Genesis changes - From Roisin 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 ========================// * 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 ========================// 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 ========================// * Raze now destroys acres in war, too Magic ========================// * Meteor Shower spell available to all players * Paradised Land now comes from the Explore Pool Personality Changes ========================// 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)