
A once glorious Federation! Which was a sanctuary focused on advanced bioengineering research of zombies.
Eventually the Federation fell, and all transformed into a mutant empire of plagued monstrous creatues.
The apocalyptic devastation devided the empire in to, a mutant empire into tightly controlled rings.
Progression
You and your alliance will battle, and explore the lost bio-technologies in the ruins of this lost sanctuary.
Alliances must achieve victory within their current ring, to earn the qualification to progress to the “Next” ring.
A test of strenght, strategy and determination for alliances, and individuals.
The event is over 3 days, each day with a new ring to progress in for a placement, against the other alliances and zombies.
On each map you will be accompanied by 3 other alliances in a fierce competition controlling the map and areas.
Wheather the alliance gets to advance to the “next” ring or remain in the current ring, will depend on the map´s point rankings.

Rewards & Points
First of all the rewards as an alliance relies on which ranked “warzone” you are in. The higher, the bigger the rewards.
When the event comes to an end, the alliance final rank will determine the rewards it will receive.
Alliances who emerge Victorius will receive the “Crowned Glory”, a title as a token of recognition of their strenght.
Earning alliance points:
Capturing buildings in the central zone will grant (First capture points), and continued capture points.
Defeating special zombies (Scavengers and Scavenger commander), in the center of the battlefield will also give points. (Buffed Hunt event)
Earning individual points:
Easiest way to earn individual points is shown in the picture with info, from the game is by killing troops.
Killing zombies grants experience, when used correctly with heroes that grant experience, and heroes not lvl 60, that you will have use of, you benefit both in points, but also benefit personally in growth.
Killing hiveminds as well grants you points, but also gives you the hivemind rewards, which are essential to especially the heavy upgrade “Battle center” with Victory bagdes.
Lastly healing troops, will grant personal points in the event. (It is always adviced to heal troops in batches) a batch means an amount of 1000-2000 troops, which can fast be healed depending on alliance activity.
It is worth pointing out the importance of the last day in GW (Genesis War), can be a quiet day if a winner is decided.
If you still are missing points, ask people to do PVP, which will help you towards your goal for especially rewards from (War Meets War).

Battlefields
A series of unique battlefield maps will unveil and change as the event progresses.
In the battlefield map, alliances can construct multiple alliance resource centers to ensure a supply of resources.
(You cannot construct a resource center, if you have one in your region). In other words, finish the resources in your recourse center at your current region, and don´t build a new one before the event start.
You will together with your alliance start off the map in a random location around your (Helipad).
When you enter the battlefield in the event, the system will grant you a shield of (8 hours) protection.
We always advice you to teleport your shelter in to the (Helipad), which is a marked zone, that cannot be occupied by any enemies.
If you are outside the helipad or any alliance territory, enemies can attack you, and burn your shelter.
Watchtowers:
As an alliance you cannot construct watchtowers.
You start off close to your helipad, and have to create “Rally” attacks on corrupted watchtowers, then repair them.
Alliances cannot construct watchtowers on the center of the map (The battlefield).
You cannot expand territory, by repairing damaged watchtowers from battle.
Central zone:
The battlefield in the center has the bio-engeeniering buildings, and they will only open for capture during specific periods.
The central battlefield opens for capture and battle at (14-UTC), and lasts for 60 minutes.
Once this period has elapsed, these buildings will return to a neutral state.
(Garrisoned squads will automatically be sent back, to commander shelters)
A player can at any given time choose to leave the event and battlefield map. If you choose to leave manually, you can still enter the event and battlefield. (You need a random relocator to leave)
When the battlefield is about to close for preparation time or event is ending the system will warn about it, and automatically kick players out when the event is closed.
Core Watchtowers:
Will open for battle when the countdown ends.
Any alliance can attack it, as long as their alliance territory leads up to it.
A core watchtower expands your alliance territory.
Capture and repair neutral core watchtowers to gain ownership of them.
When a squad attacks a Core Watchtower 60% of Heavily wounded units die, and 40% are sent to the hospital.
When squads defend a Core Watchtower 30% of Heavily wounded units die, and 70% are sent to the hospital.
The first time a core watchtower is captured, all participating members of the capturing alliance will receive a reward.
You will automatically start repairing a watchtower upon capturing it. The construction speed cannot be affected by garrisoned squads.
Alliance Helipad:
The alliance helipad is the foundation of all alliance buildings, and cannot be attacked, occupied or removed.
Players will always be safe in the peremiters of the helipad quadrant, and cannot be burned, but squads can be attacked outside a shelter by enemy players.
When building alliance territory with watchtowers, there can´t be any gaps between alliance territory sections and the helipad.
Map Objective:
Hub Battle:
Defeat the Chainsaw Army and capture the Science Hub as well the Defense Station(s) on the map to earn reserach points.
At the end of the battlefield the research point will determine if the alliance gets to advance or stay.
Twin resonance:
There will be two Science hubs in the center of the map.
Ruins Resonance:
The Science Hubs guard each other.
When an alliance only captures one Science Hub, garrisoned troops in the building will receive damage periodically. (Cooldown 90s).
When an alliance is in control of both Science Hubs at the same time, squads garrisoned in the buildings will be protected and are immune to damage.
If all troops garrisoned in the Science Hub are defeated by this effect, the science Hub will return to a neutral state.
Tactical Strike:
Alliance officers can use a specific tactical order in the battlefield map.
To issue a tactical order it requires tactical points.
Tactical points automatically regenerate over time until they are at a maximum.
Defense station generates +300/min (Research points)
Science Hub generates +900/min (Research points)
Chainsaw Soldier: 610 (Research points)
Chainsaw Commander: 4560 (Research points)
Buffs dropped:
Squad ATK +2%
Squad DEF +2%
Squad TRVL SPD +3%
Dropped buffs can only be picked up once, and will dissapear once they are picked up.
The same buff cannot be stacked, but it will reset the duration of the buff.
Elite zombies gives a chance to get Superweapons.
Zombies spawn at (4-UTC) and (8-UTC).
the Zombies will vanish if not killed.
Event Participation
Registration requires the following:
40 active members (with shelters 20 or above)
(Members not logged in for 3 days, do not count in)
Worth noting: Only Commanders with shelters above lvl 11 are allowed to enter the battlefield.
Ranking day
A thrilling day with a rollercoaster of emotions, for how you are ranked (seeded) to determine, who and what strenght you will be up against in the event.
You will be ranked according to your (alliance might), when registration is closed.
The top 32 participating alliances will enter the “Apex Warzone“.
Alliances ranked 33-256 will enter the “Elite Warzone”.
Lastly alliances ranked 256-2000 will enter “Fearless Warzone“.
Alliances that do not fullfill to enter any ranking above 2000, will be excluded and not eligable to enter the event.
Matchmaking overview
Participating alliances will be assigned to “Warzones” based on their might on Ranking-day.
Only alliances in the same Warzone will be matched to the same battlefield in the event.
Alliances will matched to a battlefield based on the alliance “Ring”.
Only alliances in the same ring have the chance to be matched to the same battlefield.
Each time a new battlefield map opens, each battlefield will be assigned to the “ring” each alliance is in. This means you may encounter different opponents on each battleday.
Preperation period
There will be a preparation period, during each map switch, and players cannot enter the map, view opponents or map information during this time.
The preparation period consists of 1 hour, from daily reset (0-UTC), until the battlefield opens up.
Based on the event progress, the battlefield will be switched to a different map.
The relevant information will be displayed, when the preperation period ends and the battlefield starts.
Empire Exploration
During the event each individual player will be able to complete mission to obtain smaller personal rewards.
These mission covers: Defeating zombies in watchtowers, lvl 26 zombies and above in field and gathering an amount of resources during the whole event.
Lots of battles, good when your region is in peace, and between event breaks.
You don’t have to play if you don’t want to, you can farm in your own region, instead of participation.
Genesis Wars is about 4 different alliances, battling the ultimative survival of the fittest, for map control.
Who has most WMW (War Meets War) points during 1 of the 3 rounds, wins and continues to next bracket.
Yes, some alliances can’t make both, so that’s when you focus on getting all your points at the time when you can. It’s not designed for any alliance to be overly active at both times. Most other events the action starts just after server reset, which is 0100 for me. I’m asleep when all the action is happening. This way, I could participate in at least one of the wars.
Superweapons
Defeating buffed zombies can grant Superweapons.
The dropped Superweapon, must be transported back to your shelter, before you can use their skills.
Superweapons can only be used on the event map and cannot be taken out of the event.
Each commander can only possess one Superweapon.
Commanders with superweapons cannot use “Peace Shields” and are not affected by Lights of Doomsday.
Superweapons can´t be transported to settlements, alliance buildings, rally squads and other Shelters with Superweapons.
You will loose your superweapon if your shelter is burnt or if you leave the battlefield.
Seed of Calamity:
Grants a passive buff for the whole alliance: DMG +0,5%
Superweapon shield grants an 8h shield, useable only once a day.
Activate calamity, entangles an enemy Shelter from using any relocators for 8m. Increases Rally capacity against the target by 35% and increases DMG dealth to the target by 20%.
Brain of Thoth:
Grants a passive buff for the whole alliance: DEF +1%
Superweapon shield grants an 8h shield, useable only once a day.
Activate brain, grants the leader wisdom to selected hero to increase their squad capacity by 60%.
Frigid Goddes:
Grants a passive buff for the whole alliance: TRVL SPD +1%
Superweapon shield grants an 8h shield, useable only once a day.
Activated frigid, freezes up to 15 enemy squads in an area for 9s.
While frozen, they cannot move. Attacking frozen targets will unfreeze them, and for 16s, reduces their TRVL SPD by 60%, and increase the DMG they take by 88%.
Bio-reinforced Spine:
Grants a passive buff for the whole alliance: ATK +1%.
Superweapon shield grants an 8h shield, useable only once a day.
Activated reinforced spine, reduces DMG falloff from allied AoE attacks by 70% for 10min.
Drone Swarm:
Grants a passive buff for the whole alliance: HP +1%
To drop a superweapon, you need a (random relocator) and leave the battlefield.
Superweapon shield grants an 8h shield, useable only once a day. (It is possible to drop the weapon, and another player can use the shield, by picking up the weapon).
Activated drones, deals directs DMG to targets in an area (Damage Factor: 24500) and heals lightly wounded units in your squads (healing factor: 82000). The more targets hit, the greater the amount of units healed.