11NW
Age 72
Bonuses
All Spells (Except Paladin Only & Paradise)
Penalties
-10% Income
-5% Population
Spellbook: All Spells (Except Paladin Only & Paradise)
Elite: 5/10, 1050gc, 11NW
Human
Bonuses
+30% Income
Immune to Income Penalties
Increase Sci Spawn +35%
+1 Army Generals
Penalties
-15% Spell Success (WPA)
+30% Rune Costs
Spell book: Greater Protection
Elite: 8/3, 1050gc, 10NW
Age 72
Bonuses
+30% Income
Immune to Income Penalties
Increase Sci Spawn +25%
+1 Army Generals
Penalties
-10% Spell Success
+50% Rune Costs
Spell book: Greater Protection, Quick Feet
Elite: 11/5, 1050gc, 11NW
Orc
Bonuses
+30% Battle Gains
Free draft
+20% Enemy casualties when attacking
Penalties
+10% Military Casualties
-15% Thievery Effectiveness (TPA)
Spell book: Reflect Magic, Blood Lust
Elite: 10/1, 900gc, 11.5NW
Age 72
Bonuses
+20% Battle Gains
Free draft
+15% Enemy casualties when attacking
Penalties
+10% Military Casualties
-10% Thievery Effectiveness (TPA)
Spell book: Reflect Magic, Blood Lust
Elite: 12/1, 1000gc, 11.5NW
Undead
Bonuses
-50% Offensive losses on attacks you make
Spreads and is Immune to The Plague
No Food Required
Successful land attacks convert Offensive Specialists into Elites
Defensive losses automatically convert to soldiers(Permanent Animate Dead)
+2 Offensive Specialist strength
+1 Mana per tick
Penalties
Basic Thievery (Intel Operations Only)
No Elite Training
-20% Science Effectiveness
Spell book: Town Watch, Nightmares
Elite: 11/2, 11.5NW
Age 72
Bonuses
-50% Offensive losses on attacks you make
Spreads and is Immune to The Plague
No Food Required
Successful land attacks convert Offensive Specialists into Elites
Defensive losses automatically convert to soldiers(Permanent Animate Dead)
+2 Offensive Specialist strength
+1 Mana per tick
Penalties
Basic Thievery (Intel Operations Only)
No Elite Training
-15% Science Effectiveness
Spell book: Town Watch, Nightmares
Elite: 11/3, 11.5NW
Bocan
Bonuses
Ignores Watchtowers
+1 Stealth per tick
+50% Effects from Honor
Penalties
-5% Building Efficiency
-15% Sabotage Damage
Spell book: Invisibility
Elite: 4/6, 450gc, 7.0 NW
Dryad
Bonuses
All land produces food
Mercenaries & Prisoners 7/0
War Horses 3/0
Penalties
+25% Attack Travel Time
-15% Enemy Military Casualties
Spell book: Aggression, Quick Feet
Elite: 12/2, 1100gc, 12.5 NW
Age 72
Bonuses
All land produces food
Mercenaries & Prisoners 7/0
War Horses 4/0
Penalties
+25% Attack Travel Time
-15% Enemy Military Casualties
Spell book: Aggression
Elite: 14/2, 1100gc, 12.5 NW
Personalities
The Cleric
-35% Your Military Casualties (on attack or defense)
Immune to The Plague
Pop Sci Effectiveness +15%
Access to Animate Dead
Starts with +800 soldiers and +800 specialist credits
Access to Greater Protection
Age 72
-35% Your Military Casualties (on attack or defense)
Immune to The Plague
Access to Animate Dead
Starts with +800 soldiers and +800 specialist credits
Access to Greater Protection
The Heretic
Wizards do not die on failed spells
Reduced thief losses on failed operations (-50%)
+10% Magic and Thievery Science Effectiveness
Spell and Operation Damage +15%
Access to Nightmares and Blizzard and Revelation
Starts with +150 Wizards and +300 thieves
Age 72
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 (WPA)
+20% Magic and Thievery Science Effectiveness
Spell and Operation Damage +10%
Access to Nightmares and Blizzard and Revelation
Starts with +100 Wizards and +200 thieves
The Mystic
All Guilds are 100% more effective
+75% Magic Science Effectiveness
Spell Damage +20%
Access to Meteor Showers, Chastity, Revelation and Paradise
Starts with +800 Wizards
Age 72
All Guilds are 100% more effective
+75% Magic Science Effectiveness
Spell Damage +15%
Access to Meteor Showers, Chastity, Revelation and Paradise
Starts with +600 Wizards
The Paladin
Can cast Self Spells on Kingdom Mates
Troops attack dragon with +25% increased power
Starting Soldiers +400
Starting Specialist Credits +400
Starting Wizards +300
All Paladin Only Spells & Fool's Gold
Age 72
Can cast Self Spells on Kingdom Mates
Troops attack dragon with +20% increased power
Starting Soldiers +400
Starting Spec Credits +400
Starting Wiz +200
All Paladin Only Spells & Fool's Gold
The Rogue
+1 Stealth recovery per tick
Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
Thieves Dens are 50% more effective
+50% Thievery Science Effectiveness
Access to Gluttony
Access to Revelation
Access to Paradise
Starts with +500 thieves
Age 72
+1 Stealth recovery per tick
Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
Thieves Dens are 50% more effective
+50% Thievery Science Effectiveness
Access to Gluttony
Access to Revelation
Access to Paradise
Starts with +400 thieves
The Sage
-30% Abduct Losses
Sci Effectiveness +30%
Starting Scientists +50%
Access to Amnesia
Age 72
-30% Abduct Losses
Sci Effectiveness +25%
Starting Scientists +25%
Access to Amnesia
The Tactician
Attack Time -20%
Accurate Espionage
Starting Soldiers +800
Starting Specialist Credits +800
Access to Clear Sight
Age 72
Attack Time -20%
Accurate Espionage
Starting Soldiers +800
Starting Specialist Credits +800
Access to Clear Sight
The War Hero
Battle Gains +5%
Honor Bonuses +100%
Income Penalty Protection
Dragon Immunity
Convert Specs into Elites
Starting Elites +800
Access to War Spoils and Pitfalls
Age 72
Battle Gains +5%
Honor Bonuses +100%
Income Penalty Protection
Dragon Immunity
Convert Specs into Elites
Starting Elites +800
Access to War Spoils and Pitfalls
The Warrior
+10% Off Military Efficiency
Military Science Efficiency +15%
Full Conquest Access
Starting Soldires +800
Spec Credits +800
Access to Fanaticism
Age 72
+5% Off Military Eff
Off Military Eff +10% (WAR)
Full Conquest Access
Starting Soldires +800
Spec Credits +800
Access to Fanaticism
Mechanics
Mana Costs - Flat cost - 3% self spell, 3% offensive spell (2% with relations) & 2% flat rate for all Paladin self spells on others & Ritual Spell casts will also be a flat cost of 2%
Stealth Costs - Flat cost - 3% stealth (2% with relations), 2% intel (1% SoT)
Paladin Spells - Increase all Paladin only spell durations
Paladin Self Spells - The formula used to calculate success rate will be adjusted to make casting self spells on your allies easier. A WPA vs WPA calculation will still be made which will require Paladins to have WPA but will make it so that all Kingdom members have an opportunity to receive the self spell bonuses from their Paladins.
Fortified Stance Removed - A new stance called "Prosperous" will replace it. Prosperous stance will be almost identical to Fortified. The main difference will be: Attacks into Prosperous will have no gains penalty; Attacks while your Kingdom is Prosperous will have reduced gains of -20% (instead of -50%)
Gains Throttling will be significantly more effective - Once the meter variance between Kingdoms is 50 points, each point over 50 will reduce gains by 1% up to a maximum of 75% at a variance of 125 meter points. Max meter will remain at 150
Auto-CeaseFire (Surrender) - Once a meter variance of 100 points occurs between 2 Kingdoms, the Kingdom with lower meter points will have the option to Surrender to the aggressor Kingdom. This will create an in-game CeaseFire between both kingdoms that cannot be cancelled by either side for a minimum of 7 days. The surrendering Kingdom will be required to not have any attacks for at least 12 hours similar to the restriction on Withdraw during War. You must also be OUT of war declaration range in order to have this button available to you.
Gains Formula Overall - Adjusted slightly for balancing
War Gains Formula - The top-feed minimum gains is being reduced slightly to accommodate the LBG top-feed bonuses from Age 72 (note this is only for Top Feed gains, all other gains remain the same)
Rituals Length - Rituals will have a minimum length of 48 hours (120 max remains)
Ritual Life - Rituals will now be destroyable. The exact method and strength of destruction has not been determined at this time
Elite Longevity - Elite losses via NightStrike will be closer to losses of Specialists seen now. Elites that go into retraining from Nightmare will also increase closer to that of specialists. Military Casualties will be unchanged.
Universities - Effects from Universities will be reduced slightly
Aid Explorable Acres - Explorable acres will now have the option to be sent to other members of your Kingdom. 2/3 of the acres transferred will be destroyed. Acres will not be available for transfer during protection. Acres will have a Trade Balance cost of 500 gc each. It is likely that provinces above median will not be allowed to receive acres via explore pool aid, the exact determination on how to restrict this is open for discussion.
Science Caps - Science will no longer have a hard maximum for all categories. The purpose of this is to allow players more freedom to make your province unique and provide further bonuses to the areas you choose.
Ritual Types - New rituals added and adjustments made to existing rituals to balance the effects
Onslaught: +10% OME, +15% enemy casualties on attacks, +20% honor gains
Barrier: +10% DME & Spell/Thief damage -10%
Affluent: Income +10%, Draft Speed +15%, BR +20%, +5% BE (not WAR only)
Havoc: +OTPA +15% & +OPWA +15% & +Spell/Thief damage +5%
NEW Features
These don't necessarily fall under Mechanics changes but are new to the game:
Interactive Player Sign-Up: We are developing a method through which Kingdom Monarchs will have a better opportunity to have players join their Kingdom that fit what they are looking for, and respectively new players will have a better opportunity to join Kingdoms that fit what they are looking for in terms of experience, competitiveness, and play style
Log-In Statistics: Once logged into your Master Account, on the World Chooser page there will be a display of your current age log-in statistics which will include the amount of times you've logged in and the total minutes you've been active in Utopia. There may also be a "Most Log-Ins" & "Most Minutes in Game" displaying the information of the highest stats acheived at that time.
In-Game Mail: There will be a search function added to the in-game mail area to allow you to search keywords. Messages displayed will be increased from 10 to 25 (or 50)
Utopia-Game.com Landing Page: The landing page will show the total users currently logged into the game
New Log-In Bonuses: To encourage activity there will be a new log in bonus (in addition to the 5 free acres) that will be based on activity throughout the entire day. The bonus will vary based on your activity, with 3 possible bonuses available, 50% income, 100% income, 200% income of one hours income. The bonus will provided will be based on your previous day's activity and will be generated on your first log in of the day (Utopian day). Example, if you qualify for 100% income for activity throughout January Yr 0 you will receive an instant bonus of 100% your current income for that hour the first time you log in on during February Yr 0.
Kingdom Log-In Bonuses: In conjuction with the individual log in bonuses, Kingdoms will have a new page to view information related to this new feature. Kingdoms will be able to qualify for a Kingdom wide bonus based on the activity of the previous day from the Kingdom as a whole. If 85% of the Kingdom (rounded down) qualifies for the lowest tier of individual log-in bonuses they will have qualified for the Kingdom bonus. The new page will show how many provinces have qualified, how many are close to qualifying and how many are not close to qualifying. Only the numbers will be provided, not specific province information. The Kingdom bonus will be an additional 5 acres and 100% income for that hour.
Bug Fixes
Kingdom Espionage sort issues will be fixed
Please use this thread to discuss the changes and make suggestions based on these revised changes