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.
Gameplay Expedition land gains now reduced by deity multiplier even during submission period (the 48 ticks before devotion kicks in). For anyone following along in GitHub, the name of round branches have changed from ODA-r# to just r# (ODA-r77 to r78). Advancements 2.0 Advancements were just reskinned Technological Advancements. This new system is a proper…
Advancements now go to Level 10 (same increments as Levels 8 and 9). New advancement: Conscription: increases drafting by 2.5% at Level 1. Barbarians will construct buildings. They will continue to have -100% production penalty across the board, so the buildings won’t yield anything (since that would make them theft targets), nor will they build…
The 33% rule is removed. The rule required you to always leave 33% of your total DP at home. This is an experimental change and the rule might be reinstate during the round if things get too wacky. Slightly increased Barbarian growth rate and DPA targets. All units have been assigned attributes. More on those…
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…