Proposed changes for Age 83:
Greetings Utopians!
An overview of important things to note and keep in mind while reviewing Race and Personality changes:
- Networth values for military have been adjusted to account for the inflation of values such that you should expect similar networth values for the troops being trained
- Specialist base military values are now 10 (.4 nw per offense / .5 nw per defense)
- Soldier base values are now 2
- War Horses are now 3/0 (.2 nw per offense)
- Mercenary and Prisoner attack value is now 6
- Mercenaries will now cost 300 gold each (instead of 350)
- Genesis Age 111 will have most of these Proposed WoL Age 83 changes live
- Slight adjustments to Ritual effects
- Love and Peace spell effect has a new effect added
- Invisibility and Fanaticism are now Support Spells
- IntelBot connection to Discord will be 30 credits to purchase for the duration of the age while we continue to improve this feature
- Kingdom hostile meter is 50 credits to purchase for the duration of the age, you can message DavidC or SassyWolfie on Discord to purchase
- There will be a new Shop item for Kingdom wide Gold status, this will cost 550 credits. Until this goes into the Shop you may contact DavidC or SassyWolfie in Discord to purchase this (discounts based on accounts that have already purchased Gold will be made)
Age 82 End Schedule
Age 83 Proposed Changes: Sept 23, 2019
Age 83 Revised Changes: Sept 25, 2019
Age 83 Final Changes: Sept 26, 2019
Testing Proposed Changes (Racials mostly)
Genesis Age 111 Open: Monday Sept 23, 2019 @ 17:00 GMT
Genesis Age 111 Start: Tuesday Sept 24, 2019 @ 03:00 GMT
Genesis Age 111 End: Thursday Sept 26, 2019 @ 00:00
Testing of Revised/Final changes will take place after they are listed
Age 82 End: Saturday Sept 28, 2019 @ 00:00 GMT
WoL Age 83 Open: Saturday Sept 28, 2019 @ 16:00 GMT
WoL Age 83 Start: Wednesday Oct 2, 2019 @ 18:00 GMT
Age 83 Proposed Changes
Races
Avian
Bonuses
-15% Attack Time
-20% Military Train Time
+40% Birth Rate
Penalties
-5% Building Efficiency
Cannot Use War Horses/Stables
Spell book: Fanaticism, Town Watch
Elite: Offense: 15 Defense: 7 Networth: 8.5 Cost: 925
Soldiers: Offense: 2 Defense: 2
Age 82
Bonuses
+20% birth rates
-20% Attack travel time
-50% Ambush Land Losses
Penalties
-10% gains on attacks
Cannot Use War Horses/Stables
+10% Military Casualties on attack and defense
Spell book:Greater Protection, Bloodlust
Elite: Offense: 9 Defense: 2 Networth: 10.5 Cost: 800
Soldiers: Offense: 1 Defense: 1
Dwarf
Bonuses
+25% Building Efficiency
-50% Construction and Raze Cost
+10% Military Efficiency
Penalties
+100% Food consumption
+20% Military Wages
Spell book: Inspire Army, Mystic Aura
Elite: Offense: 12 Defense: 9 Networth: 8.25 Cost: 1000
Soldiers: Offense: 2 Defense: 2
Age 82
Bonuses
+20% Building Efficiency
-40% Building Construction Time
+25% Building Credits from attacks
Penalties
+100% Food consumption
Spell book: Greater Protection, Inspire Army, Reflect Magic and Fanaticism
Elite: Offense: 7 Defense: 5 Networth: 9.0 Cost: 975
Soldiers: Offense: 1 Defense: 1
Elf
Bonuses
+1 Mana Recovery per Tick
+2 Defensive Specialist Strength
Can cast Support Spells on Kingdom Members
Penalties
No Access to Dungeons
Spell book: Chastity, Inspire Army, Mystic Aura
Elite: Offense: 12 Defense: 8 Networth: 8.0 Cost: 850
Soldiers: Offense: 2 Defense: 2
Age 82
Bonuses
+1 Mana Recovery per Tick
+1 Defensive Specialist Strength
Can Cast Support Spells on Others (2% mana cost when casting on others - A complete list of all Support Spells can be found below)
+10% Military Efficiency
Penalties
+15% Explore Cost
Spell book: Inspire Army, Mage's Fury, Mystic Aura, Chastity
Elite: Offense: 7 Defense: 3 Networth: 10.0 Cost: 900
Soldiers: Offense: 1 Defense: 1
Faery
Bonuses
+30% Magic Effectiveness (WPA)
+30% Self Spell Duration
Access to All Racial Spells
Penalties
-1 General
-10% Maximum Population
Spell book: All racial spells plus Reflect Magic and Tree of Gold
Elite: Offense: 7 Defense: 13 Networth: 8.5 Cost: 1250
Soldiers: Offense: 2 Defense: 2
Age 82
Bonuses
Access to All Racial Spells
+20% Wizards Per Acre
+25% Duration to Self Spells
Penalties
-1 General
-10% Maximum Population
Spell book: All racial spells plus Tree of Gold
Elite: Offense: 3 Defense: 8 Networth: 9.5 Cost: 1200
Soldiers: Offense: 1 Defense: 1
Halfling
Bonuses
+30% Thievery Effectiveness (TPA)
Can use Specialist Credits to train Thieves
Homes increase maximum Population by 20
-15% Military Train Costs
Penalties
-10% Combat Gains
Spell book: Town Watch
Elite: Offense: 10 Defense: 10 Networth: 8.0 Cost: 875
Soldiers: Offense: 2 Defense: 2
Age 82
Bonuses
Homes hold 20 population
+20% Thievery Effectiveness (TPA)
-50% Thief Losses
Mercenaries and Prisoners fight with 10 strength
Can use Specialist credits to train Thieves
Penalties
Cannot use hospitals
Spell book: Aggression, Town Watch and Gluttony
Elite: Offense: 6 Defense: 6 Networth: 8.5 Cost: 700
Soldiers: Offense: 2 Defense: 2
Human
Bonuses
+25% Income
+20% Science Effectiveness
+2 Offensive Specialist Strength
Penalties
-1 Mana Recovery per Tick
+25% Spell Rune Cost
Spell book: Fountain of Knowledge, Quick Feet
Elite: Offense: 8 Defense: 12 Networth: 8.25 Cost: 1100
Soldiers: Offense: 2 Defense: 2
Age 82
+15% Science Effectiveness
-25% Military Wages
+15% Defensive TPA
Penalties
-1% Mana Recovery Per Tick
Spell book: Greater Protection, Ghost Workers, Quick Feet, Fountain of Knowledge and Fanaticism
Elite: Offense: 5 Defense: 7 Networth: 10.25 Cost: 1150
Soldiers: Offense: 1 Defense: 1
Orc
Bonuses
+20% Combat Gains
+2/+2 Soldier Strength (already shown below)
Free Draft
Penalties
+15% Damage taken from Instant Spells and Sabotage Operations
-50% Building Credits gained in Combat
Spell book: Aggression, Bloodlust
Elite: Offense: 14 Defense: 6 Networth: 7.75 Cost: 975
Soldiers: Offense: 4 Defense: 4
Age 82
Bonuses
+15% Battle Gains
+30% Draftees
-50% Draft Costs
Penalties
20% of Spells Fail
20% of Thievery Operations Fail
+15% damage from instant magic/thievery ops
Spell book: Inspire Army
Elite: Offense: 10 Defense: 3 Networth: 10.5 Cost: 1100
Soldiers: Offense: 1 Defense: 1
Undead
Bonuses
+10% Population
No Food required
Spreads and is Immune to the Plague
Converts some Specs into Elites on successful Traditional Marches
Prisoners Convert to Elites over time
Penalties
-35% Science Effectiveness
Cannot Train Elites
No Access to Sabotage Thievery Operations
Spell book: Animate Dead, Chastity
Elite: Offense: 16 Defense: 6 Networth: 8.5 Cost: N/A
Soldiers: Offense: 2 Defense: 2
Age 82
Bonuses
+10% Maximum Population
-30% Military casualties on offense and defense
Some specialists convert to elites on Traditional Marches
No food needed
Spreads and is immune to the Plague
Penalties
Cannot Train Elites
Only Basic Thievery Intel Operations available
-25% Science Effectiveness
-1 Defensive Specialist Strength
-1 Offensive Specialist Strength
Cannot Use Dungeons
Spell book: Animate Dead, Chastity, Vermin
Elite: Offense: 12 Defense: 4 Networth: 12.0 Cost: N/A
Soldiers: Offense: 1 Defense: 1
Personalities
The Artisan
Immune to Income Penalties
-50% Build Time
+20% Flat Rate Building Production (Farms/Towers/Banks/Stables)
+35% Invocation Science Effectiveness
+30% Building Credits gained in Combat
Starts with +600 soldiers and +600 specialist credits and +200 building credits
Access to Ghost Workers
Age 82
Immune to Income Penalties
+20% Income
-25% Building Construction Time
-25% Construction Cost
Starts with +800 soldiers and +800 specialist credits
Access to Ghost Workers and Fountain of Knowledge
The Cleric
-30% Military Casualties in Combat
Can cast Support Spells on Kingdom Members
Immune to the Plague
Starts with +600 soldiers and +600 specialist credits
Starts with +200 Wizards
Access to Animate Dead, Greater Protection, Illuminate Shadows, Inspire Army, Scientific Insights and Wrathful Smite
Age 82
Immune to The Plague
+15% Valor Science Effectiveness
-35% Military Casualties
Can Cast Support Spells on Kingdom Mates (2% mana cost when casting on others - A complete list of all Support Spells can be found below)
Starts with +600 soldiers and +600 specialist credits
Starts with +200 Wizards
Access to Fountain of Knowledge, Greater Protection, Scientific Insight, Illuminate Shadows and Animate Dead
The Heretic
+75% Guilds Effectiveness
-75% Thieves lost on Failed Thievery Operations
+30% Channeling Science Effectiveness
+30% Crime Science Effectiveness
+30% Cunning Science Effectiveness
Access to Blizzard, Fool's Gold, Nightmare and Revelation
Starts with +400 Wizards and +400 thieves
Age 82
All Guilds are 50% more effective
Reduced thief losses on failed operations (-75%)
+20% WPA and TPA
+30% Cunning Science Effectiveness
Access to Revelation, Blizzard, Fool's Gold and Nightmare
Starts with +400 Wizards and +400 thieves
The Mystic
+150% Guilds Effectiveness
+50% Channeling Science Effectiveness
+15% Instant Spell Damage
+20% Rune Production
Access to Expose Thieves, Mage's Fury, Meteor Showers and Revelation
Starts with +800 Wizards
Age 82
All Guilds are 150% more effective
+60% Channeling Science Effectiveness
+25% Rune Production
Access to Meteor Showers, Revelation, Mage's Fury and Expose Thieves
Starts with +800 Wizards
The Rogue
+75% Thieves' Dens Effectiveness
+50% Crime Science Effectiveness
+1 Stealth Recovery per Tick
-30% Thief Cost
Access to all Thievery Operations
Access to Expose Thieves, Invisibility and Revelation
Starts with +800 thieves
Age 82
All Guilds are 50% more effective
+1 Stealth recovery per tick
Access to all thievery operations, including 4 unique to rogues: Steal War Horses, Greater Arson, Assassinate Wizards and Propaganda
Thieves Dens are 50% more effective
+60% Crime Science Effectiveness
Access to Revelation, Invisibility and Expose Thieves
Starts with +800 thieves
The Tactician
-15% Attack Time
+30% Specialist Credits gained in Combat
+33% Ambush Protection
Accurate Espionage
Starting Soldiers +800
Starting Specialist Credits +800
Access to Clear Sight and Pitfalls
Age 82
-15% Attack Time
+20% Building credits gained in combat
Accurate Espionage
+25% Siege Science Effectiveness
Starting Soldiers +800
Starting Specialist Credits +800
Access to Fanaticism and Clear Sight
The War Hero
+100% Honor Bonuses
+5% Military Efficiency in War
+30% Draft Speed
Immune to Dragons
Converts some Specs into Elites on successful Traditional Marches
Starting Elites +800
Access to Inspire Army and War Spoils
Age 82
+100% Honor Bonuses
+10% Offensive Military Efficiency In War
+15% Spec Credits
Some specialists convert to elites on successful Traditional Marches
Dragon Immunity
Starting Elites +800
Access to War Spoils and Pitfalls
The Warrior
+10% Offensive Military Efficiency
+15% Enemy Military Casualties in Combat
+2 Mercenary and Prisoner Strength
-75% Mercenary Costs
Starting Soldiers +800
Spec Credits +800
Age 82
Prisoners will convert into Elites over time (3% per tick)
-25% Military Train Time
+30% Tactics Science Effectiveness
+10% Siege Science Effectiveness
Full Conquest Access
Starting Soldiers +800
Spec Credits +800
Access to Paladin's Inspiration, Wrathful Smite and Aggression
Mechanics
- Military
- Specialist base military values are now 10 (.4 nw per offense / .5 nw per defense)
- Soldier base values are now 2
- War Horses are now 3/0 (.2 nw per offense)
- Mercenary and Prisoner attack value is now 6
- Mercenaries will now cost 300 gold each (instead of 350)
- Dragons
- Hit Points on all Dragons will increase by 70%
- War
- War win acre maximum bonus will be introduced and set to 10000 acres
- Force Cease-Fire
- This mechanic will no longer cancel dragons that have been started
- Buildings
- Homes max effect will cap at 100%
- Schools increased to % * 2.5
- Stables will hold 100 horses and generate 3 per tick
- Spells
- New (or revised) Spells:
- Love and Peace - Increase War Horses production by 40% (in addition to existing spell effects)
- Spells Categories(restated)
- Currently there are:
- Fading (duration)
- Instant (one time effect)
- Support Category will include only the spells that are castable onto Kingdom Mates
- Support Spells will include (only available if your race/personality has access to them, i.e. having the ability to cast Support spells on Kingdom mates will not grant access to all of these spells)
- Minor Protection
- Greater Protection
- Fertile Lands
- Magic Shield
- Nature's Blessing
- Love and Peace
- Builder's Boon
- Inspire Army
- Invisibility
- Fanaticism
- Patriotism
- Paladin's Inspiration
- Scientific Insight
- Illuminate Shadows
- Wrathful Smite
Game Administration Kingdom (restated) - Kingdom 1:1 will be dedicated to Game Administration. 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.
Miscellaneous
- Ambush will no longer be recorded in History as a failed attack (unless you fail)
Gold Status
- Benefits of a Gold Account (15 credits for 1 month or 35 credits for 3 months)
- Ad-Block Active
- Hostile Meter Active
- Free Sitting Credits (3 for 1 month and 9 for 3 months)
- Ability to mentor another Province for 4 hours with a 24-hour cooldown (in the same Kingdom and can't be combined with regular sitting)
Bug Fixes
- Reserved
Ritual Types (Stats listed here are considered 'base effectiveness')
Affluent: Income +20% & Draft Speed +25%
Barrier: +10% DME & -15% Spell/Thief damage & +15% Defensive TPA & +15% Defensive WPA
Expedient: -20% Military Train time & -25% Training Costs (including Thieves) & -20% Construction Time & -25% Construction Costs
Expropriation: +10% Combat Gains & +20% Honor Gains on Attacks & +25% Credits gained in combat
Godspeed: 10% Reduced Attack Time & 15% Less Military Casualties on Offense
Havoc: +30% Offensive TPA & +30% Offensive WPA & +10% Spell/Thief damage
Onslaught: +10% OME & +15% enemy casualties on attacks
Age 82
Affluent: Income +20% & Draft Speed +25%
Barrier: +10% DME & -20% Spell/Thief damage & +15% Defensive TPA & +15% Defensive WPA
Expedient: -20% Military Train time & -25% Training Costs (including Thieves) & -20% Construction Time & -25% Construction Costs
Expropriation: +10% Combat Gains & +20% Honor Gains on Attacks
Godspeed: 10% Reduced Attack Time & 15% Less Military Casualties on Offense
Havoc: +30% Offensive TPA & +30% Offensive WPA & +10% Spell/Thief damage
Onslaught: +10% OME & +15% enemy casualties on attacks
Please use this thread to provide your feedback or suggestions: Feedback and Suggestions Thread
Change log
- Fix typo on start date for Age 83 WoL (9/23 @ 14:32)
- Fix typo on end date for Age 83 WoL (9/23 @ 14:35)
- Dragon HP in mechanics section added (9/23 @ 14:45)
- Love and Peace information updated (9/23 @ 23:40)