Round 33 Changes

  • UX change: on mobile, all inputs that expect only numeric values now pop up numeric keyboard.
  • New advancement: Fortifications: increases defensive power, starts at +2.5%, maxes out at +20% at level 10.
  • Visions will now only return the highest level per Advancement. This change again breaks all previous Visions.
  • Clear Sight cost reduced from 0.3x to 0.25x.
  • Vision cost reduced from 0.5x to 0.25x.
  • Revelation cost reduced from 0.75x to 0.5x.
  • Some titles changed/boosted:
    • Conjurer: -25% mana drain (from -10% spell costs)
    • Surveyor: -15% construction and rezone costs (from -7.5%)
    • Engineer: +10% improvement points (from +5%)
    • Investigator: +15% spy strength (from +10%), +1% spy strength recovery per tick
    • Pathfinder: -10% explore cost (from -7.5%), -2 ticks explore time
    • Excavator: +5% ore and gem production (from +3.25%)
    • Healer: -10% casualties (from -5%)
    • Forester: +10% lumber production (from +2.5%)
  • Stats added for spells reflected and for spies killed. Spy units (i.e. Chameleons, Master Mhieves) will now be added to stat_total_units_killed.
  • Orc and Black Orc have had their themes flipped and unique aspects honed in on to better reflect how I envision them: Orc is the horde of units that formed the Empire, and Black Orc is the elite battalion formed out of the strongest Orcs.
  • Orc overhauled (basically a copy of the old Black Orcs):
    • Perks
      • Max population: +20%
      • Food consumption: +20%
      • Lumber production: +50%
      • Extra barracks housing: +18
    • Units
      • Impaler: 3/0 – 500 plat, 50 ore – +2 OP if paired with 0.10 Warbosses.
      • Shieldbearer: 0/3 – 500 plat, 50 ore – +2 DP if paired with 0.10 Warbosses.
      • Voodoo Magi: 0/2 – 800 plat – +1 DP per 150 prestige (max +6), counts as 0.10 wizard on defense.
      • Warboss: 8/3 – 1,400 plat, 200 ore, 1 gem – +2 OP if paired with 10 Impalers, reduces casualties.
    • Spell:
      • Bloodrage: +10% OP, +10% casualties.
  • Black Orc:
    • Perks
      • Food consumption: +20%
      • Lumber production: +50%
    • Units
      • Bone Breaker: 6/0 – 750 plat, 100 ore.
      • Sootshield: 0/6 – 600 plat, 100 ore.
      • Warlock: 0/2 – 900 plat – +0.50 DP per Victory, max +8, counts as 1/5 wizard on offense, immortal as wizard.
      • Skull Crusher: 4/4 – 1,000 plat, 100 ore – +0.30 OP per Victory, max +6.
    • Spell:
      • Bloodrage: +10% OP, +10% casualties.
  • Qur overhauled:
    • Perks
      • Salvage: 65%
      • Gem production: +20%
    • Units
      • Artificer: 0/0 – 1,000 plat – produces 0.025 XP/tick.
      • Crystal: 0/2 – 20 gems, 5 mana – trains instantly, does not count as population, no draftee required, max 4 per 1 Artificer (limit can be increased by 2x Spires improvements).
      • Chariot: 0/0 – 1,000 plat, 250 lumber – returns six ticks faster, reduces casualties, plunders up to 5 plat and 5 lumber, +7 OP if paired with a Zealot, does not count as population, no draftee required, max 1 per Artificer (limit can be increased by 2x Workshops improvements).
      • Zealot: 7/8 – 1,000 plat, 10 mana – destroys souls, can kill immortal units, returns six ticks faster if paired with a Chariot, plunders up to 2 mana and 1 gem.
  • Dwarf:
    • +20 extra housing in Ore Mines (total 35 raw).
    • Warrior replaced with Hammerer, which is identical to Warrior with new additional perk: on invasions, stuns some enemy units with up to 10 DP for two ticks. Stunned units are moved to the “returning from invasion” queue with a return time of two ticks.
    • Soldier replaced with Thundermaul, a rare hammer crafted from the finest ore and imbued with magic. A Hammerer wielding a Thundermaul gains not only greater fighting power but can summon lightning to tear down enemy improvements.
      • Thundermaul: 0/0 – 20,000 ore, 500 mana – +90 OP if paired with a Hammerer, +30 DP if paired with a Hammerer, 100 improvement point damage.
  • Armada:
    • Gains +25% invest bonus.
    • Spell changed to: Winds of Fortune: units return two ticks faster, 96 hours cooldown.
    • Ensign: unchanged.
    • Commodore:
      • Cost changed to 3,000 platinum.
      • 8 OP / 8 DP.
      • Max one Commodore per Battleship.
      • Increases prestige gains by 100% for every 1% of sent units being Commodores. For example: (1/(1+1+300))*100=0.3311=33.11%, if you send 1 Captain along with 1 Battleship and 300 Ensigns, prestige gain is increased by 33.11%.
    • Coastal Cannons (replaces Frigate):
      • DP raised from 120 to 200.
      • Cost changed from 12,500 plat, 2,500 ore, 5,000 lumber to 30,000 plat, 12,000 ore.
      • Immortal when fending off.
      • Does not count as population
      • Does not require draftee to train
      • Max 2 per Dock, increased by Harbour improvements
      • 50 plat/tick upkeep
      • 1 ore/tick upkeep
      • 1 lumber/tick upkeep
    • Battleship:
      • -75% casualties
      • Does not count as population
      • Does not require draftee to train
      • Houses 300 military units
      • +300 OP if paired with 300 Ensigns
      • Max 2 per Dock, increased by Harbour improvements
      • Plunders up to 100 plat and 50 gems
      • 125 plat/tick upkeep
      • 3 ore/tick upkeep
      • 8 lumber/tick upkeep
  • Imperial Gnome:
    • Spiral Architecture bonus raised from +10% to +25%.
    • Arquebusier: unchanged.
    • Sapper: unchanged.
    • Turret:
      • -25% casualties
      • Does not count as population
      • No draftee required to train
      • Max 3 per Factory, increased by Workshops improvements
      • 50 plat/tick upkeep
      • 4 ore/tick upkeep
    • Airship
      • -50% casualties on offense
      • Does not count as population
      • No draftee required to train
      • Max 2.5 per Factory, increased by Workshops improvement
      • 25 plat/tick upkeep
      • 3 ore/tick upkeep
  • Firewalker:
    • Phoenix dies into Phoenix (takes 1 tick to return).
    • Magma Giant dies into Fire Sprite.
  • Nox:
    • +10% population.
  • Weres:
    • Werewolf price changed from 1,000 plat, 10 food to 900 plat, 10 food.
    • Werebear price changed from 1,200 plat, 15 food to 1,100 plat, 20 food.
    • -10% construction costs.
    • 2 ticks faster construction speed.
  • Norse:
    • Offensive casualties from Fimbulwinter increased from +15% to +20%.
  • Gnome:
    • -25% construction costs.
    • Rockapult cost changed from 600 plat, 350 ore to 550 plat, 350 ore.
    • Juggernaut cost changes from 800 plat, 500 ore to 750 plat, 500 ore.
  • Troll:
    • Mountain Troll changed from 12/12 to 13/13 and cost increased from 1,500 plat, 500 ore to 1,600 plat, 525 ore.
  • Demon:
    • Archdemon gains Wise and Massive attributes.
  • Marshlings:
    • Spawn, Slime, Goo, and Ooze units cannot be released.
  • Lizardfolk:
    • +10% population.
  • Icekin:
    • Gem and ore production bonuses removed.
    • -90% food decay.
    • Blizzard grants immunity from theft.
    • Unit ore costs removed.
    • Ice Elemental cost from 1,000 plat, 15 mana to 800 plat, 50 mana. Attributes replaced with Magical.
    • Frost Mage OP removed.
    • Units overhauled:
      • Icebeast gets +1 OP if ruled by a Commander.
      • Snow Witches produce 5 Mana if ruled by a Conjurer.
      • Frost Mage counts as additional 0.125 wizard if ruled by a Conjurer.
      • Frost Mage gets +6 OP if ruled by a Commander.
      • Ice Elemental gets +1 OP if ruled by a Commander.
    • Archmage cost changed from 700 to 500 plat.
  • Spirit:
    • Construction material: gems
    • Perks:
      • -80% food consumption
      • +30% max population
      • +15% population growth rate
      • +10% gem production
    • Units:
      • Wisp: 4/2 – 400 plat, 5 mana, 1 peasant – no draftee required, -50% offensive casualties, immortal if successfully fending of invader, reduces casualties, converts enemy casualties with equal to or less than 4 OP/DP to Wisps, and units above to Apparitions.
      • Keeper: 0/5 – 500 plat – increases defensive casualties for invaders.
      • Apparition: 6/6 – 1,200 plat, 10 mana – immortal, cannot be trained, converts enemy casualties with equal to or less than 8 OP/DP to Apparition, and units above to Aspects.
      • Aspect: 10/10 – 2 Apparitions, 100 mana – immortal, converts enemy casualties with equal to or less than 6 OP/DP to Apparition, and units above to Aspects.
    • Spell:
      • Shroud: spies are twice as strong on offense and are immortal.

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