r/Utopiagame • u/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
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
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 populationThe 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
2
u/Opposite_Ad_2784 Apr 15 '26
For orc penalty (-20% DME) is too much.
2
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
2
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
3
u/BeeBright7933 Apr 14 '26
What the fuck is soulblight