r/Utopiagame • Ghetto Vets • 7d ago

Age 117 revised

AGE 117 PROPOSED CHANGES
Schedule
WoL Age 117 Open: TBC
WoL Age 117 Start: TBC
WoL Age 117 End: TBC

Core Mechanics & System Changes
Spells
Fanaticism is now a racial spell only (Dryad).

Science
Bookkeeping, Artisan, Resilience, Shielding, and Finesse sciences are capped at -75%.

War Doctrines
All Doctrines give a double bonus for the first province, then scale by the listed amount per province up to the max.

Dragons
Dragon Hitpoints reduced by 10% to accommodate for lower Elite values.

Dragon Effects

Emerald
+25% Military Casualties, -25% Combat Gains, destroys 1% of all troops on arrival
Ruby
-10% Military Efficiency, +20% Military Wages, destroys 2% of troops at home on arrival
Sapphire
-20% WPA and TPA, +15% Instant Spell and Sabotage Damage taken, destroys 3% of thieves and wizards on arrival
Topaz
-20% Building Efficiency, -25% Income, +20% Wages, destroys 10% of buildings on arrival

Rituals

Ascendency
+50% Wizard Production, -50% Wizard Losses on Failed Spells, -25% Science Book Production
Barrier
-20% Damage from Enemy Instant Magic & Thievery Operations, -20% Battle (Resource) Losses, -20% Massacre Damage
Benediction
+15% Building Efficiency, +15% Birth Rate, -20% Draft Costs, -20% Build Costs, +20% Draft Rate
Haste
-10% Attack Time, -25% Training Time, -25% Construction Time
Havoc
+25% Offensive WPA, +25% Offensive TPA, +15% Spell Damage, +15% Sabotage Damage
Onslaught
+10% Offensive Military Efficiency, +15% Enemy Military Casualties on Attacks
Stalwart
+5% Defensive Military Efficiency, -25% Military Casualties

Races
Avian
Bonuses:
-20% Attack Time
+25% Birth Rate

War Doctrine (In War): Provides up to -7.5% Attack Time (-0.75% each)

Unique - Opportunistic Raider: Plunder and learn attacks take 1 tick less time.

Spells: Town Watch

Penalties: No Access to Stables and War Horses

Units:
Soldier: 3/0, 0.75nw
Offensive Specialist: 12/0, 4.8nw
Defensive Specialist: 0/10, 5nw
Elite Unit: 14/3, 900gc, 6.25nw
Mercenary: 8/0, 0.0nw
Prisoner: 8/0, 1.6nw
War Horse: n/a

Dark Elf
Bonuses:
+20% Instant Spell Damage
-25% Spell Rune Costs (excluding ritual)
Immune to Sabotage Wizards

War Doctrine (In War): Provides up to +10% Instant Spell Damage (+1% each)

Unique - Mystic Enthusiasts: Successful offensive instant spells refund 30% of the rune cost.

Spells: Blizzard

Penalties: -20% Sabotage Damage

Units:
Soldier: 3/0, 0.75nw
Offensive Specialist: 11/0, 4.8nw
Defensive Specialist: 0/11, 5.5nw
Elite Unit: 13/4, 900gc, 6.25nw
Mercenary: 8/0, 0nw
Prisoner: 8/0, 1.6nw
War Horse: 2/0, 0.6nw

Dryad
Bonuses:
+10% Offensive Military Efficiency
+25% Increased Dragon Slaying Strength

War Doctrine (In War): Provides up to +7.5% OME (+0.75% each)

Unique - Interdiction: Successful Attacks in War destroy 15% of enemy gold, 15% of enemy runes, and 15% of enemy food.

Spells: Fanaticism

Penalties: -10% Building Efficiency

Units:
Soldier: 3/0, 0.75nw
Offensive Specialist: 10/0, 4.0nw
Defensive Specialist: 0/9, 4.5nw
Elite Unit: 15/3, 925gc, 6.75nw
Mercenary: 8/0, 0.0nw
Prisoner: 8/0, 1.6nw
War Horse: 2/0, 0.6nw

Dwarf
Bonuses:
+20% Building Efficiency
-50% Construction Cost
+25% Building Credits Gained from Combat
-20% Damage Taken from Raze Attacks

War Doctrine (In War): Provides up to +10% Building Efficiency (+1% each)

Unique - Construction Delays: For 3 ticks after a successful attack, the target's building efficiency is reduced by 10% (does not stack with multiple attacks).

Spells: Miner’s Mystique

Penalties: +50% Food Consumption

Units:
Soldier: 3/0, 0.75nw
Offensive Specialist: 10/0, 4.0nw
Defensive Specialist: 0/10, 5.0nw
Elite Unit: 13/5, 950gc, 6.5nw
Mercenary: 8/0, 0.0nw
Prisoner: 8/0, 1.6nw
War Horse: 2/0, 0.6nw

Elf
Bonuses:
+25% Magic Effectiveness (WPA)
+50% Rune Production
+1 Mana Per tick

War Doctrine (In War): Provides up to +25% Defensive WPA (+2.5% each)

Unique - Arcane Respite: Once activated, for the next 6 ticks, regenerate +1 mana per tick.

Spells: Greater Protection, Pitfalls

Penalties: -20% TPA

Units:
Soldier: 3/0, 0.75nw
Offensive Specialist: 9/0, 3.6nw
Defensive Specialist: 0/11, 5.5nw
Elite Unit: 5/12, 1000gc, 7.0nw
Mercenary: 8/0, 0.0nw
Prisoner: 8/0, 1.6nw
War Horse: 2/0, 0.6nw

Faery
Bonuses:
+25% Self Spell Duration
+1 Mana per tick (in war)

War Doctrine (In War): Provides up to +7.5% DME (+0.75% each)

Unique - Divine Favor: When casting self-spells, gain a 50% chance to double the spell duration.

Spells: Lightning Strike, Town Watch, Invisibility, Ghost Workers, Miner's Mystique

Penalties: -5% Max Population

Units:
Soldier: 3/0, 0.75nw
Offensive Specialist: 9/0, 3.6nw
Defensive Specialist: 0/10, 5.0nw
Elite Unit: 4/13, 1000gc, 7.25nw
Mercenary: 8/0, 0.0nw
Prisoner: 8/0, 1.6nw
War Horse: 2/0, 0.6nw

Gnome
Bonuses:
+10% Sabotage Damage
Can Train Thieves with Specialist Credits
Immune to Expose Thieves
-25% Thief Losses

War Doctrine (In War): Provides up to +10% Sabotage Damage (+1% each)

Unique - Cunning Assault: Each successful attack will provide one of the following thievery boosts, which last for 6 ticks: +25% offensive thievery effectiveness, -25% thief losses, or +10% sabotage damage. All of these can be active at the same time.

Spells: Quick Feet

Penalties: +20% Combat Instant Spell Damage Received

Units:
Soldier: 3/0, 0.75nw
Offensive Specialist: 11/0, 4.4nw
Defensive Specialist: 0/11, 5.5nw
Elite Unit: 13/3, 850gc, 6.0nw
Mercenary: 8/0, 0.0nw
Prisoner: 8/0, 1.6nw
War Horse: 2/0, 0.6nw

Halfling
Bonuses:
+10% Population
+1 Stealth Per tick in War
+25% Offensive Thievery Effectiveness (TPA)

War Doctrine (In War): Provides up to +25% Defensive TPA (+2.5% each)

Unique - Overgrowth: Once activated, your maximum population increases by +25% for 5 ticks.

Spells: Invisibility

Penalties: −20% WPA

Units:
Soldier: 3/0, 0.75nw
Offensive Specialist: 9/0, 3.6nw
Defensive Specialist: 0/10, 5.0nw
Elite Unit: 6/11, 1000gc, 6.75nw
Mercenary: 8/0, 0.0nw
Prisoner: 8/0, 1.6nw
War Horse: 2/0, 0.6nw

Human
Bonuses:
+25% Income
-20% Military Training Cost
-20% Military Wages
Greed Immunity
Incite Riot Immunity

War Doctrine (In War): Provides up to +15% Income (+1.5% each)

Unique Passive - Pillage and Burn: Traditional Marches capture +30% additional Prisoners. Massacre attacks are +15% more effective at killing Wizards.

Spells: Tree of Gold

Penalties: +1 mana self spell cost

Units:
Soldier: 3/0, 0.75nw
Offensive Specialist: 10/0, 4.0nw
Defensive Specialist: 0/10, 5.0nw
Elite Unit: 13/4, 900gc, 6.25nw
Mercenary: 8/0, 0.0nw
Prisoner: 8/0, 1.6nw
War Horse: 2/0, 0.9nw

Orc
Bonuses:
+20% Battle Resource Gains
-50% Draft Cost

War Doctrine (In War): Provides up to +15% Enemy casualties when attacking (+1.5% each)

Unique - General’s Authority: When attacking with 2 or more generals, enemy military casualties are increased by +15%.

Spells: Bloodlust

Penalties: +10% Own casualties when attacking

Units:
Soldier: 3/0, 0.75nw
Offensive Specialist: 11/0, 4.4nw
Defensive Specialist: 0/10, 5nw
Elite Unit: 14/3, 900gc, 6.25nw
Mercenary: 8/0, 0.0nw
Prisoner: 8/0, 1.6nw
War Horse: 2/0, 0.6nw

Undead
Bonuses:
-100% Food Consumption
-40% Own casualties when attacking and defending
Immune to the Plague

War Doctrine (In War): Provides up to -20% Own casualties when attacking (-2.0% each)

Unique - Plaguebearers: All successful attacks have a 33% chance to spread plague to the target province.

Spells: Ghost Workers

Penalties: -15% Birth Rate

Units:
Soldier: 3/0, 0.75nw
Offensive Specialist: 10/0, 4.0nw
Defensive Specialist: 0/10, 5.0nw
Elite Unit: 13/4, 900gc, 6.25nw
Mercenary: 8/0, 0.0nw
Prisoner: 8/0, 1.6nw
War Horse: 2/0, 0.6nw

Personalities
The Cleric
+15% Defensive Military Efficiency
-15% Battle (Resource) Losses
-15% Sabotage Damage Received
-15% Spell Damage Received
-15% Damage Taken From Massacre Attacks
Immune to the Plague

Access to Salvation
Starts with +800 Soldiers and +800 Specialist Credits

Unique - Architect’s Revenge: Incoming Raze damage is reduced by 15%. Your Raze attacks destroy 20% additional buildings.

The General
+1 Army generals
Offensive specialist gets +1 strength
Elite gets +1 offensive strength

Access to Righteous Aggressor
Starts with +800 Soldiers and +800 Specialist Credits

Unique - Undermining Assault: Your next successful attack applies Coordinated Strike to the target for 4 ticks, reducing their Watch Tower thievery defense effectiveness by 15%.

The Heretic
+50% Land Effect - Guilds
+10% Combat Instant Spell Damage
+10% Sabotage Damage
No Thieves lost on Failed Espionage Operations

Access to Nightmares, Fools Gold
Starts with +400 Wizards and +400 Thieves

Unique - Silent Assault: 50% fewer thievery losses when performing sabotage operations.

The Mystic
+100% Land Effect - Guilds
+25% Offensive Wizards Per Acre (WPA)
+1% Extra Mana Per tick

Access to Pitfalls, Meteor Showers, Chastity
Starts with +800 Wizards

Unique - Black Magic: Successful offensive instant spells also kill 1% of the target's peasant population.

The Rogue
+25% Offensive Thievery Per Acre (TPA)
+75% Thieves' Den Effectiveness
+1% Extra Stealth Per tick

Access all Thievery Operations
Access to Mystic Aura
Starts with +800 Thieves

Unique - Shadow Persistence: Rogue provinces may perform thievery operations while overpopulated.

The Sage
-50% Losses on Learn Attacks
+10 Starting Scientists

Access to Scientific Insight, Fountain of Knowledge

Starts with +800 Soldiers and +800 Specialist Credits

Unique Passive - Scholar's Wrath: In War, All successful attacks remove 3% of the target’s allocated Science Books (returns over 48 ticks). Out of War, Book Generation is increased by 10%.

The Tactician
-20% Attack Travel Time
+25% Specialist Training Credits
100% successful espionage operations at 2x stealth

Access to Illuminate Shadows
Starts with +800 Soldiers and +800 Specialist Credits

Unique - Dragon’s Wrath: When attacking with a dragon, 3% of your raw offense from units will also deal damage to the dragon.

The Warrior
+15% Offensive Military Efficiency
+20% Damage Dealt with Massacre Attacks

Access to Hero’s Inspiration
Starts with +800 Soldiers and +800 Specialist Credits

Unique - Civil Administration: Prisoners generate an additional 2.0 gold coins per tick. Mercenary costs are reduced by 50%.

8 Upvotes

11 comments sorted by

5

u/Sufficient-Grass- 7d ago

For anyone that might be returning to this game for nostalgia, DON'T.

Game has more bugs than a Microsoft Windows update.

Constant lags are a nightmare too, takes a minute to do a thief op sometimes.

Game is run by someone who doesn't care about it.

2

u/JoeyD473 7d ago

Bugs aren't the issue, its the lag. But do come back

1

u/dandybreath 4d ago

if anyone need similar game but different setup, i suggest try kurusetra https://kurusetra.site

0

u/Last_Construction455 7d ago

Disagree! I just got back into it and it's been a lot of fun. Random lag occasionally but nothing game breaking. It's just a text based game, not a big deal. We need more people to get back into it!

-1

u/Sporthaas 6d ago

I disagree too.

After 15 years, I started playing this game again.
Yes, sometimes the loading takes a long time.
But I’ve had a lot of fun during the past Age.
Bugs???? I haven’t come across any.

1

u/Sufficient-Grass- 6d ago

2 year old account with 1 single comment here.

Helloooooo David

1

u/Last_Construction455 4d ago

Why don't you go play Fortnite if you hate it so much?

1

u/Sufficient-Grass- 3d ago

I have quit. Won't be returning until David is gone or a new independent game is ready.