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Thread: Genesis Age 162 Mechanics

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    Genesis Age 162 Mechanics

    Genesis 162 - Age of Chaos Ending


    Welcome to the new age.

    Please refer to the chooser for the appropriate stats for each race and personality, as all of them will have changed from prior rounds in a major way.

    Relations


    War Proposal is Enabled
    War range is NW only (You / 0.85 - You * 0.85)
    War minimum duration is 14 ticks
    War Auto-WD can occur at 10 ticks
    War Auto-WD phases in over time up to 75% NW at 48 tick duration
    EOW is 48 ticks
    Propaganda IS active this age
    Subdue Wizards is NOT active this age
    Meter Maximum is 25 points, Unfriendly relations begin at 7.0 points, Hostile Relations begin at 12.0 points
    War may be declared by the lesser relations kingdom until the meter is 14 for both kingdoms when both may declare
    Dragons


    The following dragons are enabled:

    • Emerald +25% military casualties in combat, -20% combat gains, -40% Building and Specialist Credits gained in combat
    • Ruby Reduces military effectiveness by 15%, Increase military wages by 30% and lose 30% of new draftees
    • Sapphire -30% lower magic (WPA) and thievery (TPA) effectiveness, +12.5% Instant Spell and Sabotage Damage taken and -12.5% Instant and Sabotage Damage dealt
    • Topaz -30% Building Efficiency, -25% Income, destroys 4% of buildings instantly and every 6 ticks thereafter




    Economy


    Population is described as below:

    Built land holds 30 people, gives 20 jobs. BE *should* function as we expect it to with the population numbers adjusted.
    Base income is 5gc/peasant
    Military


    Base attack time is 7
    Spec value is 7
    Intra-Kingdom Attacks are significantly stronger
    Multi Attack Protection is lessened
    Attacks generate land at a rate of an additional 20% outside of war, and 5% in war
    Ambush will only gain land that was taken, and not generated
    The maximum gains cap is 25% of the target province's land
    Military Upkeep is the same as WoL
    Please note the addition of the Righteous Aggressor and Righteous Defender spells(60hrs), these allow elite conversions on Attacks and Defense respectively
    General


    Starting acres is 1000
    The following effects are double their WoL values in Genesis:

    Birth Rate, Wizard Generation, Mana Generation per tick, Stealth regeneration per tick
    Science:


    Scientist generation rate is 5% / tick
    Scientists generate 400 books / tick
    Rituals:


    16 casts are needed for 100% effectiveness
    20 casts required to abolish
    10 tick minimum duration
    36 tick standard duration
    Overcasting is significantly more potent in Genesis than WoL
    Rituals for this age are as follows:


    • Affluent +30% income -20% draft cost
    • Barrier -20% Instant Spell damage and Thief Sabotage damage from enemies and +20% Defensive WPA/TPA
    • Expedient -30% Training Time (including Thieves), -30% Construction Time, & -30% Build costs & 20% faster wizard training
    • Haste -10% Attack Time, -10% casualties & +20% drafting
    • Havoc Increases offensive Thieves per acre (TPA) and Wizards per acre (WPA) by 15% & Instant Spell damage and Sabotage Damage by 15%
    • Onslaught Increases Offensive Military Efficiency (OME) by 10%, Enemy Military Casualties when Attacking by 15%
    • Benediction +10% BE, +25% pop growth, +10% Flat Rate Building Production
    • Stalwart +10% Defensive Military Efficiency (DME) & -20% Own Military Casualties
    • Expropriation +15% combat gains, +15% Honor gains, +20% credits


    Abolish Ritual is disabled, in its place there is Weaken Ritual. This spell removes effectiveness of a ritual with each cast. At 75% the ritual fades.

    Bravery is active

    This mechanic is designed to reward provinces that attack in range and stronger provinces while penalizing bottom feeding. 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 x 75% = 15%; thus your increased birthrate is "(Current Birthrate) x (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)
    Support Spells:

    Builders Boon
    Divine Shield
    Fanatacism
    Fertile Lands
    Greater Protection
    Hero's Inspiration
    Illuminate Shadows
    Inspire Army
    Love and Peace
    Magic Shield
    Minor Protection
    Natures Blessing
    Patriotism, Salvation
    Wrath
    Race and Personality Details:

    https://utopia-game.com/gen/chooser/age_details/

    Change Log
    - changed built land jobs given from 18 to 20 to match code
    Last edited by umajon911; Today at 17:50.
    “The only person you are destined to become is the person you decide to be.”
    - unknown

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