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.

Similar Posts