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Greetings everyone, It is that time once again! The end of Age 73 draws near and we prepare to start Age 74. We would like to announce our expected schedule for the end of Age 73 and the beginning of Age 74. Schedule Age 74 Proposed Changes: October 24, 2017 Age 74 Final Changes: November 1, 2017 Age 73 End: Friday November 4, 2017 @ 00:00 GMT Age 74 Open: Friday November 4, 2017 @ 06:00 GMT Age 74 Start: Monday November 6, 2017 @ 18:00 GMT We hope you have enjoyed playing Age 73 and look forward to a great Age 74 as we take your feedback and suggestions and turn them into the next great Utopian Age! We expect to begin testing of some new mechanics tweaks in the coming days, please send an email to [email protected] if you would like to join the Test Slack group and participate in the testing. (Original post) | [ Rate this article ] [ Add Comment ] |
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Greetings everyone, It is that time once again! The end of Age 73 draws near and we prepare to start Age 74. We would like to announce our expected schedule for the end of Age 73 and the beginning of Age 74. Schedule Age 74 Proposed Changes: October 24, 2017 Age 74 Final Changes: November 1, 2017 Age 73 End: Friday November 4, 2017 @ 00:00 GMT Age 74 Open: Friday November 4, 2017 @ 06:00 GMT Age 74 Start: Monday November 6, 2017 @ 18:00 GMT We hope you have enjoyed playing Age 73 and look forward to a great Age 74 as we take your feedback and suggestions and turn them into the next great Utopian Age! We expect to begin testing of some new mechanics tweaks in the coming days, please send an email to [email protected] if you would like to join the Test Slack group and participate in the testing. (Original post) | [ Rate this article ] [ Add Comment ] |
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Races Greetings Utopians! Age 73: The Age of Tricksters and Mischiefs will begin on August 14th 18:00 GMT +00:00
After much deliberation and consideration of all the feedback received (thank you everyone!) we would like to present to you the Final changes for Age 73.
We have implemented quite a few major mechanics changes over the past couple ages and would like to utilize this next age to balance the races and personalities a bit while everyone is still adjusting to the new mechanics and trying to fully understand how they work.
The mechanics section is important to take a look at once again as we are adjusting quite a few things, mostly for balance purposes and gameplay enhancement.
You’ll notice we are adding 2 new races and removing 2 races. Our goal here is to introduce new elements to the gameplay that have only always been a subtle undertone, such as good vs evil. Eventually this may lead into a grand scale Utopian War between all of the races both Good and Evil, but that is for another time! For now, we remove 2 of the current races and provide to you their counter-part.
Avian Bonuses -25% Attack travel time +40% Birth Rate Can Train Elites with Credits Penalties -5% Combat Gains -2000 Starting Credits -20% Training Credits Cannot Use War Horses Spell book: Fanaticism, Greater Protection, Blood Lust Elite: 9/4, 775gc, 10.5NW Dark Elf
Bonuses +1 Offensive Specialist strength +25% Spell Success (WPA) +30% Combat Instant Spell Damage 35% Runes Refunded on Successful Spells Penalties -1 Defensive Spec Strength Spell book: Nightmare, Mage’s Fury Elite: 4/7, 750gc, 10.0 NW Dwarf Bonuses +20% Building Efficiency Free Building Construction and Can Use Credits to Raze Buildings -50% Building Construction Time Penalties Can’t use Accelerated Construction +100% Food consumption Spell book: Mystic Aura Elite: 7/4, 900gc, 10NW Faery Bonuses All Spells (Except Paladin Only & Paradise) Penalties -15% Income Spell book: All Spells (Except Paladin Only & Paradise) Elite:2/8, 900gc, 10.5NW Human Bonuses +30% Income -25% Wages Immune to Income Penalties Increase Sci Spawn +25% Penalties -15% Spell Success (WPA) +30% Rune Costs Spell book: Greater Protection Elite: 8/3, 900gc, 10NW Orc Bonuses +30% Battle Gains Free draft +20% Enemy casualties when attacking Penalties +10% Military Casualties -15% Thievery Effectiveness (TPA) Spell book: Reflect Magic, Blood Lust Elite: 10/1, 900gc, 9.5NW Undead Bonuses -50% Offensive losses on attacks you make Spreads and is Immune to The Plague No Food Required Successful land attacks convert Offensive Specialists into Elites Defensive losses automatically convert to soldiers(Permanent Animate Dead) +2 Offensive Specialist strength +1 Mana per tick Penalties Basic Thievery (Intel Operations Only) No Elite Training -15% Science Effectiveness Spell book: Town Watch, Nightmares Elite: 11/2, 10.5NW Bocan Bonuses Ignores Watchtowers +1 Stealth per tick +50% Effects from Honor Penalties -15% Sabotage Damage Spell book: Invisibility Elite: 4/6, 450gc, 7.0 NW Dryad Bonuses All land produces food Mercenaries & Prisoners 7/0 War Horses 3/0 Penalties +25% Attack Travel Time -15% Enemy Military Casualties Spell book: Aggression, Quick Feet Elite: 12/2, 950gc, 11.0 NW PersonalitiesThe Cleric - -35% Your Military Casualties (on attack or defense)
- Immune to The Plague
- Pop Sci Effectiveness +15%
- 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
- Reduced thief losses on failed operations (-50%)
- +10% Magic and Thievery Science Effectiveness
- Spell and Operation Damage +15%
- Access to Nightmares and Blizzard and Revelation
- Starts with +150 Wizards and +300 thieves
The Mystic - All Guilds are 100% more effective
- +75% Magic Science Effectiveness
- Spell Damage +20%
- Access to Meteor Showers, Chastity, Revelation and Paradise
- Starts with +800 Wizards
The Paladin - Can cast Fading Self Spells on Kingdom Mates
- Troops attack dragon with +25% increased power
- Starting Soldiers +400
- Starting Specialist Credits +400
- Starting Wizards +400
- All Paladin Only Spells & Fool’s Gold
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
- +50% Thievery Science Effectiveness
- Access to Gluttony
- Access to Revelation
- Access to Paradise
- Starts with +800 thieves
The Sage - -30% Abduct Losses
- Sci Effectiveness +30%
- Starting Scientists +50%
- Access to Amnesia
The Tactician - Attack Time -15%
- Accurate Espionage
- Starting Soldiers +800
- Starting Specialist Credits +800
- Access to Clear Sight
The War Hero - Battle Gains +5%
- Honor Bonuses +100%
- Income Penalty Protection
- Dragon Immunity
- Convert Specs into Elites
- Starting Elites +800
- Access to War Spoils and Pitfalls
The Warrior - +10% Off Military Efficiency
- Military Science Efficiency +15%
- Full Conquest Access
- Starting Soldires +800
- Spec Credits +800
- Access to Fanaticism
Mechanics- Mana Costs - Flat cost - 3% self spell, 3% offensive spell (2% with relations) & 2% flat rate for all Paladin self spells on others & Ritual Spell casts will also be a flat cost of 2%
- Stealth Costs - Flat cost - 3% stealth (2% with relations), 2% intel (1% SoT)
- Paladin Spells - Increase all Paladin only spell durations
- Paladin Self Spells - The formula used to calculate success rate will be adjusted to make casting self spells on your allies easier. A WPA vs WPA calculation will still be made which will require Paladins to have WPA but the new formula will make it so that all Kingdom members have an opportunity to receive the self spell bonuses from their Paladins. In other words, a significant increase in the success rate of Paladin spells, although you still need WPA it won’t be as significant a part of the formula as previously.
- Fortified Stance Removed - A new stance called “Prosperous” will replace it. Prosperous stance will be almost identical to Fortified. The main difference will be: Attacks into Prosperous will have no gains penalty; Attacks while your Kingdom is Prosperous will have reduced gains of -20% (instead of -50%) and scientists will gain experience during Prosperous.
- Gains Throttling will be significantly more effective - Once the meter variance between Kingdoms is 50 points, each point over 50 will reduce gains by 1% up to a maximum of 75% at a variance of 125 meter points. Max meter will remain at 150
- Auto-CeaseFire (Surrender) - Once a meter variance of 100 points occurs between 2 Kingdoms, the Kingdom with lower meter points will have the option to Surrender to the aggressor Kingdom. This will create an in-game CeaseFire between both kingdoms that cannot be cancelled by either side for a minimum of 7 days. The surrendering Kingdom will be required to not have any attacks for at least 12 hours similar to the restriction on Withdraw during War. You must also be OUT of war declaration range in order to have this button available to you.
- War Gains Formula - The top-feed minimum gains is being reduced slightly to accommodate the LBG top-feed bonuses from Age 72 (note this is only for Top Feed gains, all other gains remain the same)
- Rituals Length - Rituals will have a minimum length of 48 hours (120 max remains)
- Ritual Life - Rituals will now be destroyable. There will be a new spell used specifically for Ritual destruction. The spell will be in the upper tier of difficulty and will reduce strength of the Ritual by a flat rate of 2%. A Ritual destruction spell can only be cast on a single province a maximum of 10 times such that in order to destroy a Ritual from 100% to 0% you would need to cast the spell 10x on 5 different provinces. Once a Ritual reaches 0% strength it will be removed, unless it has not reached it’s minimum duration of 48 hours, at which point it will remain until the 48th tick and be removed at that time.
- Elite Longevity - Elite losses via NightStrike will be closer to losses of Specialists seen now. Elites that go into retraining from Nightmare will also increase closer to that of specialists. Propaganda has also seen an increase to elite damage closer to that of Specialists. Military Casualties will be unchanged.
- Universities - Effects from Universities will be reduced to a maximum reduction of 50%, and the rate of effect will begin at 2.5%
- Aid Explorable Acres - Explorable acres will now have the option to be sent to other members of your Kingdom. 75% of the acres transferred will be destroyed. Acres will not be available for transfer during protection. Acres will have a Trade Balance cost of 500 gc each.
- Science Caps - Science will no longer have a hard maximum for all categories. The purpose of this is to allow players more freedom to make your province unique and provide further bonuses to the areas you choose. Science will scale in a linear fashion similar to Age 72 up to the previously stated maximums as normal. Once this point is reached additional scientists will yield diminishing returns.
- Ritual Types - New rituals added and adjustments made to existing rituals to balance the effects
- Onslaught: +10% OME, +15% enemy casualties on attacks, +20% honor gains
- Barrier: +10% DME & Spell/Thief damage -10%
- Affluent: Income +10%, Draft Speed +15%, BR +20%, +5% BE (not WAR only)
- Havoc: +OTPA +15% & +OPWA +15% & +Spell/Thief damage +5%
New FeaturesThese don’t necessarily fall under Mechanics changes but are new to the game: - Interactive Player Sign-Up: We are developing a method through which Kingdom Monarchs will have a better opportunity to have players join their Kingdom that fit what they are looking for, and respectively new players will have a better opportunity to join Kingdoms that fit what they are looking for in terms of experience, competitiveness, and play style
- Log-In Statistics: Once logged into your Master Account, on the World Chooser page there will be a display of your current age log-in statistics which will include the amount of times you’ve logged in and the total minutes you’ve been active in Utopia. There may also be a “Most Log-Ins” & “Most Minutes in Game” displaying the information of the highest stats acheived at that time.
- In-Game Mail: There will be a search function added to the in-game mail area to allow you to search keywords. Messages displayed will be increased from 10 to 25 (or 50)
- Utopia-Game.com Landing Page: The landing page will show the total users currently logged into the game
- New Log-In Bonuses: To encourage activity there will be a new log in bonus (in addition to the 5 free acres) that will be based on activity throughout the entire day. The bonus will vary based on your activity, with 3 possible bonuses available, 50% income, 100% income, 200% income of one hours income. The bonus will provided will be based on your previous day’s activity and will be generated on your first log in of the day (Utopian day). Example, if you qualify for 100% income for activity throughout January Yr 0 you will receive an instant bonus of 100% your current income for that hour the first time you log in on during February Yr 0.
Bug Fixes- Kingdom Espionage sort issues will be fixed
- Scientist networth will now reflect the previously announced networth values
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Races Greetings Utopians! Age 73: The Age of Tricksters and Mischiefs will begin on August 14th 18:00 GMT +00:00
After much deliberation and consideration of all the feedback received (thank you everyone!) we would like to present to you the Final changes for Age 73.
We have implemented quite a few major mechanics changes over the past couple ages and would like to utilize this next age to balance the races and personalities a bit while everyone is still adjusting to the new mechanics and trying to fully understand how they work.
The mechanics section is important to take a look at once again as we are adjusting quite a few things, mostly for balance purposes and gameplay enhancement.
You’ll notice we are adding 2 new races and removing 2 races. Our goal here is to introduce new elements to the gameplay that have only always been a subtle undertone, such as good vs evil. Eventually this may lead into a grand scale Utopian War between all of the races both Good and Evil, but that is for another time! For now, we remove 2 of the current races and provide to you their counter-part.
Avian Bonuses -25% Attack travel time +40% Birth Rate Can Train Elites with Credits Penalties -5% Combat Gains -2000 Starting Credits -20% Training Credits Cannot Use War Horses Spell book: Fanaticism, Greater Protection, Blood Lust Elite: 9/4, 775gc, 10.5NW Dark Elf
Bonuses +1 Offensive Specialist strength +25% Spell Success (WPA) +30% Combat Instant Spell Damage 35% Runes Refunded on Successful Spells Penalties -1 Defensive Spec Strength Spell book: Nightmare, Mage’s Fury Elite: 4/7, 750gc, 10.0 NW Dwarf Bonuses +20% Building Efficiency Free Building Construction and Can Use Credits to Raze Buildings -50% Building Construction Time Penalties Can’t use Accelerated Construction +100% Food consumption Spell book: Mystic Aura Elite: 7/4, 900gc, 10NW Faery Bonuses All Spells (Except Paladin Only & Paradise) Penalties -15% Income Spell book: All Spells (Except Paladin Only & Paradise) Elite:2/8, 900gc, 10.5NW Human Bonuses +30% Income -25% Wages Immune to Income Penalties Increase Sci Spawn +25% Penalties -15% Spell Success (WPA) +30% Rune Costs Spell book: Greater Protection Elite: 8/3, 900gc, 10NW Orc Bonuses +30% Battle Gains Free draft +20% Enemy casualties when attacking Penalties +10% Military Casualties -15% Thievery Effectiveness (TPA) Spell book: Reflect Magic, Blood Lust Elite: 10/1, 900gc, 9.5NW Undead Bonuses -50% Offensive losses on attacks you make Spreads and is Immune to The Plague No Food Required Successful land attacks convert Offensive Specialists into Elites Defensive losses automatically convert to soldiers(Permanent Animate Dead) +2 Offensive Specialist strength +1 Mana per tick Penalties Basic Thievery (Intel Operations Only) No Elite Training -15% Science Effectiveness Spell book: Town Watch, Nightmares Elite: 11/2, 10.5NW Bocan Bonuses Ignores Watchtowers +1 Stealth per tick +50% Effects from Honor Penalties -15% Sabotage Damage Spell book: Invisibility Elite: 4/6, 450gc, 7.0 NW Dryad Bonuses All land produces food Mercenaries & Prisoners 7/0 War Horses 3/0 Penalties +25% Attack Travel Time -15% Enemy Military Casualties Spell book: Aggression, Quick Feet Elite: 12/2, 950gc, 11.0 NW PersonalitiesThe Cleric - -35% Your Military Casualties (on attack or defense)
- Immune to The Plague
- Pop Sci Effectiveness +15%
- 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
- Reduced thief losses on failed operations (-50%)
- +10% Magic and Thievery Science Effectiveness
- Spell and Operation Damage +15%
- Access to Nightmares and Blizzard and Revelation
- Starts with +150 Wizards and +300 thieves
The Mystic - All Guilds are 100% more effective
- +75% Magic Science Effectiveness
- Spell Damage +20%
- Access to Meteor Showers, Chastity, Revelation and Paradise
- Starts with +800 Wizards
The Paladin - Can cast Fading Self Spells on Kingdom Mates
- Troops attack dragon with +25% increased power
- Starting Soldiers +400
- Starting Specialist Credits +400
- Starting Wizards +400
- All Paladin Only Spells & Fool’s Gold
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
- +50% Thievery Science Effectiveness
- Access to Gluttony
- Access to Revelation
- Access to Paradise
- Starts with +800 thieves
The Sage - -30% Abduct Losses
- Sci Effectiveness +30%
- Starting Scientists +50%
- Access to Amnesia
The Tactician - Attack Time -15%
- Accurate Espionage
- Starting Soldiers +800
- Starting Specialist Credits +800
- Access to Clear Sight
The War Hero - Battle Gains +5%
- Honor Bonuses +100%
- Income Penalty Protection
- Dragon Immunity
- Convert Specs into Elites
- Starting Elites +800
- Access to War Spoils and Pitfalls
The Warrior - +10% Off Military Efficiency
- Military Science Efficiency +15%
- Full Conquest Access
- Starting Soldires +800
- Spec Credits +800
- Access to Fanaticism
Mechanics- Mana Costs - Flat cost - 3% self spell, 3% offensive spell (2% with relations) & 2% flat rate for all Paladin self spells on others & Ritual Spell casts will also be a flat cost of 2%
- Stealth Costs - Flat cost - 3% stealth (2% with relations), 2% intel (1% SoT)
- Paladin Spells - Increase all Paladin only spell durations
- Paladin Self Spells - The formula used to calculate success rate will be adjusted to make casting self spells on your allies easier. A WPA vs WPA calculation will still be made which will require Paladins to have WPA but the new formula will make it so that all Kingdom members have an opportunity to receive the self spell bonuses from their Paladins. In other words, a significant increase in the success rate of Paladin spells, although you still need WPA it won’t be as significant a part of the formula as previously.
- Fortified Stance Removed - A new stance called “Prosperous” will replace it. Prosperous stance will be almost identical to Fortified. The main difference will be: Attacks into Prosperous will have no gains penalty; Attacks while your Kingdom is Prosperous will have reduced gains of -20% (instead of -50%) and scientists will gain experience during Prosperous.
- Gains Throttling will be significantly more effective - Once the meter variance between Kingdoms is 50 points, each point over 50 will reduce gains by 1% up to a maximum of 75% at a variance of 125 meter points. Max meter will remain at 150
- Auto-CeaseFire (Surrender) - Once a meter variance of 100 points occurs between 2 Kingdoms, the Kingdom with lower meter points will have the option to Surrender to the aggressor Kingdom. This will create an in-game CeaseFire between both kingdoms that cannot be cancelled by either side for a minimum of 7 days. The surrendering Kingdom will be required to not have any attacks for at least 12 hours similar to the restriction on Withdraw during War. You must also be OUT of war declaration range in order to have this button available to you.
- War Gains Formula - The top-feed minimum gains is being reduced slightly to accommodate the LBG top-feed bonuses from Age 72 (note this is only for Top Feed gains, all other gains remain the same)
- Rituals Length - Rituals will have a minimum length of 48 hours (120 max remains)
- Ritual Life - Rituals will now be destroyable. There will be a new spell used specifically for Ritual destruction. The spell will be in the upper tier of difficulty and will reduce strength of the Ritual by a flat rate of 2%. A Ritual destruction spell can only be cast on a single province a maximum of 10 times such that in order to destroy a Ritual from 100% to 0% you would need to cast the spell 10x on 5 different provinces. Once a Ritual reaches 0% strength it will be removed, unless it has not reached it’s minimum duration of 48 hours, at which point it will remain until the 48th tick and be removed at that time.
- Elite Longevity - Elite losses via NightStrike will be closer to losses of Specialists seen now. Elites that go into retraining from Nightmare will also increase closer to that of specialists. Propaganda has also seen an increase to elite damage closer to that of Specialists. Military Casualties will be unchanged.
- Universities - Effects from Universities will be reduced to a maximum reduction of 50%, and the rate of effect will begin at 2.5%
- Aid Explorable Acres - Explorable acres will now have the option to be sent to other members of your Kingdom. 75% of the acres transferred will be destroyed. Acres will not be available for transfer during protection. Acres will have a Trade Balance cost of 500 gc each.
- Science Caps - Science will no longer have a hard maximum for all categories. The purpose of this is to allow players more freedom to make your province unique and provide further bonuses to the areas you choose. Science will scale in a linear fashion similar to Age 72 up to the previously stated maximums as normal. Once this point is reached additional scientists will yield diminishing returns.
- Ritual Types - New rituals added and adjustments made to existing rituals to balance the effects
- Onslaught: +10% OME, +15% enemy casualties on attacks, +20% honor gains
- Barrier: +10% DME & Spell/Thief damage -10%
- Affluent: Income +10%, Draft Speed +15%, BR +20%, +5% BE (not WAR only)
- Havoc: +OTPA +15% & +OPWA +15% & +Spell/Thief damage +5%
New FeaturesThese don’t necessarily fall under Mechanics changes but are new to the game: - Interactive Player Sign-Up: We are developing a method through which Kingdom Monarchs will have a better opportunity to have players join their Kingdom that fit what they are looking for, and respectively new players will have a better opportunity to join Kingdoms that fit what they are looking for in terms of experience, competitiveness, and play style
- Log-In Statistics: Once logged into your Master Account, on the World Chooser page there will be a display of your current age log-in statistics which will include the amount of times you’ve logged in and the total minutes you’ve been active in Utopia. There may also be a “Most Log-Ins” & “Most Minutes in Game” displaying the information of the highest stats acheived at that time.
- In-Game Mail: There will be a search function added to the in-game mail area to allow you to search keywords. Messages displayed will be increased from 10 to 25 (or 50)
- Utopia-Game.com Landing Page: The landing page will show the total users currently logged into the game
- New Log-In Bonuses: To encourage activity there will be a new log in bonus (in addition to the 5 free acres) that will be based on activity throughout the entire day. The bonus will vary based on your activity, with 3 possible bonuses available, 50% income, 100% income, 200% income of one hours income. The bonus will provided will be based on your previous day’s activity and will be generated on your first log in of the day (Utopian day). Example, if you qualify for 100% income for activity throughout January Yr 0 you will receive an instant bonus of 100% your current income for that hour the first time you log in on during February Yr 0.
Bug Fixes- Kingdom Espionage sort issues will be fixed
- Scientist networth will now reflect the previously announced networth values
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It is that time once again! The end of Age 72: The Era of Venerated Bastions of Utopia-Game.com the free to play browser based strategy game draws near and we prepare to start Age 73. We would like to announce our expected schedule for the end of Age 72 and the exciting beginning of Age 73. ScheduleAge 73 Proposed Changes: August 04, 2017 Age 73 Final Changes: August 09, 2017 Age 72 End: Friday August 11, 2017 @ 12:00 Noon GMT Age 73 Open: Friday August 11, 2017 @ 18:00 GMT Age 73 Start: Monday August 14, 2017 @ 18:00 GMT
Age 72 has proved to be quite exciting for us and we’ve had a chance to make a lot of improvements throughout. We hope you have enjoyed playing Age 72 and look forward to a great Age 73 as we take your feedback and suggestions and turn them into the next great Utopian Age! (Original post) | [ Rate this article ] [ Add Comment ] |
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That’s right! We at Utopia-Game.com would like to offer bonus credits to anyone who completes a credit purchase of 20 credits or more for the next 3 days AND a chance to win double your original purchase! In order to qualify your credit purchase must confirm before August 1st GMT! If you haven’t been here in a while, this is a great opportunity to get back into the game, with free stuff! So how is this going to work?
Let’s get right to the good stuff, what do you get!?
Make any purchase of 20 or more credits and get more! Purchase 20 credits and we will top you up with 2 additional credits Purchase 40 credits and we will top you up with 5 additional credits AND a FREE Taunt! Purchase 100 credits and we will top you up with 12 additional credits AND a FREE Taunt AND a FREE Rename your province!
In addition to these great freebies, for each purchase of 20 credits or more your transaction will be entered for a chance to win double your original transaction! How it works: Each transaction made will be assigned a number Upon completion of the qualification period (August 1st) a random number will be chosen The transaction linked to the random number will have that transaction credit purchased doubled!
In addition to these great offers I would also like to begin our first installment (with many more to come) of The Greatest Taunt Competition. With Age 72 drawing to a close, let’s rile your enemies and taunt them into one final conflict to end all conflicts. What is this? Any Taunt displayed from now until the close of Age 72 will be entered into The Greatest Taunt Competition. Each Taunt that is uploaded during this time will be posted in The Greatest Taunt Competition thread. Once the age concludes, voting will begin. Positive discussion will be welcomed throughout! Once voting concludes (Start of Age 73) the winning Kingdom will be determined and all players that confirmed reservation for that Kingdom will be rewarded with 5 credits and a free Taunt to welcome more of their creative talents to grace (or mock) us once again throughout Age 73!
Please remember that all Taunts must adhere to the Game Rules, any entries that violate the Game Rules will be disqualified and the offender punished appropriately.
We would like to thank everyone for your continued support of this great free to play game and wish everyone luck who participates in The Greatest Taunt Competition! Utopia-Game.com is the longest running free to play massively multiplayer browser based strategy game for a reason! Let’s see why!
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That’s right! We at Utopia-Game.com would like to offer bonus credits to anyone who completes a credit purchase of 20 credits or more for the next 3 days AND a chance to win double your original purchase! In order to qualify your credit purchase must confirm before August 1st GMT! If you haven’t been here in a while, this is a great opportunity to get back into the game, with free stuff! So how is this going to work?
Let’s get right to the good stuff, what do you get!?
Make any purchase of 20 or more credits and get more! Purchase 20 credits and we will top you up with 2 additional credits Purchase 40 credits and we will top you up with 5 additional credits AND a FREE Taunt! Purchase 100 credits and we will top you up with 12 additional credits AND a FREE Taunt AND a FREE Rename your province!
In addition to these great freebies, for each purchase of 20 credits or more your transaction will be entered for a chance to win double your original transaction! How it works: Each transaction made will be assigned a number Upon completion of the qualification period (August 1st) a random number will be chosen The transaction linked to the random number will have that transaction credit purchased doubled!
In addition to these great offers I would also like to begin our first installment (with many more to come) of The Greatest Taunt Competition. With Age 72 drawing to a close, let’s rile your enemies and taunt them into one final conflict to end all conflicts. What is this? Any Taunt displayed from now until the close of Age 72 will be entered into The Greatest Taunt Competition. Each Taunt that is uploaded during this time will be posted in The Greatest Taunt Competition thread. Once the age concludes, voting will begin. Positive discussion will be welcomed throughout! Once voting concludes (Start of Age 73) the winning Kingdom will be determined and all players that confirmed reservation for that Kingdom will be rewarded with 5 credits and a free Taunt to welcome more of their creative talents to grace (or mock) us once again throughout Age 73!
Please remember that all Taunts must adhere to the Game Rules, any entries that violate the Game Rules will be disqualified and the offender punished appropriately.
We would like to thank everyone for your continued support of this great free to play game and wish everyone luck who participates in The Greatest Taunt Competition! Utopia-Game.com is the longest running free to play massively multiplayer browser based strategy game for a reason! Let’s see why!
(Original post) | [ Rate this article ] [ Add Comment ] |
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