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.
Instead of randomly joining Commonwealth or Empire, Independent factions now form their own realm. This means we have four standard realms: Barbarians, Commonwealth, Empire, and Independent. Operation success formula changed to an error function. Dimensionalists and Merfolk moved to Independent. Firewalker gains 0.5% pop bonus per 1% Alchemies, max +20% pop at 40% Alchemies. Firewalker…
Enter key does not work on the invade page. You have to click the Invade button. A dominion which invades another dominion, remains the attacked dominion’s range regardless of guards or size limitations for a period of 3 hours. All castle improvements base max increased by 5%. Void improvements max bonus decreased from 100% to…
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%….
Black-ops! 🔥⚡🔥⚡🌊🌊🌊 Exploration morale drop set to 8% for every 1% of your current land size you explore. If you are 2,000 acres and explore 120 acres, you drop 120/2000 * 8 = 48% morale. It is no longer possible to have a morale drop from exploring greater than your current morale. Platinum production bonus…
General XP gained from invasions increased by 50%. Factions Afflicted: Abominations changed from 2/0 to 2/1. Ants: 2% drafting (instead of 1%). Beastfolk: Goat Witch changed from 1/4 to 1/2 wizard on offense. Dimensionalists: Summoner changed from counting as 0.25 wizard on offense and defense to counting as 0.5 wizard on both. Elementals: Retired. Goblin:…
Spells Blizzard duration changed from 48 to 24 tick duration, a cooldown of 12 hours added, and theft protection changed from -100% to -75%. Druva’s Call unit generation changed from 1-8 at random per acre of forest to 2, increased by 1.25% per hour into the round. Factions Beastfolk: Goat Witch changed from 2 +1…