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 RacesHumanBonuses +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 MechanicsScientist 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) |