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.
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).
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:
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.
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.
General None Buildings Aqueduct no longer buildable by Yeti. Colony housing raised from 30 to 180. Incinerator housing changed from 30 to 34. Spawning Pool changed to 1% extra units per 1%, housing increased from 50 to 62. Stone Wall raw DP changed from 100 to 85. Spells Druva’s Crest (Elementals only): rezones 10% of…
These changes are tentative until this notice goes away. When you register, you will be asked to pick a Ruler Title: Commander: reduces training costs Conjurer: reduces spell costs Embalmber: increases conversions Engineer: increases improvement points Excavator: increases ore and gem production Healer: reduces casualties Investigator: increases spy strength Pathfinder: dcreases cost of exploration Researcher:…
Surreal Perception now shows successful info ops. Energy Mirror now notifies you when you reflect a spell. Each unit is now assigned a training time (normally 9 for specs and 12 for elites). It will show up in Scribes and the unit helper pop-up next to the OP and DP figure. Each faction is now…
Many spy and wizard units weakened. 2/5 becomes 1/2. 1/2 becomes 1/3, 1/3 becomes 1/4. 1/4 stays 1/4. acred Order Fanatic cost lowered from 1000p, 50r, 1 Monk to 900p, 50r, 1 Monk. Lightning Bolts reduced from 0.75% to 0.33% base damage. Void moved to Independent. Goblin returns to the Empire, with weaker units but…
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%….
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…