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Thread: Genesis Age 170 Mechanics

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    Genesis Age 170 Mechanics

    Genesis Round 170 is here!

    This round is based on World of Legends Age 109 base (with some sprinkles of Age 110!) 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: 03/8/2025 @ 08:00 GMT
    Age End: 03/15/2025 @ 00:00 GMT

    Tick Length will be 15 minutes.

    Important things to know about Genesis for this age:
    • Universities are NOT available this age
    • You can utilize UtopiaBot for free in your Discord server on Genesis (Monarch just needs to set it up!)
    • Invites (6) will be available
    • Mentor DOES work on Genesis
    • Mentoring of other provinces on Genesis will be 8 hours every 12 hours (instead of 4 hours every 12 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
    • Vacation mode will begin 24 ticks after activation
    • Vacation mode minimum duration will be 24 ticks
    • Other misc. hostile times / cool down timers are set according to round speed
    • Hostility Meter is available to everyone


    Important variances from WoL to note
    • 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
    • Elite wages are 2.0 gc each
    • 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)
    • Learn will no longer distinguish between unallocated & allocated books. The % gain will be the same as allocated across all book types, allocated & unallocated.
    • 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%
    • Max Gains cap is 25% (up from 20% on WoL)
    • Massacre damage to wizards has been significantly increased
    • Base science book production is 200 / tick
    • Tree of Gold will have the same Rune cost & difficulty as Paradise
    • Starting scientists is 15
    • Scientist generation rate is 5% per tick
    • Nightmare will put troops into training for 4 ticks, reduced from 8
    • Propose War is available
    • War attack speed reduction ramp time has been reduced to 7 ticks
    • Crystal Ball mana cost will always be 1% (instead of 2%)
    • Explore/Build Time/Train Time/Army Attack times are all 50% of normal (WoL) (Train time is reduced by 66%)
    • 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), except that Land is not considered for range, only Networth is used to determine war range
    • War may be declared by either side when hostility points reach at least 14 on both meters
    • Meter points required for Unfriendly will be 7
    • Meter points required for Hostile will be 12
    • Dragons will increase hostility meter by 8 points
    • Max hostile meter will be 25
    • War minimum duration is 14 ticks (OOR wars: 8 ticks)
    • War auto-surrender will occur by your opponent based on the following criteria:
      • anytime on or after tick 10 if their networth falls below 66%
      • on tick 24 if their networth is below 70%
      • after tick 24 this networth amount scales linearly up to 75% by tick 48
      • after tick 48 if their networth falls below 75%
    • End of War CeaseFire may be exited after 6 ticks
    • End of War CeaseFire maximum duration is 48 ticks
    • Kingdom Size is 6
    • Explore costs for Kingdoms with less than 4 Provinces are significantly increased
    • Only 3 provinces can be in Vacation Mode
    • Defect is not be available during war
    • Beginner Protection is 12 ticks (in and out of war)
    • Assassinate Wizards is not available, instead a new operation is: 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%
    • Force CeaseFire Duration is 36 ticks
    • KD Wall does not affects wages
    • Rune decay per tick has been doubled
    • Force CeaseFire will remove 25% gc, runes and food along with 10% of all science books from each province in the Defending Kingdom and divide these resources equally among the Aggressor Kingdom when FCF is used while in war range.
    • Overpopulation will not provide prisoners from deserting troops
    • Bravery
    • This mechanic is designed to reward provinces that attack in range and stronger provinces while penalizing bottomfeeding. The effects of Bravery are as follows:
      • Increase your Birthrate by 75% of your Bravery
      • Increase your Dragon Slaying strength of all troops by 75% of your Bravery
      • Increase your honor gains on attacks by 50% of your Bravery
      • Increase your scientist generation per tick by 35% of your Bravery
      • Example: Bravery = 20; Birthrate adjustment is 75% therefore Birthrate increase is: 20 * 75% = 15%; thus your increased birthrate is "(Current Birthrate) * (1.15)
    • Bravery will increase differently based on the attack type
    • Bravery over 10 will decay per tick while not in war
    • Bravery will not decay for 10 ticks following your most recent bravery gain
    • Bravery gain is affected by the composition of your army and the attacks you make (Trad March/Plunder/etc)


    Ritual Info
    • Abolish Ritual is not available, instead there is new spell: Weaken Ritual. Weaken Ritual removes between 1-3% effectiveness of a ritual with each cast.
    • When a ritual reaches 75% the ritual fades.
    • Ritual will activate automatically in 36 ticks
    • Reduced Self Spell Mana Cost will NOT reduce mana cost for ritual
    • Minimum casts required for 100% efficiency: 15 or [KD Slots x 4] (whichever is greater)
    • Duration is 36 ticks
    • Overcasting formula has been modified from WoL


    Ritual Types and stats can be found in game


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


    Initial Province Stats
    • Acres: 1000
    • Soldiers: 6000
    • Spec Credits: 6000
    • Thieves: 400
    • Wizards: 100
    • Peasants: 6000
    • GC: 600,000
    • Honor: 2500




    Races
    Should be able to check in-game
    https://utopia-game.com/gen/chooser/age_details/

    Personalities
    Should be able to check in-game
    https://utopia-game.com/gen/chooser/age_details/


    The Round should be open to join!
    Have fun

    Changelog
    Last edited by DavidC; 07-03-2025 at 17:39.
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