Difference between revisions of "Age 164 Mechanics"

From The Utopian Encyclopedia
Jump to: navigation, search
(Created page with "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, Wa...")
 
(No difference)

Latest revision as of 17:25, 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 4.5 gc
  • Elite wages increased to 2.25 from 0.75
  • 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 75%
  • 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
  • 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: 30
  • 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)
  • Reduced Self Spell Mana Cost will NOT reduce mana cost for ritual


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:

  • Minor Protection
  • Greater Protection
  • Fertile Lands
  • Magic Shield
  • Nature's Blessing
  • Love and Peace
  • Builder's Boon
  • Inspire Army
  • Patriotism
  • Illuminate Shadows
  • Wrathful Smite
  • Fanaticism
  • Divine Shield
  • Hero's Inspiration
  • Scientific Insight
  • Ghost Workers


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