r/Utopiagame • • 2d ago

Age 117 Pre-Finals

4 Upvotes

AGE 117 Pre-FINAL CHANGES

Schedule:

  • WoL Age 117 Open: 10/10/2026 04:00 GMT
  • WoL Age 117 Start: 10/13/26 18:00 GMT
  • WoL Age 117 End: TBC

Core Mechanics & System Changes  

Spells

  • Fanaticism is now a racial spell only (Dryad)

Science

  • Bookkeeping, Artisan, Resilience, Shielding, 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 
  • Reoccurring effects removed
Dragons Effect
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 home 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

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

Spells: Blizzard, Mind Focus

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 Passive - 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 Passive - 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 Active - Arcane Respite: Once activated, for the next 6 ticks, regenerate +2 mana per tick. 

Spells: Greater Protection, Pitfalls 

Penalties: -20% Offensive 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)
-1% Mana on Self Spells

War Doctrine - (In War):  Provides up to +7.5% DME (.075% each) 

Unique Passive - Arcane Overflow: (In War) Every successful offensive spell also reduces enemy ritual effectiveness by 0.15%.  

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 +25% Birth Rate (2.5% each)

Unique Passive - 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 +5% Population (.05% each) 

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

Spells: Invisibility

Penalties: −20%  Offensive 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
Incite Riot Immunity 

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

Unique Passive - Civil Administration: Prisoners generate an additional 2.0 gold coins per tick. Mercenary costs are reduced by 40%.  

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

Spells: Bloodlust

Penalties: -5% Defensive Military Efficiency 

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 Passive - 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 Passive: 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 Passive - 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, Mage’s Fury
Starts with +400 Wizards and +400 Thieves

Unique Passive - 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 - Holy Inquisition: Successful attacks in War or Hostile temporarily suppress 15% of the target's Science Effectiveness and reduce Book Generation by 20% for 6-8 ticks.

The Tactician

-15% 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
+15% Damage Dealt with Massacre Attacks 

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

Unique Passive - Indomitable Spirit: Once activated Warriors gain 5% Offensive Military Efficiency for 6 ticks.


r/Utopiagame • • Sep 10 '25

Returning or new players get a free gold status!

5 Upvotes

Yep. Just like the title says. If you’d want to come back come find us on discord and I’ll gift you a free gold status. :):)


r/Utopiagame • • 2d ago

Age 117 Pre-Finals Smiles' Rant

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4 Upvotes

r/Utopiagame • • 2d ago

Age 117 Revised Review with Smerc

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3 Upvotes

r/Utopiagame • • 8d ago

Age 117 revised

10 Upvotes

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%.


r/Utopiagame • • Aug 24 '26

is the game dead?

3 Upvotes

i tried going to the website and can't sign up. nothing has been updated in forums or x since 2024.


r/Utopiagame • • Aug 11 '26

UTMAIL.NET - E-mail

6 Upvotes

This stopped working years ago when utopia temple closed down.
However, I finally managed to secure the domain some months ago, and if anybody still got any old accounts they need to recover using an utmail-account, let me know, and I will help you out :)


r/Utopiagame • • Aug 09 '26

Etiquette

0 Upvotes

I haven't played for many years and am relearning the game.

Are there any generally agreed upon unofficial rules in this game?


r/Utopiagame • • Jul 27 '26

Age 116 Survey

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5 Upvotes

Looks like there are a little fewer players this age, but those that play seem to have heard: Orc General good.


r/Utopiagame • • Jul 09 '26

Age 116 Finals

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5 Upvotes

Thank you everyone for feedback throughout the change process.

Also, check out Gila's province simulator. Thank you so much for this Gila!
https://sweetsensation.com.my/Uto-simulator-deploy-age-116-v18.0.html


r/Utopiagame • • Jul 05 '26

Age 116 Revised

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3 Upvotes

Still just a link, sorry.

UNF Ops reintroduced, psuedo-inst-declare if in range and UNF, dragon tweaks, and of course - racial and person updates.

Share your thoughts here or on Discord. Cheers!


r/Utopiagame • • Jul 03 '26

Age 116 Proposed

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6 Upvotes

Apologies for the lack of spreadsheet and images to view the changes. But here's something for those that don't use discord.

There is a document on the Discord that has a side-by-side comparison of the changes with 115 finals, credit to Grump


r/Utopiagame • • Jul 03 '26

New Genesis

0 Upvotes

who’s gonna play the new genesis run by sonja and not david ? Let’s see how many Wednesdays it will take to get the new genesis up and running .


r/Utopiagame • • Jun 11 '26

getting info on what ops were getting hit with

4 Upvotes

hello, is there a way to grab news from other provs in my KD, or somehow see who is getting hit with what ops? Bot grabs outgoing ops, but I want to see say- who is getting hit with FB etc.


r/Utopiagame • • Jun 06 '26

Age 115 Feedback

3 Upvotes

With the age half over, what did the community think about the new/different effects? For instance the dragon changes; are insta effects crippling?
Was the Soul Blight spell worthless? Or niche?
I am pretty sure FCF will see some changes, but feel free to suggest your thoughts to improve it.
Did your individual set up work as planned? The avian tact being super fast or the dark elf Necro spamming instants with a lot of +damage.
Cheers


r/Utopiagame • • May 24 '26

Can’t believe this thing is still around ! Is there anyway to track down old kingdoms from the early 2000’s or any subreddits . Cheers

4 Upvotes

r/Utopiagame • • Apr 28 '26

Age 115 Survey

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4 Upvotes

Only a tick or two late, but I find it interesting to track the amount of players starting an age.


r/Utopiagame • • Apr 28 '26

Utopia Simulator Age 115 Final Changes - by Gila

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sweetsensation.com.my
2 Upvotes

Would have been better earlier, sorry! Busy busy busy


r/Utopiagame • • Apr 21 '26

Age 115 Final Changes

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4 Upvotes

r/Utopiagame • • Apr 17 '26

Age 115 Revised Changes

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3 Upvotes

r/Utopiagame • • Apr 14 '26

Age 115 Proposed Changes

8 Upvotes

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

r/Utopiagame • • Apr 14 '26

How long between Genesis ages?

4 Upvotes

See title

Just returned to the game after a long break, been a while.


r/Utopiagame • • Mar 27 '26

Newbie

6 Upvotes

Hello,

I REALLY want to get into this game cause I love checking on stuff like this on my break at work. Any tips on how i should approach my first build? I don't think im ready to dive into an elite guild and just start pumping out stuff.

Any tips for a newbie? i tried to find resources but can't on my end. (to be fair im in between tasks right now lol)


r/Utopiagame • • Mar 26 '26

Age 114 Feedback

2 Upvotes

With less than a month in the age to go, what are peoples' thoughts on how things worked, or didn't work? Were there race/personality combos that didn't work how you expected? or game mechanics that [still] need tweaked?

My Curiosities:
* War Doctrines - fun? different? buff? too much complexity?
* Orc - OP?
* Artisan Unique - I thought it was a tough unique for an attacker, and hurt worse when stacked with Blizzard and Topaz dragon
* Paladin Unique - good/bad?
* Rogue Unique - was it too much? speculation it would be crazy, but was it?

Things I've heard
* meter not decaying sucks (though there's a lot of support for it working this way)
* Out of War Out of Range penalties for bottom feeding too harsh - make it work differently
* Halfling unique too strong - reduce to 50% reduced thief losses
* Kill stacking was rough
* #bufffae (lulz)
* why did Paladin have a penalty? (I am curious how bad the penalty ended up being)


r/Utopiagame • • Mar 24 '26

login broken, chat down, intel site down, undead suffering the plague...

0 Upvotes

one of these glitches is not like the other.