Round 24 Changes
- The concept of unit types is dropped (the little icons which show whether a unit is spec/elite attacker/defender, hybrid, or other). Future plans in the works. For now, just getting rid of it.
- XP now only gives extra land generation for factions which cannot unlocked advancements (currently just Troll).
- Titles:
- Researcher increased from 2.5% to 5% extra XP production.
- XP now raises bonus from Ruler Title by:
(1-EXP(-XP/500000))
. This bonus is multiplicative, meaning that if a Researcher has 250,000 XP, the Ruler Title bonus goes from 5% to0.05*1+(1-EXP(-250,000/500000))=0.067
= 6.7%.
- Growth:
- Tissue improvement changed from max 25% with coefficient of 7,500 to max 100% with coefficient of 100,000, making it s l o w e r but also much more effective.
- Myconid:
- Minimum 1 round played.
- Jagunii:
- War Mammoth changed from 24/24 to 44/24.
- War Mammoth changed from -75% casualties to -90% casualties on offense only.
- War Mammoth cost changed from 1,200 ore, 600 gem, 4 Javalineers, 4 Lancers to 2,000 ore, 1,000 gem, 8 Javalineers, 4 Lancers.
- Norse:
- Norn changed from 0/3 for 300 plat, 50 ore, 10 mana to 0/5 for 500 plat, 20 mana.
- Valkyrie overhauled to 2/2 for 1,000 plat, 200 ore, 25 mana: -25% casualties, +1 OP and +1 DP per 300 prestige (max +6, at 1,800 prestige).
- Void:
- Imp points per mana lowered from 5 to 2.
- Nightmare changed from 5/3, +0.003 OP per hour max +1 to 5/3, +0.006 OP per hour max +2.
- Nightmare cost increased from 225 mana to 500 mana.
- Ziggurat mana production lowered from 40 to 30 mana/tick.
- Demon:
- Minimum 1 round played.
- Population growth changed from +50% to +25%.
- Succubus changed from 0/2 for 6 blood to 0/1 for 9 blood.
- Hellhound changed from 4/0 for 450 plat, 8 mana, 6 blood to 6/0 for 675 plat, 12 mana, 9 blood.
- Kerranad:
- Home land type changed from Hills to Plains, to not make them reliant on whatever Hills they manage to obtain for both Homes and Barracks.
- +10% population.
- Assassin cost lowered from 200 plat, 100 ore to 100 plat, 20 ore.
- Assassins are now immortal on attack if the invasion is successful.
- Battlemage changed to 6/7.
- Battlemage cost changed from 1,200 plat, 75 ore, 1 Wizard to 800 plat, 100 ore, 1 Wizard.
- Immortal Knight cost changed from 800 plat, 120 ore, 25 gems, 1 Immortal Guard to 700 plat, 100 ore, 20 gems, 1 Immortal Guard.
- Due to unprecedented events, the Empress is temporarily disbanding the Legion.
- Grasping for straws to control the unravelling situation, the Empress is granting the Imperial Governor powers to impose a special wealth tax of up to 10% of each dominion’s food, ore, and lumber stockpiles (levied each tick).
- Subject to successful taming through magic, bribery, and negotiations, the Empire is able to control one Monster:
- Awakened from the Great Divide, the Monster is the commonly used term used to refer to an ancient gargantuan beast under magical control by the Empire.
- Max per round: 1.
- Min rounds played: 8.
- Cannot construct.
- -100% population.
- Exchange bonus: +25%.
- Cannot join guards.
- Cannot vote for Governor (and cannot be voted for).
- -100% food consumption.
- +200% research points gained per acre.
- Cannot explore.
- Cannot train spies, wizards, or arch mages.
- Cannot use improvements.
- No units require draftees or housing.
- All other dominions in the Monster’s realm gives a percentage of their food, lumber, and ore stockpiles to the Monster.
- Muscle: 0/0 – 100 food, 100 lumber.
- Limb: 0/0 – 100 food, 100 lumber.
- Claw: 10/30 – 100 food, 500 lumber, 1,000 ore:
- Max 2 Claws per 1 Limb.
- Increases offensive casualties (invading forces suffer greater casualties).
- Plunders 2 food, 25 lumber, and 100 ore.
- Converts enemy casualties to Limbs.
- +30 OP if paired with 0.25 Heads (each Head can give +30 OP to 4 Claws).
- Head: 20/20 – 1,000 food, 50 lumber, 500 ore:
- Increases defensive casualties (target suffers greater casualties).
- Max 1 Head per 4 muscles.
- Produces 10 XP/tick.
- Plunders 10 food, 15 lumber, and 50 mana.
- Converts enemy casualties to Muscles.
- Spell: Primordial Wrath: +100% OP and +50% DP.