Races
Avian
Bonuses
-30% Attack travel time
+40% Birth Rate
+35% Specialist Credits from Attacks
Penalties
Cannot Use War Horses/Stables
-5% Battle Gains
Spell book: Fanaticism and Greater Protection
Elite: Offense: 8 Defense: 3 Networth: 9.0 Cost: 900
Soldiers: Offense: 1 Defense: 1
Dwarf
Bonuses
+25% Building Efficiency
Free Building Construction
-50% Building Construction Time
Penalties
Can't use Accelerated Construction
+75% Food consumption
Spell book: Mystic Aura, Inspire Army
Elite: Offense: 7 Defense: 4 Networth: 9.0 Cost: 925
Soldiers: Offense: 1 Defense: 1
Elf
Bonuses
+35% WPA
+30% Tower Efficiency
+1 Defensive Specialist Strength
Penalties
+30% Wages
Spell book: Inspire Army
Elite: Offense: 8 Defense: 3 Networth: 9.5 Cost: 950
Soldiers: Offense: 1 Defense: 1
Faery
Bonuses
+30% Self Spell Duration (will not affect spells on others)
+20% Sabotage Operation Damage
Penalties
-10% Income
Spell book: Greater Protection, Tree of Gold, Animate Dead, Mystic Aura
Elite: Offense: 3 Defense: 8 Networth: 10.0 Cost: 1100
Soldiers: Offense: 1 Defense: 1
Halfling
Bonuses
+30% Thievery Effectiveness (TPA)
+7% Population
-50% Thief Costs
Penalties
-5% Building Effectiveness
Spell book: Aggression, Town Watch
Elite: Offense: 5 Defense: 7 Networth: 9.5 Cost: 900
Soldiers: Offense: 2 Defense: 2
Human
Bonuses
+30% Income
Income Penalty Protection
+15% Credits (Building & Military from Attacks)
Penalties
-10% Spell Success (WPA & Self Spell Success Chance)
Spell book: Greater Protection, Inspire Army, Quick Feet
Elite: Offense: 8 Defense: 3 Networth: 9.5 Cost: 1100
Soldiers: Offense: 1 Defense: 1
Orc
Bonuses
+20% Battle Gains
-75% Draft Costs
+15% Enemy casualties when attacking
Penalties
+10% Military Casualties
-10% Science Effectiveness
Spell book: Reflect Magic
Elite: Offense: 9 Defense: 2 Networth: 9 Cost: 925
Soldiers: Offense: 1 Defense: 1
Personalities
The Heretic
All Guilds are 100% more effective
Wizards do not die on failed spells
Reduced thief losses on failed operations (-66%)
+40% Sorcery and Crime Science Effectiveness
+1 Mana
Access to Blizzard, Fool's Gold, Nightmare and Chastity
Starts with +400 Wizards and +400 thieves
The Mystic
All Guilds are 200% more effective
+100% Sorcery Science Effectiveness
Spell Damage +20%
Access to Meteor Showers, Chastity, Mage's Fury and Paradise
Starts with +800 Wizards
The Paladin
All Guilds are 50% more effective
Can cast support spells on Kingdom mates
Troops attack dragon with +30% increased power
Starting Soldiers +400
Starting Specialist Credits +400
Starting Wizards +400
All Paladin Only Spells
Paladin Only Spells
Paladin's Inspiration (Paladin Only) - This spell has ~25% increased effects as Inspire Army (low difficulty;moderate/high duration)
Scientific Insights (Paladin Only) - This spell will increase the science effectiveness by +10% (moderate difficulty/short duration)
Illuminate Shadows (Paladin Only) - Provide -20% damage from thievery operations (moderate/high difficulty;moderate duration)
Wrathful Smite (Paladin Only) - Attacks against province while this spell is active will result in higher casualties for the attacker (moderate difficulty;low/moderate duration)
Divine Shield (Paladin Only) - Increase magic defense (will stack with Magic Shield;low/moderate difficulty;moderate duration)
Sorcery
Magic Ward (Unf Only) (Paladin Only) - Increase target's spell cost in runes by 25% for duration (moderate difficulty)
Barrier of Integrity (Unf Only) (Paladin Only) - Stops all drafting that would normally take place in target province (moderate/high difficulty;very short duration)
The Rogue
All Guilds are 50% more effective
+1 Stealth recovery per tick
Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
Thieves Dens are 75% more effective
+50% Crime Science Effectiveness
Access to Gluttony, Invisibility and Paradise
Starts with +800 thieves
The Sage
REMOVED
The Tactician
Attack Time -15%
Accurate Espionage
Starting Soldiers +800
Starting Specialist Credits +800
Access to Clear Sight and Fanaticism
The Undead
Spreads and is Immune to The Plague
-30% Military Casualties
Starts with +800 soldiers and +800 specialist credits
Access to Greater Protection and Animate Dead
The War Hero
Honor Bonuses +100%
+1 Offense Specialist strength
Dragon Immunity
Convert Specs into Elites
Starting Elites +800
Access to War Spoils and Pitfalls
The Warrior
+10% Offensive Military Efficiency
Full Conquest Access
Starting Soldiers +800
Spec Credits +800
Access to Bloodlust
Mechanics
Auto Cease-Fire
- The mechanic that allows a smaller Kingdom to automatically enter into a 7 day cease-fire with a larger Kingdom that has a large meter disparity will be removed
Kingdom vs Kingdom Gains Reduction
- The Kingdom vs Kingdom gains reduction throttle formula will be adjusted slightly to reduce the throttle effectiveness for in-range Kingdoms
Learn Attack
- While out of war, a Learn attack will be available, it will steal a portion of the target's unallocated books (base ~30%) and a portion of allocated books (base ~5%)
- A portion of the stolen allocated books will be destroyed
- A portion of the stolen allocated books will become unallocated for the source to re-allocate
- Unallocated books and stolen allocated books that become unallocated will be placed into the same Category (see definition below) as they were in from the target
- All other stolen books will remain in the same science Type (see definition below)
- IN WAR Learn will reduce the effectiveness of target science, base reduction is currently planned ~4%, reduced science effectiveness will be removed upon entering End of War Cease-Fire
Amnesia
- Will be WAR only
- Will reduce the effectiveness of target science, base reduction per cast is currently planned ~.5-.9% further affected by RNG and other factors, reduced science effectiveness will be removed upon entering End of War Cease-Fire
Universities
- Will grant protection against Amnesia and Learn
War
- The amount of unique provinces required to attack from each Kingdom will be increased from 2 to 3 in order to declare war
- MAP reduction from War will be reduced by ~25%, this means that gains on a province with max MAP will be lower than they currently are
Overpopulation
- Desertions due to overpopulation will no longer remove soldiers first
- Desertions due to overpopulation will remove army home and away, as opposed to currently only removed army hme
- Desertions due to overpopulation will remove significantly less population per tick
End of War Cease-Fire
- Population growth will be increase from +500% to +1000%
- There will be a minimum peasant growth per tick of 500
Science System
- Definition 'Category': A group of science types
- Definition 'Type': A specific kind of science that provides a bonus, i.e. Population Science
- Science effects will NOT be based on land size
- Science Types will be split into 3 major Categories (Economy, Warfare, Arcane Arts)
- Scientists will generate naturally, similar to the way they generate now, except much slower (Laboratories will increase scientist generation rate)
- Scientists will create books per tick
- Scientists get assigned to a Category (random or chosen)
- Scientists can progress in experience level which will increase book per tick generation
- Scientist experience will be based on how many books they have produced, not the amount of time they have been in a category
- Scientists can be re-assigned to a different category, but lose their experience (book / tick production will revert back to the starting level) similar to current system (there will be no Recruit period where they don't generate any books, they will generate books upon the first tick in whichever category they are in)
- Schools will increase book per tick generation, but will only increase production in a single Category, there will be a drop down menu to choose in which Category you want increased generation
- Books can be allocated to any science Type within the Category they have been produced
- Science effects will be diminishing returns starting from 0
- SoS will show unallocated books and total science effects / books / scientists (and level)
- Scientists will not have a networth value
- Books will have a networth value TBD (allocated and unallocated will be the same value)
- Allocated books will go into effect instantly, instead of learned over time, we refer to this as the hoyaah principle
Science types are split into three categories:
Economy:
- Housing: Population bonus
- Tools: Building Efficiency bonus
- Production: Rune & Food production bonus
- Alchemy: Income bonus
- Bookkeeping: Wage reduction
- Artisan: Construction time reduction
Warfare:
- Siege: Attack gains bonus
- Tactics: Offensive Military Efficiency
- Valor: Military train time reduction & Dragon slaying bonus
- Heroism: Draft speed increase & draft cost reduction
- Strategy: Defensive Military Efficiency
Arcane Arts:
- Crime: Thievery Effectiveness bonus (TPA)
- Sorcery: Wizard Effectiveness bonus (WPA)
- Shielding: Reduction of Enemy Thievery and Magic instant operation damage
- Invocation: Ritual cost reduction
- Cunning: Increase Damage of your Thievery and Magic instant operations
Game Administration Kingdom (restated) - Kingdom 1:1 will be dedicated to Game Administration and Utopia News Reporters. 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. Utopia News Reporters will have a dedicated province in this Kingdom to enable them a safe and secure place to message Kingdoms with privacy for their in-game accounts and Forum accounts. Kingdoms or players that receive messages from these Reporter accounts can be assured the person they are speaking with is who they say they are and not some random person scamming for information.
Miscellaneous
- The History page in the advisor section will be updated with more unique information for your viewing pleasure
Bug Fixes
Ritual Types (Stats listed here are considered 'base effectiveness')
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
Age 77