Relations

Attacking, casting spells and running thief operations against another kingdom affects the relations between the two kingdoms. Continued actions against a kingdom will escalate the level of relations; first from Normal to Unfriendly, and then to Hostile. 
== Relation Types ==
There are five relation types, each of which have various benefits and penalties. Each kingdom has a relationship type towards all other kingdoms on the server, with normal relations as the default. You can see your relation with any given kingdom by viewing their respective Kingdom page:
 Their Attitude Towards Us : XX
 Our Attitude Towards Them : YY
== The Hostility Meter ==
Relations are measured in hostility points, which are generated by attacks, dragons, spells and thief ops. Spells can add 0-0.25 hostility points to the meter, while thief ops add between 0.01 and 0.12. 
Attack Type 	Hostility Points
Trad March, Raze, Conquest, 
Learn, Massacre or Plunder	3
Ambush 	1.5
Failed attack	3 x ratio of Offence:Defence
Dragon 	30
On the first of each Utopian Month, both Kingdoms' hostility meters decay by one fifth (20%) or 3 points, whichever is greater. The Hostility Meter is capped at 180 points.
== Relation Table ==
Relation type 	Ceasefire	Normal 	Unfriendly	Hostile	War
Hostile Points	n/a 	0 - <15	15 - <30 	30-180 	n/a
Effects 	Prevents attacks, 
spells and thief ops	None 	Unlocks Unfriendly spells and 
ops for target kingdom	For kingdom targetted:
* Unlocks Hostile spells and ops
* Reduces mana and stealth cost to 2%	for both kingdoms:
* +10% Combat Gains
* Unlocks Propaganda thievery operation
* Unlocks Amnesia spell
* Mana and stealth costs reduced to 2%
* 600% Explore Cost
* Paradise unavailable
* -15% Attack Time (after 12 hours)
* -80% Gains and op effectiveness for Kingdoms into wwar status (phased in over 24 hours from War start)
== Normal ==
This is the default relation between all kingdoms from the start of the Age. Normal relations will resume after a War or Ceasefire ends and applies between all kingdoms where the hostile meter is below 15 points.
*No effects
== Unfriendly ==
When the Hostility Meter reaches 15 hostility points, the aggressor kingdom becomes Unfriendly towards the opposing Kingdom. If the meter decays below this limit, Normal relations are resumed.
Unfriendly relations unlocks certain spells and thievery operations for the target Kingdom. 
== Hostile ==
When the Hostile Meter reaches 30 hostility points, the Aggressor Kingdom becomes Hostile towards the opposing Kingdom. If the Meter decays below this limit, Unfriendly relations are resumed.
*
Mana & Stealth costs for offensive spells/ thief ops are reduced to 2%. Further spells and thief ops are unlocked for the target Kingdom.
=== Active hostile ===
While not a formal game status many players have had different views on whether a hostile is active and when hostile relations cease being active. This is highly subjective and is focused on etiquette rather than game rules, typically issues have been enforced by the community rather than admin action. Some views see active hostiles as timed to last for 6, 8, 24 or even 48 hours, a different view from forums is below:
# Active Hostile: Two kingdoms exchange 5 hits from both sides within the last Utopian month
# Active Hostile ends when one part ceases attacks and offers cease fire.
# 8 hours after the waving kingdom has waved (50% or more of the kingdom has attacked) the hostile is over; if the waved kingdom has not retaliated.
# 2 hours after a waving kingdom has waved (50% or more of the kingdom has attacked) and run into a differnt war to protect the grabbed acres, the hostile is over if the waved kingdom has not retaliatedhttp://forums.utopia-game.com/showthread.php?599798-HaLL-Press-Release!-HaLL-farms-and-they-love-it!/page14. 
==War==
Wars are a mutual status shared by two kingdoms that allows them to compete in a conflict while offering some protection from other Kingdoms. A Kingdom can only be at war with one other Kingdom at a time.
War status last a minimum of 2 Utopian Months (48 hours) and has no maximum before the end of an age. 
===Starting a War===
War starts when one kingdom declares War on a Hostile kingdom OR if the maximum hostility level is reached by both Kingdoms.
To declare war a kingdom must:
*have received Attacks from at least three unique provinces
*be within war range (more than 85% and less than 117.64% of Networth OR Land)
*Have relations that allow war declaration:
**Are at least Unfriendly with the opposing Kingdom, AND that Kingdom must be Hostile with your Kingdom
**If both Kindoms are hostile with each other the Monarch and stewards of the Kingdom with less hostility points has the option to Declare War.
**If both kingdoms reach 90 hostility points, both will have the option to declare war.
The option to declare war (the 'War Button') appears on the Relations Page under the War tab.
If 180 points are reached by both Kingdoms, War automatically starts (even if kingdoms are not within war range for land and networth, though no benefits apply at the end of an out of range war). 
===Immediate War Effects===
Once war starts some effects apply immediately; while others slowly take effect. The immediate effects are:
*Mana & Stealth costs for offensive spells and thief ops are reduced to 2%
*Unlocks Propaganda and Sabotage Wizards Operations
*Unlocks Amnesia and Expose Thieves Spells
*Honor and Land gains are 10% higher in War than out of War.
*Relations with all other kingdoms decay at two hostility points per Utopian Month or 20% of the Meter, whichever is greater.
*Paradise cannot be cast (except during EoWCF)
*Exploration Costs increase by 600%
*A temporary war forum is created, which can be moderated by either kingdom's Monarch or Steward.
Provinces created or reset during a war are not able to donate to a dragon or send aid to other provinces in their kingdom for 24 hours after they leave protection.
=== Phased war effects ===
The below effects fade in from the start of war up to the maximum effect below
Time to max effect	Max effect
12 Hours 	
* -15% Attack Time for kingdoms in war
24 Hours 	
* -80% Gains for kingdoms outside war hitting into war status 
* Reduced Military Casualties for kingdoms in war attacked by any third party
* Reduced effectiveness for spells and thief operations targeted at Kingdoms in war
*
===Fake War===
Any agreements made between kingdoms in regards to warring must abide by the Code of Conduct. Violations may cause the war to be deemed a Fake War and may be investigated and actioned by the game operators, including deleting provinces. 
The below are examples of Wars that have been deemed as fake:
*Requesting or agreeing to target specific provinces 
*agreeing any informal ceasefire or break in attacks and ops during war, this includes informal surrender or stopping hits before formal surrender 
*attempts to manipulate War-Win rankings using friends to initiate multiple Wars
*agreements on the outcome of war, e.g. trading Acres for a War Win
Previous punishments have included: 
*Removal from the End of Age rankings for both kingdoms
*Deletion and temporary ban of players making any agreement(s)
*Removal of war wins and points
*Deletion of Kingdom Leadership or Monarchs in both Kingdoms
*Removal of any gains of the Fake War from all Kingdom members (even if they were unaware of the Fake War
The above is not a comprehensive list, determinations for Fake War are made on a case-by-case basis by the game operators and the action taken may vary.
=== Ending a War ===
Wars can end in multiple ways:
* Both sides agree to a mutual peace
* Victory when either:
** the opposing kingdom surrender
** the opposing kingdom reaches 66% of the winning Kingdom's networth 
* Game admins take action to end a war
==== Mutual Peace ====
After 48 Utopian Days of war either Kingdom can propose a mutual peace. If the other kingdom accept the peace then the war ends with no winner. 
==== Surrender ====
A Kingdom's Monarch or Stewards can choose to surrender in war if:
* The war is at least 48 Utopian Days old (Minimum Time) 
* the withdrawing Kingdom has not attacked within the past 2 whole Utopian Days
* Dragons, Aid, Thievery Operations and Magic Spells do not affect a Kingdom's ability to Withdraw
==== Automatic Victory ====
War will automatically end (a Kingdom will automatically Withdraw) if after 48 Utopian Days the smaller Kingdom's networth drops to 66% of their opponent's networth. This is calculated at the tick between Utopian Days.
==== Victory Rewards ====
For either type of victory the winning kingdom receives:
* 10% of the losing kingdom's acres
* 5% of the losing kingdom's honor is spread evenly across the winning kingdom, plus an additional 200 honor per province
* an additional 24 hours worth of Science Books (in addition to the 24 hours received by provinces in both kingdoms, making 48 hours worth in total)
* 0.5 Scientist progress for each province
War Win bonus are modified based on the number of provinces in the kingdom, with a 5% penalty for each province below 25, up to a 25% reduction at 20 provinces or below. 
The war tier displayed on each kingdoms page is updated following a win, these tiers modify the above non-transferred bonuses by 5% per tier, up to 50% larger than the baseline bonuses.
==== End of war effects ====
At the end of war the following effects instantly apply to both kingdoms (if they were in war range at the start of war):
*Each province receives some bonuses:
**Specialist Credits equal to 3 times the land of each kingdom's median province 
**Building Credits equal to twice the land of each Kingdom's median province 
**Science Books equal to 24 ticks of their production
**Each Province has 5% of their land lost and moved to their explore pool (minimum of 100 acres added to pool, regardless of how many are lost).
*Building Efficiency is set to the same level as if optimal workers were available (100% plus tools science and race bonuses). 
* Negative duration spells, Riots and plague are removed from all provinces
* All land and military units out with armies at War end returns home immediately
* Science books removed with Amnesia or learns are recovered immediately
*Dragons that have been started before or during war are automatically canceled 
*5% of each Kingdom's Land is redistributed within their kingdom to the smallest provinces in that kingdom, bringing all smaller provinces receiving acres to the same size (for the winning kingdom this combined with the winning bonus of 10% of the losing kingdom's acres before redistribution). This means that the largest provinces may shrink by 5%
*An additional 5% of each province's land is added to their explore pool (minimum 100 acres) 
**
*
===End-of-War Ceasefire (EOWCF)===
After a war ends, neither kingdom may have any relations with each other for an Utopian Month and are automatically placed in a end-of-war ceasefire for 24-96 hours. After 24 hours, the kingdoms have the choice either to end the ceasefire or to wait up to an additional 72 hours (96 hours total). This choice is independent of the other kingdom.
During this ceasefire, both sides benefit from:
* remaining in war relations (with protection from other Kingdoms)
* Instant population growth of 20% of max population for any provinces under 50% of their max population
*+1000% Birth Rate for the first 24 hours of EOWCF
*Minimum 500 peons per tick birth rate during EOWCF 
* Explore costs are reduced to 300% of normal and explore time reduced by 50% for provinces below kingdom median (including incoming explored acres) 
* Access to the Paradise spell
Upon leaving War, Normal relations will resume. All credits (Specialist/Build) will be lost upon exit of End of War Ceasefire.
==Other Ceasefires==
====Agreed Ceasefire====
Also known as a Non Aggression Pact (NAP), while a Ceasefire is in effect no hostile actions will be allowed between the two Kingdoms.
One Kingdom suggests a ceasefire with a set duration and the other chooses whether to accept or reject this proposal. This status will show on the opposite kingdom's page and when targeting them with spells,ops or attacks.
*Blocks any Attacks, Spells, or Ops between opposing kingdoms
*Moves Hostility Meter to 0 for both kingdoms
*lasts for a minimum duration of 1 Utopian Month
*Can be enforced for a max of 3 Utopian Years
Both Monarchs and Stewards can send, accept, and break Ceasefires. Once accepted, the Ceasefire agreement cannot be broken for the next 24 hours, though the Monarch or Steward can choose to extend this date no further than 3 weeks.
=== Forced Ceasefire ===
==== Defensive Forced Ceasefire ====
If a Kingdom is repeatedly attacked by a much bigger or smaller Kingdom, they have the option force a 96 Ticks unbreakable Ceasefire. This option can be used if:
*the Aggressor Kingdom has reached Hostile Relations with the Defending Kingdom
*the Defending Kingdom has not reached Hostile Relations with the Aggressor Kingdom
*the Defending Kingdom is out of War Range (85%-117.64% land or networth)
*the Defending Kingdom has not attacked or sent a dragon within the past 3 utopian days (this timer does not apply if the Defending Kingdom is at War), hostile Sorcery or Thievery Ops will not reset this timer
==== Aggressive Forced Ceasefire ====
An aggressor Kingdom can force a 96 tick unbreakable Ceasefire with a defending Kingdom if:
*the Aggressor has not attacked or sent dragons against the Defending Kingdom for at least 24 Ticks (the waiting period will not begin until any EoWCF ends)
*the Aggressor is not at War (including EoWCF)
*the Defender is not at War (including EoWCF)
History of relations and war