Round 31 Changes

  • Advancements now go to Level 10 (same increments as Levels 8 and 9).
  • New advancement: Conscription: increases drafting by 2.5% at Level 1.
  • Barbarians will construct buildings. They will continue to have -100% production penalty across the board, so the buildings won’t yield anything (since that would make them theft targets), nor will they build Guard Towers.
    • Plains: Smithies and Farms.
    • Forest: Forest Havens and Homes.
    • Mountain: Ore Mines and Diamond Mines.
    • Hill: Barracks.
    • Swamp: Towers and Temples.
    • Water: Docks.
  • Ants:
    • Soldier Ants and Worker Ants train in six ticks.
  • Firewalker:
    • Population bonus from Alchemies changed from +0.5% per 1% Alchs max +20% to 0.75% per 1% Alchs max +30%.
  • Dwarf:
    • Population bonus raised from +10% to +20%.
  • Human:
    • Man-at-Arms returns three ticks faster.
    • Call To Arms cooldown reduced from 36 to 24 hours and cost reduced from 12x to 10x.
  • Nox:
    • Lich changed from 6/2.5 to 6/3.
  • Sylvan:
    • Dryad cost lowered from 1,000 plat, 10 mana to 850 plat, 10 mana.
  • Sacred Order:
    • Paladin and Fanatic train in 10 ticks (down from 12).
  • Swarm:
    • Bonus versus barren no longer excludes Barbarians.
  • Marshling:
    • Ooze dies into two Spawns.
  • Spirit:
    • Spectres no longer count as population.
    • Removed lumber cost from buildings.
  • Simian:
    • Can now train Archmages (but they cost 1,200 plat).
    • Constructs 3 ticks faster.
    • Unit casualty reduction vs forest raised from 0.5% to 1% per 1% forest of target.
    • Orangutan and Gorilla lumber costs removed.
    • Extra barren housing lowered from 15 to 10.
    • +10% pop bonus.
    • Gorilla gains +0.10 OP per victory, max +3 at 30 victories.
    • Chimpanzee gains +0.05 OP per victory, max +1.5 at 30 victories.
  • Growth:
    • Enemy units killed while Metabolism is active are turned into food at a rate of 4 food per raw OP or DP killed. Does not include units with the following attributes: Ammunition, Equipment, Magical, Machine, Ship.
  • Imperial Gnome:
    • Turret and Airship costs increased by approximately 10% (rounded down where the new number wasn’t nice and even).
    • Airship limit to Factories lowered from 3 to 2.5.
    • Airship casualty bonus changed to only apply on offense.
    • Automaton replaced with Sapper: 0/4 – 420 plat, 80 ore – reduces casualties, reduces training costs (by 0.5% for every 1% of population made up of Sappers, max 7.5% reduction from Sappers).
  • Yeti:
    • -50% food decay
    • -50% lumber decay
    • Wizard Yeti cost reduced from 220 food, 8 mana to 180 food, 8 mana.
    • Guard Yeti cost reduced from 400 food, 400 lumber, 200 ore to 300 food, 320 lumber, 200 ore.
    • War Yeti cost reduced from 400 food, 600 lumber, 800 ore to 300 food, 480 lumber, 640 ore.
  • Undead:
    • Crypt changed to only generate Skeletons.
    • Ghouls no longer increase casualties on defense.
  • Void:
    • Cost of spies, wizards, and Arch Mages changed from 5,000 and 10,000 mana to 1,000 and 2,000 mana.
  • Orc:
    • +10% max population.
    • Voodoo mage changed from 0/3 and +1 DP per 250 prestige to 0/2 per 150 prestige (max +5).
  • Black Orc:
    • +10% max population.
    • Warlock changed from 0/2 and +1 DP per 250 prestige to 0/1 and +1 DP per 150 prestige (max +9).
  • Norse:
    • Valkyrja changed from 2/2 and +1 OP and +1 DP per 250 prestige to 1/1 and +1 OP and +1 DP per 150 prestige (max +7).
    • Einherjar training time set to 3 ticks.
  • Snow Elf:
    • Population bonus increased from -30% to -20%.
  • Beastfolk:
    • Land-based improvements now properly displayed on Explore and Land Advisor pages.
    • Land Spies will now reveal land-based improvements.
  • Goblin:
    • Population bonus increased to 100%.
    • Raider replaced with Kaboom: 2/0 – 80 plat, 1 peasant – no draftee required to train, 100% casualties.
    • Skulker changed from 4/2 to 3/2 and cost lowered from 600 plat, 50 ore to 500 plat, 40 ore.
    • Skulker OP bonus vs. gems changed from +1 per 20,000 gems to +1 per 15,000 gems.
  • New faction: Qur
    • Alignment: Independent
    • Building materials: platinum, lumber.
    • Spy and wizard cost: standard.
    • Archmage cost: 500.
    • Spell: Stasis – time stands still in the Qurrian lands: no production or training happens, no actions can be taken by or against it, and returning units cannot finish their journey home until stasis has passed (they continue marching home but are stuck at the final tick until stasis is over). Lasts two ticks.
    • Units:
      • Hunter: 4/4 – 600 plat – produces 0.80 food/tick, plunders up to 3 platinum and 1 gem.
      • Crystal: 0/2 – 5 gem, 5 mana – no draftee required to train, does not count as population, drains 0.005 mana/tick, trains instantly, max 3 Crystals per 1 Archmage.
      • Chariot: 0/0 – 600 plat, 600 lumber, 600 ore – returns six ticks faster, reduces casualties, plunders up to 2 ore and 2 lumber, no draftee required, does not count as population, houses one military unit, +6 OP if paired with a Zealot, +9 DP if paired with a Zealot.
      • Zealot: 9/6 – 1,000 plat, 50 mana – destroys souls (up to 2 per Zealot), kills any immortal units (up to 2 per Zealot), plunders up to 2 mana and 1 gem, returns six ticks faster if paired with a Chariot.

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