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Utopia Angel Practical Values
Posted by Brother Green, 2160 days, 13 hours and 36 minutes ago
Category: Utopia Temple News
The "Practical values" in Utopia Angel represent the percentage of Elites that a race sends on attacks on average, based solely on the race's units strength.

We invite you to join the discussion on what the new values for Age 36 should be!

  • Discuss Age 36 Practical Values

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

    Age of Bravery
    Posted by Brother Green, 2161 days, 10 hours and 31 minutes ago
    Category: Utopia Temple News
    The new age has been called the Age of Bravery. Only one person suggested this name this age! However, it has been suggested in previous ages as well.

    The first 10 people who suggested this name:
    1. (Age 36) roxtin
    2. (Age 34/33/32) Thoke
    3. (Age 34) TheOnex (Age of Bravehearts)
    4. (Age 34) Fatzilla
    5. (Age 32) WSV
    6. (Age 32) Warthogounet
    7. (Age 32) esame
    8. (Age 32) kashiva
    9. (Age 32) EUph0ria
    10. (Age 30) snurvelhuvud

    The 9 most suggested names for this age were:
    1. Age/Era Of Change(s) (64)
    2. Age Of Rebirth (29)
    3. Age Of Darkness (19)
    4. Age Of Evolution (12)
    5. Age Of Ages (11)
      Age Of Death (11)
      Age Of Destruction (11)
      Age Of War (11)
    6. Age Of Chaos (10)

    Thanks to everybody who participated in the name hunt for this age! (better luck next age!)

    [ Rating: 37% (3 voters) ] [ 9 Comments ]

    Age of Bravery - Final Changes
    Posted by Brother Green, 2161 days, 10 hours and 53 minutes ago
    Category: Utopia Announcements
    The upcoming Age of Utopia will feature a wide variety of changes. The changes are listed as follows, and the Guide to Utopia has been updated to incorporate all of these (if you are seeing an old Guide, hit Refresh to get an update). In addition, many minor changes have been made to formulas and other internal rules governing the game.

    * Races & Personalities have been revamped: please see the Guide for details.

    * Players will start with more land and resources

    * War will start immediately upon declaration, but bonuses will only come into effect over a 24 hour period. Upon ceasefire, there will be a 24 post-war babyboom period with +50% birth rates.

    * Raze attack will be available during war, but will only destroy buildings. During attacks, land will be captured more evenly between buildings and empty land.

    * Homes, Armouries & Dungeons have changed, and prisoners now provide 0.5gc and fill 1/2 a job.

    * The Anonymity spell has been changed to be available to all races, but has a -15% attack time penalty. The spell has also been made more difficult to cast.

    * Nightstrike has been weakened but will reach troops not at home.


  • Age of Bravery Guide
  • Original post

  • [ Rate this article ] [ 13 Comments ]

    The State of Utopia
    Posted by Brother Green, 2162 days, 14 hours and 35 minutes ago
    Category: Utopia Announcements
    While you wait for the current age to end or the new age to begin, you may find the following message interesting to read. Mehul has posted about the state of Utopia in his eyes.

  • The State of Utopia, by Swirve

  • [ Rating: 46% (5 voters) ] [ Add Comment ]

    Race Reform
    Posted by Brother Green, 2163 days, 13 hours and 58 minutes ago
    Category: Utopia Announcements
    After years of stagnation, Mehul is planning a drastic change to the races in the game. Four races will be dropped (Faery, Halfling, Avian, Undead), and two new races will be introduced (Gnomes/Goblins, Dark Elves).Š
    Here are some templates for the changes. This is not yet meant to be balanced, but this is more of a target idea of the base concept Mehul is looking at.

    Template published 24-Jun-2007:

    * We will implement the changes to Nightstrike

    Latest race/personality structure (minor changes):

    Races (complete listing):

    Humans: - Income, Science / Magic
    * 6/4 - $900
    * +25% Income
    * +20% Science Effectiveness
    * +1 Def Spec
    * (-1 Mana/Hour)
    * (-25% Magic Effectiveness)
    * Spells: Greater Protection, Aggression

    Elves: - Magic, Honor / Efficiency
    * 6/5 - $1000
    * +1 Mana / Hour
    * +20% Spell Strength
    * +50% Honor Bonuses
    * (No Access to Dungeons)
    * (+20% Military Wages)
    * Spells: Mystic Aura, Clear Sight, Reflect Magic, Pitfalls, Amnesia

    Dwarves: - Efficiency, Construction / Thievery
    * 6/6 - $1200
    * Free Building Construction
    * +30% BE
    * Immunity to Fog
    * (-1 Stealth / Hour)
    * (-20% Thievery Effectiveness)
    * Spells: Fog, Animate Dead

    Orcs: - Attacking, Destruction / Honor
    * 8/2 - $1000
    * +25% Gains
    * No Draft Costs
    * Spread Plague / Immune
    * (No Honor Bonuses)
    * (-25% Science Effects)
    * Spells: Aggression, Fanaticism

    Gnomes/Goblins/Halflings: - Thievery, Population / Health
    * 5/5 - $300
    * +40% Thievery Effectiveness
    * 50% Cost of Thieves
    * +10% Population
    * (No Access to Hospitals)
    * (-15% Birth Rates)
    * Spells: War Spoils, Quick Feet, Town Watch, Vermin

    Dark Elves: - Magic, Attacking / Land
    * 4/6 - $1000
    * +25% Magic Effectiveness
    * No Runes Needed
    * +1 Off Spec
    * (-10% BE)
    * (+20% Exploration Costs)
    * Spells: Tree of Gold, Invisibility, Fool's Gold, Nightmares

    Personalities (just the changes):
    * General: remove
    * War Hero: Same as old General
    * Mystic: Meteor Shower spell instead of Rune Production bonus
    * Warrior: 15% lower attack time instead of lower merc costs

    To clarify: all races would have anonymity to make it more useful and harder to determine who it was.

    * Razing would not be allowed into or out of another war

    * Anonymity spell would provide the same benefits but with a 15% attack time drawback

    Template published 23-Jun-2007:

    Humans: - Income, Science / Magic
    6/4 - $900
    +25% Income
    +20% Science Effectiveness
    +1 Def Spec
    (-1 Mana/Hour)
    (-25% Magic Effectiveness)
    Spells: Greater Protection, Aggression

    Elves: - Magic, Honor / Efficiency
    6/5 - $1000
    +1 Mana / Hour
    +20% Spell Strength*
    +50% Honor Bonuses
    (No Access to Dungeons)
    (+20% Military Wages)
    Spells: Mystic Aura, Clear Sight, Reflect Magic, Pitfalls, Amnesia

    Dwarves: - Efficiency, Construction / Thievery
    6/6 - $1200
    Free Building Construction
    +30% BE
    Immunity to Fog
    (-1 Stealth / Hour)
    (-20% Thievery Effectiveness)
    Spells: Fog, Animate Dead

    Orcs: - Attacking, Destruction / Honor
    8/2 - $1000
    +25% Gains
    No Draft Costs
    Spread Plague
    (No Honor Bonuses)
    (-15% Science Effects)
    Spells: Aggression, Fanaticism

    Gnomes (or Trolls?): - Thievery, Population / Health
    5/5 - $300
    +40% Thievery Effectiveness
    50% Cost of Thieves
    +10% Population
    (No Access to Hospitals)
    (-15% Birth Rates)
    Spells: Quick Feet, Anonymity, War Spoils, Vermin

    Dark Elves: - Magic, Attacking / Land
    4/6 - $1000
    +25% Magic Effectiveness
    No Runes Needed
    +1 Off Spec
    (-10% BE)
    (+20% Exploration Costs)
    Spells: Tree of Gold, Invisibility, Fool's Gold, Nightmares

    Personalities:
    General: remove
    War Hero: Same as old General
    Mystic: Add Meteor Shower spell instead of +20% Rune Production
    Warrior: 20% lower attack time instead of cheaper Mercs

    * Spell Strength would mean an increase in duration for duration-based spells and damage for offensive spells. Some one-time non-damage spells might be exempt (for example, Mystic Aura).

    As for other changes, we are looking at the following:

    * Transferring the Genesis war-start system
    * Lowering base draft cost
    * Making the initial exploration pool smaller
    * Increasing initial land, population, and food

    * Increase home birth rate bonus to 2.5%
    * Dungeons would house 20 prisoners instead of 25

    * Prisoners would provide 1/2 gc and 1/2 job
    * Release Prisoners op is more powerful
    * +50% Birth Rates during the 24-hour post-war ceasefire
    * Raze would be available during war but only destroy buildings
    * Attacks would take equal portions of barren land and other land instead of always taking barren land first

    Undecided on these right now:

    * Re-doing Nightstrike to weaken overall but also target away armies

    Probably will be postponed for future evaluation:

    * Less damage but quicker massacre & plunder
    * Exploration credits in war

    Template published 21-Jun-2007:

    Humans: - Income, Science / Magic
    6/4
    +25% Income
    +20% Science Effectiveness
    +1 Def Spec
    (-1 Mana/Hour)
    (-25% Magic Effectiveness)
    Spells: Aggression

    Elves: - Magic, Attacking, Honor / Efficiency
    5/6
    +1 Mana / Hour
    -50% Merc Cost
    +50% Honor Bonuses
    (No Access to Dungeons)
    (+20% Military Wages)
    Spells: Greater Protection, Mystic Aura, Clear Sight, Reflect Magic, Pitfalls, Amnesia

    Dwarves: - Efficiency, Construction / Thievery
    6/5
    Free Building Construction
    +30% BE
    Immunity to Fog
    (-1 Stealth / Hour)
    (-20% Thievery Effectiveness)
    Spells: Fog, Animate Dead

    Orcs: - Attacking, Destruction / Honor
    8/2
    +25% Gains
    No Draft Costs
    Spread Plague
    (No Honor Bonuses)
    (-15% Science Effects)
    Spells: War Spoils, Fanaticism

    Gnomes: - Thievery, Population / Health
    5/5
    +40% Thievery Effectiveness
    50% Cost of Thieves
    +10% Population
    (No Access to Hospitals)
    (-15% Birth Rates)
    Spells: Quick Feet, Anonymity, Aggression, Vermin

    Dark Elves: - Offensive Magic, Attacking / Land
    4/6
    +50% Magic Effectiveness on Offensive Spells
    25% of Enemy Spells Fail
    +1 Off Spec
    (-10% BE)
    (+20% Exploration Costs)
    Spells: Tree of Gold, Invisibility, Fool's Gold, Nightmares, Meteor Showers

    Personalities:

    War Hero: % of enemy troops are captured in attacks?
    Mystic: Spells are all more powerful / longer duration
    Warrior: 20% lower attack time
    General: remove

    Template published 19-Jun-2007:

    Humans - Income, Science / Magic
    6/4
    +20% Income
    +20% Science Effectiveness
    +1 Def Spec
    (-1 Mana/Hour)
    (-25% Magic Effectiveness)

    Dwarves - Efficiency, Construction / Science
    5/6
    Free Building Construction
    +25% BE
    Immunity to Fog
    (-25% Science Maximum)

    Elves - Magic, Honor / Thievery
    6/5
    +1 Mana / Hour
    No Runes Needed
    +50% Honor Bonuses
    (-30% Thievery Effectiveness)

    Orcs - Attacking, Destruction / Honor
    7/2
    +25% Gains
    +20% Enemy Military Losses
    Spreads Plague
    (No Honor EFfects)

    Gnomes - Thievery, Population / Health
    5/5
    +40% Thievery Effectiveness
    50% Cost of Thieves
    +10% Population
    (No Access to Hospitals)
    (-15% Birth Rates)

    Dark Elves - Offensive Magic, Attacking / Efficiency
    4/6
    +50% Magic Effectiveness on Offensive Spells
    -50% Mercenary Cost
    +1 Off Spec
    (-15% BE)
    (+15% Military Wages)

    Personality changes:

    Mystic: All spells are more powerful / longer duration

    Warrior: -20% Attack Time

    War Hero: A portion of enemy troops are captured and converted to be your soldiers in all successful attacks

    General: (personality removed)

    Template published 18-Jun-2007:

    Miscellaneous Variable Changes

    * Lower base draft costs
    * Smaller initial exploration pool
    * More initial land/population/money

    Combat

    * Plunder & Massacre would be quicker attacks, have less impact and lower casualties, but also have a significant offense bonus (25-30%).

    * In war, there would be exploration credits to help counteract net land lost in battles

    Races & Personalities

    For this, we are thinking of simplifying a bit and dropping down to 6 races and 8 personalities. Right now, there are simply too many to make them all consistently viable and unique.

    For personalities:

    * Generals would be removed
    * Warrior would be changed to -20% Attack Time

    New Races: Elite unit is listed next to race; Races negatives are put in ( )

    Human - 6/4
    ---
    +25% Income
    +1 Defensive Specialist
    +30% Thievery Effectiveness
    (-1 Mana/Hour)

    Elves - 5/6
    ---
    +1 Mana/Hour
    -50% Mercenary Cost
    Mercenaries fight as 5 Soldiers
    (No access to Dungeons)
    (+20% Military Wages)

    Dark Elves - 6/3
    ---
    No Runes Needed
    Access to all Offensive Spells
    25% of Enemy Spells Fail
    Plague Spell - see below
    (No Access to Hospitals)
    (+20% Exploration Costs)

    Dwarves - 6/5
    ---
    +30% Building Effectiveness
    Free Building Construction
    (-1 Stealth / Hour)
    ** this race needs something more **

    Orcs - 8/2
    ---
    No Draft Costs
    +25% Combat Gains
    (No Bonuses from Honor)
    (-15% Science Effects)

    Lizardmen - 5/5
    ---
    +15% Max Population
    +50% Birth Rates
    Cannot be Ambushed
    (-15% Building Effectiveness)
    (+20% Military Losses in Combat)

    The Plague, instead of being spread by Undead, would be spread through a very difficult Dark Elf spell and then by attacking or being attacked by infected provinces.

    (Original post)

    [ Rating: 60% (17 voters) ] [ 37 Comments ]

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