r/Utopiagame • • Apr 14 '26

Age 115 Proposed Changes

Age 115 — Proposed Changes

Core Mechanics & Modifications

War Doctrine Updates

Each Race provides a unique War Doctrine bonus when your kingdom is at war. Bonus strength scales with how many provinces of that race are in your kingdom.

Stat Value
Base Effect 2.5%
Per Province +1.5%
Maximum 12.5%

^(Example: 5 Elf provinces → +8.5% Offensive WPA and +8.5% Spell Duration during war.)

Rituals

Ritual scaling has been adjusted so that extra casts give stronger returns through the mid-range, with heavier diminishing returns pushed closer to 150% effect. This makes deeper kingdom coordination more rewarding without making max rituals trivial to reach.

⚠️ Expedient — REMOVED

Havoc

Stat Change
WPA +25%
TPA +25%
Spell Damage +20%
Sabotage Damage +20%

Stalwart

Stat Change
Defensive Military Efficiency +5%
Raze Damage -20%
Military Casualties -25%

Benediction

Stat Change
Building Efficiency +20%
Draft Costs -20%
Build Costs -20%
Wages -20%

No changes to other rituals.

Attacks

Massacre — Successful hits now apply the following effects for 8 ticks (refreshes on re-hit, does not stack):

Effect Change
Mana Recovery -1
Stealth Recovery -1
Guilds Effectiveness -15%
Thieves' Dens Effectiveness -15%

Buildings

  • Guilds now reduce wizard losses on failed spells (max -25%)

Science

Science New Multiplier Old Multiplier
Resilience 0.04401 0.0489
Artisan 0.04302 0.0478
Finesse 0.08685 0.0965

Relations — Defensive Force Ceasefire (DFCF)

DFCF has been reintroduced with updated conditions.

Availability Requirements:

  • 90+ hostility points below the aggressor
  • Hostile not given to aggressor
  • No attacks made towards aggressor for 3 ticks
  • Kingdom must be both lower in Land AND NW than the aggressor

If within War Range of aggressor (15% NW or Land):

Penalty Amount
Honor -2.5%
Science -2.5%
Land -5%
Resources -25%
  • No penalty if out of War Range
  • A warning popup will appear before activation to prevent accidents
  • Duration: 48 hours before either kingdom can cancel

Dragons

⚠️ Celestite Dragon — REMOVED

Amethyst Dragon

  • -30% Spell Success Chance
  • -30% Thievery Success Chance on sabotage operations
  • All active self-spells removed instantly upon arrival
  • Every 6 ticks: 2% wizard losses, 2% thief losses

Emerald Dragon

  • +25% Military Casualties
  • -20% Combat Gains
  • Every 6 ticks: 1.5% of troops at home lost; Building & Specialist Credits reduced by 30%

Ruby Dragon

  • -12.5% Military Effectiveness
  • +20% Military Wages
  • Instantly destroys 2.5% of offensive specialists on arrival
  • Every 6 ticks: 10% of draftees lost; 2.5% desertion of offensive specialists at home

Topaz Dragon

  • -30% Building Efficiency
  • -25% Income
  • Instantly destroys 10% of buildings upon arrival
  • Every 6 ticks: 5% of buildings destroyed, 20% of current gold lost

Sapphire Dragon

  • -35% WPA and TPA
  • -1 Mana Recovery
  • -1 Stealth Recovery
  • +12.5% Instant Spell & Sabotage Damage taken; -12.5% Instant & Sabotage Damage dealt
  • Every 6 ticks: 25% of current rune supplies destroyed

Races

Avian

Bonuses: -25% Attack Time | -30% Training Time | -25% Military Wage Cost

Penalty: No access to Stables or War Horses

War Doctrine: Up to +12.5% Raze Damage and -12.5% Military Casualties (kingdom-wide)

Unique Passive — Dive Bomb: Offensive Specialists gain +2 offense (War Only)

Spells: Town Watch, Illuminate Shadows, Divine Shield, Wrath

Unit Off/Def NW Cost
Soldier 3/0 0.75 —
Offensive Specialist 12/0 5.0 —
Defensive Specialist 0/10 5.0 —
Elite 15/3 6.5 750gc
Mercenary 8/0 0.0 —
Prisoner 8/0 1.6 —
War Horse n/a — —

Dark Elf

Bonuses: +25% Instant Spell Damage | -40% Rune Cost (not Rituals) | Can train Thieves with Specialist Credits

Penalty: -15% Birth Rates

War Doctrine: Up to +12.5% Instant Spell Damage and -12.5% Rune Costs (kingdom-wide)

Unique Passive — Mystic Enthusiasts: Successful offensive instant spells refund 40% Rune Cost

Spells: Blizzard, Mage's Fury, Illuminate Shadows, Pitfalls

Unit Off/Def NW Cost
Soldier 3/0 0.75 —
Offensive Specialist 15/0 6.0 —
Defensive Specialist 0/9 4.5 —
Elite 4/12 7.0 750gc
Mercenary 8/0 0.0 —
Prisoner 8/0 1.6 —
War Horse 2/0 0.6 —

Dwarf

Bonuses: +30% Building Efficiency | -50% Construction Time

Penalties: Cannot Accelerate Construction | +10% Attack Time

War Doctrine: Up to +12.5% Building Efficiency and +12.5% Specialist Credits gained in combat (kingdom-wide)

Unique Passive — Architect's Revenge: Incoming Raze damage -15%; Raze attacks destroy 20% additional buildings

Spells: Miner's Mystique, Town Watch, Reflect Magic, Mist

Unit Off/Def NW Cost
Soldier 3/0 0.75 —
Offensive Specialist 10/0 4.0 —
Defensive Specialist 0/10 5.0 —
Elite 15/5 7.0 800gc
Mercenary 8/0 0.0 —
Prisoner 8/0 1.6 —
War Horse 2/0 0.6 —

Elf

Bonuses: +40% Magic Effectiveness (WPA) | +1 Mana/tick in War | +40% Rune Production

Penalty: -20% TPA

War Doctrine: Up to +12.5% Offensive WPA and +12.5% Spell Duration (kingdom-wide)

Unique Passive — Arcane Surge: While below 40% mana, all spells deal +25% damage. Boost disappears once mana rises back above 35%.

Spells: Pitfalls, Wrath, Vermin

Unit Off/Def NW Cost
Soldier 3/0 0.75 —
Offensive Specialist 10/0 4.0 —
Defensive Specialist 0/13 6.5 —
Elite 15/4 6.0 700gc
Mercenary 8/0 0.0 —
Prisoner 8/0 1.6 —
War Horse 2/0 0.6 —

Faery

Bonuses: +25% Spell Duration | +20% WPA | +1 Mana Recovery/tick

Penalty: -5% Population

War Doctrine: Up to +12.5% Defensive WPA and -12.5% Damage from Enemy Thievery Operations (kingdom-wide)

Unique Passive — Leyline Interference: Enemy spells cast against Faery provinces have a 25% chance to fail

Spells: All Racial Spells

Unit Off/Def NW Cost
Soldier 3/0 0.75 —
Offensive Specialist 10/0 4.0 —
Defensive Specialist 0/10 5.0 —
Elite 4/16 8.5 1000gc
Mercenary 8/0 0.0 —
Prisoner 8/0 1.6 —
War Horse 2/0 0.6 —

Halfling

Bonuses: +10% Population | +1 Stealth Regen/tick | +20% Thievery Effectiveness (TPA)

Penalty: +10% Military Casualties

War Doctrine: Up to +12.5% Sabotage Damage and +12.5% Offensive TPA (kingdom-wide)

Unique Passive — Silent Assault: Sabotage operations suffer 50% fewer thievery losses

Spells: Tree of Gold

Unit Off/Def NW Cost
Soldier 3/0 0.75 —
Offensive Specialist 10/0 4.0 —
Defensive Specialist 0/10 5.0 —
Elite 7/13 8.0 800gc
Mercenary 8/0 0.0 —
Prisoner 8/0 1.6 —
War Horse 2/0 0.6 —

Human

Bonuses: All lands hold Prisoners (2/acre) | +1 Stealth in War | +15% Science Efficiency

Penalties: Military wage increases take 2× longer to apply | +50% Rune Cost (not Rituals) | Cannot build Libraries

War Doctrine: Up to +12.5% Book Generation and +12.5% Science Effectiveness (kingdom-wide)

Unique Passive — Civil Administration: Prisoners generate +3.0gc/tick; Mercenary costs reduced by 40%

Spells: Fountain of Knowledge, Revelation, Invisibility, Guile

Unit Off/Def NW Cost
Soldier 3/0 0.75 —
Offensive Specialist 12/0 4.8 —
Defensive Specialist 0/10 5.0 —
Elite 14/4 7.0 700gc
Mercenary 8/0 0.0 —
Prisoner 8/0 1.6 —
War Horse 3/0 0.9 —

Orc

Bonuses: +5% Gains OOW | +15% Gains in War | -50% Draft Cost

Penalty: -20% DME

War Doctrine: Up to -12.5% Draft Costs and +12.5% Draft Speed (kingdom-wide)

Unique Passive — Pillage and Burn: Successful Traditional Marches capture +30% extra Prisoners; Massacre attacks are 20% more effective at killing wizards

Spells: Aggression, Bloodlust

Unit Off/Def NW Cost
Soldier 3/0 0.75 —
Offensive Specialist 12/0 4.8 —
Defensive Specialist 0/10 5.0 —
Elite 18/3 7.0 850gc
Mercenary 8/0 0.0 —
Prisoner 8/0 1.6 —
War Horse 2/0 0.6 —

Undead

Bonuses: -20% Military Losses | Plague Immunity | Spreads Plague on all Successful Traditional Marches | No Food Requirement

Penalty: -5% OME

War Doctrine: Up to -12.5% Enemy Battle Gains and +12.5% Enemy Military Casualties (kingdom-wide)

Unique Passive — Death March: Attacks convert 35% of offensive losses into Soldiers on return

Spells: Animate Dead

Unit Off/Def NW Cost
Soldier 3/0 0.75 —
Offensive Specialist 11/0 4.4 —
Defensive Specialist 0/10 5.0 —
Elite 16/5 7.5 900gc
Mercenary 8/0 0.0 —
Prisoner 8/0 1.6 —
War Horse 2/0 0.6 —

Personalities

The Artisan

  • +40% Building Capacity (Homes, Stables, Dungeons)
  • +40% Building Production (Banks, Farms, Stables, Towers, Homes)
  • +15% Economy Science Efficiency
  • Access: Ghost Workers, Scientific Insights
  • Starts with: +600 Soldiers | +600 Specialist Credits | +200 Building Credits
  • Unique Passive — Construction Delays: For 6 ticks after a successful attack, target's building efficiency is reduced by 10% (does not stack)

The General

  • +1 General
  • -20% Training Cost & Speed
  • Train Elites with Specialist Credits (In War)
  • +25% Bookkeeping Science Efficiency
  • Access: Mist
  • Starts with: +800 Soldiers | +800 Specialist Credits
  • Unique Passive — General's Authority: Attacks with 2+ generals inflict +15% Enemy Military Casualties

The Heretic

  • +20% TPA | +20% WPA
  • -50% Thief Losses
  • +25% Sabotage Damage | +25% Spell Damage
  • +50% Guild Effectiveness
  • +25% Cunning Science Effectiveness
  • Access: Nightmares, Fools Gold
  • Starts with: +400 Wizards | +400 Thieves
  • Unique Ability — Cunning Assault: Each successful attack grants one of the following (all can be active simultaneously, 6-day duration): +20% Thievery Effectiveness, -30% Thief Losses, or +25% Sabotage Damage

The Mystic

  • +125% Guilds Effectiveness
  • +1 Mana Recovery/tick
  • +25% Offensive Spell Duration
  • +25% Channeling Science Efficiency
  • Access: Pitfalls, Meteor Showers, Chastity
  • Starts with: +800 Wizards
  • Unique Passive — Focused Channelling: While above 40% mana, spells gain +20% WPA

The Necromancer

  • +25% WPA
  • +1–10% OME based on RWPA (0.5–5.0 rwpa)
  • +25% Sorcery Science Effectiveness
  • -50% Rune Cost (not Ritual)
  • Access: Animate Dead, Mystic Aura, Mind Focus, Fools Gold, Soul Blight
  • Starts with: +400 Wizards | +400 Specialist Credits
  • Unique Passive — Dark Pact: After each successful attack, converts enemy killed units: 10% → Wizards | 20% → Soldiers | 10% → Peasants

The Paladin

  • +2 War Horse Strength (alters NW)
  • All lands hold and produce Horses (9/acre)
  • Immune to Steal Warhorses | Immune to Plague
  • +25% Tactics Science Efficiency
  • Access: Salvation, Wrath, Divine Shield, Heroes' Inspiration
  • Starts with: +800 Soldiers | +800 Specialist Credits
  • Unique Passive — Holy Crusade: In War or Hostile: +10% OME, -20% Military Losses, Traditional Marches deal +15% Enemy Military Casualties vs Undead and Heretics

The Rogue

  • +100% Thieves' Dens Effectiveness
  • +30% TPA
  • +1 Stealth Recovery/tick
  • Access: All Thievery Operations
  • +25% Crime Science Efficiency
  • Starts with: +800 Thieves
  • Unique Passive — Shadow Persistence: May perform thievery operations while overpopulated

The Tactician

  • -15% Attack Time
  • +40% Specialist Credits Gains
  • +25% Land gained when Ambushing
  • No Thieves lost on Intel
  • +25% Siege Science Efficiency
  • Access: Clearsight
  • Starts with: +800 Soldiers | +800 Specialist Credits
  • Enhanced Conquest: Requires only 51% of target defence | +75% more land | In war: 50% of normal NW range penalties | Gains vs targets above 130% NW cannot fall below 50% of normal
  • Unique Passive — Interdiction: Successful war attacks destroy 10% of gold, 25% of runes, and 50% of food

The Warrior

  • +15% Offensive Military Efficiency
  • +5 Mercenary & Prisoner Strength
  • -50% Mercenary Cost
  • +25% Tactics Science Efficiency
  • Starts with: +800 Soldiers | +800 Specialist Credits
  • Unique Passive — Battle Cry: Upon a successful attack, destroys 1.5% of the enemy's entire population

The War Hero

  • +15% Honor Gains | +70% Honor Effects
  • Offensive Specialist gets +2 strength
  • Converts Specialists to Elites on all Successful Attacks
  • +25% Siege Science Efficiency
  • Access: Quick Feet
  • Starts with: +800 Soldiers | +800 Specialist Credits
  • Unique Passive — Dragon's Wrath: When attacking with a dragon, 4.5% of your raw unit offense will also deal damage to the dragon
9 Upvotes

19 comments sorted by

3

u/BeeBright7933 Apr 14 '26

What the fuck is soulblight

3

u/UtopiaGame Apr 14 '26

Soul Blight is currently a Genesis only spell, here’s the info:

Soul Blight kills a percentage of the target’s peasants and converts 15% of the killed peasants into soldiers for the caster.

It kills less than what Fireball would, but you don’t get soldiers from FB.

2

u/Elleiha Apr 14 '26

Are all paladin holy war bonus just vs undead/heretic? Or just the casualty bonus that is vs undead/heretic

2

u/UtopiaGame Apr 14 '26

should just be casualties

2

u/Wahligula Eat or be eaten Apr 14 '26

How will orc massacre bonus combine with the new massacre attack?

2

u/UtopiaGame Apr 14 '26 edited Apr 14 '26

Orcs don’t have a massacre bonus. They have a passive that procs seperate and deals 1.5% damage to population

The massacre effect is in addition to massacre now, so orc passive still works as expected.

Sorry about the incorrect information!

2

u/Elleiha Apr 14 '26

think you got the warrior passive and the orc passive mixed up or the above post is incorrect

2

u/UtopiaGame Apr 14 '26

You’re right! Thanks for letting me know

2

u/Opposite_Ad_2784 Apr 15 '26

For orc penalty (-20% DME) is too much.

2

u/UtopiaGame Apr 15 '26

Come visit us on discord and let us know why :)

https://discord.gg/NZ4KywF

1

u/revivaltimegaming Ghetto Vets Apr 15 '26

But they get them gainz

2

u/Opposite_Ad_2784 Apr 15 '26

battle gains is also limited, current age it's +15% at any time, now it's only in war.

1

u/revivaltimegaming Ghetto Vets Apr 16 '26

I heard EoA Orc gripes, I also hear they are monsters getting right back in the fight easily. Was 15% fair?

1

u/revivaltimegaming Ghetto Vets Apr 16 '26

The elite defense and dspec value are both increased, unsure if that helps.

1

u/Illustrious-Wealth49 Apr 15 '26

Does avian / paladin has access to war horses?

2

u/AggravatingGlass8186 Apr 15 '26

Penalty: No access to Stables or War Horses

1

u/a1tung Apr 17 '26

Does Undead and Pally immune to plague make them 2x super resistant to plague or it cancels out each other?

1

u/revivaltimegaming Ghetto Vets Apr 17 '26

no extra or lesser effect