Changes

Round 23 Changes

These changes are tentative until this notice goes away.

  • When you register, you will be asked to pick a Ruler Title:
    • Commander: reduces training costs
    • Conjurer: reduces spell costs
    • Embalmber: increases conversions
    • Engineer: increases improvement points
    • Excavator: increases ore and gem production
    • Healer: reduces casualties
    • Investigator: increases spy strength
    • Pathfinder: dcreases cost of exploration
    • Researcher: increases XP production
    • Surveyor: decreases construction and rezoning costs
    • Warden: increases lumber production
    • See Scribes for latest numbers.
  • Dominions without a custom Ruler Name gets 100 extra prestige.
  • It is no longer possible to send less than a target’s land DP.
  • New faction perk: Salvaging.
    • Salvaging is a percentage which determines how much of casualties’ ore, gem, and lumber costs are salvaged.
    • On attack, the resources return with land.
    • On defense, the resources become immediately available.
    • Salvaging only happens for the successful party.
    • Armada salvages 50%.
    • Dwarf salvages 25%.
    • Gnome salvages 50%.
    • Halfling salvages 25%.
    • Human salvages 75%.
    • Imperial Gnome salvages 75%.
    • Jagunii salvages 25%.
    • Kobold salvages 10%.
    • Legion salvages 25%.
    • Nomad salvages 65%.
    • Sacred Order salvages 15%.
    • Sylvan salvages 65%.
    • Troll salvages 20%.
    • Wood Elf salvages 35%.
  • Plunder has been refactored.
    • Instead of being a simple yes/no check, plunder is now more detailed so that different units can plunder different amounts and resources.
    • Plunder only happens on successful invasions.
    • Plunder is limited by the target’s stockpiles.
    • Plunder has been given to a lot new factions and units.
    • Dragon plunders 50 food, 100 gems.
    • Gnome Juggernaut plunders 2 ore, 0.15 gems.
    • Goblin Skulker plunders 1 platinum, 0.35 gems.
    • Halfling Master Thief plunders 2 platinum, 0.1 gems.
    • Human Cavalry plunders 0.75 platinum, 0.25 gems.
    • Jagunii War Mammoth plunders 1 gem, 1 food.
    • Kobold Grunt plunders 0.1 platinum, 0.01 gem.
    • Lux Pax plunders 1 mana, 0.2 gems.
    • Nomad (see below).
    • Nox Lich plunders 1 mana, 0.2 gems.
    • Troll Mountain Troll plunders: 2 food, 1 gems.
  • New faction: the City-state of Kerranad.
    • A prosperous, peaceful city-state which, until now, has managed to stay out of the conflict. Uneasy with both Imperial or Commonwealth rule, they have declared independence from both.
    • Alignment: Independent.
    • Spell: Retribution (+20% OP if target recently invaded your realm, shared with Jagunii).
    • Perks:
      • Platinum production: +10%.
      • Ore production: +50%.
      • Gem production: +50%.
      • Can sell food.
      • Salvage: 95%.
      • Cannot rezone.
      • Cannot train Archmages.
      • Max 1 Kerranad per round.
      • Minimum six rounds played for an account to be able to select Kerranad.
    • Starting buildings:
      • Plains: 100 farms, 200 smithies
      • Forest: 50 lumberyards, 25 forest havens
      • Mountain: 200 ore mines, 200 diamond mines
      • Hill: 100 barracks
      • Swamp: 50 towers, 25 wizard guilds
      • Water: 50 docks
    • Starting improvements:
      • Markets: 2.5%
      • Keep: 5%
      • Forges: 2.5%
      • Walls: 2.5%
      • Armory: 5%
      • Observatory: 10%
      • Harbor: 10%
    • Units:
      • Assassin: 4/0 – 200 plat, 100 ore, 1 Spy – counts as 1 spy on offence and defence, increases defensive casualties (for target), -50% offensive casualties.
      • Immortal Guard: 0/4 – 400 plat, 200 ore, 10 gem – increases base morale by 1% for every 1% of population made up of Immortal Guards.
      • Battlemage: 6/6 – 1,200 plat, 75 ore, 1 Wizard – counts as 1 wizard on offence and defence, immortal wizard (does not die on failed spells).
      • Immortal Knight: 9/4 – 800 plat, 120 ore, 25 gems, 1 Immortal Guard – increases base morale by 2% for every 1% of population made up of Immortal Knights, +1 DP if paired with an Immortal Guard.
  • Nomad:
    • Cannot build homes or barracks.
    • +25 barren pop.
    • +1% OP per 1% barren land (no max).
    • +10% construction cost (from -25%).
    • -2 tick construction time.
    • Fighter replaced with Light Cavalry: 3/0 – 300 plat, 15 ore – returns 3 ticks faster, -25% casualties, plunders 2 plat and 0.1 gem.
    • Kharash replaced with Sabrer: 0/3 – 275 plat, 35 ore.
    • Kheshig replaced with Halberder: 0/7 – 1,000 plat, 100 ore – increases offensive casualties (invader suffers additional casualties).
    • Horse Archer changed to: 8/3 – 1,200 plat, 50 ore – returns 3 ticks faster, -50% casualties on offence, and plunders 1 plat, 0.25 gem, and 0.5 ore.
  • Demon:
    • Archdemon +1 OP per 2 souls (from +1 OP per 10 souls).
    • Imp point per soul changed from 1,200 to 400.
  • Marshling:
    • Construction cost changed from +25% to +10%.
    • Pop bonus increased from +15% to +20%.
  • General changes:
    • Norse Berserkir now only become champions for successful invasions over 75%.
    • Gnome construction time reduction increased from 3 to 6 (construction takes 12-6=6 ticks).
    • Armada Commodore changed to 0/5 from 4/5.
    • Conversions on failed invasions reduced to 1/12 of defensive casualties (from 1/3).
    • Defensive conversions capped to actual number of offensive casualties and further reduced to 1/3 if the invasion is successful.
    • Fixed round generation command, which is mostly a technical fix but it increases the randomness of when offensive actions are prohibited.

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