Round 30 Changes

  • Surreal Perception now shows successful info ops.
  • Energy Mirror now notifies you when you reflect a spell.
  • Each unit is now assigned a training time (normally 9 for specs and 12 for elites). It will show up in Scribes and the unit helper pop-up next to the OP and DP figure.
  • Each faction is now assigned one or two construction resources. By default these are platinum (primary) and lumber (secondary) but for some factions, the secondary is ore (Gnome, Imperial Gnome, Icekin), and some only have a primary and not a secondary (Growth food, Myconid food, Void mana, Merfolk platinum).
    • The primary resource is the labour cost, the secondary resource is the actual materials.
    • For factions with a single construction resource, the construction cost is reduced to 1/5.
  • Rezoning costs are done using the primary construction material.
  • Each faction is now assigned spies, wizards, and archmages costs which by default are 500 plat for spies and wizards and 1,000 plat and one wizard for archmages.
  • Towers improvement replaced with Spires (same formula and perks).
  • Defensive casualties set to 4% base and land ratio is now applied to defensive losses under 100%.
  • For invasions that qualify for prestige (land ratio >=75%), prestige gains are changed to 60*[Land Ratio].
    • Hits on Barbarians still yield 1/3 normal prestige gains.
  • The Empire has dug a vast underground Crypt wherein the dead are stored.
    • Successfully repelled invasion (attacker bounces): 50% of invading losses, 100% of own losses.
    • Unsuccessfully repelled invasions (attacker conquered land from Empire): 0% of invading losses, 50% of own losses.
    • Successfully invading someone: 50% of defensive losses, 100% of own losses.
    • Unsuccessfully invading someone: 0% of defensive losses, 50% of own losses.
    • Converted units are not added to the crypt. Their bodies are already reanimated.
    • Units with any of these attributes cannot be added to the crypt: ammunition, equipment, magical, machine, ship, or massive.
  • Vampire:
    • Nobles count as 1/5 spy on defense (down from 1/4).
  • Dark Elf:
    • Spell replaced with Enchanted Blades: increases casualties by (WPA*0.05)%. Uses offensive WPA on offense (target’s defensive casualties) and defensive WPA on defense (invader’s offensive casualties).
    • Adept changed from 4/5 to 3/5.
    • Spirit Warrior changed to 5/0, +1 OP for reaching level 8 of each of the following advancements: Wizardry Tradition, Magical Weapons, Concentration, and Invocations (total max +4).
  • Gnome:
    • Juggernaut and Rockapult attributes changed to just Machine, but they require a draftee to be operated/housed so no pop changes.
    • Rockapult changed to 0/3, +1 DP per 20% mountain (max +5) and +0.5 DP for reaching level 8 of each of Anvils, Quarries, and Infrastructure (total max +1.5).
    • Juggernaut changed to 6/4, +1 OP for reaching level 8 of each of Anvils, Quarries, and Infrastructure (total max +1.5).
  • Lux:
    • Pax now immortal as spy and wizard (does not die on failed ops).
  • Cult:
    • +20% population.
  • Sacred Order:
    • +25% population (up from +5%).
    • Divine Intervention now also kills Undead units on defense. This is an old change that hadn’t been properly implemented before.
  • Void
    • Spies and wizards cost 5,000 mana, and archmages cost 10,000 mana.
    • Can no longer sell mana.
    • Improvement points per mana raised from 2 to 3.
  • Dragon
    • Spell replaced with Furnace Maws: on successful invasions, destroys up to 10% extra buildings if at least 85% of the OP sent is made up for Dragons.
  • The Yetis have escaped!
    • New faction: Yeti
    • Alignment: Independent
    • Construction materials: food and lumber.
    • Perks:
      • -100% population
      • Gryphon Nests generate wild yetis
      • -10 boat capacity
      • Spies and wizards are trained from wild yetis (Archmages cost 400 food and 1 wizard)
      • -25% food decay
    • Units:
      • Worker Yeti: 0/0 – 200 food – produces 0.5 lumber and ore per tick, consumed 0.5 extra food consumption.
      • Wizard Yeti: 0/6 – 250 food, 10 mana – counts as 1/4 wizard, immortal wizard, 0.25 extra food consumption.
      • Guard Yeti: 0/12 – 400 food, 400 lumber, 200 ore – only dies against units with 6 or more OP.
      • War Yeti: 12/8 – only dies against units with 6 or more OP, +1 OP per 10% GN of target (max +2) – 400 lumber, 400 ore, 1 Great Yeti
      • Spies and wizards cost 200 food and 1 wild yeti
      • Archmages cost 400 food and 1 wizard
  • Scrambling to deal with the loss of all yetis, the Snow Elves are rushing to defend their lands.
    • -30% max population (from 0%).
    • Loses wild yeti trapping.
    • Spell replaced with Blizzard (+5% DP).
    • Gryphon Nests increase morale gain on successful attacks by 1% for every 1% Gryphon Nests, max +20%.
    • Yeti replaced with Ballista: 10/5 – returns in six ticks, does not count as population, houses 1 military unit, plunders 10 mana, immortal if victorious – 250 lumber, 1,000 ore.
  • Undead overhauled:
    • -100% food consumption (from -80%).
    • Skeletons are no longer trainable.
    • Skeletons and Ghouls do not count towards population.
    • Revenants convert to Wraiths from 85% (down from 100%).
    • Wraiths convert to Wraiths from 85% (down from 100%).
    • New spell: Dark Rites:
      • Taking bodies from the Imperial Crypt, each Wraith turns one body into a Skeleton and each Revenant turns one body in a Ghoul, until the spell expires or until there are no bodies left in the crypt.
      • The units take three ticks to appear and go in the Training queue.
      • If there are multiple Undeads engaged in Dark Rites, the available bodies are divided proportionally based on each Undead’s Wraiths and Reverend count. For example, if two Undeads have 1,000 units each, each one has 50% of the available bodies at their disposal.
  • Afflicted spell replaced with Desecration (triples draftee casualties). Formerly used by Undead.

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