Round 40 Changes
- Buildings 2.0!
- This is a massive technical change and while testing has been done, bugs are absolutely guaranteed affecting everything from mods to pop to production, and other fun things.
- In the spirit of forcing change (and not have legacy code hanging around for comfort), I have ripped out large swathes of code which likely has foreseeable but so far undetected repercussions.
- Technically, buildings have been removed from the dominion class and now instead have the same level of flexibility as Advancements and Spells.
- Just like before, all buildings provide 20 jobs and provide 15 housing, unless otherwise stated.
- More building changes follow below.
- Everyone except Kerranad and Barbarians start with 0 buildings. Protection extended by 12 ticks to 96 ticks (one day’s worth of ticks).
- Starting resources food increased 2.5x and lumber 1.5x.
- The LDA-mitigation prestige multiplier kicks at the 10th time invaded rather than after a dominion’s 10th victory.
- Max storages removed. This might just a temporary change until max storage is rebuilt with Buildings 2.0.
- A warning will appear in the sidebar and on the Resources page if you are on the brink of starvation, which is when your current food supply + your upcoming food net change (which can be a negative number) is less than zero.
- Food, mana, and lumber decay removed.
- Decay protection perks removed from Dimensionalist Summoners, Monster Head, Nox Nightshade, Sylvan Dryad, and Sylvan Spriggan.
- Conjurer changed from -25% mana drain to -50% spell costs and -7.5% unit mana costs.
- Maximum spell cost reduction capped at 90%.
- Commander title changed to:
- -5% gold and ore costs.
- -2% lumber, food, and mana costs.
- Excavator changed from +5% to +10% ore and gem production.
- New title: General: +10% prestige gains, +25% morale gains.
- New buildings:
- Algae Bloom (Merfolk only; water): produces 80 food/tick.
- Blast Furnace (Firewalker only; mountains): +1% units trained for every 1% of this building (max +25). If you have 10% Blast Furnaces and train 100 Magma Giants, 110 Magma Giants will be added to the training queue (the extra 10 cost nothing, but will take up pop like regular units).
- Bog (Reptilians only; swamp): produces 100 food/tick.
- Camp (Beastfolk only; forest): -2.5% gold and -2% ore unit costs (max -50% and -40% respectively), houses 8 military units (in addition to regular housing).
- Farmstead (Dragon only; mountain); produces 80 food, houses 30 people, and provides 30 jobs.
- Gold Mine (plains): produces 50 gold/tick.
- Mana Spring (Merfolk only; water): produces 25 mana/tick.
- Mast (Dragon only; mountain): produces 15 mana/tick.
- Military Academy (hills): +1.8% OP per 1% of land, max +36%.
- Pearl Farm (Merfolk only; water): produces 15 gems/tick.
- Shipyard (Armada, Black Orc, Kerranad, Orc only; water): protects 10 boats from being sunk, produces 1 boat/tick.
- Stone Wall (Dragon only; mountain): +1.5% DP per 1% (max +60%), provided 100 raw DP.
- Sunken Shrine (Merfolk only; water): same as a Shrine, but under water.
- Tavern (Dwarf, Gnome, Goblin, Halfling, Human, Kerranad, Kobold, Norse, Orc, Vampires only; plains): increases base morale by 4% for every 1% (max +30%). If you have 5% Taverns, your base morale is 120% instead of 100%.
- Water Temple (Merfolk only; water): same as a Temple, but in water.
- Other building changes:
- Alchemy removed.
- Homes removed.
- Ore Mines removed from factions that do not need ore.
- Gryphon Nests are now unique to Snow Elves. They now also give +1% morale gains per 1% owned (max +20%), which was previously an awkwardly built faction perk.
- Shrines defensive casualties bonus changed from -1% per 1% max -10% to -5% per 1%, max -50%.
- Gnome and Imperial Gnome get Gnomish Smithy instead of regular Smithy which only lowers gold costs.
- Spirit and Undead temporarily removed.
- Lizardfolk removed.
- New faction: Reptilians.
- The Children of Elskas, the Reptilians, have driven out the weak, clearwater Lizardfolk from the Empire and claimed the Imperial swamplands, at least what’s under the surface.
- Inherits all unique spells and spy-ops from Lizardfolk.
- Home land: Swamp
- Construction materials: gold and lumber
- Perks:
- +20% population growth rate.
- +5 barren housing.
- Units:
- Horned Ones: 5/2.5 – 400 gold – counts as 1/4 spy, sinks boats.
- Scaled Ones: 0/6 – 550 gold – sinks boats, reduces casualties.
- Blessed Ones: 10/6 – 1,000 gold – counts as 1/4 wizard, sinks boats, reduces casualties.
- Ancient Ones: 600/800 – 10,000 gold – max 1 Ancient One per Temple (increased by Spires), -90% casualties, no draftee required, 2x housing required.
- Artillery:
- Cannonballs and Burning Cannonballs capped at maximum 3 of each per Cannon, increasable by 1 x Workshops.
- Dragon:
- Lumber replaced by ore as secondary construction material.
- Lumberyards and Barracks removed.
- Tower replaced with Mast.
- Farms replaced with Farmsteads.
- Dragons are immortal on victory or when fending off.
- Dragon spell (Furnace Maws) removed.
- Firewalker:
- Population from Alchemies removed and replaced with +15% max population.
- Gems removed as secondary construction material.
- Gem production bonus removed.
- Fireball protection raised from -50% to -100%.
- Phoenix changed from 0/6.5 to 0/7.
- Magma Giant changed from 7/4 for 1,100 gold to 10/6 for 1,300 gold.
- Magma Giant changed from dying into one Fire Sprite to dying into three Fire Sprites.