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Thread: Age 111 Proposed Changes

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    Age 111 Proposed Changes

    Welcome to the Proposed Changes for Age 111!

    Schedule:
    WoL Age 111 Open: tbd
    WoL Age 111 Start: tbd
    WoL Age 111 End: tbd

    Age of Champions
    Glory Favours the Bold

    In the twilight of the night, a new dawn rises.

    The Age of Champions is upon us — where bravery is rewarded, growth is honoured, and coordination reigns supreme.

    The days of playing it safe are over. Now, every decision — from the battlefield to the build queue — shapes your legend. Whether you stand tall as a full 25-strong war machine, a defiant underdog punching above its weight, or a kingdom forging greatness through sheer expansion, this age remembers courage.

    Your banner is more than a flag — it’s a challenge to the world: We came to conquer. Come and play Utopia.

    Change summary
    • War Reward Scaling: Kingdoms earn more for full rosters, less for underfilled ones.
    • New Honorable Mentions: Iron Sword, Warlord’s Banner, and Gauntlet Crown celebrate war participation, success, and bravery.
    • Land-Based Growth Rewards (Kingdom & Individual): Strategic expansion grants buffs and titles to reward coordination and ambition.
    • Force Ceasefire Rework: Stops griefing from out-of-range aggressors during active wars.
    • Aggressive Stance Buffed: A more viable tactical option to motivate and reward risk and aggression.
    • Relations Rework: Hostility meters now persist until war or ceasefire.


    Goal of Changes
    Why These Changes?
    In recent ages, we’ve seen clear trends:
    • Most kingdoms stop short of 25 players, favouring easier coordination.
    • War remains dominant, but those without secure matches fall behind.
    • Only one or two kingdoms typically pursue growth with real intent.

    WThe Age of Champions rebalance aims to:
    • Encourage full kingdom coordination with meaningful war rewards.
    • Recognise different paths to greatness — war, growth, honour, individual growth


    Mechanics and Modifications

    New Honorable Mentions
    Not all victories are about raw size or stats. These special honours recognise kingdoms that chose challenge, resilience, and cohesion. While not traditional crowns, they represent exceptional performance worthy of recognition.

    Iron Sword
    Awarded to the kingdom that fought the most wars while maintaining 24 provinces since tick 0.
    Reward: Free Hostility Meter Credit

    Warlord’s Banner
    Awarded to the kingdom with the most war victories while holding 25 provinces since tick 0.
    Reward: Kingdom Gold

    Gauntlet Crown
    Awarded to smaller size kingdoms with the most war wins against 25-province kingdoms.
    Reward: Kingdom Gold

    War Reward Scaling – The Power of Numbers
    To encourage fully filled kingdoms — and reduce the incentive to stay small — war rewards will now scale based on kingdom size at the time of war declaration.

    War Victory Rewards: Count is taken at start of war


    Land-Based Growth Rewards
    For the first time, expanding your kingdom earns meaningful milestones. These apply to all provinces in your kingdom and will be removed if you fall below the set thresholds:


    Land-Based Growth Rewards - Individual
    A province that reaches the land threshold while the kingdom has 24 or 25 provinces unlocks its Feat.
    • The Feat’s buff is permanent as long as
    • the province stays at or above the threshold and
    • The kingdom roster stays ≥ 24 provinces.

    Conditions are only granted and maintained by staying above the thresholds.

    Personal Feat Table
    Conditions are only granted and maintained by staying above the thresholds:


    Force Cease-Fire Changes
    To protect kingdoms actively engaged in war from external griefing, we’re updating the Force Ceasefire system:

    Kingdoms currently in active war may initiate a 96-tick unbreakable Ceasefire with any aggressor kingdom that commits 4+ unique attacks within 3 hours.

    Aggressive Stance Changes
    • +10% Battle Gains
    • -10% Attack Time
    • -10% Military Casualties
    • -50% Hostility Generation
    • +15% Military Wages
    • Duration: 36 Ticks


    Relation Changes
    When entering any form of hostility with another kingdom the hostile meter will no longer decay and only reset via a ceasefire, force cease fire or entering war.


    RACES

    Avian
    Bonuses
    -25% Attack Time
    +60% Birth Rate
    Immunity to Ambush

    Access to Greater Protection, Quick Feet

    Unique Ability: Skybound Strike

    Unique Ability: (Usable in War and Hostile Relations) Once activated, the next attack will automatically succeed, and suffer no offensive losses. In addition, gains will be reduced based on offense sent compared to defense of the target. Cooldown: 24 Utopian Days

    Penalties
    +20% Military Casualties
    Cannot use Barracks
    No Access to Stables and War Horses

    Soldier - 3/0, 0.75nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 14/3, 800gc, 6.5nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - n/a

    Age 110


    Dark Elf
    Bonuses
    -50% Rune Cost (Excluding Ritual)
    +10% Offensive Military Efficiency
    +20% Magic Effectiveness (WPA)
    Can train Thieves with Specialist Credits

    Access to Blizzard, Guile, Mage's Fury, Invisibility

    Unique Ability: Shadow Surge
    Activated Ability: Once activated, offensive spells have a 20% chance to cast again at no mana cost for 8 Utopian Days. Cooldown: 24 Utopian Days

    Penalties
    +20% Exploration Costs
    +25% Theif Costs

    Soldier - 3/0, 0.75nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 12/6, 1050gc, 7.0nw
    Mercenary - 8/0, 0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw

    Age 110


    Dryad
    Bonuses
    -30% Military Training Time
    +30% Draft Rate

    Access to Ghost Workers, Clearsight

    Unique Ability: Living Forests
    Passive: Stables no longer hold horses; instead, each acre of Stables directly provides +160 raw offense

    Penalties
    +15% Attack Time
    -10% Military Kills

    Soldier - 3/0, 0.75nw
    Offensive Specialist - 11/0, 4.4nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 17/3, 1000gc, 7.0nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - N/A
    Age 110


    Dwarf
    Bonuses
    +30% Building Efficiency
    -50% Construction Time

    Access to Miner’s Mystique

    Unique Ability: Earthshaker
    Activated Ability: Once activated, the next attack if successful will raze all Forts and 5% of all other buildings on the target province. Cooldown: 24 Utopian Days


    Penalties
    Cannot use Accelerated Construction
    +100% Food Consumption

    Soldier - 3/0, 0.75nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 13/5, 1000gc, 7.5nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw

    Age 110


    Elf
    Bonuses
    +40% Magic Effectiveness (WPA)
    +1 Mana Regeneration per Tick

    Access to Mist, Pitfalls, Wrath

    Unique Ability: Arcane Command
    Activated ability: Once activated, successful offensive spell on an enemy province also applies +25% Rune cost and +1 Spell Mana Cost to that province for 6 ticks. Cooldown: 24 Utopian Days.

    Penalties
    -20% Thieves Den Efficiency
    No Access to Dungeons and Prisoners

    Soldier - 3/0, 0.75nw
    Offensive Specialist - 11/0, 4.4nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 13/4, 900gc, 6.5nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw

    Age 110


    Faery
    Bonuses
    +25% Offensive Spell Duration
    +25% Self Spell Duration
    +1 Mana per Tick in War

    Access to Tree of Gold, Quick Feet, Town Watch, Vermin, Mist, Pitfalls, Wrath, Blizzard, Guile, Mage's Fury, Greater Protection, Fountain of Knowledge, Miners Mystique, Pitfalls, Revelation, Animate Dead

    Unique Ability: Ethereal Mirage
    Activated ability: Once activated until end of tick successful casts of Mystic Vortex will remove all active spells from the target province. Cooldown: 24 Utopian Days.

    Penalties
    -10% Population

    Soldier - 3/0, 0.75nw
    Offensive Specialist - 9/0, 3.6
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 4/12, 950gc, 6.75nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw

    Age 110


    Halfling
    Bonuses
    +15% Population
    +25% Thievery Effectiveness (TPA)

    Access to Quick Feet, Town Watch, Vermin

    Unique Ability: Sneak Attack
    Activated ability: Once activated, Thievery operation incur no losses for 1 Utopian Day. Cooldown: 24 Utopian Days.

    Penalties
    -25% Birth Rate
    +20% Building Cost

    Soldier - 3/0, 0.75nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 11/5, 850gc, 6.25nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw

    Age 110


    Human
    Bonuses
    +25% Income
    +15% Building Efficiency (Training Grounds, Castles, Barracks & Hospitals)

    Access to Aggression, Fountain of Knowledge, Revelation

    Unique Passive: Strategic Reserves
    Passive: Each successful Traditional March on a province within 90–110% of your NW grants:
    3 Ticks of Science
    1% Max Peasants Instantly
    Capped at 40 ticks in war.


    Penalties
    -25% Magic Effectiveness (WPA)

    Soldier - 3/0, 0.75nw
    Offensive Specialist - 12/0, 4.8nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 7/12, 1000gc, 6.75
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw

    Age 110


    Orc
    Bonuses
    +25% Battle (Resource) Gains
    -50% Draft Cost
    Train Elites with Specialist Credits

    Access to Aggression, Bloodlust

    Unique Ability: Warlord’s Fury
    Passive: Successful attacks plunder an additional 15% resources (gold, runes, food) based on traditional plunder attack, and return 25% of military casualties (soldiers, specialists and elites) home instantly.

    Penalties
    -20% Credits gained on successful attacks (Building and Specialist Credits)
    -15% Building Efficiency

    Soldier - 3/0, 0.75nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 15/4, 1000gc, 7.25nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw

    Age 110


    Undead
    Bonuses
    Spreads Plague
    Immune to Plague
    No Food Required
    Converts Specialist to Elites upon Successful Traditional Marches
    Successful Attacks Convert 60% of Enemy Casualties into Undead Soldiers.

    Access to Animate Dead

    Unique Ability: Rotting Plague
    Passive: Enemy provinces successfully attacked by Undead suffer -15% BE and +25% Food Consumption. Curable via Nature's Blessing (Same as Plague Cure).

    Penalties
    -20% Science Efficiency
    +40% Rune Cost (Including Rituals)


    Soldier - 3/0, 0.75nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 14/3, 1000gc, 6.5nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw

    Age 110


    Personalities

    The Artisan
    +50% Building Capacity (Homes, Stables, Dungeons)
    +50% Building Production (Banks, Farms, Stables, Towers)
    +50% Building Credits gained in Combat
    +100% Successful Espionage Operations for double stealth cost
    +20% Artisan Science Efficiency

    Starts with +600 Soldiers, +600 Specialist Credits and +200 Building Credits

    Unique Passive: Masterful Craftsmanship Artisans have a 25% chance to receive 50% of a building's cost back as building credits upon construction.

    Age 110


    The Cleric
    +1 Elite Defensive Value
    +1 Defensive Specialist Strength
    -1 Self Spell Mana Cost
    +25% Hospital Efficiency
    Access To Salvation, Revelation, Divine Shield, Illuminate Shadows

    Starts with +800 Soldiers and +800 Specialist Credits

    Unique Passive: Divine Favour When casting self-spells, Clerics have a 50% chance to double the spell's duration and gain a 10% Rune Refund.
    Age 110


    The Heretic
    +40% Wizard Production
    -40% Thieves lost on Thievery Operations
    +25% Magic Effectiveness (WPA)
    Access to Nightmares, Mages Fury, Fool's Gold

    Starts with +400 Wizards and +400 Thieves

    Unique Active: Blasphemous Might Until the next tick, all offensive spells and sabotage operations deal a random increased damage bonus between +10% and +20%. Cooldown: 24 Utopian Days
    Age 110


    The Mystic
    +75% Guilds Effectiveness
    +1 Mana Recovery per Tick
    -15% Rune Cost on Offensive Spells
    +25% Channeling Science Efficiency
    Access to Magic Ward, Meteor Showers, Mind Focus, Chastity

    Starts with +800 Wizards

    Unique Passive: Arcane Mastery Your deep command over magic significantly enhances specific spells, but shortens their durations:
    • Chastity: Fully halts natural peasant growth; duration halved.
    • Magic Ward: Rune cost doubled and duration halved.


    Age 110


    The Rogue
    +80% Thieves' Dens Effectiveness
    +1 Stealth Recovery per Tick
    Access to All Thievery Operations
    +25% Damage for Kidnap & Assassinate Wizards operations
    +25% Crime Science Efficiency

    Starts with +800 Thieves

    Unique Passive: Shadows in the Night Rogues deal +25% Sabotage damage if the operation is performed when a Rogue has 50% or more Stealth
    Age 110


    The Tactician
    -15% Attack Time
    No Thieves lost on Espionage Thievery operations
    +25% Credits gained in Combat
    +20% Valor Science Efficiency

    Starts with +800 Soldiers and +800 Specialist Credits

    Unique Passive : Recon Sweep Each successful traditional attack (standard or conquest) or intel operation has a 20% chance to trigger a Recon Sweep on the target province. Recon Sweep effect:
    • Instantly grants Spy on Throne, Spy on Defense, Spy on Military, Survey, Infiltrate Thieves, and Spy on Science reports
    • No meter movement
    • No thieves required
    • Works in any relations state


    Age 110


    The Warrior
    +15% Offensive Military Efficiency
    +5 Mercenary & Prisoner Strength
    -50% Mercenary Cost
    +25% Tactics Science Efficiency

    Starts with +800 Soldiers and +800 Specialist Credits

    Unique Passive: Blood Price Each successful Traditional March has a 35% chance to trigger Blood Price, causing:
    • +20% Military Casualties inflicted on the enemy
    • Kills 30% of enemy soldiers at home

    NOTE: Cooldown per target province: 12 ticks
    Age 110


    The Raider
    +10% Offensive Military Efficiency
    -25% Thief Cost
    +25% TPA
    No Thief Losses on Failed Operations in War

    Starts with +500 Theives and +500 Specialist Credits

    Unique Passive: Coordinated Strike Each successful attack automatically applies “Coordinated Strike” to the target for 6 ticks: –25% Watchtower effectiveness
    NOTE: Cooldown per target province: 12 ticks


    Changelog:
    • orc dspec and dryad typo
    Last edited by Persain; 20-05-2025 at 18:10.

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