Round 32 Changes

  • Visions sort advancements correctly. However, this change invalidates all previous Vision spells due to underlying technical changes.
  • Units with attributes such as machine, equipment, and ammunition no longer consume food.
  • Only units at home consume food. Units returning from invasion do not count towards food consumption.
  • Barbarians:
    • Barbarian DPA formula changed to (25 + ([Hours] * (0.40 + ([Times Invaded] * 0.05))*[NPC Modifier].
    • Barbarian target OPA changed from [DPA]*0.75 to [DPA]*1. This will increase their turtle and all-in DP.
    • NPC modifier changed to be skewed towards higher values. This means bigger, stronger Barbarians right out of the gates.
    • Land gains when Barbarians hit changed to 3.4% to 9.2%, which corresponds to hitting 60% to 85%.
    • Ib-Tham’s guard: Barbarians now join a version of Peacekeepers League (formerly Royal Guard) which restricts interaction to 60–166%.
    • Land discovered from hitting Barbarians lowered to 1/3. Cartography and other land gain bonuses apply as normal but to this lowered base gain.
    • Conversions reduced by 33% when hitting Barbarians.
    • Chance to spawn set to 1/84, meaning there is a 1.19% chance each tick that a new Barbarian spawns.
  • After a long journey through the underground caverns beneath forests and leading under the mountains, a pack Lycanthropic heroes has returned with the ancient magic of wærryz. With this magic at hand, the Empress’ best magicians, historians, and brewers concocted a potion which when shared with the Lycanthropes, revealed their true form as Weres:
    • Perks:
      • +25% population growth rate.
      • +5 barren housing.
      • +0.10% DP per 1% Forest.
      • Converts assassinated draftees into Warg.
      • Converts executed enemy spies into Wolverines.
    • Units:
      • Were units use strength-based conversion, whereby weaker units killed are converted to one unit type and stronger units killed are converted into another unit type. All casualties (except those with units types such as ammunition and machine) are converted, less conversion-reduction perk.
      • Warg: 3/0 – 200 plat, 5 food – <4 DP becomes Warg, >=4 DP becomes Werewolf.
      • Wolverine: 0/3 – 200 plat, 5 food – <4 OP becomes Warg, >=4 OP becomes Werewolf.
      • Werewolf: 6/7 – 1,000 plat, 10 food – <6 DP/OP becomes Werewolf, >=6 DP/OP becomes Werebear.
      • Werebear: 8/5 – 1,200 plat, 15 food – <4 DP/OP becomes Werewolf, >=4 DP/OP becomes Werebear.
    • Spell:
      • Feral Hunger — +10% offensive power, no conversions.
  • Qur:
    • Hunter food production increased from 0.80 to 1.
    • Hunter plunder changes to 3 platinum, 6 food.
    • Zealot cost changed from 1,000 plat, 20 mana to 1,000 plat, 10 mana.
    • Crystals changed to max 4 per 1 Archmage, and this limit can be increased by 5x your Spires improvements (+20% Spires count as +100% bonus for Crystal limit purposes).
    • Chariot cost changed from 600 plat, 600 ore, 600 lumber to 1,000 plat, 200 lumber.
    • Chariot plunder changed to 20 platinum, 20 lumber.
  • Armada:
    • Battleship housing lowered from 200 to 100. Only half the crew lives on the Ship.
    • Battleship plunder lowered from 1,000 plat to 100 plat.
  • Yeti:
    • Food and lumber decay lowered from -50% to -75%.
    • Worker Yeti training time lowered from 6 ticks to 1 tick.
    • Guard Yeti lumber cost changed to
    • War Yeti lumber cost changed to 200 food, 200 lumber, 600 ore.
  • Snow Elf:
    • Arbalist changed from 5 DP to 6 DP and cost changed from 550 plat, 60 ore, 25 lumber to 650 plat, 75 ore, 25 lumber.
    • Ballista no longer houses a military unit and now counts as population. Ballista does however provide 1 job.
  • Troll:
    • Ironskin cost changed from 200 ore, 200 lumber to 300 ore, 50 gems.
    • Gem production bonus changed from +10% to +50%.

Similar Posts

  • Round 73 Changes

    Gameplay All dominions start with Sazal’s Fog and Sazal’s Charge on a 192-tick cooldown, which after protection means 96 ticks of cooldown remaining. A new type of conversion added: Displaced Peasants Random Split Conversion. Instead of all displaced peasants being converted to one unit slot, there is random ratio (x% to y%) which turn into…

  • Round 100

    Gameplay Factions Afflicted Beastfolk Dark Elf Demon Kobold Reptilians Swarm Sylvan Troll Undead Wood Elf Yeti Advancements Buildings Decrees Deities Improvements Magic Cantrips (Level 0) Level 1 Level 2 Level 3 Level 4 Faction Spells Divine Spells Quickstarts Research Resources Sabotage Terrain Theft Titles

  • Round 105

    Gameplay Starting this round, some terrain perks affect barren housing. However, since buildings are decoupled from terrains, barren housing is calculated as follows. The default remains 5. On that, generic (not terrain-specific) faction specific perks are added. For each terrain type, the game looks to see if the dominion’s faction has the perks fixed_barren_housing_raw or…

  • Round 76 Changes

    Gameplay Exploration removed. Psionics Cult specific. Psionic strength is a measurement of the overall mental fortitude of a dominion. It is calculated as ([Base] * (1 + [Psionic Strength Perks] + [Psionic strength from units]) / [Population]. Base is 1.00 for everyone except Cult, whose base is 1.50. There are currently no psionic strength perks….

  • Round 46 Changes

    General XP gained from invasions increased by 50%. Factions Afflicted: Abominations changed from 2/0 to 2/1. Ants: 2% drafting (instead of 1%). Beastfolk: Goat Witch changed from 1/4 to 1/2 wizard on offense. Dimensionalists: Summoner changed from counting as 0.25 wizard on offense and defense to counting as 0.5 wizard on both. Elementals: Retired. Goblin:…