Genesis Round 160 is here!

This round is based on World of Legends Age 90 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
Age Start: 03/12/2021 @ 18:00 GMT
Age End: 03/23/2021 @ 02:00 GMT

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 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)
  • Massacre damage to wizards has been significantly increased
  • Base science book production is 300 / 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
  • Studious Ritual has been removed
  • Affluent will increase wizard training by 20%
  • Elites are generated per tick by Armouries (.2), Training Grounds (.1) and Forts (.1) per acre, which is not affected by Building Efficiency
  • Elites will be trained from existing specialists. First taken from Offense Specialists, if there are not enough Offense Specialists they will be taken from Defense Specialists. Partial amounts may be trained, i.e. if 200 elites will be trained and you only have 100 Off Specs, 100 will come from Off specs and the remaining 100 will come from Defense Specialists
  • 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
  • Military Efficiency will go down significantly faster than normal if you do not pay wages
  • 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
  • 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
  • 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)
  • 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: 20
  • 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
  • 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

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