A mentioned before there are lots of new dynamics to think about for this age.
You'll notice 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 and more potent strategy.
Quite a few new mechanics and features have been added to the list of changes so make sure to check those out.
As always feedback and suggestions are welcome!
Age 73 End Schedule
Age 74 Final Changes: November 1, 2017
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
A mobile option to view changes with less spoilers is available at the end of this post!
Spreads and is Immune to The Plague
-40% Offensive Losses
Starts with +400 soldiers and +400 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%)
+15% Magic and Thievery Science Effectiveness
Spell and Operation Damage +15%
Access to Nightmares and 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 +20%
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
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
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
+10% 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 Inspire Army/Paladin's Inspiration - These spells will cancel each other out if cast while one is already active. I.e. if IA is cast while PI is active, PI will be replaced with IA and vice versa. Abduct Military Casualties - Defensive military casualties on abducts has been reduced by 50% 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 effectiveness reduced.
- 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 Persephone? That's Dave's! Scientists - You can now choose which category your next scientist will spawn into (random is also an option) Ritual Casting Requirement - Reduced to 80 casts 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. This page will only show spells that have been cast by others, it will not show spells you've cast on yourself to your Kingdom. Train/Build Credits
- Can use building credits to raze acres will be a standard ability
- There will be an option on all pages that 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
- Building Credits will decay at a rate of 20% per Month if Credits > Land * 1/3
- Training Credits will now decay at a rate of 15% per Month Spells
- Nature's Blessing - The chance to cure plague will be increased to 30%
- Mystical Enlightenment - This spell will be available to all races and provide an accurate account of the total number of wizards currently in the target province. This spell will be of intermediate difficulty and low rune cost. Merging of Kingdoms - Kingdoms will merge weekly starting on 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. 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%, +5% BE Barrier - +10% DME & -15% Spell/Thief damage & +10% Defensive TPA & +10% Defensive WPA Havoc - +20% Offensive TPA & +20% Offensive WPA & +10% Spell/Thief damage Onslaught - +10% OME, +15% enemy casualties on attacks & +20% honor gains Resiliant - -25% Gains in and out & -20% Military Casualties on defense & all science progression is halted (no new scientists will spawn and scientists will not gain experience) Godspeed - -10% attack speed & +10% Battle Gains & +15% Own Military Casualties Expedient - -15% Military Train time & -20% Military Training Costs & -20% Building Construction Time & -25% Construction Costs
Spreads and is Immune to The Plague
-40% Offensive Losses
Starts with +400 soldiers and +400 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%)
+15% Magic and Thievery Science Effectiveness
Spell and Operation Damage +15%
Access to Nightmares and 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 +20%
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
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
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
+10% 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 Inspire Army/Paladin's Inspiration - These spells will cancel each other out if cast while one is already active. I.e. if IA is cast while PI is active, PI will be replaced with IA and vice versa. Abduct Military Casualties - Defensive military casualties on abducts has been reduced by 50% 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 effectiveness reduced.
- 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 Persephone? That's Dave's! Scientists - You can now choose which category your next scientist will spawn into (random is also an option) Ritual Casting Requirement - Reduced to 80 casts 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. This page will only show spells that have been cast by others, it will not show spells you've cast on yourself to your Kingdom. Train/Build Credits
- Can use building credits to raze acres will be a standard ability
- There will be an option on all pages that 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
- Building Credits will decay at a rate of 20% per Month if Credits > Land * 1/3
- Training Credits will now decay at a rate of 15% per Month Spells
- Nature's Blessing - The chance to cure plague will be increased to 30%
- Mystical Enlightenment - This spell will be available to all races and provide an accurate account of the total number of wizards currently in the target province. This spell will be of intermediate difficulty and low rune cost. Merging of Kingdoms - Kingdoms will merge weekly starting on 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. 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%, +5% BE Barrier - +10% DME & -15% Spell/Thief damage & +10% Defensive TPA & +10% Defensive WPA Havoc - +20% Offensive TPA & +20% Offensive WPA & +10% Spell/Thief damage Onslaught - +10% OME, +15% enemy casualties on attacks & +20% honor gains Resiliant - -25% Gains in and out & -20% Military Casualties on defense & all science progression is halted (no new scientists will spawn and scientists will not gain experience) Godspeed - -10% attack speed & +10% Battle Gains & +15% Own Military Casualties Expedient - -15% Military Train time & -20% Military Training Costs & -20% Building Construction Time & -25% Construction Costs