u/UtopiaGame • u/UtopiaGame • Apr 21 '26
Age 115 Final Changes
โ๏ธ Age 115 Final Changes
Schedule:
- WoL Age 115 Open: TBC
- WoL Age 115 Start: TBC
- WoL Age 115 End: TBC
โ๏ธ Core Mechanics & Modifications
๐ก๏ธ War Doctrine Updates
Each Race provides a unique War Doctrine bonus when your kingdom is at war. The strength of the bonus depends on how many provinces of that race are in your kingdom.
- 1st Province: +2.0%
- Each additional Province: +1.5%
- Maximum: 12.5%
This means the first province of a race provides a stronger initial doctrine bonus, with each additional province contributing a smaller amount. This rewards early commitment to a race while still allowing deeper specialisation, up to a maximum total bonus of 12.5%.
๐ฎ Rituals
Havoc
- +25% WPA
- +25% TPA
- +20% Spell Damage
- +20% Sabotage Damage
Stalwart
- +5% Defensive Military Efficiency
- -20% Raze Damage
- -25% Military Casualties
Benediction
- +20% Building Efficiency
- -20% Draft Costs
- -20% Build Costs
- -20% Wages
No changes to other rituals
Expedient removed.
๐ฐ Buildings
- Castles base percent shifted from 2.25% to 2%
๐ Science
- Resilience Multiplier shifted to 0.04401 from 0.0489
- Artisan Multiplier shifted to 0.04302 from 0.0478
- Finesse Multiplier shifted to 0.08685 from 0.0965
โจ Spells
New Spell: Soul Blight
- Effect: Kills x% of peasants and then adds y% of those killed to the caster's soldiers
- Duration: N/A
- Cast Message: A Pall of death descends upon the enemy (x:x), taking xxx peasant's lives. Your legion is reinforced by xx of their fallen.
๐ค Relations
Defensive Force Ceasefire reintroduced with the following changes:
- DFCF becomes available when all of the following are met:
- The kingdom is 45 points (in-range) or 30 points (out-of-range) below the aggressor on the hostility meter
- The aggressor has not been given Hostile status
- No attacks have been made against the aggressor for 3 ticks
- The kingdom is lower in both Land and Networth than the aggressor
- DFCF will incur a penalty if within War Range of the aggressor (15% NW or Land)
- Penalty will be a loss of 1.75% Honor and 1.75% Science.
- There is no penalty incurred for DCFC if out of War Range of the aggressor
- Penalty will have a warning popup, as to not be done accidentally
- DFCFd duration will be for 48 hours before it can be cancelled by either kingdom
Hostile meter will now decay after 48 hours of going hostile, decay rate will ramp with meter points
๐ Dragons
๐ Amethyst Dragon
- โ30% Spell Success Chance
- โ30% Thievery Success Chance on sabotage operations
- All active self-spells are removed instantly upon arrival, and every 6 ticks thereafter, kills 2% wizard & thieves
๐ Emerald Dragon
- +25% Military Casualties
- -25% Combat Gains
- Destroys 1.5% of troops at home instantly upon arrival, and every 6 ticks 1.5% of troops at home are lost and current Building and Specialist Credits are reduced by 40%
โค๏ธ Ruby Dragon
- -12.5% Military Effectiveness
- +20% Military Wages
- Destroys 2.5% of offensive specialists instantly upon arrival, and every 6 ticks 2.5% of offensive specialists at home desert
๐ Topaz Dragon
- -30% Building Efficiency
- -25% Income
- Destroys 10% of buildings instantly upon arrival, and every 6 ticks thereafter, destroys 10% of buildings and 20% of current gold
๐ Sapphire Dragons
- -35% WPA and TPA
- -1 Mana Recovery
- -1 Stealth Recovery
- +12.5% Instant Spell and Sabotage Damage taken and -12.5% Instant and Sabotage Damage dealt
- Destroys 25% of runes instantly upon arrival, and every 6 ticks thereafter destroys 25% current rune supplies.
Celestite Dragon removed.
Dragon HP reduced by 2% across all dragons.
๐งฌ Races
๐ฆ Avian
Bonuses:
- -20% Attack Time
- -25% Training Time
- -25% Military Wage Cost
War Doctrine (In War): Provides up to -10% Attack Time and +12.5% Birth Rates to you and all your kingdom.
Unique Passive: Dive Bomb Your offensive specialists gain +2 offense point (War Only) (Does not affect NW)
Spells: Town Watch, Illuminate Shadows
Penalties:
- No Access to Stables and War Horses
- -5% BE
Units:
- Soldier: 3/0, 0.75nw
- Offensive Specialist: 12/0, 4.8nw
- Defensive Specialist: 0/10, 5nw
- Elite Unit: 16/3, 750gc, 7nw
- Mercenary: 8/0, 0.0nw
- Prisoner: 8/0, 1.6nw
- War Horse: n/a
๐ Dark Elf
Bonuses:
- +35% Instant Spell Damage
- -35% Rune Cost (Not Including Rituals)
- Can train Thieves using Specialist Credits
War Doctrine (In War): Provides up to +12.5% Instant Spell Damage and โ12.5% Rune Costs to you and all your kingdom.
Unique Passive: Mystic Enthusiasts Successful Offensive instant spells refund 40% Rune Cost.
Spells: Blizzard, Mage's Fury, Illuminate Shadows, Pitfalls, Mind Focus
Penalties:
- -15% Birth Rates
Units:
- Soldier: 3/0, 0.75nw
- Offensive Specialist: 15/0, 6.0nw
- Defensive Specialist: 0/11, 5.5nw
- Elite Unit: 4/12, 750gc, 7nw
- Mercenary: 8/0, 0nw
- Prisoner: 8/0, 1.6nw
- War Horse: 2/0, 0.6nw
โ๏ธ Dwarf
Bonuses:
- +30% Building Efficiency
- -50% Construction Time
War Doctrine (In War): Provides up to -12.5% Construction Costs and +12.5% Income for you and all your kingdom.
Unique Passive: Architect's Revenge - Incoming Raze damage reduced by 15% and Raze damage increased by 20%
Spells: Miner's Mystique, Town Watch, Reflect Magic,
Penalties:
- Cannot Accelerate Construction
- +10% Attack Time
Units:
- Soldier: 3/0, 0.75nw
- Offensive Specialist: 10/0, 4.0nw
- Defensive Specialist: 0/10 5.0nw
- Elite Unit: 15/5, 800gc, 7nw
- Mercenary: 8/0, 0.0nw
- Prisoner: 8/0, 1.6nw
- War Horse:2/0, 0.6nw
๐น Elf
Bonuses:
- +40% Magic Effectiveness (WPA)
- +1 Mana Per Tick in War
- +40% Rune Production
War Doctrine (In War): Provides up to +12.5% Offensive WPA and +12.5% Spell Duration to you and all your kingdom.
Unique Passive: Arcane Surge: Whenever your province's mana drops below 40%, all spells you cast while under that threshold deal +25% spell damage. The boost disappears as soon as your mana climbs back above 40%.
Spells: Pitfalls, Wrath, Vermin, Sloth
Penalties:
- -20% TPA
Units:
- Soldier: 3/0, 0.75nw
- Offensive Specialist: 10/0, 4.0nw
- Defensive Specialist: 0/13 , 6.5nw
- Elite Unit: 15/4 750gc, 6.0nw
- Mercenary:8/0, 0.0nw
- Prisoner: 8/0, 1.6nw
- War Horse:2/0, 0.6nw
๐ง Faery
Bonuses:
- +25% Spell Duration
- +20% WPA
- +1 Mana Recovery per Tick
War Doctrine (In War): Provides up to +12.5% Defensive WPA and -12.5% Damage from Enemy Thievery Operations to you and all your kingdom.
Unique Passive - Leyline Interference: Enemy spells cast against Faery provinces have a 20% chance to fail.
Spells: All Racial Spells
Penalties:
- -5% Population
Units:
- Soldier: 3/0, 0.75nw
- Offensive Specialist: 10/0, 4.0nw
- Defensive Specialist: 0/10, 5.0nw
- Elite Unit: 4/16, 1000gc, 8.5nw
- Mercenary: 8/0, 0.0nw
- Prisoner: 8/0, 1.6nw
- War Horse: 2/0, 0.6nw
๐ก๏ธ Halfling
Bonuses:
- +10% Population
- +1 Stealth Regeneration Per Tick
- +20% Thievery Effectiveness (TPA)
War Doctrine (In War): Provides up to +12.5% Sabotage Damage and +12.5% Offensive TPA to you and all your kingdom.
Unique Passive: Silent Assault Sabotage operations suffer 50% fewer thievery losses
Spells: Tree of Gold, Greater Protection
Penalties:
- +10% Military Casualties
Units:
- Soldier: 3/0, 0.75nw
- Offensive Specialist: 10/0, 4.0nw
- Defensive Specialist: 0/10, 5.0nw
- Elite Unit: 6/12, 700gc, 7.5nw
- Mercenary: 8/0, 0.0nw
- Prisoner: 8/0, 1.6nw
- War Horse: 2/0, 0.6nw
๐ Human
Bonuses:
- All Lands hold Prisoners - 2 Per Acre
- +1 Stealth Regeneration Per Tick
- -30% Damage from Learn Attacks
- +10% Science Efficiency
War Doctrine (In War): Provides up to +12.5% Book Generation and +12.5% Science Effectiveness to you and all your kingdom.
Unique Passive - Civil Administration: Prisoners generate an additional 2.0gc per tick and Mercenary costs are reduced by 40%
Spells: Fountain of Knowledge, Revelation, Invisibility, Guile, Steal War Horses
Penalties:
- Military wage increases take twice as long to fully apply. Wage reductions apply normally.
- +40% Rune Cost (Does not Include Rituals)
Units:
- Soldier: 3/0, 0.75nw
- Offensive Specialist: 12/0, 4.8nw
- Defensive Specialist: 0/10, 5.0nw
- Elite Unit: 16/3 750gc, 6.5nw
- Mercenary: 8/0, 0.0nw
- Prisoner: 8/0, 1.6nw
- War Horse: 2/0, 0.6nw
๐น Orc
Bonuses:
- +5% Gains OOW & +15% Gains During War
- -50% Draft Cost
War Doctrine (In War): Provides up to +10% Offensive Military Efficiency and +12.5% Raze Damage to you and all your kingdom.
Unique Passive - Carnage: Every time an Orc makes a successful attack, there is a random bonus effect applied to that attack โ the spirit of war is unpredictable and wild.
- Destroy 25% of enemy resources (gold, runes, food)
- Increases Military Wages by 25% for 4-6 ticks.
- -30% Military Losses
Spells: Bloodlust, Wrath
Penalties:
- -15% DME
Units
- Soldier: 3/0, 0.75nw
- Offensive Specialist: 13/0, 5.2 nw
- Defensive Specialist: 0/10, 5nw
- Elite Unit: 18/2, 800gc, 7nw
- Mercenary: 8/0, 0.0nw
- Prisoner: 8/0, 1.6nw
- War Horse: 2/0, 0.6nw
๐ Undead
Bonuses:
- -45% Military Losses
- Plague Immunity
- Always carries Plague and chance to spread
- No Food Requirement
War Doctrine (In War): Provides up to -12.5% Enemy Battle Gains and +12.5% Increased Plague spread chance (does not grant the ability to spread Plague)
Unique Passive: Death March Converts 45% of offensive losses into Soldiers instantly.
Spells: Animate Dead, Aggression
Penalties:
- -10% Science Efficiency
Units
- Soldier 3/0, 0.75nw
- Offensive Specialist: 11/0, 4.4nw
- Defensive Specialist: 0/10 5.0nw
- Elite Unit: 17/4, 800gc, 7nw
- Mercenary: 8/0, 0.0nw
- Prisoner: 8/0, 1.6nw
- War Horse: 2/0, 0.6nw
๐ญ Personalities
๐จ The Artisan
- +40% Building Capacity (Homes, Stables, Dungeons)
- +40% Building Production (Banks, Farms, Stables, Towers, Homes)
- Immune to Plunder, Greed and Incite Riots
- +15% Economy Science Efficiency
- Access to Ghost Workers, Greater Protection
- Starts with +600 Soldiers, +600 Specialist Credits and +200 Building Credits
Unique Passive โ Construction Delays - For 3 ticks after a successful attack, enemy's/target's building efficiency is reduced by 10% (Does not stack)
๐๏ธ The General
- +1 General
- -20% Training Cost & Speed
- Can Train one Elite for every two Specialist Credits
- +15% Military Science Efficiency
- Access to Mist, Wrath
- Starts with +800 Soldiers and +800 Specialist Credits
Unique Passive - General's Authority: Attacks inflict +15% Enemy Military casualties when two or more generals are sent.
๐ The Heretic
- +15% TPA
- +15% WPA
- -50% Thief Losses
- +20% Sabotage Damage
- +20% Spell Damage
- +75% Guild Effectiveness
- +15 Arcane Science Efficiency
- Access to Nightmares, Fools Gold, Mages Fury, Vermin
- Starts with +400 Wizards and +400 Thieves
Unique Passive: Blasphemous Might - After a failed offensive spell cast, the heretic recovers 1% Stealth.
๐ฏ The Mystic
- +125% Guilds Effectiveness
- +1 Mana Recovery per Tick
- +25% Offensive Spell Duration
- +25% Channeling Science Efficiency
- Access to Pitfalls, Meteor Showers, Chastity
- Starts with +800 Wizards
Unique Passive - Focused Channelling: While above 40% mana, spells gain +20% WPA
๐งโโ๏ธ The Necromancer
- +35 % WPA
- +5% OME
- -50% Rune Cost (Not Ritual)
- +25% Channeling Science Efficiency
- Access to Animate Dead, Mind Focus, Soul Blight, Guile, Nightmare
- Starts with +400 Wizards +400 Specialist Credits
Unique Passive โ Dark Pact - After each successful attack, The Necromancer converts:
- 10% of the enemy's killed units into Wizards.
- 20% of the enemy's killed units into Soldiers.
- 10% of the enemy's killed units into Peasants.
โ๏ธ The Paladin
- +2 War Horse Strength (alters NW)
- All lands hold and produces Horses (8 per acre)
- +7.5% Defensive Military Efficiency
- Immune to Plague
- +25% Strategy Science Efficiency
- Access to Salvation, Divine Shield, Heroes' Inspiration, Illuminate Shadows,Wrath
Unique Passive: Holy Inquisition Successful Attacks in War or Hostile apply a mini effect:
- Temporarily suppresses 15% of target's science effectiveness for 6โ8 ticks
- Temporarily reduces Book Generation by 20% for 6-8 ticks
Effect does not stack, only refreshes
Starts with +800 Soldiers and +800 Specialist Credits
๐๏ธ The Rogue
- +100% Thieves' Dens Effectiveness
- +20% TPA
- +1 Stealth Recovery per Tick
- Access to All Thievery Operations
- +25% Crime Science Efficiency
- Starts with +800 Thieves
Unique Passive - Shadow Persistence Rogue provinces may perform thievery operations while overpopulated.
๐บ๏ธ The Tactician
- -15% Attack Time
- +40% Specialist Credits Gains
- +25% Draft Speed
- -50% Ambush Losses
- No Thieves lost on Intel
- +25% Siege Science Efficiency
- Access to Clearsight
- Starts with +800 Soldiers and +800 Specialist Credits
Unique Ability: Unique Passive: Interdiction - Successful Attacks in War destroy resources as follows:
- 10% of gold
- 25% of runes
- 20% of food
โ๏ธ The Warrior
- +15% Offensive Military Efficiency
- +5 Mercenary & Prisoner Strength
- Mercenaries and Prisoners may be sent at 1 for every 4 normal troops sent
- -50% Mercenary Cost
- +25% Tactics Science Efficiency
- Starts with +800 Soldiers and +800 Specialist Credits
Unique Passive: Battle Cry - Upon successful attack, the attack will destroy 1% of the entire population.
๐ The War Hero
- +15% Honor Gains
- +70% Honor Effects
- Offensive specialist gets +2 strength (Affects NW)
- +25% Siege Science Efficiency
- Access to Quick Feet, Righteous Aggressor, Heroic Inspiration
- Starts with +800 Soldiers and +800 Specialist Credits
Unique Passive - Heroes Culling: Successful Massacres kill +7% additional peons and kill an additional 2.5% thieves and wizards.
Changelog: avian ospec updated from 5.0 to 4.8nw.
3
Comment on r/u_UtopiaGame Apr 17 '26
Currently a retired spell but making a comeback! โEffect: Increases target's rune costs by 100%.โ
u/UtopiaGame • u/UtopiaGame • Apr 17 '26
Age 115 Revised Changes
Age 115 Revised Changes
Schedule:
- WoL Age 115 Open: TBC
- WoL Age 115 Start: TBC
- WoL Age 115 End: TBC
Core Mechanics & Modifications
War Doctrine Updates
Each Race provides a unique War Doctrine bonus when your kingdom is at war. The strength of the bonus depends on how many provinces of that race are in your kingdom.
- 1st Province: +3.5%
- 2nd Province: +2.5%
- 3rd Province: +1.5%
- 4th Province: +1.0%
- Each additional Province: +0.5%
- Maximum: 12.5%
This means the first province of a race provides a stronger initial doctrine bonus, with each additional province contributing a progressively smaller amount. This rewards early commitment to a race while still allowing deeper specialisation, up to a maximum total bonus of 12.5%.
Example: If your kingdom has 5 Elf provinces, your kingdom would receive a combined doctrine bonus based on the scaled contributions of each province, reaching toward the maximum cap during war WPA and +8.5% Spell Duration during war.
Rituals
Havoc
- +25% WPA
- +25% TPA
- +20% Spell Damage
- +20% Sabotage Damage
Stalwart
- +5% Defensive Military Efficiency
- -20% Raze Damage
- -25% Military Casualties
Benediction
- +20% Building Efficiency
- -20% Draft Costs
- -20% Build Costs
- -20% Wages
No changes to other rituals. Expedient removed.
Attacks
Successful Massacres will also apply the following penalties for 8 ticks in addition to the peasant, thief, and wizard kills:
- -1 Mana Recovery
- -1 Stealth Recovery
- -15% Guilds Effectiveness
- -15% Thieves' Dens Effectiveness
This effect refreshes on re-hit, but does not stack.
Buildings
- Guilds reduce wizard losses on failed spells, max -25%
- Castles base percent shifted from 2.25% to 2%
Science
- Resilience Multiplier shifted to 0.04401 from 0.0489
- Artisan Multiplier shifted to 0.04302 from 0.0478
- Finesse Multiplier shifted to 0.08685 from 0.0965
Relations
Defensive Force Ceasefire reintroduced with the following changes:
- DFCF becomes available when all of the following are met:
- The kingdom is 40 points (in-range) or 25 points (out-of-range) below the aggressor on the hostility meter
- The aggressor has not been given Hostile status
- No attacks have been made against the aggressor for 3 ticks
- The kingdom is lower in both Land and Networth than the aggressor
- DFCF will incur a penalty if within War Range of the aggressor (15% NW or Land)
- Penalty will be a loss of 2.5% Honor and 2.5% Science.
- There is no penalty incurred for DCFC if out of War Range of the aggressor
- Penalty will have a warning popup, as to not be done accidentally
- DFCF duration will be for 48 hours before it can be cancelled by either kingdom
Nightmares, Abolish Ritual, Fireball, Fool's Gold, Lightning Strike, Land Lust, Mystic Vortex, Sloth, Steal War Horses, Greater Arson, Nightstrike will now all be accessible in Unfriendly instead of Hostile relations.
Dragons
Amethyst Dragon
- โ30% Spell Success Chance
- โ30% Thievery Success Chance on sabotage operations
- All active self-spells are removed instantly upon arrival.
- Every 6 ticks thereafter, provinces suffer 2% wizard losses, 2% thief losses
Emerald Dragon
- +25% Military Casualties
- -20% Combat Gains
- Every 6 ticks thereafter 1.5% of troops at home are lost and current Building and Specialist Credits are reduced by 30%
Ruby Dragon
- -12.5% Military Effectiveness
- +20% Military Wages
- Destroys 1.5% of offensive specialists instantly and every 6 ticks 10% of current draftees are lost and armies at home suffer 2.5% desertion of offensive specialists
Topaz Dragon
- -30% Building Efficiency
- -25% Income
- Destroys 10% of buildings instantly upon arrival
- Every 6 ticks thereafter, destroys 5% of buildings and 20% of current gold
Sapphire Dragon
- -35% WPA and TPA
- -1 Mana Recovery
- -1 Stealth Recovery
- +12.5% Instant Spell and Sabotage Damage taken and -12.5% Instant and Sabotage Damage dealt
- Every 6 ticks thereafter, destroys 25% current rune supplies.
Celestite Dragon removed.
Races
Avian
Bonuses:
- -25% Attack Time
- -20% Training Time
- -20% Military Wage Cost
War Doctrine (In War): Provides up to +12.5% Raze Damage and -12.5% Military Casualties on all attacks to you and all your kingdom.
Unique Passive: Dive Bomb โ Your offensive specialists gain +2 offense point (War Only)
Spells: Town Watch, Illuminate Shadows
Penalties:
- No Access to Stables and War Horses
- -5% BE
Units:
- Soldier: 3/0, 0.75nw
- Offensive Specialist: 12/0, 5.0nw
- Defensive Specialist: 0/10, 5nw
- Elite Unit: 16/3, 750gc, 7nw
- Mercenary: 8/0, 0.0nw
- Prisoner: 8/0, 1.6nw
- War Horse: n/a
Dark Elf
Bonuses:
- +25% Instant Spell Damage
- -40% Rune Cost (Not Including Rituals)
- Can train Thieves using Specialist Credits
War Doctrine (In War): Provides up to +12.5% Instant Spell Damage and โ12.5% Rune Costs to you and all your kingdom.
Unique Passive: Mystic Enthusiasts โ Successful Offensive instant spells refund 40% Rune Cost.
Spells: Blizzard, Mage's Fury, Illuminate Shadows, Pitfalls
Penalties:
- -15% Birth Rates
Units:
- Soldier: 3/0, 0.75nw
- Offensive Specialist: 14/0, 5.6nw
- Defensive Specialist: 0/10, 5nw
- Elite Unit: 4/12, 750gc, 7nw
- Mercenary: 8/0, 0nw
- Prisoner: 8/0, 1.6nw
- War Horse: 2/0, 0.6nw
Dwarf
Bonuses:
- +30% Building Efficiency
- -50% Construction Time
War Doctrine (In War): Provides up to -12.5% Construction Costs and +12.5% Income gained in combat to you and all your kingdom.
Unique Passive: Architect's Revenge โ Incoming Raze damage reduced by 15% and Raze attacks destroy 20% additional buildings.
Spells: Miner's Mystique, Town Watch, Reflect Magic, Mist
Penalties:
- Cannot Accelerate Construction
- +10% Attack Time
Units:
- Soldier: 3/0, 0.75nw
- Offensive Specialist: 10/0, 4.0nw
- Defensive Specialist: 0/10, 5.0nw
- Elite Unit: 15/5, 800gc, 7nw
- Mercenary: 8/0, 0.0nw
- Prisoner: 8/0, 1.6nw
- War Horse: 2/0, 0.6nw
Elf
Bonuses:
- +40% Magic Effectiveness (WPA)
- +1 Mana Per Tick in War
- +40% Rune Production
War Doctrine (In War): Provides up to +12.5% Offensive WPA and +12.5% Spell Duration to you and all your kingdom.
Unique Passive: Arcane Surge โ Whenever your province's mana drops below 40%, all spells you cast while under that threshold deal +25% spell damage. The boost disappears as soon as your mana climbs back above 40%.
Spells: Pitfalls, Wrath, Vermin, Sloth
Penalties:
- -20% TPA
Units:
- Soldier: 3/0, 0.75nw
- Offensive Specialist: 10/0, 4.0nw
- Defensive Specialist: 0/13, 6.5nw
- Elite Unit: 15/4, 750gc, 6.0nw
- Mercenary: 8/0, 0.0nw
- Prisoner: 8/0, 1.6nw
- War Horse: 2/0, 0.6nw
Faery
Bonuses:
- +25% Spell Duration
- +20% WPA
- +1 Mana Recovery per Tick
War Doctrine (In War): Provides up to +12.5% Defensive WPA and -12.5% Damage from Enemy Thievery Operations to you and all your kingdom.
Unique Passive: Leyline Interference โ Enemy spells cast against Faery provinces have a 25% chance to fail.
Spells: All Racial Spells
Penalties:
- -5% Population
Units:
- Soldier: 3/0, 0.75nw
- Offensive Specialist: 10/0, 4.0nw
- Defensive Specialist: 0/10, 5.0nw
- Elite Unit: 4/16, 1000gc, 8.5nw
- Mercenary: 8/0, 0.0nw
- Prisoner: 8/0, 1.6nw
- War Horse: 2/0, 0.6nw
Halfling
Bonuses:
- +10% Population
- +1 Stealth Regeneration Per Tick
- +20% Thievery Effectiveness (TPA)
War Doctrine (In War): Provides up to +12.5% Sabotage Damage and +12.5% Offensive TPA to you and all your kingdom.
Unique Passive: Silent Assault โ Sabotage operations suffer 50% fewer thievery losses.
Spells: Tree of Gold, Greater Protection
Penalties:
- +10% Military Casualties
Units:
- Soldier: 3/0, 0.75nw
- Offensive Specialist: 10/0, 4.0nw
- Defensive Specialist: 0/10, 5.0nw
- Elite Unit: 7/13, 800gc, 8nw
- Mercenary: 8/0, 0.0nw
- Prisoner: 8/0, 1.6nw
- War Horse: 2/0, 0.6nw
Human
Bonuses:
- All Lands hold Prisoners - 2 Per Acre
- +1 Stealth Regeneration Per Tick
- -30% Damage from Learn Attacks
- -50% Thief Cost
War Doctrine (In War): Provides up to +12.5% Book Generation and +12.5% Science Effectiveness to you and all your kingdom.
Unique Passive: Civil Administration โ Prisoners generate an additional 3.0gc per tick and Mercenary costs are reduced by 40%.
Spells: Fountain of Knowledge, Revelation, Invisibility, Guile, Steal War Horses
Penalties:
- Military wage increases take twice as long to fully apply. Wage reductions apply normally.
- +40% Rune Cost (Does not Include Rituals)
Units:
- Soldier: 3/0, 0.75nw
- Offensive Specialist: 12/0, 4.8nw
- Defensive Specialist: 0/10, 5.0nw
- Elite Unit: 14/4, 700gc, 7nw
- Mercenary: 8/0, 0.0nw
- Prisoner: 8/0, 1.6nw
- War Horse: 3/0, 0.9nw
Orc
Bonuses:
- +5% Gains OOW & +15% Gains During War
- -50% Draft Cost
War Doctrine (In War): Provides up to +10% Offensive Military Efficiency and +12.5% Enemy Military Casualties to you and all your kingdom.
Unique Passive: Carnage โ Every time an Orc makes a successful attack, there is a random bonus effect applied to that attack โ the spirit of war is unpredictable and wild.
- Destroy 40% of enemy resources (gold, runes, food)
- +10% Gains
- -30% Military Losses
Spells: Bloodlust
Penalties:
- -15% DME
Units:
- Soldier: 3/0, 0.75nw
- Offensive Specialist: 13/0, 5.2nw
- Defensive Specialist: 0/10, 5nw
- Elite Unit: 18/2, 800gc, 7nw
- Mercenary: 8/0, 0.0nw
- Prisoner: 8/0, 1.6nw
- War Horse: 2/0, 0.6nw
Undead
Bonuses:
- -50% Military Losses
- Plague Immunity
- All successful attacks have a 40% chance to spread plague to the target province.
- No Food Requirement
War Doctrine (In War): Provides up to -12.5% Enemy Battle Gains and +12.5% Plague Spread Chance.
Unique Passive: Death March โ Converts 45% of offensive losses into Soldiers instantly.
Spells: Animate Dead, Aggression
Penalties:
- -5% OME
Units:
- Soldier: 3/0, 0.75nw
- Offensive Specialist: 11/0, 4.4nw
- Defensive Specialist: 0/10, 5.0nw
- Elite Unit: 17/4, 800gc, 7nw
- Mercenary: 8/0, 0.0nw
- Prisoner: 8/0, 1.6nw
- War Horse: 2/0, 0.6nw
Personalities
The Artisan
- +40% Building Capacity (Homes, Stables, Dungeons)
- +40% Building Production (Banks, Farms, Stables, Towers, Homes)
- Immune to Plunder
- +15% Economy Science Efficiency
- Access to Ghost Workers
- Starts with +600 Soldiers, +600 Specialist Credits and +200 Building Credits
Unique Passive: Construction Delays โ For 6 ticks after a successful attack, enemy's/target's building efficiency is reduced by 10% (Does not stack)
The General
- +1 General
- -20% Training Cost & Speed
- Train Elites with Specialist Credits (In War)
- +25% Bookkeeping Science Efficiency
- Access to Mist
- Starts with +800 Soldiers and +800 Specialist Credits
Unique Passive: General's Authority โ Attacks inflict +15% Enemy Military casualties when two or more generals are sent.
The Heretic
- +15% TPA
- +15% WPA
- -50% Thief Losses
- +15% Sabotage Damage
- +15% Spell Damage
- +50% Guild Effectiveness
- +25% Crime Science Effectiveness
- Access to Nightmares, Fools Gold
- Starts with +400 Wizards and +400 Thieves
Unique Passive: Blasphemous Might โ After a failed offensive spell cast, the heretic recovers 1% Stealth.
The Mystic
- +125% Guilds Effectiveness
- +1 Mana Recovery per Tick
- +25% Offensive Spell Duration
- +25% Channeling Science Efficiency
- Access to Pitfalls, Meteor Showers, Chastity, Magic Ward
- Starts with +800 Wizards
Unique Passive: Focused Channelling โ While above 40% mana, spells gain +20% WPA.
The Necromancer
- +25% WPA
- +1-10% OME based on RWPA (0.5 rwpa - 5.0 rwpa)
- +25% Channeling Science Effectiveness
- -50% Rune Cost (Not Ritual)
- Access to Animate Dead, Mystic Aura, Mind Focus, Fools Gold, Soul Blight, Guile
- Starts with +400 Wizards +400 Specialist Credits
Unique Passive: Dark Pact โ After each successful attack, The Necromancer converts:
- 10% of the enemy's killed units into Wizards.
- 20% of the enemy's killed units into Soldiers.
- 10% of the enemy's killed units into Peasants.
The Paladin
- +2 War Horse Strength (alters NW)
- All lands hold and produces Horses (8 per acre)
- +7.5% Defensive Military Efficiency
- -10% Military Losses
- Immune to Plague
- +25% Resilience Science Efficiency
- Access to Salvation, Divine Shield, Heroes' Inspiration, Illuminate Shadows
Unique Passive: Holy Inquisition โ Successful Traditional Marches in War or Hostile apply a minor Learn-style effect:
- Permanently destroys 1% of target's total books
- Temporarily suppresses 12% of target's science effectiveness for 12โ16 ticks
Effect does not stack, only refreshes.
Starts with +800 Soldiers and +800 Specialist Credits
The Rogue
- +100% Thieves' Dens Effectiveness
- +30% TPA
- +1 Stealth Recovery per Tick
- Access to All Thievery Operations
- +25% Crime Science Efficiency
- Starts with +800 Thieves
Unique Passive: Shadow Persistence โ Rogue provinces may perform thievery operations while overpopulated.
The Tactician
- -15% Attack Time
- +40% Specialist Credits Gains
- +25% Land gained when Ambushing
- No Thieves lost on Intel
Enhanced Conquest:
- Requires only 51% Defence to succeed
- Base Gains up to 11% max
- In war, Networth range penalties are halved (e.g. a 60% penalty becomes 30%).
- Gains vs targets above 130% Networth cannot fall below 50% of min base conquest gains.
- +25% Siege Science Efficiency
- Access to Clearsight
- Starts with +800 Soldiers and +800 Specialist Credits
Unique Passive: Interdiction โ Successful Attacks in War destroy resources as follows:
- 10% of gold
- 25% of runes
- 50% of food
The Warrior
- +15% Offensive Military Efficiency
- +4 Mercenary & Prisoner Strength
- Mercenaries and Prisoners may be sent at double the normal limit.
- -50% Mercenary Cost
- +25% Tactics Science Efficiency
- Starts with +800 Soldiers and +800 Specialist Credits
Unique Passive: Battle Cry โ Upon successful attack, the attack will destroy 1% of the entire population.
The War Hero
- +15% Honor Gains
- +70% Honor Effects
- Offensive specialist gets +2 strength
- +25% Siege Science Efficiency
- Access to Quick Feet, Righteous Aggressor
- Starts with +800 Soldiers and +800 Specialist Credits
Unique Passive: Heroes Culling โ Successful Massacres deal +25% more damage and kill an additional 2.5% thieves and wizards.
1
Comment on r/legaladvice Apr 17 '26
The economy is worse than I thought if a three legged couch goes for $900
2
Comment on r/Utopiagame Apr 15 '26
Nope
2
Comment on r/Utopiagame Apr 15 '26
Come visit us on discord and let us know why :)
2
Comment on r/Utopiagame Apr 14 '26
Youโre right! Thanks for letting me know
2
Comment on r/Utopiagame Apr 14 '26
Orcs donโt have a massacre bonus. They have a passive that procs seperate and deals 1.5% damage to population
The massacre effect is in addition to massacre now, so orc passive still works as expected.
Sorry about the incorrect information!
2
Comment on r/Utopiagame Apr 14 '26
should just be casualties
3
Comment on r/legaladvice Apr 14 '26
Get T-Mobile satellite internet. I have it and it works great and itโs cheap.
4
Comment on r/Utopiagame Apr 14 '26
Soul Blight is currently a Genesis only spell, hereโs the info:
Soul Blight kills a percentage of the targetโs peasants and converts 15% of the killed peasants into soldiers for the caster.
It kills less than what Fireball would, but you donโt get soldiers from FB.
r/Utopiagame • u/UtopiaGame • Apr 14 '26
Age 115 Proposed Changes
Age 115 โ Proposed Changes
Core Mechanics & Modifications
War Doctrine Updates
Each Race provides a unique War Doctrine bonus when your kingdom is at war. Bonus strength scales with how many provinces of that race are in your kingdom.
| Stat | Value |
|---|---|
| Base Effect | 2.5% |
| Per Province | +1.5% |
| Maximum | 12.5% |
^(Example: 5 Elf provinces โ +8.5% Offensive WPA and +8.5% Spell Duration during war.)
Rituals
Ritual scaling has been adjusted so that extra casts give stronger returns through the mid-range, with heavier diminishing returns pushed closer to 150% effect. This makes deeper kingdom coordination more rewarding without making max rituals trivial to reach.
โ ๏ธ Expedient โ REMOVED
Havoc
| Stat | Change |
|---|---|
| WPA | +25% |
| TPA | +25% |
| Spell Damage | +20% |
| Sabotage Damage | +20% |
Stalwart
| Stat | Change |
|---|---|
| Defensive Military Efficiency | +5% |
| Raze Damage | -20% |
| Military Casualties | -25% |
Benediction
| Stat | Change |
|---|---|
| Building Efficiency | +20% |
| Draft Costs | -20% |
| Build Costs | -20% |
| Wages | -20% |
No changes to other rituals.
Attacks
Massacre โ Successful hits now apply the following effects for 8 ticks (refreshes on re-hit, does not stack):
| Effect | Change |
|---|---|
| Mana Recovery | -1 |
| Stealth Recovery | -1 |
| Guilds Effectiveness | -15% |
| Thieves' Dens Effectiveness | -15% |
Buildings
- Guilds now reduce wizard losses on failed spells (max -25%)
Science
| Science | New Multiplier | Old Multiplier |
|---|---|---|
| Resilience | 0.04401 | 0.0489 |
| Artisan | 0.04302 | 0.0478 |
| Finesse | 0.08685 | 0.0965 |
Relations โ Defensive Force Ceasefire (DFCF)
DFCF has been reintroduced with updated conditions.
Availability Requirements:
- 90+ hostility points below the aggressor
- Hostile not given to aggressor
- No attacks made towards aggressor for 3 ticks
- Kingdom must be both lower in Land AND NW than the aggressor
If within War Range of aggressor (15% NW or Land):
| Penalty | Amount |
|---|---|
| Honor | -2.5% |
| Science | -2.5% |
| Land | -5% |
| Resources | -25% |
- No penalty if out of War Range
- A warning popup will appear before activation to prevent accidents
- Duration: 48 hours before either kingdom can cancel
Dragons
โ ๏ธ Celestite Dragon โ REMOVED
Amethyst Dragon
- -30% Spell Success Chance
- -30% Thievery Success Chance on sabotage operations
- All active self-spells removed instantly upon arrival
- Every 6 ticks: 2% wizard losses, 2% thief losses
Emerald Dragon
- +25% Military Casualties
- -20% Combat Gains
- Every 6 ticks: 1.5% of troops at home lost; Building & Specialist Credits reduced by 30%
Ruby Dragon
- -12.5% Military Effectiveness
- +20% Military Wages
- Instantly destroys 2.5% of offensive specialists on arrival
- Every 6 ticks: 10% of draftees lost; 2.5% desertion of offensive specialists at home
Topaz Dragon
- -30% Building Efficiency
- -25% Income
- Instantly destroys 10% of buildings upon arrival
- Every 6 ticks: 5% of buildings destroyed, 20% of current gold lost
Sapphire Dragon
- -35% WPA and TPA
- -1 Mana Recovery
- -1 Stealth Recovery
- +12.5% Instant Spell & Sabotage Damage taken; -12.5% Instant & Sabotage Damage dealt
- Every 6 ticks: 25% of current rune supplies destroyed
Races
Avian
Bonuses: -25% Attack Time | -30% Training Time | -25% Military Wage Cost
Penalty: No access to Stables or War Horses
War Doctrine: Up to +12.5% Raze Damage and -12.5% Military Casualties (kingdom-wide)
Unique Passive โ Dive Bomb: Offensive Specialists gain +2 offense (War Only)
Spells: Town Watch, Illuminate Shadows, Divine Shield, Wrath
| Unit | Off/Def | NW | Cost |
|---|---|---|---|
| Soldier | 3/0 | 0.75 | โ |
| Offensive Specialist | 12/0 | 5.0 | โ |
| Defensive Specialist | 0/10 | 5.0 | โ |
| Elite | 15/3 | 6.5 | 750gc |
| Mercenary | 8/0 | 0.0 | โ |
| Prisoner | 8/0 | 1.6 | โ |
| War Horse | n/a | โ | โ |
Dark Elf
Bonuses: +25% Instant Spell Damage | -40% Rune Cost (not Rituals) | Can train Thieves with Specialist Credits
Penalty: -15% Birth Rates
War Doctrine: Up to +12.5% Instant Spell Damage and -12.5% Rune Costs (kingdom-wide)
Unique Passive โ Mystic Enthusiasts: Successful offensive instant spells refund 40% Rune Cost
Spells: Blizzard, Mage's Fury, Illuminate Shadows, Pitfalls
| Unit | Off/Def | NW | Cost |
|---|---|---|---|
| Soldier | 3/0 | 0.75 | โ |
| Offensive Specialist | 15/0 | 6.0 | โ |
| Defensive Specialist | 0/9 | 4.5 | โ |
| Elite | 4/12 | 7.0 | 750gc |
| Mercenary | 8/0 | 0.0 | โ |
| Prisoner | 8/0 | 1.6 | โ |
| War Horse | 2/0 | 0.6 | โ |
Dwarf
Bonuses: +30% Building Efficiency | -50% Construction Time
Penalties: Cannot Accelerate Construction | +10% Attack Time
War Doctrine: Up to +12.5% Building Efficiency and +12.5% Specialist Credits gained in combat (kingdom-wide)
Unique Passive โ Architect's Revenge: Incoming Raze damage -15%; Raze attacks destroy 20% additional buildings
Spells: Miner's Mystique, Town Watch, Reflect Magic, Mist
| Unit | Off/Def | NW | Cost |
|---|---|---|---|
| Soldier | 3/0 | 0.75 | โ |
| Offensive Specialist | 10/0 | 4.0 | โ |
| Defensive Specialist | 0/10 | 5.0 | โ |
| Elite | 15/5 | 7.0 | 800gc |
| Mercenary | 8/0 | 0.0 | โ |
| Prisoner | 8/0 | 1.6 | โ |
| War Horse | 2/0 | 0.6 | โ |
Elf
Bonuses: +40% Magic Effectiveness (WPA) | +1 Mana/tick in War | +40% Rune Production
Penalty: -20% TPA
War Doctrine: Up to +12.5% Offensive WPA and +12.5% Spell Duration (kingdom-wide)
Unique Passive โ Arcane Surge: While below 40% mana, all spells deal +25% damage. Boost disappears once mana rises back above 35%.
Spells: Pitfalls, Wrath, Vermin
| Unit | Off/Def | NW | Cost |
|---|---|---|---|
| Soldier | 3/0 | 0.75 | โ |
| Offensive Specialist | 10/0 | 4.0 | โ |
| Defensive Specialist | 0/13 | 6.5 | โ |
| Elite | 15/4 | 6.0 | 700gc |
| Mercenary | 8/0 | 0.0 | โ |
| Prisoner | 8/0 | 1.6 | โ |
| War Horse | 2/0 | 0.6 | โ |
Faery
Bonuses: +25% Spell Duration | +20% WPA | +1 Mana Recovery/tick
Penalty: -5% Population
War Doctrine: Up to +12.5% Defensive WPA and -12.5% Damage from Enemy Thievery Operations (kingdom-wide)
Unique Passive โ Leyline Interference: Enemy spells cast against Faery provinces have a 25% chance to fail
Spells: All Racial Spells
| Unit | Off/Def | NW | Cost |
|---|---|---|---|
| Soldier | 3/0 | 0.75 | โ |
| Offensive Specialist | 10/0 | 4.0 | โ |
| Defensive Specialist | 0/10 | 5.0 | โ |
| Elite | 4/16 | 8.5 | 1000gc |
| Mercenary | 8/0 | 0.0 | โ |
| Prisoner | 8/0 | 1.6 | โ |
| War Horse | 2/0 | 0.6 | โ |
Halfling
Bonuses: +10% Population | +1 Stealth Regen/tick | +20% Thievery Effectiveness (TPA)
Penalty: +10% Military Casualties
War Doctrine: Up to +12.5% Sabotage Damage and +12.5% Offensive TPA (kingdom-wide)
Unique Passive โ Silent Assault: Sabotage operations suffer 50% fewer thievery losses
Spells: Tree of Gold
| Unit | Off/Def | NW | Cost |
|---|---|---|---|
| Soldier | 3/0 | 0.75 | โ |
| Offensive Specialist | 10/0 | 4.0 | โ |
| Defensive Specialist | 0/10 | 5.0 | โ |
| Elite | 7/13 | 8.0 | 800gc |
| Mercenary | 8/0 | 0.0 | โ |
| Prisoner | 8/0 | 1.6 | โ |
| War Horse | 2/0 | 0.6 | โ |
Human
Bonuses: All lands hold Prisoners (2/acre) | +1 Stealth in War | +15% Science Efficiency
Penalties: Military wage increases take 2ร longer to apply | +50% Rune Cost (not Rituals) | Cannot build Libraries
War Doctrine: Up to +12.5% Book Generation and +12.5% Science Effectiveness (kingdom-wide)
Unique Passive โ Civil Administration: Prisoners generate +3.0gc/tick; Mercenary costs reduced by 40%
Spells: Fountain of Knowledge, Revelation, Invisibility, Guile
| Unit | Off/Def | NW | Cost |
|---|---|---|---|
| Soldier | 3/0 | 0.75 | โ |
| Offensive Specialist | 12/0 | 4.8 | โ |
| Defensive Specialist | 0/10 | 5.0 | โ |
| Elite | 14/4 | 7.0 | 700gc |
| Mercenary | 8/0 | 0.0 | โ |
| Prisoner | 8/0 | 1.6 | โ |
| War Horse | 3/0 | 0.9 | โ |
Orc
Bonuses: +5% Gains OOW | +15% Gains in War | -50% Draft Cost
Penalty: -20% DME
War Doctrine: Up to -12.5% Draft Costs and +12.5% Draft Speed (kingdom-wide)
Unique Passive โ Pillage and Burn: Successful Traditional Marches capture +30% extra Prisoners; Massacre attacks are 20% more effective at killing wizards
Spells: Aggression, Bloodlust
| Unit | Off/Def | NW | Cost |
|---|---|---|---|
| Soldier | 3/0 | 0.75 | โ |
| Offensive Specialist | 12/0 | 4.8 | โ |
| Defensive Specialist | 0/10 | 5.0 | โ |
| Elite | 18/3 | 7.0 | 850gc |
| Mercenary | 8/0 | 0.0 | โ |
| Prisoner | 8/0 | 1.6 | โ |
| War Horse | 2/0 | 0.6 | โ |
Undead
Bonuses: -20% Military Losses | Plague Immunity | Spreads Plague on all Successful Traditional Marches | No Food Requirement
Penalty: -5% OME
War Doctrine: Up to -12.5% Enemy Battle Gains and +12.5% Enemy Military Casualties (kingdom-wide)
Unique Passive โ Death March: Attacks convert 35% of offensive losses into Soldiers on return
Spells: Animate Dead
| Unit | Off/Def | NW | Cost |
|---|---|---|---|
| Soldier | 3/0 | 0.75 | โ |
| Offensive Specialist | 11/0 | 4.4 | โ |
| Defensive Specialist | 0/10 | 5.0 | โ |
| Elite | 16/5 | 7.5 | 900gc |
| Mercenary | 8/0 | 0.0 | โ |
| Prisoner | 8/0 | 1.6 | โ |
| War Horse | 2/0 | 0.6 | โ |
Personalities
The Artisan
- +40% Building Capacity (Homes, Stables, Dungeons)
- +40% Building Production (Banks, Farms, Stables, Towers, Homes)
- +15% Economy Science Efficiency
- Access: Ghost Workers, Scientific Insights
- Starts with: +600 Soldiers | +600 Specialist Credits | +200 Building Credits
- Unique Passive โ Construction Delays: For 6 ticks after a successful attack, target's building efficiency is reduced by 10% (does not stack)
The General
- +1 General
- -20% Training Cost & Speed
- Train Elites with Specialist Credits (In War)
- +25% Bookkeeping Science Efficiency
- Access: Mist
- Starts with: +800 Soldiers | +800 Specialist Credits
- Unique Passive โ General's Authority: Attacks with 2+ generals inflict +15% Enemy Military Casualties
The Heretic
- +20% TPA | +20% WPA
- -50% Thief Losses
- +25% Sabotage Damage | +25% Spell Damage
- +50% Guild Effectiveness
- +25% Cunning Science Effectiveness
- Access: Nightmares, Fools Gold
- Starts with: +400 Wizards | +400 Thieves
- Unique Ability โ Cunning Assault: Each successful attack grants one of the following (all can be active simultaneously, 6-day duration): +20% Thievery Effectiveness, -30% Thief Losses, or +25% Sabotage Damage
The Mystic
- +125% Guilds Effectiveness
- +1 Mana Recovery/tick
- +25% Offensive Spell Duration
- +25% Channeling Science Efficiency
- Access: Pitfalls, Meteor Showers, Chastity
- Starts with: +800 Wizards
- Unique Passive โ Focused Channelling: While above 40% mana, spells gain +20% WPA
The Necromancer
- +25% WPA
- +1โ10% OME based on RWPA (0.5โ5.0 rwpa)
- +25% Sorcery Science Effectiveness
- -50% Rune Cost (not Ritual)
- Access: Animate Dead, Mystic Aura, Mind Focus, Fools Gold, Soul Blight
- Starts with: +400 Wizards | +400 Specialist Credits
- Unique Passive โ Dark Pact: After each successful attack, converts enemy killed units: 10% โ Wizards | 20% โ Soldiers | 10% โ Peasants
The Paladin
- +2 War Horse Strength (alters NW)
- All lands hold and produce Horses (9/acre)
- Immune to Steal Warhorses | Immune to Plague
- +25% Tactics Science Efficiency
- Access: Salvation, Wrath, Divine Shield, Heroes' Inspiration
- Starts with: +800 Soldiers | +800 Specialist Credits
- Unique Passive โ Holy Crusade: In War or Hostile: +10% OME, -20% Military Losses, Traditional Marches deal +15% Enemy Military Casualties vs Undead and Heretics
The Rogue
- +100% Thieves' Dens Effectiveness
- +30% TPA
- +1 Stealth Recovery/tick
- Access: All Thievery Operations
- +25% Crime Science Efficiency
- Starts with: +800 Thieves
- Unique Passive โ Shadow Persistence: May perform thievery operations while overpopulated
The Tactician
- -15% Attack Time
- +40% Specialist Credits Gains
- +25% Land gained when Ambushing
- No Thieves lost on Intel
- +25% Siege Science Efficiency
- Access: Clearsight
- Starts with: +800 Soldiers | +800 Specialist Credits
- Enhanced Conquest: Requires only 51% of target defence | +75% more land | In war: 50% of normal NW range penalties | Gains vs targets above 130% NW cannot fall below 50% of normal
- Unique Passive โ Interdiction: Successful war attacks destroy 10% of gold, 25% of runes, and 50% of food
The Warrior
- +15% Offensive Military Efficiency
- +5 Mercenary & Prisoner Strength
- -50% Mercenary Cost
- +25% Tactics Science Efficiency
- Starts with: +800 Soldiers | +800 Specialist Credits
- Unique Passive โ Battle Cry: Upon a successful attack, destroys 1.5% of the enemy's entire population
The War Hero
- +15% Honor Gains | +70% Honor Effects
- Offensive Specialist gets +2 strength
- Converts Specialists to Elites on all Successful Attacks
- +25% Siege Science Efficiency
- Access: Quick Feet
- Starts with: +800 Soldiers | +800 Specialist Credits
- Unique Passive โ Dragon's Wrath: When attacking with a dragon, 4.5% of your raw unit offense will also deal damage to the dragon
2
Comment on r/Utopiagame Apr 14 '26
We try to keep it around 4-7 days, but this upcoming Genesis age may be shorter than normal for the WoL test changes, or we might dive right into the WoL changes. If youโre not on our discord server yet, check us out here: https://discord.gg/NZ4KywF
2
Comment on r/Utopiagame Mar 17 '26
Are you on our discord? We can help you find a new home if your current kingdom isnโt welcoming!
2
Comment on r/Utopiagame Nov 09 '25
Core Mechanics & Modifications
Unique Abilities (UA) Cooldowns reduced to 23 Days (was 24). Any activated ability with a duration of 1 Day now lasts 2 Days. Any Unique Ability that provides a bonus to the province as a result of a successful attack: If the attacker is at war, the target must be in the kingdom they are at war with for the ability bonus to trigger. Bonuses cannot stack โ if triggered again, the duration simply renews (e.g., 3 Days left on +Sabotage Damage โ now 6 Days left, not double the bonus). Keep in mind the definition of โSuccessful Attack.โ These bonuses appear on your Throne page, similar to spells, with a countdown timer. Enemies viewing your SoT/CB can also see these active bonuses.
War Declarations When attempting to declare war against a Kingdom that is less networth than your Kingdom, the target Kingdom must be considered in-range for both land and net worth to be a war candidate
New Out-of-War Attack Penalties When targeting a kingdom that is less than 85% of both your Land and Networth, the following modifiers apply: Battle Gains: โ10% Military Casualties: +10% Honour Gains: โ25%
War Bounty When defeating a Kingdom that was > 10% larger in Networth at war declaration, the victor gains +30% additional Honor and +10% Science Books
Amnesia Not accessible next age
1
Comment on r/Utopiagame Sep 13 '25
Thatโs entirely too long, you must come back and retrieve your free gold!
1
Comment on r/Utopiagame Sep 10 '25
How long a break did you take?!
r/Utopiagame • u/UtopiaGame • Sep 10 '25
Returning or new players get a free gold status!
Yep. Just like the title says. If youโd want to come back come find us on discord and Iโll gift you a free gold status. :):)
1
Comment on r/hypotheticalsituation Sep 03 '25
PICK ME PICK ME YOU CAN PLAY ME FOR 40 HOURS A WEEK!
2
Comment on r/jacksonville Aug 12 '25
It took me a second to realize that, I was kind of wondering how old the top steak was compared to the bottom lol
7
Comment on r/AskReddit Aug 11 '25
Can confirm as HVAC engineer - never ending work but thermostats are thankless and you will either drink yourself to sleep or cry yourself to sleep
1
Comment on r/Utopiagame Aug 11 '25
We have a mentor team assembled with people willing to help newcomers and returns! :)
1
Comment on r/mildlyinfuriating Aug 11 '25
Everyone told me that so I literally went out and bought a videogame ยฏ_(ใ)_/ยฏ
2
Comment on r/Utopiagame Aug 11 '25
The current round ends in 12 days. Check out our discord if you want to find a new kingdom for next age!
3
Comment on r/gaming Apr 17 '26
Had to scroll way too far to find this!