As the coming age is potentially shorter than the previous one, we're going to do things a little differently this time! There are quite a few suggestions that have been consistently requested on the forums on every single age change - so, as this is Genesis' last round with the current code-base I've put in a few of these, along with some other minor tweaks, to make for a fun, exciting, and possibly less balanced round. These changes probably won't propagate to the next round of WoL - so enjoy while they last
General Changes
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* All changes made for the last round of WoL have continued into this round of Genesis
* As this may be a shorter round of Genesis than usual (we just don't know yet) all players will be given additional starting resources
* Genesis kingdoms last round were far too small - this has been noted, and the world has been shrunk considerably
Races
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Humans
* Income : +25%
* Science Effectiveness : +25% (new: was 30%)
* Defensive Specialist Strength : +1
* Magic Effectiveness : -25%
* Specific Spellbook – Greater Protection, Aggression, Pitfalls (new: Pitfalls)
* Elite Unit – Knight (6/3, $750, 5.25 nw)
Elves
* No longer has +30% Magic Effectiveness (new)
* Can cast self-spells on others in their KD (new)
* Mana Recovery / Hour : +1
* Combat Losses : -50%
* Wages : -50%
* No Access to Dungeons
* Specific Spellbook – Mystic Aura, Quick Feet, Clear Sight, Fountain of Knowledge, Reflect Magic, Amnesia (new: lost Pitfalls)
* Elite Unit – Elf Lord (6/4, $700, 5.5 nw)
Dwarves
* Building Efficiency : +25% (new: was 30%)
* Free Building Construction
* Immunity to Fog
* Thievery Effectiveness : -20% (new: was -30%)
* Can't use Accelerated Construction
* Specific Spellbook – Fog, Animate Dead
* Elite Unit – Berserker (7/4, $900, 6.75 nw) (new: was $1000)
Orcs
* Gains on Attacks : +30%
* Draft Costs and Wages : -50% (new: wages -50%)
* No longer spreads or is immune to the Plague (new)
* Train Elites with Specialist credits
* Bonuses from Honor : -50%
* Science Costs : +30%
* Specific Spellbook – Fanaticism, Aggression
* Elite Unit – Ogre (8/2, $800, 6.75 nw)
Gnomes
* Thievery Effectiveness : +40%
* Food Consumption : +100% (new)
* Cost of Thieves : -50%
* Population Limit : +15%
* Homes increase pop by 10 instead of 8 (new)
* Birth Rates : -25%
* No Access to Hospitals
* Specific Spellbook – Quick Feet, Town Watch, Vermin (new: lost War Spoils)
* Elite Unit – Golem (5/4, $250, 4.5 nw)
Dark Elves (EDIT)
* Spell Strength : +30%
* Changed DE again:
* Spells require 50% less runes (new)
* Bonuses from Honor : +100% (new)
* Offensive Specialist Strength : +1
* Exploration Costs : +20%
* Wages : +25%
* Specific Spellbook – Invisibility, Fool’s Gold, Nightmares (new: lose Tree of Gold)
* Elite Unit – Drow (4/6, $800, 5.75 nw) (new: was 5/6, $900, 6.0 nw)
Undead (new)
* Some offensive specialists are converted to elites on successful Traditional Marches
* Offence specs and Elites can not die on attacks you make (but can be killed on defense/ambush)
* No food needed
* Spreads & is Immune to the Plague
* Access only to basic thievery ops
* Science Effectiveness : -50%
* Specific Spellbook – War Spoils, Tree of Gold, Animate Dead
* Elite Unit - Ghoul (9/3, cannot be trained, 8.0 nw)
Attacks
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* Raze now destroys acres in war, too
Magic
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* Meteor Shower spell available to all players
* Paradised Land now comes from the Explore Pool
Personality Changes
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The Shepherd
* Land no longer generates 4 bushels of food per acre daily (new)
* 30% faster military training, building construction, exploring, and scientific research
* Immunity to food penalties from Drought, Plague, & Storms
The Mystic
* No longer has Meteor Shower spell (new)
* All Guilds and Towers are twice as effective (new: Tower effectiveness)
The Warrior
* 10% Lower Attack Time (new: was 15%)
* 50% Land Losses when Ambushed
The War Hero
* Access to enhanced Conquest Attack at all times
* Gain 50% more Specialist and Building Credits
* No longer get +25% Enemy Casualties on Attacks (new)
* Can send 25% more mercenaries/prisoners, and mercenaries cost 25% less (new)