REVISED changes for Age 84:
Greetings Utopians!
The Genesis Round 120 will open shortly and be ready for players to join to test the various race, personality and mechanics changes! We hope you will join us!
An overview of important things to note and keep in mind while reviewing Race and Personality changes:
- Inspire Army will be on all Races
- Support Spell durations increased slightly
- Fanaticism and Invisibility are no longer Support Spells
- Force CF mechancs changed a bit
- Several spells have been slightly revised
- Mercenary and Prisoner attack value is now 8
- Genesis Age 120 will have most of the REVISED WoL Age 84 changes live, including mechanics
- Slight adjustments to Ritual effects
- 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 83 End Schedule
Age 84 Proposed Changes: Dec 9, 2019
Age 84 Revised Changes: Dec 11, 2019
Age 84 Final Changes: Dec 13, 2019
Testing Proposed Changes (Racials mostly)
Genesis Age 119 Open: Monday Dec 9, 2019 @ 12:00 GMT
Genesis Age 119 Start: Tuesday Dec 10, 2019 @ 12:00 GMT
Genesis Age 119 End: Thursday Dec 12, 2019 @ 12:00
Genesis Age 120 Open: Friday Dec 13, 2019 @ 5:00
Age 83 End: Saturday Dec 14, 2019 @ 00:00 GMT
WoL Age 84 Open: Saturday Dec 14, 2019 @ 04:00 GMT
Genesis Age 120 Start: Saturday Dec 14, 2019 @ 7:00
Genesis Age 120 End: Sunday Dec 15, 2019 @ 12:00
WoL Age 84 Start: Monday Dec 16, 2019 @ 18:00 GMT
Age 84 REVISED Changes
Races
Avian
Bonuses
-15% Attack Time
-25% Military Train Time
+40% Birth Rate
Penalties
-5% Building Efficiency
Cannot Use War Horses/Stables
Spell book: Greater Protection, Fanaticism
Elite: Offense: 16 Defense: 6 Networth: 8.5 Cost: 900
Soldiers: Offense: 2 Defense: 2
Age 83
Bonuses
-15% Attack Time
-20% Military Train Time
+40% Birth Rate
Penalties
-10% Building Efficiency
Cannot Use War Horses/Stables
Spell book: Fanaticism, Town Watch
Elite: Offense: 15 Defense: 6 Networth: 8.0 Cost: 875
Soldiers: Offense: 2 Defense: 2
Dwarf
Bonuses
+30% Building Efficiency
-50% Construction Cost
Penalties
+100% Food consumption
Spell book: Gluttony, Mystic Aura
Elite: Offense: 13 Defense: 8 Networth: 8.25 Cost: 950
Soldiers: Offense: 2 Defense: 2
Age 83
Bonuses
+25% Building Efficiency
-50% Construction and Raze Cost
+1 Offensive Specialist Strength
+1 Defensive Specialist Strength
Penalties
+100% Food consumption
+20% Military Wages
Spell book: Gluttony, Mystic Aura
Elite: Offense: 13 Defense: 8 Networth: 8.25 Cost: 950
Soldiers: Offense: 2 Defense: 2
Elf
Bonuses
+20% Instant Spell Damage
+2 Defensive Specialist Strength
Can cast Support Spells on Kingdom Members
Penalties
+20% Military Wages
Spell book: Chastity, Greater Protection, Mystic Aura
Elite: Offense: 12 Defense: 7 Networth: 7.5 Cost: 875
Soldiers: Offense: 2 Defense: 2
Age 83
Bonuses
+1 Mana Recovery per Tick
+2 Defensive Specialist Strength
Can cast Support Spells on Kingdom Members
Spell book: Chastity, Inspire Army, Mystic Aura
Elite: Offense: 12 Defense: 8 Networth: 8.0 Cost: 850
Soldiers: Offense: 2 Defense: 2
Faery
Bonuses
+30% Magic Effectiveness (WPA)
+50% Self Spell Duration
+20% Rune Production
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: 6 Defense: 13 Networth: 8.0 Cost: 1100
Soldiers: Offense: 2 Defense: 2
Age 83
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
Halfling
Bonuses
+30% Thievery Effectiveness (TPA)
Can use Specialist Credits to train Thieves
Homes increase maximum Population by 20
-20% Military Train Costs
Spell book: Town Watch, Vermin
Elite: Offense: 10 Defense: 8 Networth: 7.25 Cost: 775
Soldiers: Offense: 2 Defense: 2
Age 83
Bonuses
+30% Thievery Effectiveness (TPA)
Can use Specialist Credits to train Thieves
Homes increase maximum Population by 20
-20% Military Train Costs
Penalties
-10% Combat Gains
Spell book: Town Watch, Vermin
Elite: Offense: 10 Defense: 10 Networth: 8.0 Cost: 875
Soldiers: Offense: 2 Defense: 2
Human
Bonuses
+25% Income
+15% Science Effectiveness
+2 Offensive Specialist Strength
Penalties
-20% Magic Effectiveness (WPA)
Spell book: Fountain of Knowledge, Quick Feet
Elite: Offense: 8 Defense: 12 Networth: 8.25 Cost: 1200
Soldiers: Offense: 2 Defense: 2
Age 83
Bonuses
+20% Income
+20% Science Effectiveness
+2 Offensive Specialist Strength
Penalties
-1 Mana Recovery per Tick
+20% 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
Orc
Bonuses
+20% Combat Gains
+2/+2 Soldier Strength (already shown below)
-50% Draft Costs
Penalties
+15% Damage taken from Instant Spells and Sabotage Operations
Spell book: Aggression, Bloodlust
Elite: Offense: 15 Defense: 6 Networth: 8.0 Cost: 925
Soldiers: Offense: 4 Defense: 4
Age 83
Bonuses
+20% Combat Gains
+2/+2 Soldier Strength (already shown below)
-50% Draft Costs
Penalties
+15% Damage taken from Instant Spells and Sabotage Operations
-50% Building Credits gained in Combat
-50% Bonuses from Honor
Spell book: Aggression, Bloodlust
Elite: Offense: 14 Defense: 6 Networth: 7.75 Cost: 975
Soldiers: Offense: 4 Defense: 4
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
-30% Science Effectiveness
Cannot Train Elites
No Access to Sabotage Thievery Operations
Spell book: Animate Dead, Chastity
Elite: Offense: 16 Defense: 7 Networth: 9.0 Cost: N/A
Soldiers: Offense: 2 Defense: 2
Age 83
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: 4 Networth: 7.5 Cost: N/A
Soldiers: Offense: 2 Defense: 2
Personalities
The Artisan
-50% Build Time
+25% Flat Rate Building Production (Farms/Towers/Banks/Stables)
+25% Tools Science Effectiveness
+50% Building Credits gained in Combat
Immune to all Income Penalties
Starts with +600 soldiers and +600 specialist credits and +200 building credits
Access to Ghost Workers
Age 83
Immune to Income Penalties
-50% Build Time
+25% Flat Rate Building Production (Farms/Towers/Banks/Stables)
+25% Tools Science Effectiveness
+30% Building Credits gained in Combat
Starts with +600 soldiers and +600 specialist credits and +200 building credits
Access to Ghost Workers
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 Greater Protection, Animate Dead, Illuminate Shadows, Scientific Insights and Wrathful Smite
Age 83
-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
The Heretic
+100% 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 83
+100% 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
The Mystic
+150% Guilds Effectiveness
+50% Channeling Science Effectiveness
+1 Mana Recovery per Tick
Access to Expose Thieves, Mage's Fury, Meteor Showers and Revelation
Starts with +800 Wizards
Age 83
+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
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 83
+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
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
Age 83
-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
The War Hero
+100% Honor Bonuses
+5% Military Efficiency in War
+20% Draft Speed
Immune to Dragons
Converts some Specs into Elites on successful Traditional Marches
Starting Elites +800
Access to War Spoils and Pitfalls
Age 83
+100% Honor Bonuses
+5% Military Efficiency in War
+20% Draft Speed
Immune to Dragons
Converts some Specs into Elites on successful Traditional Marches
Starting Elites +800
Access to Inspire Army and War Spoils
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 83
+10% Offensive Military Efficiency
+15% Enemy Military Casualties in Combat
+2 Mercenary and Prisoner Strength
-75% Mercenary Costs
Starting Soldiers +800
Spec Credits +800
Mechanics
- Military
- Mercenary and Prisoner attack value is now 8
- Science
- Artisan Science will now also reduce Raze cost
- War
- End of War build credits awarded will be based on Median province size
- Build credits awarded to the losing Kingdom will be increased from 50% to 100%
- War Win science books awarded will be reduced from 72 hours of books to 48 hours
- While under Median, exploring will be limited to 500 acres instead of your own Province land
- Force Cease-Fire
- While at war, a Kingdom will now be capable of activating Force CF (Defender only)
- Force CF duration will increase from 3 days to 5 days
- Buildings
- Dungeons will hold 30 Prisoners maximum
- Spells
- New (or revised) Spells:
- Aggression - Soldier offense will increase by 2 and soldier defense will be reduced by 2
- Invisibility - Will now also reduce thieves lost during thievery operations by 20% while active
- Town Watch - While active your peasants will defend your lands at 1 point of defense for every 3 peasants
- 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
- Patriotism
- 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
- Support Spell durations will be increased slightly
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
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 & +20% Credits gained in combat
Godspeed: 10% Reduced Attack Time & 20% Less Military Casualties on Offense
Havoc: +30% Offensive TPA & +30% Offensive WPA & +15% Spell/Thief damage
Onslaught: +10% OME & +15% enemy casualties on attacks
Age 83
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 & +20% Credits gained in combat
Godspeed: 10% Reduced Attack Time & 20% 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
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