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Thread: Genesis Age 152 Changes

  1. #1
    Join Date
    Dec 2016

    Genesis Age 152 Changes

    Genesis Round 152 is here!

    This round is based on World of Legends Age 89 code with some additional Genesis specific changes to make Genesis unique from WoL, as well as for testing some new concepts or ideas that may or may not eventually transfer over to the World of Legends!

    Please take a read through the mechanics changes so you're aware of some of the unique features.

    This color indicates a new change for the current Round

    Also be sure to look at the Race & Personality changes as they can be significantly different than World of Legends

    Planned Schedule for the Round

    Tick Length will be 2 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 [I realize this was not implemented last age, it is for this age]
    • 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 6 gc
    • 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%)
    • Max Gains cap is 25% (up from 20% on WoL)
    • Base science book production is 500 / tick
    • Starting scientists is 20
    • Scientist generation rate is 5% per tick
    • 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
    • Dragons have 50% higher cost
    • Max hostile meter will be 25 points instead of 225
    • 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 36 ticks
    • War auto-surrender will occur if the opponent reaches 65% your own networth
    • At the conclusion of war (Surrender or Mutual Peace), all bad spells will be automatically removed
    • Kingdom Size is 6
    • Explore costs for Kingdoms with less than 5 Provinces are significantly increased
    • Defecting removes 10% of your resources
    • 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
    • Steal War Horses removed from all Races
    • Code has been implemented which should allow War Horses to be stolen as soon as an army returns home, without the need for getting a fresh SoM with the enemy army home (this has been a bug for a while, please test this and provide feedback to DavidC)

    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
    • There is a new ritual, Studious, which increases science book production and wizard training by 20%
    • Overcasting will grant much larger effects than in WoL
    • Reduced Self Spell Mana Cost will NOT reduce mana cost for ritual

    • For clarity on some of the new Freak mods:
      • 1 in 10 chance any attack BY a Freak will fail (even if it may have been successful)
      • 1 in 10 chance any attack BY a Freak will have a 5-25% 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

    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

    Should be able to check in-game

    Should be able to check in-game

    The Round should be open to join now(or shortly)!
    Have fun
    Last edited by DavidC; 31-12-2020 at 05:21.
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