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Thread: Proposed Changes For Age 96

  1. #1
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    Proposed Changes For Age 96

    The Half Blood population has been infected with a vicious virus that turned them into the living dead replenishing the Undead forces. All Half Bloods have been exterminated by the virus leaving behind only the True Blood population. The races have come together to specialize and brought back Personalities to fill the void left by the Half Bloods to fend off the Undead invasion. The Halfling race bore the brunt of the invasion and were the first to be forced to retreat from Utopia leaving behind their Gnome brethren.


    General Mechanics
    • Personalities have returned
    • Offense Specialists converting into Elites on successful Traditional Marches is being removed as a general mechanic to all Races.



    Military, Attacking & Defending
    • Force Ceasefire is now 3 Utopian Months
    • Defensive FCF can now be used irrespective of war range
    • When FCF is used while in war range the following two penalties occur:


    1. If Defensive FCF is used in war range, the defender will pay 3% of total kingdom honor and 1 war win point to the Aggressor
    2. If Aggressive FCF is used in war range, the defender will pay 3% of total kingdom honor and 1 war win point to the Aggressor. In addition, the Utopian Lords will remove 5% of total kingdom honor from the defender for disappointing their people.


    War
    • War Win Book Bonus increased from 48 hours to 72
    • War: Will no longer have draft speed bonus, training time reduction and build time reduction (This includes End of War Ceasefire)


      +25% Draft Speed is being removed
      -25% Build Time is being removed
      -25% Train Time is being removed

    • End of War Ceasefire: There is a new mechanic called 'Civil Unrest' - This will occur when less than 35% of your total population makes up "Military and Thieves" (as displayed on your Military Training page) and will result in income reduced by 70%



    Intel
    • Significantly reduce the difficulty to gather intel inside EOWCF to outside Kingdoms
    • Crystal Ball reduced to 1 mana cost


    Rituals
    • Onslaught: Increases Offensive Military Efficiency (OME) by 10% and -20% Military Wages
    • Godspeed: -15% Attack Time and +10% Combat Gains
    • Expropriation: +20% Honor Gains, +20% Credits gained in Combat and increase Enemy Military Casualties on your Attacks by 20%
    • Stalwart: Increase Defensive Military Efficiency (DME) by 10% and decrease Military Casualties by 20%
    • Barrier: -20% received Instant Spell Damage and Sabotage Damage
    • Havoc: Increases Offensive Thieves per acre (TPA) and Wizards per acre (WPA) by 20%
    • Affluent: Income +20% and +25% Birth Rate (+25% Draft Speed removed)
    • Expedient: -25% Training Costs , -20% Construction Time and -25% Construction Costs (-20% Military Training Time removed and training cost reduction no longer benefits thief training)


    Spells

    • Amnesia - Accessible by all races
    • Tree of Gold - Rune Cost Increase by 100%



    Dragons
    • Dragons now fly away after 48 Utopian Days instead of 120 Utopian Days
    • Dragons will now have the same hp regardless of type (Hp Mod 7)


    Dragon Selections
    Crimson Dragon
    -10% Military Effectiveness
    +25% Training Time Penalty
    +10% Combat Losses

    Obsidian Dragon
    -1% peon deaths every tick
    up to -1% military at home losses every tick
    -10% BE
    -25% Food Production
    -50% Horse Production

    Iridescent Dragon
    -1 stealth and mana recovery
    -25% Thievery and Magic Effectiveness
    +25% Spell Rune Cost

    Prismatic Dragon
    -25% Building Efficiency
    -10% Science Effectiveness
    +25% Wages Cost

    All dragons result in
    10% lower income,
    25% lower food production,
    the loss of 20% of new draftees,
    and destroy 3% of buildings every 6 ticks.


    Races

    Avian
    Bonuses
    -20% Attack Time
    +20% Birth Rates
    Starts with an additional 800 Soldiers and Specialist Credits

    Penalty
    *Horses only have 1 offense

    Soldier - 2/2, 1.0nw
    Offensive Specialist - 11/0, 4.4nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 13/4, 1200gc 6.5 nw
    Mercenary - 6/0, 0.0nw
    Prisoner - 6/0, 1.2nw
    War Horse - 1/0, 0.3nw

    Dark Elf

    Bonuses
    +15% Spell Damage
    -20% Thief Cost
    Starts with: +400 Thieves and +400 Wizards

    Penalty
    -15% Birth Rate

    Soldier - 2/2, 1.0nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit – 12/6 1350gc 7.0 nw
    Prisoner/Mercenary - 6/0, 1.2nw/0.0nw
    War Horse - 2/0, 0.6nw

    Elf
    Bonuses
    +30% Magic Effectiveness (WPA)
    +25% Rune Production
    Starts with an additional 800 Wizards

    Penalty
    -15% Sabotage Damage

    Soldier - 2/2, 1.0nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 6/12, 1350gc 7.5 nw
    Prisoner/Mercenary - 6/0, 0.0nw
    War Horse - 2/0, 0.6nw

    Dwarf
    Bonuses
    +20% Building Efficiency
    -25% Construction Time
    Starts with an additional 800 Soldiers and Specialist Credits

    Penalty
    +100% Food Consumption

    Soldier - 2/2, 1.0nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 13/5, 1350gc 7.0 nw
    Mercenary - 6/0, 0.0nw
    Prisoner - 6/0, 1.2nw
    War Horse - 2/0, 0.6nw

    Dryad
    Bonuses
    +25% Income
    Every acre produces 4 bushels
    Starts with an additional 800 Soldiers and Specialist Credits

    Penalty
    +15% Attack Time

    Soldier - 2/2, 1.0nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 14/2, 1350gc 6.0 nw
    Mercenary - 6/0, 0.0nw
    Prisoner - 6/0, 1.2nw
    War Horse - 3/0, 0.9nw

    Faery
    Bonuses
    +15% Arcane Science Effectiveness
    -50% Wizard Losses
    -50% Thief Losses
    Starts with an additional 400 Thieves and 400 Wizards

    Penalty
    -25% Military Science Effectiveness

    Soldier - 2/2, 1.0nw
    Offensive Specialist - 9/0, 3.6 nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 5/13, 1500gc 7.75 nw
    Mercenary - 6/0, 0.0nw
    Prisoner - 6/0, 1.2nw
    War Horse - 2/0, 0.6nw

    Human
    Bonuses
    +15% Science Efficiency
    +10% Dragon Slaying Strength

    Starts with an additional 800 Soldiers and Specialist Credits

    Penalty
    +20% Military Wages

    Soldier - 2/2, 1.0nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 14/5, 1500gc 7.25 nw
    Mercenary - 6/0, 0.0nw
    Prisoner - 6/0, 1.2nw
    War Horse - 2/0, 0.6nw


    Orc
    Bonuses
    +15% Enemy Military Casualties
    -25% Training Time

    Starts with an additional 800 Soldiers and Specialist Credits

    Penalty
    No Bonuses from Honor

    Soldier - 2/2, 1.0nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 15/1, 1500gc 6.0 nw
    Mercenary - 6/0, 0.0nw
    Prisoner - 6/0, 1.2nw
    War Horse - 2/0, 0.6nw

    Undead
    Bonuses
    -20% Military Casualties
    Elite Conversion on Traditional Marches & Conquest

    Starts with an additional 800 Soldiers and Specialist Credits

    Penalty
    Cannot Train Elites


    Soldier - 2/2, 1.0nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/9, 4.5nw
    Elite Unit - 15/4, 7.0 nw
    Mercenary - 6/0, 0.0nw
    Prisoner - 6/0, 1.2nw
    War Horse - 2/0, 0.6nw

    Gnome
    Bonuses
    +15% Population
    Can Train Thieves with Specialist Credits
    Starts with an additional 800 Thieves

    Penalty
    No Access to Hospitals

    Soldier - 2/2, 1.0nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 5/10, 1200gc 6.25 nw
    Mercenary - 6/0, 0.0nw
    Prisoner - 6/0, 1.2 nw
    War Horse - 2/0, 0.6nw


    Personalities
    The Artisan
    +20% Capacity and Production bonus on Buildings (Homes, Stables, Dungeons)
    -50% Build Time
    -50% Construction Cost
    Spellbook: Ghost Workers, Tree of Gold & Town Watch

    The Paladin
    -20% Military Casualties in Combat
    Can cast Support Spells on Kingdom Members
    Access to all Support Spells
    -1 Self Spell Mana Cost
    Access to Mystic Aura


    The Mystic
    +100% Guild Effectiveness
    +1 Mana Recovery per Tick
    +25% Spell Duration (offensive and self spells)
    Access to Meteor Showers, Blizzard, Chastity, Pitfalls, Sloth, Magic Ward


    The Heretic
    -50% Spell Rune Cost (excluding Ritual)
    Spellbook: Mage’s Fury, Mind Focus, Nightmares, Fool’s Gold, Vermin, Guile, Animate Dead


    The Rogue
    +100% Thieves' Dens Land Effect
    +15% Thievery Effectiveness
    +1 Stealth Recovery per Tick
    Access to all Thievery Operations
    Spellbook: Invisibility


    The Sage
    +100% University Land Effect
    Starts with 5000 Science Books in each Category
    Spellbook: Revelation and Fountain of Knowledge


    The Tactician
    +1 General
    +75% Ambush Protection
    +25% Credits Gained in Combat
    Accurate Espionage
    Spellbook: Clear Sight


    The War Hero
    +50% Effects from Honor
    +10% Honor Gains on Traditional March
    +10% Combat Gains
    Spellbook: Hero's Inspiration and War Spoils


    The Warrior
    +10% Offensive Military Efficiency
    -25% Draft Cost
    +2 Mercenary/Prisoner Offense
    Spellbook: Reflect Magic
    Last edited by FinalFantasyWorld; 01-04-2022 at 07:19. Reason: Happy April Fools =)
    Discord: FFW or Saptz#1738

  2. #2
    Member Drunk Dragon's Avatar
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    Undead is back. I'm happy.

  3. #3
    Regular Sashco's Avatar
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    I know I am late to this age, but did this pan out this age:

    So basically Go Undead Paladin for warring KDs, with 10-15 Undeads. That's 36% fewer military losses. Haven't played utopia for a very long time and have no idea which buildings are present, but with hospitals present, you are looking at cutting your army losses by 40-50%? That is if hospitals are still present :-)

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