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Utopia: Age 59 Changes

Charles Rector's Weblog; Oct. 21, 2013; By Charles Rector
Type: News

From: :

Age 59 ChangesBelow please find the changes for Age 59. Honor has been changed significantly, more details below. You can comment here 

End of Age 58: Tuesday 10th September, 12.00 GMT
Start of Age 59 Freeze: Tuesday 10th September, 18.00 GMT
Start of Age 59 Protection: Friday 13th September, 18.00 GMT
End of Age 59 Protection: Monday 16th September, 18.00 GMT

Race Changes

-30% Attack Time
+30% Birth Rate

No Access to Stables

Fanaticism, Greater Protection
Elite: 6/2, 525gc, 5NW

+30% Building Efficiency
Free Building Construction
Can use credits to raze buildings

-10% attack gains
Can't use Accelerated Construction

Fools Gold, Quick Feet 
Elite: 6/3, 700gc, 5.25NW

+30% wpa
Revives dead troops
-50% defensive losses

Nightmares, Amnesia, Pitfalls, Mages Fury
Elite: 5/3, 600gc, 5NW

+20% Spell damage (instant spells)
+20% Sabotage damage

All racial spells
Elite: 3/5, 800gc, 5.25NW

+10% population
+50% TPA
-50% thief cost

-20% Birth Rate

Invisibility, Town Watch, Aggression, Animate Dead
Soldiers: 2/2 Elite: 4/4, 300gc, 4NW

+30% Science Effectiveness

-10% population

Tree of Gold, Fountain of Knowledge, Clear Sight
Elite: 6/4, 1000gc 5.5NW

+30% Attack Gains
Free draft
+15% Enemy casualties when attacking

-20% science effectiveness

Reflect Magic
Elite: 7/1, 700gc, 5.75NW

-50% Offensive losses on attacks you make
Converts some Specialists into Elites on successful land attacks
Spreads and is Immune to The Plague
No Food Required

Basic Thievery (Intel operations only)
-1 General

Town Watch
Elite: 7/2, 1000gc, 6NW

Personality Changes

The Merchant
+20% Income
Gain 50% more Specialist and Building Credits

The Sage
Every 4 acres generates 1 book
-50% cost of science

The Rogue
+1 Stealth recovery per tick
Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda

The Mystic
Access to Meteor Showers
All Guilds are twice as effective
+1 mana per tick in War

The Warrior
+1 General
+10% OME in war
Enhanced Conquest range

The Tactician
-15% Attack Time
Accurate Espionage

The Cleric
-50% Your Military Casualties (on attack or defense)

The War Hero 
-50% train time
Immune to Dragon effects
Immune to The Plague

Mechanic Changes

Explore formula: We've moved away from an exponential formula to something that is curved more gently. Increases and reductions to cost based on a provinces size relative to the kingdom are still in effect.

Honor: The formulas have been changed significantly both in war and out of war and on ops and attacks. Honor gains and losses should be a less spikey and honor gains out of war are increased.

  • [* ]Population mod on honor is reduced to 1%
  • Attacking honor gains/losses in war have been reduced
  • Attacking honor gains/losses out of war have been increased for normal relations with a further increase for hostile relations
  • Op and spell honor gains/losses in war have been unchanged
  • Op and spell honor gains/losses out of war have been increased for normal relations with a further increase for hostile relations
  • The honor gains curve has been significantly changed to address top/bottom feeding issues

TF/Intel display: Columns will be sortable where applicable and you can filter out provinces in war.

Sitting: The minimum is changed from 3 days to 1 day. 

War Win Chart: New formula in effect that considers your opponents war wins.

Hostile meter: Reduced to from 200 points to 150.Last edited by Bishop; 10-09-2013 at 13:08.

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