FINAL changes for age 74:
There are lots of new dynamics to think about for this age so be sure to soak it all in while you prepare for a great Age 74!
You'll notice an immediate major change that Undead is no longer a race but a personality and Elf has returned.
Stances are being removed and will have new Rituals to help with some of the consequences of this. More Rituals have been added; with the removal of stances the existing Rituals were a little weak to replace such a strong mechanism in the game so Rituals have been buffed to reflect both the difficulty to cast them and the importance of having one active, which then in turn makes the destruction of opposing Rituals a more potent strategy.
Quite a few new mechanics and features are listed so make sure to check those out.
Feedback is always welcome, while further changes for this age is unlikely suggestions are welcome as well to be noted for future reference!!
Age 73 End Schedule
Age 73 End: Saturday November 4, 2017 @ 00:00 GMT
Age 74 Open: Saturday November 4, 2017 @ 06:00 GMT
Age 74 Start: Monday November 6, 2017 @ 18:00 GMT
Age 74 FINAL Changes
Races
Avian
Bonuses
-30% Attack travel time
+30% Birth Rate
Penalties
-5% Combat Gains
Cannot Use War Horses
Spell book: Fanaticism, Greater Protection
Elite: 9/2, 775gc, 10.0NW
Age 73
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
Dark Elf
Bonuses
+25% Spell Damage
+2 Offensive Specialist strength
Converts Specialists into Elites on successful Traditional March
Penalties
+20% Wages
Spell book: Nightmare
Elite: 5/7, 700gc, 9.0 NW
Age 73
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, 750gc, 10.0 NW
Dwarf
Bonuses
+20% Building Efficiency
Free Building Construction
-50% Building Construction Time
Penalties
Can't use Accelerated Construction
+100% Food consumption
Spell book: Mystic Aura, Inspire Army
Elite: 8/5, 900gc, 10NW
Age 73
Bonuses
+20% 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
Spell book: Mystic Aura
Elite: 7/4, 900gc, 10NW
Elf
Bonuses
+35% WPA
+15% Tower Efficiency
+1 Defensive Specialist Strength
Spell book: Mage's Fury, Chastity, Inspire Army
Elite: 7/6, 700gc, 8.5 NW
Faery
Bonuses
+35% Self Spell Duration (will not affect spells on others)
Can Cast Fading Spells on Kingdom Mates
Penalties
-10% Income
Spell book: Greater Protection, Invisibility, Reflect Magic, Tree of Gold, War Spoils, Animate Dead, Fool's Gold, Mystic Aura
Elite:4/9, 900gc, 10.5NW
Age 73
Bonuses
All Spells (Except Paladin Only & Paradise)
Penalties
-15% Income
Spell book: All Spells (Except Paladin Only & Paradise)
Elite:2/8, 900gc, 10.5NW
Human
Bonuses
+30% Income
+15% Credts (Building & Military)
Increase Sci Spawn +25%
Penalties
-15% Spell Success (WPA)
+25% Rune Costs
Spell book: Greater Protection, Inspire Army
Elite: 9/4, 900gc, 10NW
Age 73
Bonuses
+30% Income
-25% Wages
Immune to Income Penalties
Increase Sci Spawn +25%
Penalties
-15% Spell Success (WPA)
+30% Rune Costs
Spell book: Greater Protection
Elite: 8/3, 900gc, 10NW
Orc
Bonuses
+20% Battle Gains
Free draft
+15% Enemy casualties when attacking
Penalties
+10% Military Casualties
-15% Thievery Effectiveness (TPA)
Spell book: Reflect Magic, Blood Lust
Elite: 10/1, 900gc, 9.5NW
Age 73
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, 9.5NW
Bocan
Bonuses
+30% Sabotage Damage
+1 Stealth per tick
+50% Effects from Honor
Penalties
-1 Army Generals
Spell book: Invisibility, Town Watch, Inspire Army
Elite: 4/7, 500gc, 7.0 NW
Age 73
Bonuses
Ignores Watchtowers
+1 Stealth per tick
+50% Effects from Honor
Penalties
-15% Sabotage Damage
Spell book: Invisibility
Elite: 4/6, 450gc, 7.0 NW
Dryad
Bonuses
All land produces food
-35% Military Train Time
Mercenaries & Prisoners 7/0
War Horses 4/0
Penalties
+20% Attack Travel Time
-15% Enemy Military Casualties
Spell book: Aggression, Quick Feet
Elite: 12/2, 900gc, 10.5 NW
Age 73
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, 950gc, 11.0 NW
Personalities
The Undead
Spreads and is Immune to The Plague
-40% Offensive Losses
Starts with +800 soldiers and +800 specialist credits
Access to Greater Protection and Animate Dead
The Heretic
Wizards do not die on failed spells
Reduced thief losses on failed operations (-66%)
+30% Magic and Thievery Science Effectiveness
Spell and Operation Damage +15%
+1 Mana
Access to Blizzard and Revelation
Starts with +200 Wizards and +400 thieves
Age 73
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
The Mystic
All Guilds are 100% more effective
+75% Magic Science Effectiveness
Spell Damage +25%
Access to Meteor Showers, Chastity, Revelation and Paradise
Starts with +800 Wizards
Age 73
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
The Paladin
Troops attack dragon with +35% increased power
-25% Defensive Losses
Immune to the Plague
Starting Soldiers +400
Starting Specialist Credits +400
Starting Wizards +400
All Paladin Only Spells & Fool's Gold
Paladin Only Spells
Paladin's Inspiration[/B] (Paladin Only) - This spell has ~25% increased effects as Inspire Army (low difficulty;moderate/high duration)
Scientific Insights (Paladin Only) - This spell will increase the science effectiveness by +10% (moderate difficulty/short duration)
Illuminate Shadows (Paladin Only) - Provide -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 (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)
Age 73
Can cast Fading Self Spells on Kingdom Mates
Troops attack dragon with +25% increased power
Starting Soldiers +400
Starting Specialist Credits +400
Starting Wizards +400
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
+75% Thievery Science Effectiveness
Access to Gluttony
Access to Revelation
Access to Paradise
Starts with +800 thieves
Age 73
+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 +800 thieves
The Sage
-20% Abduct Losses
Sci Effectiveness +35%
Starting Scientists +50%
Access to Amnesia
Age 73
-30% Abduct Losses
Sci Effectiveness +30%
Starting Scientists +50%
Access to Amnesia
The Tactician
Attack Time -15%
Accurate Espionage
Starting Soldiers +800
Starting Specialist Credits +800
Access to Clear Sight, Town Watch
Age 73
Attack Time -15%
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 73
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
+15% Off Military Efficiency
Military Science Efficiency +15%
Full Conquest Access
Starting Soldiers +800
Spec Credits +800
Access to Fanaticism
Age 73
+10% Off Military Efficiency
Military Science Efficiency +15%
Full Conquest Access
Starting Soldiers +800
Spec Credits +800
Access to Fanaticism
Mechanics
Night Strike - Damage dealt by night strike will be reduced by approximately 20%.
Inspire Army/Paladin's Inspiration - Both of these spells are capable of being cast on a Province, however, while PI is cast it's effects will prevail until it wears off. Therefore, the bonuses from each of these spells will not stack, only 1 will be applied if both are present.
Abduct Military Casualties - Defensive military casualties on abducts has been reduced by 50%
Multi-Attack Protection (MAP) - The rate at which this metric increases for abducts has been adjusted to be a more adequate representation of the resources lost. Additionally, this metric has been revised slightly in other areas to be a better representation of damage that occurs in an attack.
Meter Throttling - Adjusted to reduce operation damage against Kingdoms that have gains throttled on you. Also there will be a reduction to throttling that occurs within declare range.
Ceasefires - There is a new feature with Cease-Fires that allows you to choose a date until which the Cease-Fire cannot be broken. The farthest date in the future that can be chosen is 3 Utopian Years.
Buildings
- Watchtower rate at which protection is granted has been reduced. Maximum effect will remain the same.
- Allow Cancel of buildings under construction (no gc refunded)
War Proposals - Limit of 3 proposals that can be oustanding at any given time
EoWCF Duration - Increased to 96 hours from 72 hours.
Stances - Removed
War Win Points - Point calculations will no longer be boosted based on rankings during YR 0.
IP Restrictions - We have overhauled the anti-cheat system. IP restrictions have been modified to rely more on heuristic methods than automated prevention. The effectiveness of these efforts will be carefully and extensively monitored and adjusted accordingly.
Dragons - All Dragon costs reduced by 25%. Additionally, you will now have the ability to name your dragon! Is yours Sophia? That's Dave's!
Scientists
- You can now choose which category your next scientist will spawn into (random is also an option)
- Scientist Experience will now show on your Science page and in the Spy on Sciences. This will allow for calculation of scientist networth to ultimately provide a method for determining wizard population. We feel that Wizards should have some mystery and require a bit of knowledge and pursuit to discover rather than have accurate information handed out in a single successful operation.
Rituals
- Reduced to 80 casts
- Mana cost will actually be 2% instead of 3% (this was left out of Age 73 code but is now in place for Age 74)
Support Spell History - There will be a new area in the History section of your province that records your casts and successful casts of spells on Kingdom mates
Self Kingdom Espionage - There will be an Espionage Page added that will show your own Kingdom's Support Spells. This page will only show Support spells that have been cast by others, it will not show spells you've cast on yourself.
Train/Build Credits
- Can use building credits to raze acres will be a standard ability
- There will be an option on all pages to provide use of building credits that will allow the option to NOT use your credits for your current purchase. For example: You would like to train 1000 specialists and have 500 specialist credits but you would prefer not to use your credits, there will be a checkbox that will designate the option to NOT use the credits.
- Immediately upon exit of End of War Cease-Fire all Credits will decay by 1/3 instantly
- Building Credits will decay at a rate of 20% per Month if Credits > Land * 15%
- Training Credits will now decay at a rate of 20% per Month
Spells
- Some Paladin Only spell durations tweaked slightly higher
- Nature's Blessing - The chance to cure plague will be increased to 1/3 up from 1/5
Merging of Kingdoms - Kingdoms will merge weekly starting after Yr 1. Eligible Kingdoms to merge will be in the lowest 1/3 of the server and will merge similarly as is performed during the end of age reset such that Kingdoms with very few provinces will have a chance to play with other active players in a normal size Kingdom. Kingdoms that will be merged will be handled on a case by case basis and contacted directly via Game Administration. Kingdoms will have the option not to merge if they so choose as we test the effectiveness of this feature.
Game Administration Kingdom - Kingdom 1:1 will be dedicated to Game Administration and Utopia News Reporters. The provinces in this Kingdom will remain in protection for the duration of the age. These provinces should not be messaged to replace the use of Utopia Support e-mail or for reporting violations of the Game Rules. Utopia News Reporters will have a dedicated province in this Kingdom to enable them a safe and secure place to message Kingdoms with privacy for their in-game accounts and Forum accounts. Kingdoms or players that receive messages from these Reporter accounts can be assured the person they are speaking with is who they say they are and not some random person scamming for information.
Ritual Types
Affluent - Income +20%, Draft Speed +25%, BR +30%
Barrier - +10% DME & -15% Spell/Thief damage & +10% Defensive TPA & +10% Defensive WPA
Havoc - +25% Offensive TPA & +25% Offensive WPA & +10% Spell/Thief damage
Onslaught - +10% OME, +15% enemy casualties on attacks & +20% honor gains
Resilient - -25% Gains in and out & -20% Military Casualties on defense
Godspeed - -10% attack speed & +10% Battle Gains & 10% Less Military Casualties on Offense
Expedient - -25% Military Train time & -20% Training Costs (including Thieves) & -20% Construction Time & -25% Construction Costs
Mobile Option (less spoilers)
Races
Avian
Bonuses
-30% Attack travel time
+30% Birth Rate
Penalties
-5% Combat Gains
Cannot Use War Horses
Spell book: Fanaticism, Greater Protection
Elite: 9/2, 775gc, 10.0NW
Age 73
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
Dark Elf
Bonuses
+25% Spell Damage
+2 Offensive Specialist strength
Converts Specialists into Elites on successful Traditional March
Penalties
+20% Wages
Spell book: Nightmare
Elite: 5/7, 700gc, 9.0 NW
Age 73
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, 750gc, 10.0 NW
Dwarf
Bonuses
+20% Building Efficiency
Free Building Construction
-50% Building Construction Time
Penalties
Can't use Accelerated Construction
+100% Food consumption
Spell book: Mystic Aura, Inspire Army
Elite: 8/5, 900gc, 10NW
Age 73
Bonuses
+20% 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
Spell book: Mystic Aura
Elite: 7/4, 900gc, 10NW
Elf
Bonuses
+35% WPA
+15% Tower Efficiency
+1 Defensive Specialist Strength
Spell book: Mage's Fury, Chastity, Inspire Army
Elite: 7/6, 700gc, 8.5 NW
Faery
Bonuses
+35% Self Spell Duration (will not affect spells on others)
Can Cast Fading Spells on Kingdom Mates
Penalties
-10% Income
Spell book: Greater Protection, Invisibility, Reflect Magic, Tree of Gold, War Spoils, Animate Dead, Fool's Gold, Mystic Aura
Elite:4/9, 900gc, 10.5NW
Age 73
Bonuses
All Spells (Except Paladin Only & Paradise)
Penalties
-15% Income
Spell book: All Spells (Except Paladin Only & Paradise)
Elite:2/8, 900gc, 10.5NW
Human
Bonuses
+30% Income
+15% Credts (Building & Military)
Increase Sci Spawn +25%
Penalties
-15% Spell Success (WPA)
+25% Rune Costs
Spell book: Greater Protection, Inspire Army
Elite: 9/4, 900gc, 10NW
Age 73
Bonuses
+30% Income
-25% Wages
Immune to Income Penalties
Increase Sci Spawn +25%
Penalties
-15% Spell Success (WPA)
+30% Rune Costs
Spell book: Greater Protection
Elite: 8/3, 900gc, 10NW
Orc
Bonuses
+20% Battle Gains
Free draft
+15% Enemy casualties when attacking
Penalties
+10% Military Casualties
-15% Thievery Effectiveness (TPA)
Spell book: Reflect Magic, Blood Lust
Elite: 10/1, 900gc, 9.5NW
Age 73
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, 9.5NW
Bocan
Bonuses
+30% Sabotage Damage
+1 Stealth per tick
+50% Effects from Honor
Penalties
-1 Army Generals
Spell book: Invisibility, Town Watch, Inspire Army
Elite: 4/7, 500gc, 7.0 NW
Age 73
Bonuses
Ignores Watchtowers
+1 Stealth per tick
+50% Effects from Honor
Penalties
-15% Sabotage Damage
Spell book: Invisibility
Elite: 4/6, 450gc, 7.0 NW
Dryad
Bonuses
All land produces food
-35% Military Train Time
Mercenaries & Prisoners 7/0
War Horses 4/0
Penalties
+20% Attack Travel Time
-15% Enemy Military Casualties
Spell book: Aggression, Quick Feet
Elite: 12/2, 900gc, 10.5 NW
Age 73
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, 950gc, 11.0 NW
Personalities
The Undead
Spreads and is Immune to The Plague
-40% Offensive Losses
Starts with +800 soldiers and +800 specialist credits
Access to Greater Protection and Animate Dead
The Heretic
Wizards do not die on failed spells
Reduced thief losses on failed operations (-66%)
+30% Magic and Thievery Science Effectiveness
Spell and Operation Damage +15%
+1 Mana
Access to Blizzard and Revelation
Starts with +200 Wizards and +400 thieves
Age 73
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
The Mystic
All Guilds are 100% more effective
+75% Magic Science Effectiveness
Spell Damage +25%
Access to Meteor Showers, Chastity, Revelation and Paradise
Starts with +800 Wizards
Age 73
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
The Paladin
Troops attack dragon with +35% increased power
-25% Defensive Losses
Immune to the Plague
Starting Soldiers +400
Starting Specialist Credits +400
Starting Wizards +400
All Paladin Only Spells & Fool's Gold
Paladin Only Spells
Paladin's Inspiration[/B] (Paladin Only) - This spell has ~25% increased effects as Inspire Army (low difficulty;moderate/high duration)
Scientific Insights (Paladin Only) - This spell will increase the science effectiveness by +10% (moderate difficulty/short duration)
Illuminate Shadows (Paladin Only) - Provide -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 (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)
Age 73
Can cast Fading Self Spells on Kingdom Mates
Troops attack dragon with +25% increased power
Starting Soldiers +400
Starting Specialist Credits +400
Starting Wizards +400
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
+75% Thievery Science Effectiveness
Access to Gluttony
Access to Revelation
Access to Paradise
Starts with +800 thieves
Age 73
+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 +800 thieves
The Sage
-20% Abduct Losses
Sci Effectiveness +35%
Starting Scientists +50%
Access to Amnesia
Age 73
-30% Abduct Losses
Sci Effectiveness +30%
Starting Scientists +50%
Access to Amnesia
The Tactician
Attack Time -15%
Accurate Espionage
Starting Soldiers +800
Starting Specialist Credits +800
Access to Clear Sight, Town Watch
Age 73
Attack Time -15%
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 73
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
+15% Off Military Efficiency
Military Science Efficiency +15%
Full Conquest Access
Starting Soldiers +800
Spec Credits +800
Access to Fanaticism
Age 73
+10% Off Military Efficiency
Military Science Efficiency +15%
Full Conquest Access
Starting Soldiers +800
Spec Credits +800
Access to Fanaticism
Mechanics
Night Strike - Damage dealt by night strike will be reduced by approximately 20%.
Inspire Army/Paladin's Inspiration - Both of these spells are capable of being cast on a Province, however, while PI is cast it's effects will prevail until it wears off. Therefore, the bonuses from each of these spells will not stack, only 1 will be applied if both are present.
Abduct Military Casualties - Defensive military casualties on abducts has been reduced by 50%
Multi-Attack Protection (MAP) - The rate at which this metric increases for abducts has been adjusted to be a more adequate representation of the resources lost. Additionally, this metric has been revised slightly in other areas to be a better representation of damage that occurs in an attack.
Meter Throttling - Adjusted to reduce operation damage against Kingdoms that have gains throttled on you. Also there will be a reduction to throttling that occurs within declare range.
Ceasefires - There is a new feature with Cease-Fires that allows you to choose a date until which the Cease-Fire cannot be broken. The farthest date in the future that can be chosen is 3 Utopian Years.
Buildings
- Watchtower rate at which protection is granted has been reduced. Maximum effect will remain the same.
- Allow Cancel of buildings under construction (no gc refunded)
War Proposals - Limit of 3 proposals that can be oustanding at any given time
EoWCF Duration - Increased to 96 hours from 72 hours.
Stances - Removed
War Win Points - Point calculations will no longer be boosted based on rankings during YR 0.
IP Restrictions - We have overhauled the anti-cheat system. IP restrictions have been modified to rely more on heuristic methods than automated prevention. The effectiveness of these efforts will be carefully and extensively monitored and adjusted accordingly.
Dragons - All Dragon costs reduced by 25%. Additionally, you will now have the ability to name your dragon! Is yours Sophia? That's Dave's!
Scientists
- You can now choose which category your next scientist will spawn into (random is also an option)
- Scientist Experience will now show on your Science page and in the Spy on Sciences. This will allow for calculation of scientist networth to ultimately provide a method for determining wizard population. We feel that Wizards should have some mystery and require a bit of knowledge and pursuit to discover rather than have accurate information handed out in a single successful operation.
Rituals
- Reduced to 80 casts
- Mana cost will actually be 2% instead of 3% (this was left out of Age 73 code but is now in place for Age 74)
Support Spell History - There will be a new area in the History section of your province that records your casts and successful casts of spells on Kingdom mates
Self Kingdom Espionage - There will be an Espionage Page added that will show your own Kingdom's Support Spells. This page will only show Support spells that have been cast by others, it will not show spells you've cast on yourself.
Train/Build Credits
- Can use building credits to raze acres will be a standard ability
- There will be an option on all pages to provide use of building credits that will allow the option to NOT use your credits for your current purchase. For example: You would like to train 1000 specialists and have 500 specialist credits but you would prefer not to use your credits, there will be a checkbox that will designate the option to NOT use the credits.
- Immediately upon exit of End of War Cease-Fire all Credits will decay by 1/3 instantly
- Building Credits will decay at a rate of 20% per Month if Credits > Land * 15%
- Training Credits will now decay at a rate of 20% per Month
Spells
- Some Paladin Only spell durations tweaked slightly higher
- Nature's Blessing - The chance to cure plague will be increased to 1/3 up from 1/5
Merging of Kingdoms - Kingdoms will merge weekly starting after Yr 1. Eligible Kingdoms to merge will be in the lowest 1/3 of the server and will merge similarly as is performed during the end of age reset such that Kingdoms with very few provinces will have a chance to play with other active players in a normal size Kingdom. Kingdoms that will be merged will be handled on a case by case basis and contacted directly via Game Administration. Kingdoms will have the option not to merge if they so choose as we test the effectiveness of this feature.
Game Administration Kingdom - Kingdom 1:1 will be dedicated to Game Administration and Utopia News Reporters. The provinces in this Kingdom will remain in protection for the duration of the age. These provinces should not be messaged to replace the use of Utopia Support e-mail or for reporting violations of the Game Rules. Utopia News Reporters will have a dedicated province in this Kingdom to enable them a safe and secure place to message Kingdoms with privacy for their in-game accounts and Forum accounts. Kingdoms or players that receive messages from these Reporter accounts can be assured the person they are speaking with is who they say they are and not some random person scamming for information.
Ritual Types
Affluent - Income +20%, Draft Speed +25%, BR +30%
Barrier - +10% DME & -15% Spell/Thief damage & +10% Defensive TPA & +10% Defensive WPA
Havoc - +25% Offensive TPA & +25% Offensive WPA & +10% Spell/Thief damage
Onslaught - +10% OME, +15% enemy casualties on attacks & +20% honor gains
Resilient - -25% Gains in and out & -20% Military Casualties on defense
Godspeed - -10% attack speed & +10% Battle Gains & 10% Less Military Casualties on Offense
Expedient - -25% Military Train time & -20% Training Costs (including Thieves) & -20% Construction Time & -25% Construction Costs
Changelog
Fixed Resilient typo
Fixed Mystic typo
Added information on Night Strike revision
Adjust Godspeed
Added Paladin Only Spells for easy reference (Nov 3 01:07)
Updated Spells section of Mechanics (Nov 3 01:15)
Updated Rituals section of Mechanics (Nov 3 01:50)
Added Paladin's Inspiration to Paladin Only Spell list (Nov 3 09:06)
Please use this thread to discuss the changes and make suggestions for future changes!