Welcome to the Proposed Changes for Age 107!
Schedule:
WoL Age 107 Open:
WoL Age 107 Start:
WoL Age 107 End:
Age 107 onward is embracing Utopia History
For the next several ages we will revisit iconic or popular ages from prior utopian eras. We will however use current buildings, in-game mechanics, and aim to let people rediscover how the game may have been played in the past. The First Era we will be revisiting is the current era, the era of MUGA, and what better age to revisit than with MUGAs first age Age 71 - “The Metamorphosis”
Note: The goal this age is NOT to re-balance, simply re-experience old ages. We will continue to examine game mechanics over these ages, and when done revisiting the past may introduce something new.
General Mechanics
- Due to feedback hourly Auto-explore based on pool size has been removed
- Explore pool will grow 2 acres per in game day.
- Your explore pool will not grow beyond 1000 acres, and resets to 2500 acres at day change (if above) as in age 106
- End of war - Explore pool interactions will remain unchanged - if you are >1000 acres of pool you will auto-explore acres when war ends
- Daily free acres now scale with the age length as 10 + 5*Year of age ( 10 week 0, 15 week 1, 20 week 2….)
- This change ensures we do not stagnate acres in the game. These acres are currently planned to come from your exploration pool - we welcome feedback though.
Military Numbers
- Soldiers are 1/0 with 0.50 NW.
- Soldiers are 2/0 when Aggression is cast
- Offense specialist are 4/0 and 4.0 NW (1.0 per point)
- Defense specialist are 0/4 and 5.0 NW (1.25 per point)
- Mercenary - 3/0, 0.0nw
- Prisoner - 3/0, 1.6nw
- War Horse - 1/0, 0.6nw
Races
Avian
Bonuses
-30% Attack travel time
Cannot be ambushed
+40% Birth Rate
Can Train Elites with Credits
Reduced Specialist cost from 350 gc to 300 gc
Access to Fanaticism, Greater Protection, Blood Lust
Penalties
-10% Combat Gains
Cannot Use War Horses
Soldier - 1/0, 0.5nw
Offensive Specialist - 4/0, 4.0nw
Defensive Specialist - 0/4, 5.0nw
Elite Unit - 11/4, 775gc, 10.5nw
Mercenary - 3/0, 0.0nw
Prisoner - 3/0, 1.6nw
War Horse - n/a
Dwarf
Bonuses
+25% Building Efficiency
Free Building Construction and Can Use Credits to Raze Buildings
-50% Building Construction Time
Access to Mystic Aura
Penalties
Can't use Accelerated Construction
+100% Food consumption
Soldier - 1/0, 0.5nw
Offensive Specialist - 5/0, 5.0nw
Defensive Specialist - 0/5, 6.25nw
Elite Unit - 8/8, 900gc, 10NW
Mercenary - 3/0, 0.0nw
Prisoner - 3/0, 1.6nw
War Horse - 1/0, 0.6nw
Elf
Bonuses
+35% Spell Success (WPA)
+25% Combat Instant Spell Damage
+50% Rune Generation
-35% Military Casualties
Access to Pitfalls, Invisibility, Fools' Gold
Penalties
+50% Military Wages
Soldier - 1/0, 0.5nw
Offensive Specialist - 4/0, 4.0nw
Defensive Specialist - 0/6, 7.5nw
Elite Unit - 8/7, 900gc, 9.5NW
Mercenary - 3/0, 0.0nw
Prisoner - 3/0, 1.6nw
War Horse - 1/0, 0.6nw
Faery
Bonuses
+40% Combat Instant Spell Damage
+40% Sabotage Operation Damage
+1 mana per tick in war
Access to All Racial Spells and Tree of Gold
Penalties
-5% Population
-10% Income
Soldier - 1/0, 0.5nw
Offensive Specialist - 4/0, 4.0nw
Defensive Specialist - 0/4, 5.0nw
Elite Unit - 5/10, 1050gc, 11NW
Mercenary - 3/0, 0.0nw
Prisoner - 3/0, 1.6nw
War Horse - 1/0, 0.6nw
Halfling
Bonuses
+15% Population
+50% Thievery Operation Success (TPA)
-50% Thief cost
+1 Stealth per tick
Access to Aggression, Mages Fury
Penalties
-5% Building Efficiency
-10% Birth Rate
Soldier - 1/0, 0.5nw
Offensive Specialist - 6/0, 6.0nw
Defensive Specialist - 0/4, 5.5nw
Elite Unit - 6/8, 700gc, 9NW
Mercenary - 3/0, 0.0nw
Prisoner - 3/0, 1.6nw
War Horse - 1/0, 0.6nw
Human
Bonuses
+30% Income
Immune to Income Penalties
Access to Greater Protection, Quick Feet
Penalties
-10% Spell Success
+50% Rune Costs
Soldier - 1/0, 0.5nw
Offensive Specialist - 4/0, 4.0nw
Defensive Specialist - 0/4, 5.0nw
Elite Unit - 11/5, 1050gc, 11NW
Mercenary - 3/0, 0.0nw
Prisoner - 3/0, 1.6nw
War Horse - 1/0, 0.6nw
Orc
Bonuses
+25% Battle Gains
Free draft
+20% Enemy casualties when attacking
Access to Reflect Magic, Blood Lust
Penalties
+15% Resource Losses when attacked
+10% Military Casualties
-10% Thievery Effectiveness (TPA)
Soldier - 1/0, 0.5nw
Offensive Specialist - 4/0, 4.0nw
Defensive Specialist - 0/4, 5.0nw
Elite Unit - 13/2, 1000gc, 11.5NW
Mercenary - 3/0, 0.0nw
Prisoner - 3/0, 1.6nw
War Horse - 1/0, 0.6nw
Undead
Bonuses
-50% Offensive losses on attacks you make
Spreads and is Immune to The Plague
No Food Required
Successful land attacks convert Offensive Specialists into Elites
Defensive losses automatically convert to soldiers(Permanent Animate Dead)
Access to Town Watch
Penalties
Basic Thievery (Intel Operations Only)
No Elite Training
-35% Science Effectiveness
Soldier - 1/0, 0.5nw
Offensive Specialist - 7/0, 7.0nw
Defensive Specialist - 0/4, 5.0nw
Elite Unit - 15/1, 11.5NW
Mercenary - 3/0, 0.0nw
Prisoner - 3/0, 1.6nw
War Horse - 1/0, 0.6nw
Personalities
The Sage
Protect 30% of science from learns
+25% Science effectiveness
Access to Amnesia
Starts with 1 extra scientist
Increase base Scientist spawn rate by 35%
The Cleric
-35% Your Military Casualties (on attack or defense)
Immune to The Plague
Access to Animate Dead
Starts with +800 soldiers and +800 specialist credits
Access to Greater Protection
The Heretic
Wizards do not die on failed spells
Thieves do not die on failed operations
Successful spell casts get 35% of rune cost refunded
+20% Spell Success (WPA)
+20% Magic and Thievery Science Effectiveness.
Access to Nightmares and Blizzard
Starts with +100 Wizards and +200 thieves
Access to Revelation
The Mystic
All Guilds are 100% more effective
+75% Magic Science Effectiveness
Access to Meteor Showers, Chastity, Revelation
Starts with +600 Wizards
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
Starts with +400 thieves
The Tactician
-20% Attack Time
Accurate Espionage
Access to Clear Sight
Starts with +800 soldiers and +800 specialist credits
The War Hero
+120% Honor Effects
Converts some Specialists into Elites on successful land attacks
Immune to Dragon and Income penalty effects
+5% Battle Gains
Access to War Spoils, Pitfalls and Fanaticism
Starts with 800 elites
The Warrior
+10% Offensive Military Efficiency
Enhanced Conquest range
+ 1 General
Starts with +800 soldiers and +800 specialist credits
Changelog:
- Fixed Sage
Fixed Soldiers
Soldiers NW on each race
Fixed human horses-----formatting is a killer right now this should be exactly in the above http://wiki.utopia-game.com/index.php?title=Age_71