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.
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.
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.