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Swirve Blog: Age 71 FINAL Changes
Posted by Utopia Temple, 1186 days, 6 hours and 3 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

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


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


-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
Basic Thievery (Intel Operations Only)
No Elite Training
-35% Science Effectiveness
Spell book: Town Watch
Elite: 15/1, 11.5NW


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


+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
Can’t use Accelerated Construction
+100% Food consumption
Spell book: Mystic Aura
Elite: 8/8, 900gc, 10NW


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


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


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


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


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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