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% to 0.05*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.

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