Tentative Timeline:
April 2nd - Proposed Changes
April 6th - Revised Changes
April 8th - Final Changes
April 9th - Age End
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 extinction to fend off the Undead invasion. Unfortunately, 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:
- 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
- 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
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%
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
A thread for comments:
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