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Swirve Blog: New Age, New Race/Personality, New Excitement!
Posted by Utopia Temple, 29 days, 15 hours and 42 minutes ago
Category: Swirve Related

Greetings Everyone!!

We are very excited with the start of Age 72: The Era of Venerated Bastions! Age 72 is not just another Age rolling in, oh no.  We’ve revamped the gains system significantly, we’ve added a new race, a new personality, a completely new mechanic called Kingdom Rituals, we altered the way science is generated, and wow…just too much to list in a short paragraph!

For these are the reasons I write you now!  The game administration is proud to announce that we will be partnering with John Sargent (JoRo to some Utopians) to present to you a fortnightly (maybe more!) live broadcast via twitch!! The first broadcast is scheduled for Thursday June 1, 2017 @ 20:00 GMT (1pm West Coast / 4pm East Coast / 9pm UK / 10pm EU)

On this first broadcast all the game administrators are expected to be in attendance, which includes Bishop, DavidC, Jeff and Munk (especially Munk I mean!!) with your host JoRo. We will begin by covering a wealth of topics that will include things such as: our synopsis of Age 71, brief overview of our objectives coming into Age 72 changes, some details about specific changes made for Age 72, new features that may be rolling out soon, timelines and goals for our team during Age 72 (Genesis!?), and perhaps some other topics not yet decided. However, the part we’re most excited about, after we bore you with our own ramblings, we would like to open up the floor to our listeners and speak with you directly, answer questions you might have and let the conversation go in the direction you’d like to hear! We have planned to go for about an hour to see how things shake up the first time through. 

We encourage everyone to tune in and provide your comments, feedback and questions.  

Event Details:

Location: http://twitch.tv/jorosar
Date: Thursday June 1, 2017
Time: Thursday June 1, 2017 @ 20:00 GMT (1pm West Coast, 4pm East Coast, 9pm UK, 10pm EU)

(Original post)

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Swirve Blog: New Age, New Race/Personality, New Excitement!
Posted by Utopia Temple, 29 days, 17 hours and 53 minutes ago
Category: Swirve Related

Greetings Everyone!!

We are very excited with the start of Age 72: The Era of Venerated Bastions! Age 72 is not just another Age rolling in, oh no.  We’ve revamped the gains system significantly, we’ve added a new race, a new personality, a completely new mechanic called Kingdom Rituals, we altered the way science is generated, and wow…just too much to list in a short paragraph!

For these are the reasons I write you now!  The game administration is proud to announce that we will be partnering with John Sargent (JoRo to some Utopians) to present to you a fortnightly (maybe more!) live broadcast via twitch!! The first broadcast is scheduled for Thursday June 1, 2017 @ 20:00 GMT (1pm West Coast / 4pm East Coast / 9pm UK / 10pm EU)

On this first broadcast all the game administrators are expected to be in attendance, which includes Bishop, DavidC, Jeff and Munk (especially Munk I mean!!) with your host JoRo. We will begin by covering a wealth of topics that will include things such as: our synopsis of Age 71, brief overview of our objectives coming into Age 72 changes, some details about specific changes made for Age 72, new features that may be rolling out soon, timelines and goals for our team during Age 72 (Genesis!?), and perhaps some other topics not yet decided. However, the part we’re most excited about, after we bore you with our own ramblings, we would like to open up the floor to our listeners and speak with you directly, answer questions you might have and let the conversation go in the direction you’d like to hear! We have planned to go for about an hour to see how things shake up the first time through. 

We encourage everyone to tune in and provide your comments, feedback and questions.  

Event Details:

Location: http://twitch.tv/jorosar
Date: Thursday June 1, 2017
Time: Thursday June 1, 2017 @ 20:00 GMT (1pm West Coast, 4pm East Coast, 9pm UK, 10pm EU)

(Original post)

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Swirve Blog: Age 72 Final Changes
Posted by Utopia Temple, 38 days, 21 hours and 12 minutes ago
Category: Swirve Related

Welcome Utopians!  The Age 71: The Metamorphosis has come to an end, and Age 72: The Era of Venerated Bastions  will begin shortly.

We would like to thank everyone for their feedback and help devising what are now the final changes for Age 72.  

Schedule

Age 72 Freeze Start: Saturday 20th May at 12:00 GMT

Age 72 Protection Start: Tuesday 23rd May at 18:00 GMT

Age 72 Protection End: Wednesday 24th May at 18:00 GMT

Mechanics

NW Changes - Peasants will now be 0.25 NW, and soldiers will be 0.5 NW and 1/1.

SOT change - we are considering adding a ‘last seen’ line to SOTs that will show most recent activity in addition to displaying information related to any active Kingdom Ritual

Scientists - generated on a flat ratio similar to wizards instead of via RNG.

Explore pool - remove kingdom wide explore pool and replace it with province level exploration pools.

Paradise - will still consume explore pool, will be available only to Mystic or Rogue personality (Not Faery)

Gains - Replace Networth Based Gains (NWBG) with a hybrid Land Based Gains (LBG) system that incorporates NW.

Networth Protection - Significantly reduced for spells and sabotage operations.

Op success rate - Success rates made significantly easier to achieve

OOW honor gains - Significantly reduced.

WW Chart Chains - In order to incentivize conflict between top WW kingdoms, we have altered the formula to provide additional WW points (scaling from the current if the kingdom you war is outside of the top 50 for land, honor, NW, and warwins) to double the current points.

WW Bonus - Additionally, we are adding a new set of WW bonuses. Kingdoms will receive recognition on their kingdom page based on the number of WW points they achieve. Each additional 'tier’ that they obtain will also increase their WW bonus – land, honor, credits, etc – by 10%. This is capped at a WW bonus that is 50% larger than the baseline bonus.

Finally the WW bonus will scale with kingdom size under 20 provinces to reduce the potential for abuse with kingdoms that remain intentionally small in the number of provinces.

The War Win bonus will also include a provision of additional land to every province’s individual explore pool in both kingdoms, this is mainly aimed at helping provinces that are destroyed in war to have a chance to grow back to a functional size.

WAR - Exploration during End Of War Cease-Fire will have reduced cost penalties (from 500% to 250% of normal cost).

Explore Penalty - Kingdoms smaller than 10 provinces will see an increased explore penalty.

Several New Spells dedicated to the Paladin Personality Only

Kingdom Rituals

Kingdom Rituals (KR) are a new mechanic that serve as a kingdom-wide bonus.

- The Monarch or Steward will select one of 3 rituals the kingdom will begin (similar to the starting of a dragon)

- To complete the ritual the Kingdom must cast a new 'ritual spell’ 100 times within 48 hours of the ritual being started

- The ritual spell will have a very expensive rune casting cost; and have a difficulty similar to the most difficult self spell

- A successful KR will last for 120 hours

- Only one KR can be active, another KR can be started before the active KR ends, very similar to Dragons. Once the KR is completed, the previous KR will be replaced

- All users will have a KR page; on this page only you will have the KR spell available to help initiate the KR

- The KR page will also display various information such as: current KR status (type and strength), whether a new ritual is being cast, how many more successful casts are necessary

- For enemies: an active KR will be displayed via Spy on Throne, where you will see which KR is active and current strength

There are three kinds of KRs, we do not yet have names for them, and the numbers are likely to change drastically:

1) Barrier - Increases defensive TPA and WPA by 25%; reduces gains via attacks against the kingdom by 10% (similar to Guard Stations); +10% DME

2) Affluent (WAR ONLY) - Increases income by 25%, Birth Rate by 20%, and draft speed by 25%

3) Onslaught - Increases OME by 10% and enemy casualties on your offensive attacks by 15%

Note: The Prosperity KR can be initiated and completed at any time regardless of your stance (relations) however, if it is active and you are NOT in war you will receive no effects from it.

Spells

Self Spells

Inspire Army is no longer a baseline spell, it is being replaced by a Paladin Only spell called Paladin’s Inspiration and has ~25% increased effects (low difficulty;moderate/high duration)

New Spells:

Scientific Insights (Paladin Only) - This spell will increase the science effectiveness of target province by +10% (moderate difficulty/short duration)

Illuminate Shadows (Paladin Only) - Provide target with -20% damage from thievery operations (moderate/high difficulty;moderate duration)

Wrathful Smite (Paladin Only) - Attacks against province while this spell is active will result in higher casualties for the attacker (moderate difficulty;low/moderate duration)

Divine Shield (Paladin Only) - Increase magic defense of target (will stack with Magic Shield;low/moderate difficulty;moderate duration)

Sorcery

Magic Ward (Unf Only) (Paladin Only) - Increase target’s spell cost in runes by 25% for duration (moderate difficulty)

Barrier of Integrity (Unf Only) (Paladin Only) - Stops all drafting that would normally take place in target province (moderate/high difficulty;very short duration)

Races

Avian

Attack time -25%

Birth Rate +40%

Can Train Elites with Credits

Penalties

Battle Gains -10%

Can’t Use Stables

Minus 2000 Starting Spec Training Credits

20% fewer credits generated

Spell book: Fanaticism, Greater Protection, Bloodlust

Elite: 11/4, 775 gc, 10.5 NW

Dwarf

Bonuses

Building Efficiency +25%

Construction Cost -100%

Construction Time -50%

Use Credits to Raze

Access to Greater Arson

Penalties

Food Consumption +100%

Can’t Accelerate Construction

Spell book: Mystic Aura

Elite: 8/9, 900 gc, 10 NW

Elf

Bonuses

Instant Spell Damage +25%

WPA +35%

Towers Efficiency +20%

+2 dspec strength

Penalties

Wages +50%

Spell book: Clear Sight

Elite: 9/7, 1000 gc, 10 NW

Faery

Bonuses

All Spells (Including Tree of Gold; Excluding Paradise & Paladin Spells)

Penalties

-10% income

-5% population

Spell book: All Spells (Including Tree of Gold; Excluding Paradise & Paladin Spells)

Elite: 5/10, 1050 GC, 11 NW

Halfling

Bonuses

Max Population +10%

Thief Cost -50%

TPA + 40%

Extra Stealth +1

+1 ospec strength

Penalties

Birth Rate -10%

BE - 5%

Spell book: Aggression, Mage’s Fury

Elite: 6/8, 700 gc, 9 nw

Human

Bonuses

Income +30%

Immune to Income Penalties

Increase Scientist Generation Rate +25%

+1 general

Penalties

WPA -10%

Spell Cost +50% Runes

Spell book: Greater Protection, Quick Feet

Elite: 11/5, 1050 gc, 11 NW

Orc

Bonuses

Battle Gains +20%

Draft Cost -100%

Enemy Casualties on Attack +15%

Penalties

Military Casualties +10%

TPA -10%

Spell book: Bloodlust, Reflect Magic

Elite: 12/1, 1000 gc, 11.5

Undead

Bonuses

Carries & Immune to Plague

No Food Required

Offensive Casualties -50%

Def Troop Losses 50% to solds

Convert Specs to Elites

Ospec strength +2

Mana +1

Penalties

Science Effectiveness -15%

Can’t Train Elites

Basic Thievery Only

Spell book: Town Watch, Nightmares

Elite: 11/3, 11.5 NW


New Race - Dryad

Bonuses
Double Strength War Horses
Mercenaries fight with 7 strength
Each acre produces food

Penalties
+25% attack time
-15% opponent kills

Elite (Will O’ The Wisp) 14/2, 1100 GC, 12.5 NW
Offensive Specialist (Huldra) 6/0, 350 GC
Defensive Specialist (Nymph) 0/6, 350 GC

Spellbook
Aggression



Personalities

Cleric

Bonuses

Military Casualties -35%

Plague Immunity

Starting Bonus

Soldiers +800

Spec Credits +800

Spellbook

Animate Dead

Greater Protection

Heretic

Bonuses

Magic & Crime Science Effectiveness +20%

WPA +20%

Runes Refunded 35%

No Wiz Killed on Failed Spells

No Thieves lost on Failed Ops

Spell and Op Damage +10%

Starting Bonus

Starting Wizards +100

Starting Thieves +200

Spellbook

Nightmare

Blizzard

Revelation

Mystic

Bonuses

Guild Effect +100%

Magic Sci Eff +75%

Spell Damage +15%

Starting Bonus

Starting Wizards +600

Spellbook

Chastity

Meteor Showers

Revelation

Rogue

Bonuses

Thievery Sci Eff +50%

Thieves’ Dens Eff +50%

Extra Stealth / Tick +1

Access to ALL Thief Ops

Starting Bonus

Starting Thieves +400

Spellbook

Gluttony

Revelation

Sage

Bonuses

Abduct Protection +30%

Science Effectiveness +25%

Starting Bonus

Starting Scientists +25%

Spellbook

Amnesia

Tactician

Bonuses

Attack Time -20%

Accurate Espionage

Starting Bonus

Starting Soldiers +800

Spec Credits +800

Spellbook

Clear Sight

Warrior

Bonuses

Off Military Eff +5%

Full Conquest Access

OME in war +10%

Starting Bonus

Starting Soldiers +800

Spec Credits +800

Spellbook

Fanaticism

War Hero

Bonuses

Battle Gains +5%

Honor Bonuses +100%

Income Penalty Protection

Dragon Immunity

Convert Specs into Elites

Starting Bonus

Starting Elites +800

Spellbook

War Spoils

Pitfalls

Paladin

Bonuses

Can Cast Fading Self Spells on Kingdom Members (success will be based on WPA)

Troops attacks dragon with 20% more strength

Spellbook

Fool’s Gold

Paladin’s Inspiration

Scientific Insights

Illuminate Shadows

Wrathful Smite

Divine Shield

Magic Ward

Barrier of Integrity

(Original post)

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Swirve Blog: Age 72 Final Changes
Posted by Utopia Temple, 39 days, 15 hours and 42 minutes ago
Category: Swirve Related

Welcome Utopians!  The Age 71: The Metamorphosis has come to an end, and Age 72: The Era of Venerated Bastions  will begin shortly.

We would like to thank everyone for their feedback and help devising what are now the final changes for Age 72.  

Schedule

Age 72 Freeze Start: Saturday 20th May at 12:00 GMT

Age 72 Protection Start: Tuesday 23rd May at 18:00 GMT

Age 72 Protection End: Wednesday 24th May at 18:00 GMT

Mechanics

NW Changes - Peasants will now be 0.25 NW, and soldiers will be 0.5 NW and 1/1.

SOT change - we are considering adding a ‘last seen’ line to SOTs that will show most recent activity in addition to displaying information related to any active Kingdom Ritual

Scientists - generated on a flat ratio similar to wizards instead of via RNG.

Explore pool - remove kingdom wide explore pool and replace it with province level exploration pools.

Paradise - will still consume explore pool, will be available only to Mystic or Rogue personality (Not Faery)

Gains - Replace Networth Based Gains (NWBG) with a hybrid Land Based Gains (LBG) system that incorporates NW.

Networth Protection - Significantly reduced for spells and sabotage operations.

Op success rate - Success rates made significantly easier to achieve

OOW honor gains - Significantly reduced.

WW Chart Chains - In order to incentivize conflict between top WW kingdoms, we have altered the formula to provide additional WW points (scaling from the current if the kingdom you war is outside of the top 50 for land, honor, NW, and warwins) to double the current points.

WW Bonus - Additionally, we are adding a new set of WW bonuses. Kingdoms will receive recognition on their kingdom page based on the number of WW points they achieve. Each additional 'tier’ that they obtain will also increase their WW bonus – land, honor, credits, etc – by 10%. This is capped at a WW bonus that is 50% larger than the baseline bonus.

Finally the WW bonus will scale with kingdom size under 20 provinces to reduce the potential for abuse with kingdoms that remain intentionally small in the number of provinces.

The War Win bonus will also include a provision of additional land to every province’s individual explore pool in both kingdoms, this is mainly aimed at helping provinces that are destroyed in war to have a chance to grow back to a functional size.

WAR - Exploration during End Of War Cease-Fire will have reduced cost penalties (from 500% to 250% of normal cost).

Explore Penalty - Kingdoms smaller than 10 provinces will see an increased explore penalty.

Several New Spells dedicated to the Paladin Personality Only

Kingdom Rituals

Kingdom Rituals (KR) are a new mechanic that serve as a kingdom-wide bonus.

- The Monarch or Steward will select one of 3 rituals the kingdom will begin (similar to the starting of a dragon)

- To complete the ritual the Kingdom must cast a new 'ritual spell’ 100 times within 48 hours of the ritual being started

- The ritual spell will have a very expensive rune casting cost; and have a difficulty similar to the most difficult self spell

- A successful KR will last for 120 hours

- Only one KR can be active, another KR can be started before the active KR ends, very similar to Dragons. Once the KR is completed, the previous KR will be replaced

- All users will have a KR page; on this page only you will have the KR spell available to help initiate the KR

- The KR page will also display various information such as: current KR status (type and strength), whether a new ritual is being cast, how many more successful casts are necessary

- For enemies: an active KR will be displayed via Spy on Throne, where you will see which KR is active and current strength

There are three kinds of KRs, we do not yet have names for them, and the numbers are likely to change drastically:

1) Barrier - Increases defensive TPA and WPA by 25%; reduces gains via attacks against the kingdom by 10% (similar to Guard Stations); +10% DME

2) Affluent (WAR ONLY) - Increases income by 25%, Birth Rate by 20%, and draft speed by 25%

3) Onslaught - Increases OME by 10% and enemy casualties on your offensive attacks by 15%

Note: The Prosperity KR can be initiated and completed at any time regardless of your stance (relations) however, if it is active and you are NOT in war you will receive no effects from it.

Spells

Self Spells

Inspire Army is no longer a baseline spell, it is being replaced by a Paladin Only spell called Paladin’s Inspiration and has ~25% increased effects (low difficulty;moderate/high duration)

New Spells:

Scientific Insights (Paladin Only) - This spell will increase the science effectiveness of target province by +10% (moderate difficulty/short duration)

Illuminate Shadows (Paladin Only) - Provide target with -20% damage from thievery operations (moderate/high difficulty;moderate duration)

Wrathful Smite (Paladin Only) - Attacks against province while this spell is active will result in higher casualties for the attacker (moderate difficulty;low/moderate duration)

Divine Shield (Paladin Only) - Increase magic defense of target (will stack with Magic Shield;low/moderate difficulty;moderate duration)

Sorcery

Magic Ward (Unf Only) (Paladin Only) - Increase target’s spell cost in runes by 25% for duration (moderate difficulty)

Barrier of Integrity (Unf Only) (Paladin Only) - Stops all drafting that would normally take place in target province (moderate/high difficulty;very short duration)

Races

Avian

Attack time -25%

Birth Rate +40%

Can Train Elites with Credits

Penalties

Battle Gains -10%

Can’t Use Stables

Minus 2000 Starting Spec Training Credits

20% fewer credits generated

Spell book: Fanaticism, Greater Protection, Bloodlust

Elite: 11/4, 775 gc, 10.5 NW

Dwarf

Bonuses

Building Efficiency +25%

Construction Cost -100%

Construction Time -50%

Use Credits to Raze

Access to Greater Arson

Penalties

Food Consumption +100%

Can’t Accelerate Construction

Spell book: Mystic Aura

Elite: 8/9, 900 gc, 10 NW

Elf

Bonuses

Instant Spell Damage +25%

WPA +35%

Towers Efficiency +20%

+2 dspec strength

Penalties

Wages +50%

Spell book: Clear Sight

Elite: 9/7, 1000 gc, 10 NW

Faery

Bonuses

All Spells (Including Tree of Gold; Excluding Paradise & Paladin Spells)

Penalties

-10% income

-5% population

Spell book: All Spells (Including Tree of Gold; Excluding Paradise & Paladin Spells)

Elite: 5/10, 1050 GC, 11 NW

Halfling

Bonuses

Max Population +10%

Thief Cost -50%

TPA + 40%

Extra Stealth +1

+1 ospec strength

Penalties

Birth Rate -10%

BE - 5%

Spell book: Aggression, Mage’s Fury

Elite: 6/8, 700 gc, 9 nw

Human

Bonuses

Income +30%

Immune to Income Penalties

Increase Scientist Generation Rate +25%

+1 general

Penalties

WPA -10%

Spell Cost +50% Runes

Spell book: Greater Protection, Quick Feet

Elite: 11/5, 1050 gc, 11 NW

Orc

Bonuses

Battle Gains +20%

Draft Cost -100%

Enemy Casualties on Attack +15%

Penalties

Military Casualties +10%

TPA -10%

Spell book: Bloodlust, Reflect Magic

Elite: 12/1, 1000 gc, 11.5

Undead

Bonuses

Carries & Immune to Plague

No Food Required

Offensive Casualties -50%

Def Troop Losses 50% to solds

Convert Specs to Elites

Ospec strength +2

Mana +1

Penalties

Science Effectiveness -15%

Can’t Train Elites

Basic Thievery Only

Spell book: Town Watch, Nightmares

Elite: 11/3, 11.5 NW


New Race - Dryad

Bonuses
Double Strength War Horses
Mercenaries fight with 7 strength
Each acre produces food

Penalties
+25% attack time
-15% opponent kills

Elite (Will O’ The Wisp) 14/2, 1100 GC, 12.5 NW
Offensive Specialist (Huldra) 6/0, 350 GC
Defensive Specialist (Nymph) 0/6, 350 GC

Spellbook
Aggression



Personalities

Cleric

Bonuses

Military Casualties -35%

Plague Immunity

Starting Bonus

Soldiers +800

Spec Credits +800

Spellbook

Animate Dead

Greater Protection

Heretic

Bonuses

Magic & Crime Science Effectiveness +20%

WPA +20%

Runes Refunded 35%

No Wiz Killed on Failed Spells

No Thieves lost on Failed Ops

Spell and Op Damage +10%

Starting Bonus

Starting Wizards +100

Starting Thieves +200

Spellbook

Nightmare

Blizzard

Revelation

Mystic

Bonuses

Guild Effect +100%

Magic Sci Eff +75%

Spell Damage +15%

Starting Bonus

Starting Wizards +600

Spellbook

Chastity

Meteor Showers

Revelation

Rogue

Bonuses

Thievery Sci Eff +50%

Thieves’ Dens Eff +50%

Extra Stealth / Tick +1

Access to ALL Thief Ops

Starting Bonus

Starting Thieves +400

Spellbook

Gluttony

Revelation

Sage

Bonuses

Abduct Protection +30%

Science Effectiveness +25%

Starting Bonus

Starting Scientists +25%

Spellbook

Amnesia

Tactician

Bonuses

Attack Time -20%

Accurate Espionage

Starting Bonus

Starting Soldiers +800

Spec Credits +800

Spellbook

Clear Sight

Warrior

Bonuses

Off Military Eff +5%

Full Conquest Access

OME in war +10%

Starting Bonus

Starting Soldiers +800

Spec Credits +800

Spellbook

Fanaticism

War Hero

Bonuses

Battle Gains +5%

Honor Bonuses +100%

Income Penalty Protection

Dragon Immunity

Convert Specs into Elites

Starting Bonus

Starting Elites +800

Spellbook

War Spoils

Pitfalls

Paladin

Bonuses

Can Cast Fading Self Spells on Kingdom Members (success will be based on WPA)

Troops attacks dragon with 20% more strength

Spellbook

Fool’s Gold

Paladin’s Inspiration

Scientific Insights

Illuminate Shadows

Wrathful Smite

Divine Shield

Magic Ward

Barrier of Integrity

(Original post)

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Swirve Blog: Utopia Target Finder Contest
Posted by Utopia Temple, 74 days, 19 hours and 11 minutes ago
Category: Swirve Related

Put your name on Utopia and receive in-game recognition, among other things, by creating the best target finder to replace Utopia’s current tool.  Find more details here: http://forums.utopia-game.com/showthread.php?635682-Target-Finder-Contest

(Original post)

[ Rating: 100% (1 voter) ] [ Add Comment ]

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