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Swirve Blog: Age 72 Final Changes
Posted by Utopia Temple, 7 days, 20 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: Age 72 Final Changes
Posted by Utopia Temple, 8 days, 15 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: Utopia Target Finder Contest
Posted by Utopia Temple, 43 days, 18 hours and 42 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 ]

Swirve Blog: Utopia Target Finder Contest
Posted by Utopia Temple, 44 days, 15 hours and 12 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)

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Swirve Blog: Facebook Login Issues
Posted by Utopia Temple, 58 days, 7 hours and 30 minutes ago
Category: Swirve Related
Hi everyone,

I’m sure you’ve noticed that Facebook login is not currently working. Unfortunately, Utopia is suffering from a bit of a technical debt that existed before we acquired it, and fixing it is not a small task. While we are working hard on bringing back social login, there are significant framework upgrades that are necessary to support it after Facebook’s most recent change on the 27th.

For now, please do the following steps so that you can access your account until we can restore facebook login.

1) On the login page, click on ‘forgot your password’ below the login.
2) On this page, enter the email you use for facebook
3) When you receive your email, reset your password
4) Login via the normal login method on the main page, using your facebook email as your username and your new password.

Thanks,
Jeff (Original post)

[ Rate this article ] [ Add Comment ]

Swirve Blog: Facebook Login Issues
Posted by Utopia Temple, 58 days, 15 hours and 12 minutes ago
Category: Swirve Related
Hi everyone,

I’m sure you’ve noticed that Facebook login is not currently working. Unfortunately, Utopia is suffering from a bit of a technical debt that existed before we acquired it, and fixing it is not a small task. While we are working hard on bringing back social login, there are significant framework upgrades that are necessary to support it after Facebook’s most recent change on the 27th.

For now, please do the following steps so that you can access your account until we can restore facebook login.

1) On the login page, click on ‘forgot your password’ below the login.
2) On this page, enter the email you use for facebook
3) When you receive your email, reset your password
4) Login via the normal login method on the main page, using your facebook email as your username and your new password.

Thanks,
Jeff (Original post)

[ Rate this article ] [ Add Comment ]

Swirve Blog: Age 71 FINAL Changes
Posted by Utopia Temple, 81 days, 14 hours and 12 minutes ago
Category: Swirve Related

Welcome Utopians!  The Age of Daunting Judgement will end on Friday 10th March at 00:00 GMT.  

 We would like to thank everyone for your feedback and help with devising what are now the final changes for Age 71.  

 We hope that our commitment to developing Utopia into the strategy game that we all fell in love with can be seen as we bring back several strategic elements and work to resolve current issues that are a detriment to positive gameplay.

 Race penalties add another layer of strategy in that you must now learn to off-set your own penalties and use your enemies’ penalties to your advantage.

 We’ve decided to be a bit more conservative than our original hopes when it comes to mechanics changes.  While there are many things we would like to fix, we don’t want to change too much at once….And as you will see, we have changed a lot already!

Please make sure you take a look at the Mechanics section as quite a few things have been done, don’t say we didn’t warn you!

 Also note that freeze time is much shorter for this round, with just 42 hours from end of age to start of new age!

ScheduleAge 70 End: Friday March 10th at 00:00 GMT
Age 71 Freeze Start: Friday 10th March at 06:00 GMT
Age 71 Protection Start: Saturday 11th March at 18:00 GMT
Age 71 Protection End: Sunday 12th March at 18:00 GMT

 Age 71 FINAL ChangesRaces Human

Bonuses
+30% Income
Immune to Income Penalties
 Penalties
-10% Spell Success
+50% Rune Costs
 Spell book: Greater Protection, Quick Feet
Elite: 11/5, 1050gc, 11NW

Orc 

Bonuses
+25% Battle Gains
Free draft
+20% Enemy casualties when attacking
Penalties
+15% Resource Losses when attacked
+10% Military Casualties
-10% Thievery Effectiveness (TPA)
Spell book: Reflect Magic, Blood Lust
Elite: 13/2, 1000gc, 11.5NW
 

Undead

Bonuses
-50% Offensive losses on attacks you make
Spreads and is Immune to The Plague
No Food Required
Successful Traditional March Attacks convert Offensive Specialists into Elites
Defensive losses automatically convert to soldiers(Permanent Animate Dead)
+3 Offensive Specialist strength
Penalties
Basic Thievery (Intel Operations Only)
No Elite Training
-35% Science Effectiveness
Spell book: Town Watch
Elite: 15/1, 11.5NW

 Avian

Bonuses
-30% Attack travel time
Cannot be ambushed
+40% Birth Rate
Can Train Elites with Credits
Reduced Specialist cost from 350 gc to 300 gc
Penalties
-10% Battle Gains
Cannot Use War Horses
Spell book: Fanaticism, Greater Protection, Blood Lust
Elite: 11/4, 775gc, 10.5NW

Dwarf

Bonuses
+25% Building Efficiency
Free Building Construction and Can Use Credits to Raze Buildings
-50% Building Construction Time
+1 Offensive specialist strength
+1 Defensive specialist strength
Penalties
Can’t use Accelerated Construction
+100% Food consumption
Spell book: Mystic Aura
Elite: 8/8, 900gc, 10NW

Halfling

Bonuses
+15% Population
+50% Thievery Operation Success (TPA)
-50% Thief cost
+1 Stealth per tick
+2 Offensive Specialist StrengtH 
Penalties
-5% Building Efficiency
-10% Birth Rate
Spell book: Aggression, Mages Fury
Elite: 6/8, 700gc, 9NW

Faery

Bonuses
+40% Combat Instant Spell Damage
+40% Sabotage Operation Damage
+1 mana per tick in war
Penalties
-5% Population
-10% Income
Spell book: All Racial Spells and Tree of Gold
Elite:5/10, 1050gc, 11NW

Elf

Bonuses
+2 Defensive Specialist strength
+35% Spell Success (WPA)
+25% Combat Instant Spell Damage
+50% Rune Generation
-35% Military Casualties
Penalties
+50% Military Wages
Spell book: Pitfalls, Invisibility, Fools’ Gold
Elite: 8/7, 900gc, 9.5NW

Personalities

The Cleric

-35% Your Military Casualties (on attack or defense)
Immune to The Plague
Access to Animate Dead
Starts with +800 soldiers and +800 specialist credits
Access to Greater Protection

The Heretic

Wizards do not die on failed spells
Thieves do not die on failed operations
Successful spell casts get 35% of rune cost refunded
+20% Spell Success (WPA)
+20% Magic and Thievery Science Effectiveness.
Access to Nightmares and Blizzard
Starts with +100 Wizards and +200 thieves
Access to Revelation

The Mystic 

All Guilds are 100% more effective
+75% Magic Science Effectiveness
Access to Meteor Showers, Chastity, Revelation
Starts with +600 Wizards

The Rogue

+1 Stealth recovery per tick
Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
Thieves Dens are 50% more effective
+75% Thievery Science Effectiveness
Access to Gluttony
Access to Revelation
Starts with +400 thieves

The Sage

Protect 30% of scientists on abduct attack
Scientists are 25% more effective
Access to Amnesia
Starts with 25% extra scientists
Increase base Scientist spawn rate by 35%

The Tactician

-20% Attack Time
Accurate Espionage
Access to Clear Sight
Starts with +800 soldiers and +800 specialist credits

The Warrior

+10% Offensive Military Efficiency
Enhanced Conquest range
+ 1 General
Starts with +800 soldiers and +800 specialist credits

The War Hero

+120% Honor Effects
Immune to Dragon and Income penalty effects
+5% Battle Gains
Convert Specialists to Elites on land attacks
Access to War Spoils, Pitfalls and Fanaticism
Starts with 800 elites


Mechanics

Scientist Recruit rank reduced from 6 hours to 3 hours
Scientist Spawn rate lowered slightly
Food Science will now be Production Science, and it will increase both Food and Rune production
Production Science maximum will be 120%, down from 200%
Magic Science will no longer increase Wizard Production
Approximately +50% Scientists will be required to reach maximum effects (We want there to be a strategic choice as to what science effects you have by reducing the spawn rate & increasing required scientists to reach max)
Revelation will increase scientist spawn rate by 30%, down from 100%
Revelation duration will be lowered
Blood Lust will provide +10% Offensive Military Efficiency & +15% Higher Military Losses for the caster & +10% Military Losses for the enemy
Anonymity will no longer destroy honor during war
The Raze attack’s damage while in war has been increased
The attack gains formula has been adjusted slightly to discourage bottom-feeding and reduce the penalties for top-feeding
The in war attack gains formula has also been adjusted to increase minimum gains in both directions, with a larger increase for attacking larger targets
The War Win bonus choice of ‘Land’ or 'Honor’ will be removed.  All War Wins will yield a single bonus, which will be an increased amount of both Land and Honor.  Similar to the minimum land bonus, a minimum honor bonus will also be added.
Immediately upon entering End of War Cease-Fire any provinces affected by plague will have it removed instantly.
Additionally, upon entering End of War Cease-Fire, the losing kingdom will receive 50% of their land as free building credits, while the winning kingdom will receive 150% of their land as free building credits.  We would like to stimulate the ability for both kingdoms to recover from war such that both the losing kingdom has a better chance at coming out of war recovered and ready to fight again and more importantly, the winning kingdom has an opportunity to defend their land better upon exiting war.

Bug Fixes

We have fixed a few discrepancies we found in the code that had not been brought to the attention of previous owners.  The term bug may not be accurate in that the code was not 'wrong’ except that the game was not working as documented.  Such fixes include:

Aggressive stance military casualties was affecting both sides, instead of only the Aggressive kingdom

Fanaticism was modifying attack gains by -10% this has been removed

(Original post)

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Swirve Blog: Age 71 FINAL Changes
Posted by Utopia Temple, 81 days, 14 hours and 48 minutes ago
Category: Swirve Related

Welcome Utopians!  The Age of Daunting Judgement will end on Friday 10th March at 00:00 GMT.  

 We would like to thank everyone for your feedback and help with devising what are now the final changes for Age 71.  

 We hope that our commitment to developing Utopia into the strategy game that we all fell in love with can be seen as we bring back several strategic elements and work to resolve current issues that are a detriment to positive gameplay.

 Race penalties add another layer of strategy in that you must now learn to off-set your own penalties and use your enemies’ penalties to your advantage.

 We’ve decided to be a bit more conservative than our original hopes when it comes to mechanics changes.  While there are many things we would like to fix, we don’t want to change too much at once….And as you will see, we have changed a lot already!

Please make sure you take a look at the Mechanics section as quite a few things have been done, don’t say we didn’t warn you!

 Also note that freeze time is much shorter for this round, with just 42 hours from end of age to start of new age!

ScheduleAge 70 End: Friday March 10th at 00:00 GMT
Age 71 Freeze Start: Friday 10th March at 06:00 GMT
Age 71 Protection Start: Saturday 11th March at 18:00 GMT
Age 71 Protection End: Sunday 12th March at 18:00 GMT

 Age 71 FINAL ChangesRaces Human

Bonuses
+30% Income
Immune to Income Penalties
 Penalties
-10% Spell Success
+50% Rune Costs
 Spell book: Greater Protection, Quick Feet
Elite: 11/5, 1050gc, 11NW

Orc 

Bonuses
+25% Battle Gains
Free draft
+20% Enemy casualties when attacking
Penalties
+15% Resource Losses when attacked
+10% Military Casualties
-10% Thievery Effectiveness (TPA)
Spell book: Reflect Magic, Blood Lust
Elite: 13/2, 1000gc, 11.5NW
 

Undead

Bonuses
-50% Offensive losses on attacks you make
Spreads and is Immune to The Plague
No Food Required
Successful Traditional March Attacks convert Offensive Specialists into Elites
Defensive losses automatically convert to soldiers(Permanent Animate Dead)
+3 Offensive Specialist strength
Penalties
Basic Thievery (Intel Operations Only)
No Elite Training
-35% Science Effectiveness
Spell book: Town Watch
Elite: 15/1, 11.5NW

 Avian

Bonuses
-30% Attack travel time
Cannot be ambushed
+40% Birth Rate
Can Train Elites with Credits
Reduced Specialist cost from 350 gc to 300 gc
Penalties
-10% Battle Gains
Cannot Use War Horses
Spell book: Fanaticism, Greater Protection, Blood Lust
Elite: 11/4, 775gc, 10.5NW

Dwarf

Bonuses
+25% Building Efficiency
Free Building Construction and Can Use Credits to Raze Buildings
-50% Building Construction Time
+1 Offensive specialist strength
+1 Defensive specialist strength
Penalties
Can’t use Accelerated Construction
+100% Food consumption
Spell book: Mystic Aura
Elite: 8/8, 900gc, 10NW

Halfling

Bonuses
+15% Population
+50% Thievery Operation Success (TPA)
-50% Thief cost
+1 Stealth per tick
+2 Offensive Specialist StrengtH 
Penalties
-5% Building Efficiency
-10% Birth Rate
Spell book: Aggression, Mages Fury
Elite: 6/8, 700gc, 9NW

Faery

Bonuses
+40% Combat Instant Spell Damage
+40% Sabotage Operation Damage
+1 mana per tick in war
Penalties
-5% Population
-10% Income
Spell book: All Racial Spells and Tree of Gold
Elite:5/10, 1050gc, 11NW

Elf

Bonuses
+2 Defensive Specialist strength
+35% Spell Success (WPA)
+25% Combat Instant Spell Damage
+50% Rune Generation
-35% Military Casualties
Penalties
+50% Military Wages
Spell book: Pitfalls, Invisibility, Fools’ Gold
Elite: 8/7, 900gc, 9.5NW

Personalities

The Cleric

-35% Your Military Casualties (on attack or defense)
Immune to The Plague
Access to Animate Dead
Starts with +800 soldiers and +800 specialist credits
Access to Greater Protection

The Heretic

Wizards do not die on failed spells
Thieves do not die on failed operations
Successful spell casts get 35% of rune cost refunded
+20% Spell Success (WPA)
+20% Magic and Thievery Science Effectiveness.
Access to Nightmares and Blizzard
Starts with +100 Wizards and +200 thieves
Access to Revelation

The Mystic 

All Guilds are 100% more effective
+75% Magic Science Effectiveness
Access to Meteor Showers, Chastity, Revelation
Starts with +600 Wizards

The Rogue

+1 Stealth recovery per tick
Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
Thieves Dens are 50% more effective
+75% Thievery Science Effectiveness
Access to Gluttony
Access to Revelation
Starts with +400 thieves

The Sage

Protect 30% of scientists on abduct attack
Scientists are 25% more effective
Access to Amnesia
Starts with 25% extra scientists
Increase base Scientist spawn rate by 35%

The Tactician

-20% Attack Time
Accurate Espionage
Access to Clear Sight
Starts with +800 soldiers and +800 specialist credits

The Warrior

+10% Offensive Military Efficiency
Enhanced Conquest range
+ 1 General
Starts with +800 soldiers and +800 specialist credits

The War Hero

+120% Honor Effects
Immune to Dragon and Income penalty effects
+5% Battle Gains
Convert Specialists to Elites on land attacks
Access to War Spoils, Pitfalls and Fanaticism
Starts with 800 elites


Mechanics

Scientist Recruit rank reduced from 6 hours to 3 hours
Scientist Spawn rate lowered slightly
Food Science will now be Production Science, and it will increase both Food and Rune production
Production Science maximum will be 120%, down from 200%
Magic Science will no longer increase Wizard Production
Approximately +50% Scientists will be required to reach maximum effects (We want there to be a strategic choice as to what science effects you have by reducing the spawn rate & increasing required scientists to reach max)
Revelation will increase scientist spawn rate by 30%, down from 100%
Revelation duration will be lowered
Blood Lust will provide +10% Offensive Military Efficiency & +15% Higher Military Losses for the caster & +10% Military Losses for the enemy
Anonymity will no longer destroy honor during war
The Raze attack’s damage while in war has been increased
The attack gains formula has been adjusted slightly to discourage bottom-feeding and reduce the penalties for top-feeding
The in war attack gains formula has also been adjusted to increase minimum gains in both directions, with a larger increase for attacking larger targets
The War Win bonus choice of ‘Land’ or 'Honor’ will be removed.  All War Wins will yield a single bonus, which will be an increased amount of both Land and Honor.  Similar to the minimum land bonus, a minimum honor bonus will also be added.
Immediately upon entering End of War Cease-Fire any provinces affected by plague will have it removed instantly.
Additionally, upon entering End of War Cease-Fire, the losing kingdom will receive 50% of their land as free building credits, while the winning kingdom will receive 150% of their land as free building credits.  We would like to stimulate the ability for both kingdoms to recover from war such that both the losing kingdom has a better chance at coming out of war recovered and ready to fight again and more importantly, the winning kingdom has an opportunity to defend their land better upon exiting war.

Bug Fixes

We have fixed a few discrepancies we found in the code that had not been brought to the attention of previous owners.  The term bug may not be accurate in that the code was not 'wrong’ except that the game was not working as documented.  Such fixes include:

Aggressive stance military casualties was affecting both sides, instead of only the Aggressive kingdom

Fanaticism was modifying attack gains by -10% this has been removed

(Original post)

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Swirve Blog: Age 71 Proposed Changes
Posted by Utopia Temple, 89 days, 14 hours and 12 minutes ago
Category: Swirve Related

Welcome everyone!  The Age of Daunting Judgement is coming to a close and so we would like to offer you our proposed list of changes for the upcoming Age 71.  We want to bring back a lot of aspects to the game that we feel influenced a large strategic element to the gameplay.  Part of this is the inclusion of penalties on all races.  We want players to experience both advantages and disadvantages with their race choice and devise cunning strategy to deal with these things most effectively.

We encourage everyone to provide feedback on these changes.  We want to include community feedback as much as we can to steer the game in a positive direction that we can all enjoy.  Please also understand that we can not satisfy all requests, but we will do our best to accommodate the changes that we feel will produce the most desirable effect on the game!

Please keep in mind we are making some significant changes to a lot of the ways different things work, which will create a much different atmosphere than you may be used to, so please read through all changes before coming to conclusions as to specific areas. Anyway here we go:

Please provide your feedback here

Schedule

Age 70 End: Friday March 10th at 00:00 GMT
Age 71 Freeze Start: Friday 10th March at 06:00 GMT
Age 71 Protection Start: Saturday 11th March at 18:00 GMT
Age 71 Protection End: Sunday 12th March at 18:00 GMT

RacesHuman

Bonuses
+30% Income
Immune to Income Penalties
Penalties
-10% Spell Success
+10% Military Casualties
Spell book: Greater Protection, Quick Feet
Elite: 10/4, 1000gc, 9.5NW

Orc

 Bonuses
+25% Battle Gains
Free draft
+20% Enemy casualties when attacking
Penalties
-20% Science Effectiveness
-10% Thievery Effectiveness (TPA)
Spell book: Reflect Magic, Blood Lust
Elite: 13/2, 1000gc, 11NW

 Undead

 Bonuses
-75% Offensive losses on attacks you make
Spreads and is Immune to The Plague
No Food Required
Attacks convert Offensive Specialists into Elites
Defensive losses automatically convert to soldiers(Permanent Animate Dead)
+3 Offensive Specialist strength
Penalties
Basic Thievery (Intel Operations Only)
No Elite Training
-35% Science Effectiveness
 
Spell book: Town Watch
Elite: 15/1, 10.5NW

Avian

 Bonuses
-25% Attack travel time
Cannot be ambushed
+40% Birth Rate
+1 Offensive Specialist strength
Penalties
+15% Military Casualties
Cannot Use War Horses
 
Spell book: Fanaticism, Greater Protection, Blood Lust
Elite: 11/4, 775gc, 10NW

 Dwarf

 Bonuses
+20% Building Efficiency
Free Building Construction and Can Use Credits to Raze Buildings
-50% Building Construction Time
+1 Offensive specialist strength
+1 Defensive specialist strength
 
Penalties
Can’t use Accelerated Construction
+100% Food consumption
 
Spell book: Mystic Aura
Elite: 8/8, 850gc, 9.5NW

 Halfling

 Bonuses
+10% Population
+50% Thievery Operation Success (TPA)
-50% Thief cost
+1 Stealth per tick
+2 Offensive Specialist Strength
 
Penalties
-5% Building Efficiency
-10% Birth Rate
 
Spell book: Aggression, Mages Fury
Elite: 6/8, 700gc, 10NW

 Faery

 Bonuses
+40% Combat Instant Spell Damage
+40% Sabotage Operation Damage
+1 mana per tick in war
 
Penalties
-5% Population
-10% Birth Rate
 
Spell book: All Racial Spells and Tree of Gold
Elite:5/10, 1050gc, 11.5NW

 Elf

 Bonuses
+2 Defensive Specialist strength
+35% Spell Success (WPA)
+25% Spell Damage
+50% Rune Generation
-35% Military Casualties
 
Penalties
+50% Military Wages
 
Spell book: Pitfalls, Invisibility, Fools’ Gold
Elite: 8/7, 900gc, 9.5NW

Personalities

 The Cleric

 -35% Your Military Casualties (on attack or defense)
Immune to The Plague
Access to Animate Dead
Starts with +800 soldiers and +800 specialist credits
Access to Greater Protection

 The Heretic

 Wizards do not die on failed spells
Thieves do not die on failed operations
Successful spell casts get 35% of rune cost refunded
+20% Spell Success
+20% Magic and Thievery Science Effectiveness.
Access to Nightmares and Blizzard
Starts with +100 Wizards and +200 thieves
Access to Revelation

The Mystic

 All Guilds are 100% more effective
+75% Magic Science Effectiveness
Access to Meteor Showers, Chastity, Revelation
Starts with +400 Wizards

The Rogue

 +1 Stealth recovery per tick
Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
Thieves Dens are 50% more effective
+75% Thievery Science Effectiveness
Access to Gluttony
Access to Revelation
Starts with +400 thieves

The Sage

 Protect 30% of scientists on abduct attack
Scientists are 25% more effective
Access to Amnesia
Starts with 20% extra scientists
Increase base Scientist spawn rate by 25%

The Tactician

 -20% Attack Time
Accurate Espionage
Access to Clear Sight
Starts with +800 soldiers and +800 specialist credits

The Warrior

 +10% Offensive Military Efficiency
Enhanced Conquest range
+ 1 General
Starts with +800 soldiers and +800 specialist credits

The War Hero

 +125% Honor Effects
Converts some Specialists into Elites on successful land attacks (increasing this amount by ~20%)
Immune to Dragon and Income penalty effects
+10% Battle Gains
Increase honor gains by generating honor in all land attacks (in or out of war)
Access to War Spoils, Pitfalls and Fanaticism
Starts with 800 elites

Mechanics

Scientist Recruit rank from 6 hours to 3 hours
Scientist Spawn rate lowered slightly
Food Science will now be Food and Rune Production 
Food and Rune Production Science maximum will be 120% from 200%
Magic Science will no longer increase Wizard Production
The science effects produced by scientists will have a diminishing return (instead of the current linear system in place)
Revelation will increase scientist spawn rate by 35%, down from 100%
Revelation duration will be lowered
Blood Lust will provide +10% Offensive Military Efficiency & +15% Higher Military Losses for the attacker & +10% Military Losses for the defender
Anonymity will no longer destroy honor during war
The Attack Gains formula will include a land factor such that attacks that may have previously yielded little to no gains will now yield gains, example: a 1000 acre province with 75,000 NW being attacked by a 1000 acre province with 250,000 NW would normally yield a 0 acre gain.  This attack would now produce an acre gain.
The Attack Gains formula may also receive tweaks to adjust the scaling of how relative net worth affects gains in such a way that further discourages bottom-feeding and promotes protecting your own land.
The War Win bonus choice of ‘Land’ or 'Honor’ will be removed.  All War Wins will yield a single bonus, which will be an increased amount of both Land and Honor.

(Source: forums.utopia-game.com)

(Original post)

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Swirve Blog: Age 71 Proposed Changes
Posted by Utopia Temple, 89 days, 15 hours and 6 minutes ago
Category: Swirve Related

Welcome everyone!  The Age of Daunting Judgement is coming to a close and so we would like to offer you our proposed list of changes for the upcoming Age 71.  We want to bring back a lot of aspects to the game that we feel influenced a large strategic element to the gameplay.  Part of this is the inclusion of penalties on all races.  We want players to experience both advantages and disadvantages with their race choice and devise cunning strategy to deal with these things most effectively.

We encourage everyone to provide feedback on these changes.  We want to include community feedback as much as we can to steer the game in a positive direction that we can all enjoy.  Please also understand that we can not satisfy all requests, but we will do our best to accommodate the changes that we feel will produce the most desirable effect on the game!

Please keep in mind we are making some significant changes to a lot of the ways different things work, which will create a much different atmosphere than you may be used to, so please read through all changes before coming to conclusions as to specific areas. Anyway here we go:

Please provide your feedback here

Schedule

Age 70 End: Friday March 10th at 00:00 GMT
Age 71 Freeze Start: Friday 10th March at 06:00 GMT
Age 71 Protection Start: Saturday 11th March at 18:00 GMT
Age 71 Protection End: Sunday 12th March at 18:00 GMT

RacesHuman

Bonuses
+30% Income
Immune to Income Penalties
Penalties
-10% Spell Success
+10% Military Casualties
Spell book: Greater Protection, Quick Feet
Elite: 10/4, 1000gc, 9.5NW

Orc

 Bonuses
+25% Battle Gains
Free draft
+20% Enemy casualties when attacking
Penalties
-20% Science Effectiveness
-10% Thievery Effectiveness (TPA)
Spell book: Reflect Magic, Blood Lust
Elite: 13/2, 1000gc, 11NW

 Undead

 Bonuses
-75% Offensive losses on attacks you make
Spreads and is Immune to The Plague
No Food Required
Attacks convert Offensive Specialists into Elites
Defensive losses automatically convert to soldiers(Permanent Animate Dead)
+3 Offensive Specialist strength
Penalties
Basic Thievery (Intel Operations Only)
No Elite Training
-35% Science Effectiveness
 
Spell book: Town Watch
Elite: 15/1, 10.5NW

Avian

 Bonuses
-25% Attack travel time
Cannot be ambushed
+40% Birth Rate
+1 Offensive Specialist strength
Penalties
+15% Military Casualties
Cannot Use War Horses
 
Spell book: Fanaticism, Greater Protection, Blood Lust
Elite: 11/4, 775gc, 10NW

 Dwarf

 Bonuses
+20% Building Efficiency
Free Building Construction and Can Use Credits to Raze Buildings
-50% Building Construction Time
+1 Offensive specialist strength
+1 Defensive specialist strength
 
Penalties
Can’t use Accelerated Construction
+100% Food consumption
 
Spell book: Mystic Aura
Elite: 8/8, 850gc, 9.5NW

 Halfling

 Bonuses
+10% Population
+50% Thievery Operation Success (TPA)
-50% Thief cost
+1 Stealth per tick
+2 Offensive Specialist Strength
 
Penalties
-5% Building Efficiency
-10% Birth Rate
 
Spell book: Aggression, Mages Fury
Elite: 6/8, 700gc, 10NW

 Faery

 Bonuses
+40% Combat Instant Spell Damage
+40% Sabotage Operation Damage
+1 mana per tick in war
 
Penalties
-5% Population
-10% Birth Rate
 
Spell book: All Racial Spells and Tree of Gold
Elite:5/10, 1050gc, 11.5NW

 Elf

 Bonuses
+2 Defensive Specialist strength
+35% Spell Success (WPA)
+25% Spell Damage
+50% Rune Generation
-35% Military Casualties
 
Penalties
+50% Military Wages
 
Spell book: Pitfalls, Invisibility, Fools’ Gold
Elite: 8/7, 900gc, 9.5NW

Personalities

 The Cleric

 -35% Your Military Casualties (on attack or defense)
Immune to The Plague
Access to Animate Dead
Starts with +800 soldiers and +800 specialist credits
Access to Greater Protection

 The Heretic

 Wizards do not die on failed spells
Thieves do not die on failed operations
Successful spell casts get 35% of rune cost refunded
+20% Spell Success
+20% Magic and Thievery Science Effectiveness.
Access to Nightmares and Blizzard
Starts with +100 Wizards and +200 thieves
Access to Revelation

The Mystic

 All Guilds are 100% more effective
+75% Magic Science Effectiveness
Access to Meteor Showers, Chastity, Revelation
Starts with +400 Wizards

The Rogue

 +1 Stealth recovery per tick
Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
Thieves Dens are 50% more effective
+75% Thievery Science Effectiveness
Access to Gluttony
Access to Revelation
Starts with +400 thieves

The Sage

 Protect 30% of scientists on abduct attack
Scientists are 25% more effective
Access to Amnesia
Starts with 20% extra scientists
Increase base Scientist spawn rate by 25%

The Tactician

 -20% Attack Time
Accurate Espionage
Access to Clear Sight
Starts with +800 soldiers and +800 specialist credits

The Warrior

 +10% Offensive Military Efficiency
Enhanced Conquest range
+ 1 General
Starts with +800 soldiers and +800 specialist credits

The War Hero

 +125% Honor Effects
Converts some Specialists into Elites on successful land attacks (increasing this amount by ~20%)
Immune to Dragon and Income penalty effects
+10% Battle Gains
Increase honor gains by generating honor in all land attacks (in or out of war)
Access to War Spoils, Pitfalls and Fanaticism
Starts with 800 elites

Mechanics

Scientist Recruit rank from 6 hours to 3 hours
Scientist Spawn rate lowered slightly
Food Science will now be Food and Rune Production 
Food and Rune Production Science maximum will be 120% from 200%
Magic Science will no longer increase Wizard Production
The science effects produced by scientists will have a diminishing return (instead of the current linear system in place)
Revelation will increase scientist spawn rate by 35%, down from 100%
Revelation duration will be lowered
Blood Lust will provide +10% Offensive Military Efficiency & +15% Higher Military Losses for the attacker & +10% Military Losses for the defender
Anonymity will no longer destroy honor during war
The Attack Gains formula will include a land factor such that attacks that may have previously yielded little to no gains will now yield gains, example: a 1000 acre province with 75,000 NW being attacked by a 1000 acre province with 250,000 NW would normally yield a 0 acre gain.  This attack would now produce an acre gain.
The Attack Gains formula may also receive tweaks to adjust the scaling of how relative net worth affects gains in such a way that further discourages bottom-feeding and promotes protecting your own land.
The War Win bonus choice of ‘Land’ or 'Honor’ will be removed.  All War Wins will yield a single bonus, which will be an increased amount of both Land and Honor.

(Source: forums.utopia-game.com)

(Original post)

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