Difference between revisions of "Genesis Mechanics"
From The Utopian Encyclopedia
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*Provinces will abandon after 1 day of inactivity | *Provinces will abandon after 1 day of inactivity | ||
*'''Income per job is 5.25 gc''' | *'''Income per job is 5.25 gc''' | ||
− | *Elite wages | + | *'''Elite wages decreased from 2.25 to 1.25''' |
*Winner and Loser of war will receive Median * 2 amount of specialist credits | *Winner and Loser of war will receive Median * 2 amount of specialist credits | ||
*Income per prisoner is 1.5 | *Income per prisoner is 1.5 |
Revision as of 22:41, 6 May 2021
Tick Length will be 15 minutes.
Important things to know about Genesis for this age:
- We have moved to low military values. Base values are: Specialists are 5, War Horses are 1, Prisoners/Mercenaries are 2.
- You can utilize UtopiaBot for free in your Discord server on Genesis (Monarch just needs to set it up!)
- Invites (6) will be available
- Reservations are allowed and used at the end of this age
- Mentor DOES work on Genesis
- Mentoring of other provinces on Genesis will be 6 hours every 12 hours (instead of 4 hours every 24 hours like on WoL)
- You are able to use Sitting credits on Genesis
- To prevent abuse, there is a 3 hour waiting period to creating new provinces
Important variances from WoL to note:
- Paradise will only take 50% of acres that it generates from your explore pool
- Birth Rates are double
- Wizard generation is double (.04 per guild instead of .02)
- Draft Rates increased by 50%
- Provinces will abandon after 1 day of inactivity
- Income per job is 5.25 gc
- Elite wages decreased from 2.25 to 1.25
- Winner and Loser of war will receive Median * 2 amount of specialist credits
- Income per prisoner is 1.5
- Intra-Kingdom attacks will deal significantly more damage (double) and remove a minimum 50 acres
- Ambush will target only the land that was lost, not what the attacker received (due to acre generation)
- MAP (Multi-Attack Protection) awarded for attacks is reduced by 50% from that seen on WoL
- Stealth and Mana recovery is doubled (any race or personality mods will be doubled; for example base is 3% per tick which is now 6%, if a race mod says +2% per tick this will also be doubled meaning 4%, therefore a race which states *+2% per tick will receive 3% base plus 2% = 5% => doubled to 10%)
- Base gains for a Traditional March increased from 12% to 15%
- Elite casualties on attacks reduced by 33%
- Elite losses on Nightstrike, Nightmare, Propaganda and Meteor Showers reduced by 30%
- Max Gains cap is 25% (up from 20% on WoL)
- Massacre damage to wizards has been significantly increased
- Base science book production is 400 / tick
- Starting scientists is 15
- Scientist generation rate is 5% per tick
- Elites are not trainable for any race
- All Personalities Convert Specialists on Traditional Marches
- If a Race has the Convert Specialists on Attacks, it means that race will convert more
- You have the choice to choose which specialist elites are generated from
- Affluent will increase wizard training by 20%
- Nightmare will put troops into training for 4 ticks, reduced from 8
- FCF will only take into account NW range, not war range (land or nw)
- FCF will last 3 months, not 2
- FCF will remove 5% honor from the aggressor
- FCF will remove 3% honor from the defender
- FCF can be initiated 2 ticks after hostile began and as long as there has been no hits from the Defender for 2 ticks, reduced from 3
- Elite values for each race no longer has a net worth value associated with it. Elite networth is based on total offense & defense calculated similary to specialist values, with a reduction for efficiency
- Explore/Build Time/Train Time/Army Attack times are all 50% of normal (WoL)
- Acres are generated on Traditional Marches (20%)
- Acre generation is reduced in war (from 20% OOW to 5% In War)
- War range and declare mechanics are identical to World of Legends (85% * you < you < you / .85)
- War may be declared by either side when hostility points reach at least 14 on both meters (previously 20)
- Meter points required for Unfriendly will be 7
- Meter points required for Hostile will be 12
- Dragons will generate 8 hostility points
- Max hostile meter will be 25 points instead of 90
- War minimum duration is 14 ticks (OOR wars: 8 ticks)
- War auto-surrender will occur at 10 ticks
- End of War CeaseFire may be exited after 6 ticks
- End of War CeaseFire maximum duration is 48 ticks
- Defecting removes 15% of your resources
- War auto-surrender will occur if the opponent reaches 65% your own networth
- Kingdom Size is 6
- Explore costs for Kingdoms with less than 5 Provinces are significantly increased
- Defect will not be available during war
- Overpopulation which prevents attacks occurs at 115%
- Thieves no longer function at 140% over max pop
- Beginner Protection is 12 ticks (in and out of war)
- Vacation Mode delay is 3 hours (in and out)
- Only 3 provinces can be in Vacation Mode
- Assassinate Wizards has been renamed to Subdue Wizards
- Subdue Wizards will reduce the strength of wizards, similar to the way Amnesia works with science. Wizard Strength will be restored to 100% upon entering EoWCF
- Wizard strength is regained by 1.5% per tick over time while out of war
- Subdue Wizards displays how much strength has been removed from the enemy on each operation
- Infiltrate will show enemy wizard strength if it is below 100%
- Expose Thieves can not reduce stealth below 25%
- Expose Thieves is available to all races
Ritual Info
- Base casts required: 15
- 100% Efficiency casts: 25
- Abolish Ritual only requires 20 casts
- Rituals can be destroyed after 10 ticks
- Ritual will activate automatically in 24 ticks
- Duration is 36 ticks
- Overcasting will grant much larger effects than in WoL (boosted a bit more this age)
For clarity on some of the new Freak mods:
- 1 in 15 chance any attack BY a Freak will fail (even if it may have been successful)
- 1 in 5 chance any attack BY a Freak will have a 15-35% increase in gains. These gains could push you OVER the potential max gain of 25%
- The +/- 5% mod replaces the 3.5% random factor that other provinces have with 5% instead
- The mod for t/m operations means that damage from any instant operation could range from 90-135%
Support Spell List:
- Divine Shield
- Fanaticism
- Wrathful Smite
- Mist
- Scientific Insights
Initial Province Stats
- Acres: 1200
- Soldiers: 8000
- Spec Credits: 8000
- Thieves: 1500
- Wizards: 1500
- Peasants: 9000
- GC: 900,000
- Honor: 2500
War Score Tiers
- Tier 1: 1.0 points
- Tier 2: 2.0 points
- Tier 3: 3.0 points
- Tier 4: 4.0 points
- Tier 5: 5.0 points
Each tier provides additional bonuses to the winning Kingdom of a war