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    Age Changes Council
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    Revised Changes - Age 111

    Welcome to the Revised Changes for Age 111!

    Schedule:
    • WoL Age 111 Open: 31st May (Saturday) @ 12:00 GMT
    • WoL Age 111 Start: 3rd June @ 18:00 GMT
    • WoL Age 111 End: To be determined


    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.

    TLDR Changes
    • War Reward Scaling: Kingdoms earn more for full rosters, less for underfilled ones.
    • New Honorable Mentions: Iron Sword, Warlord’s Banner, Gauntlet Crown, and David’s Sling.
    • Land-Based Growth Rewards (Kingdom & Individual): Strategic expansion grants buffs and titles to reward coordination and ambition.
    • Aggressive Stance Buffed: A more viable tactical option to motivate and reward risk and aggression.
    • Relations Rework: Hostility meters now only reset via ceasefire or entering war.


    Goal of Changes
    Why These Changes?

    A Return to Full Strength: Rebalancing for Better Competition and a Truer Test of Greatness
    Over time, player trends have shifted: many kingdoms now stop short of the full 25 players, opting for easier coordination over full-scale competition. While war remains the centerpiece of the game, smaller kingdoms often find themselves outpaced when matched against fully loaded kingdoms.

    But Utopia was always designed with 25-player kingdoms in mind. At full strength, kingdoms experience the deepest strategy, strongest teamwork, and the most rewarding gameplay. To realign the game with that vision, we're introducing new incentives that encourage kingdoms to fill to 25, particularly when it comes to rewards for war, growth, and other core mechanics.

    By reinforcing the value of a full kingdom, we aim to raise the level of competition across the board and throughout the world. More fully filled kingdoms mean more exciting wars, more balanced matchups, and more opportunities for every player to thrive.
    Now more than ever, 25 is the path to greatness.

    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 kingdoms with the most war wins against 25-province kingdoms.
      Reward: Kingdom Gold
    • David’s Sling
      Awarded to the smaller kingdom that achieves the most war victories against opponents with more provinces.
      Reward: Kingdom Gold


    War Reward Scaling – The Power of Numbers

    To encourage fully filled kingdoms — and reduce the incentive to stay small — war rewards now scale based on kingdom size at the time of war declaration.
    This scaling applies to land, honour, science books, and scientist generation only.
    It does not include build credits or specialist credits.

    Provinces in Winning Kingdom Victory Reward Kept War Points Awarded
    25 100% 2.25
    24 80% 1.5
    23 65% 0.75
    20–22 50% 0.4
    Under 20 40% 0.25

    War Victory Rewards Notes:

    • Count is locked at the start of war — changes in province count after declaration do not affect rewards.
    • War Points for a win have been increased from 2.00 to 2.25 for kingdoms with 25 provinces.
    • Rewards include:
      • Land
      • Honour
      • 36 ticks of science book generation
      • 50% of a scientist
      • Explore pool
      • Build credits
      • Specialist credits
    • Only land, honour, science books, and scientist generation are scaled. All others remain at full value.
    • Example:
      If a kingdom with 24 provinces wins a war:
      • Land = X * 0.8
      • Honour = X * 0.8
      • Science Books = 36 * 0.8 = 28.8 ticks
      • Scientist Generation = 50% * 0.8 = 40%
      • Build credits, specialist credits, and explore pool = 100%
    • The same scaling applies all the way down to 40% for kingdoms under 20 provinces.

    Land-Based Growth Rewards

    For the first time, expanding your kingdom earns meaningful milestones.
    These rewards apply to all provinces in your kingdom and are permanent once achieved:

    Kingdom Land Kingdom Title Rewards
    35,000 Acres Emerging +5% Scientist Generation
    50,000 Acres Venerated +10% Book Generation
    65,000 Acres Illustrious +10% Honor Bonus
    80,000 Acres Glorious +5% Building Efficiency (BE)
    95,000 Acres Exalted -15% Military Wages
    110,000 Acres Grand +5% Science Efficiency
    130,000 Acres Imperial +5% Offensive Military Efficiency (OME)

    Aggressive Stance Changes
    • +10% Battle Gains
    • -10% Attack Time
    • -50% Hostility Generation
    • +15% Military Wages
    • +10% Training Cost
    • Duration: 36 Ticks
    • Cooldown: 48 Ticks


    Relation Changes
    • The Hostile Meter will no longer decay on the 1st of each Month. It will only be reset by:
      • Ceasefire
        • Both Kingdoms have their Hostility towards each other reset to 0
      • Entering war
        • When entering war, all Hostility towards your Kingdom will be reset to 0
        • All Hostility your Kingdom has towards other Kingdoms will remain
          (e.g. if you are Hostile towards Kingdom A then enter war with Kingdom B,
          when you leave war you will still be Hostile towards Kingdom A)
    • You will not be allowed to Aggressor Force CeaseFire while in war


    Building Changes

    • Libraries base effect increased from 1%2%
    • Libraries max effect increased from 25%37.5%
    • Castles will no longer protect Science Books
      → There is now no building that protects science books


    Attack Changes

    • Learn attack gains increased by approximately 25%
    • Intra-Kingdom Raze damage has been significantly increased


    RACES

    Avian
    Bonuses
    -15% Attack Time
    -70% Damage from Nightmares
    Immunity to Ambush

    Access to Greater Protection, Quick Feet, Town Watch

    Unique Ability: Skybound Strike

    Unique Ability: Unique Ability: Skybound Strike (Usable in War or Hostile) Next attack automatically succeeds with no offensive losses. Gains are reduced based on offense sent vs. target’s defense. Cooldown: 24 Utopian Days

    Penalties
    +15% 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, 750gc, 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
    Shadow Surge: When activated, all offensive spells (Does not include Ritual) cast by this province cost 0 runes for the next 3 Utopian Days. Can only be reactivated after 24 Utopian Days.

    Penalties
    +20% Exploration Costs
    +25% Thief Costs

    Soldier - 3/0, 0.75nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 12/6, 900gc, 6.0nw
    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
    Your province’s stables always operate at maximum capacity. Immune to Steal Warhorses

    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, 900gc, 7.0nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse – 2/0, 0.0nw
    Age 110


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

    Access to Miner’s Mystique, Heroes Inspiration

    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)
    +25% Rune Production
    +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 - 0/11, 5.5nw
    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, 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 - 10/0, 4.0nw
    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: When activated, Thievery operation incurs -75% losses for 1 Utopian Day. Can only be reactivated after 24 Utopian Days.

    Penalties
    -25% Birth Rate
    +25% 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, 5.0nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 7/12, 1050gc, 6.75nw
    Mercenary - 8/0, 0.0nw
    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 25% 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
    -75% Offensive Losses
    Spreads Plague
    Immune to Plague
    No Food Required
    Converts Specialist to Elites upon Successful Traditional Marches
    Successful Attacks Convert 75% of Enemy Casualties into Undead Soldiers.

    Access to Animate Dead

    Unique Ability: Rotting Plague
    Passive: Enemy provinces successfully attacked by Undead suffer -10% BE and +25% Food Consumption. Curable via Nature's Blessing (Same as Plague Cure).

    Penalties
    -30% Science Efficiency
    +30% Rune Cost


    Soldier - 3/3, 0.75nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/8, 4.0nw
    Elite Unit - 14/3, 950gc, 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
    +20% Spell Damage
    +20% Sabotage Damage
    Access to Nightmares, Mages Fury, Fool's Gold

    Starts with +400 Wizards and +400 Thieves

    Unique Active: Arcane Frenzy After each successful attack, the Heretic gains:
    +1 Mana
    +1 Stealth
    +5% Spell and Sabotage Damage
    for the next 5 ticks
    (Effect does not stack; refreshes on new march)
    Age 110


    The Mystic
    +85% Guilds Effectiveness
    +1 Mana Recovery per Tick
    +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: Duration doubled


    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
    +25% Valor Science Efficiency
    Access to Reflect Magic

    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
    Access to Righteous Aggressor

    Starts with +800 Soldiers and +800 Specialist Credits

    Unique Passive: Blood Price Each successful Traditional March has a 20% chance to trigger Blood Price, causing:
    • +25% Military Casualties inflicted on the enemy
    • Kills 30% of enemy soldiers at home

    Age 110


    The Raider
    +10% Offensive Military Efficiency
    -30% Thief Cost
    +25% TPA
    -50% Losses 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: –15% Watchtower effectiveness (Non-Stackable). Cannot be used on a tick when your province has Skystrike active

    The Sage
    +15% Book Generation
    +15% Scientist Generation
    +30% Learn Protection
    Starts with +1 Scientist
    Starts with +800 Soldiers and +800 Specialist Credits

    Unique Passive: Focussed Resolve While in War, every tick Science Efficiency increases by 1% up to 15%. (Resets when war ends.)

    Changelog:
    Last edited by Traumatised; 29-05-2025 at 08:38.

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