War is removed. All ops are available at all times after the 24-hour grace period at the beginning of the round.
Peacekeepers League removed.
Cost of exploration changed to sqrt(([Total Land] + [Land Incoming]))*([Total Land] + [Land Incoming])/6-1000. This is a small reduction on lower acres but a big increase for long-term exploring.
After an attacker’s 10th attack, prestige gains for attacker are multiplied by [Victories] / ([Victories] + [Times Invaded]), meaning if you have 25 victories and have been invaded 10 times, your prestige gains are multiplied by 25/(25+10)=0.7142857143.
Three new types of conversion introduced:
Full casualties conversion (Sacred Order): basically the old conversion but rewritten to target all casualties (neither more nor less).
Displaced peasants conversion (Cult, Sacred Order): all peasants living on the conquered acres are converted. Calculate as[Defender Peasants]/[Defender Size]*[Acres Conquered]. — Does not work against factions that have the “Can only abduct own” perk.
Value based conversion (Afflicted): conversions are based on the value of the units killed. [Raw Value Killed By The Converting Unit]*[Multiplier] is the base number of new units created.
Embalmer ruler title removed (currently no benefit).
Recalling advancements removed (currently no benefit).
Big under-the-hood changes to conversion logic to make it easier to maintain and make it possible to combine multiple conversion types for the same units. Expecting hella some bugs.
Abomination conversion changed to value conversion with a multipler of 2.
Abominations get 0.5% attrition.
Pest Rats require 0.75 housing and lose OP.
Necromancer cost changed from 800 plat, 10 ore to 800 plat, 1 lumber.
Necromancer loses OP.
Reaper cost changed from 600 plat, 200 ore, 5% morale to 600 plat, 40 mana, 5% morale.
Reaper conversion changed to value conversion with a multiplier of 4.
Effect from all Afflicted spells are now affected by Aura and other spell damage reduction bonuses.
Conversion reduction increased from -25% to -35%.
Conversion removed from Disciple and Mystic.
Conversion of displace peasants added to Disciple and Mystic.
+50% cost of exploration.
Voodoo Mage limited to 1 per Warboss (down from 2).
Martyrs require 1/4 housing.
Conversion removed from Fanatic and Paladin.
Casualties conversion added to Martyr and Paladin.
Conversion of displaced peasants added to Martyr, Fanatic, and Paladin.
Rezoning cost lowered from -15% to -30%.
+25% cost of exploration.
+50% duration of exploration.
Skeletons require 1/8 housing.
Skeletons lose perk to increase casualties for defender on attack.
Skeletons gain Magical attribute, making them ineligible for conversion.
Recap of Barbarian changes: DPA and land gain formula lowered so they will be smaller and weaker. Barbarians now start out a bit smaller. Beastfolk, Myconid, and Growth are now independent. They are randomly placed in Imperial or Commonwealth realms when registering. It’s entirely random for now as I haven’t been able to make it place independent…
General Land generated on invasion increased by (XP/1000000)%. Spell damage calculations cleaned up and refactored. Forest Haven fireball damage reduction uncapped. If you want to go 12.5% FH for 100% reduction, you do you. Masonry lightning bolt damage reduction also uncapped. Enjoy 80% reduction at 100% Masonries. Fireball base damage increased from 0.33% to 0.50%….
No reduced construction costs on conquered or lost acres. Construction costs reduced by 25%. On the Search page, there is now an indicator which shows whether a Dominion’s troops are out (returns “Yes” if more than one unit is returning from invasion). The game will now remember most recent resources exchanged when you go to…
General New round mode: fixed duration, a round which ends after a certain number of ticks. Morale perks from units which are tied to a building are capped by the building’s morale perk. This is a general change but (for now) effectively limited to Halflings: Bards housed in Taverns beyond 5% do not provide any…
Gameplay Various UI changes. Military and Improvement page overhauled to save space. Some other smaller stuff. Some screenshots below. No land generation for subsequent hits on the same target within 3 hours. Land DP raised from 1.5x to 10x. This will prevent massive OOP farming when someone forgets to train, which can significantly impact a…
Protection Overhaul Protection is now entirely self-service and not time-based. Everyone starts with 80 ticks of protection. You manually proceed to the next tick by clicking a button on the Status page. Only when you have depleted your protection ticks are you OOP. Regardless of how long you take to do it. Normally scheduled ticks…