Rounds are now indefinitely long. Instead, a countdown starts when someone reaches a certain land size and when that countdown ends, the round ends.
For round 44, the countdown is 12 hours and starts as soon as someone has reached 10,000 or more acres. A dominion is considered having reached this goal when they at the beginning of a tick have a total land size of 10,000 or more. So the tick someone gets to 10,000 is not the tick when the countdown starts — it starts the next tick. The 12 hours is rounded so that if the countdown starts at 04:45, the round ends at 17:00 (and not for example 16:45 or 16:00).
Spell perks are now stacked: Plague + Harmony = (-25) + (+50) = +25
Commerce and Garrison advancements disabled.
Barbarians may now also attack players. If a Barbarian decides it has enough OP to attack normally, it will also scan through all dominions in its range and go through them one by one, until it finds one whose DP is within risk tolerance, and then sends on that target. Risk tolerance right now is 85%, meaning a Barbarian will send as long as its OP is within 85% of the target’s DP.
The chance a Barbarian will send is 1/12 each tick that there is an available target. If this 1/12 chance is not triggered, the Barbarian proceeds with a normal Barbarian invasion (not on a player).
Invasions work like normal invasions. If you are hit by a Barbarian, you lose land, buildings, units, and prestige (and defensive conversions, if applicable) just like a regular invasion. And the Barbarian gains land (including generated land) and prestige, just like any normal invasion.
Barbarians do not perform info ops.
Barbarians always sends all offensive units when it invades a player.
+10% gem production removed.
Driller changed from 0/2 to 0/0.
50% barracks housing removed.
-10% gem production removed.
-10% mana production removed.
Leviathan changed from 0/22 to 0/2,200 for 300,000 gold, consumes 40 food/tick, requires 30 housing.
Kraken changed 12/7 to 1,200/700 for 200,000 gold, consumes 25 food/tick, requires 20 housing.
+10% exchange rate.
+10% lumber production.
2 DP per Draftee.
Berserk: 4/3 – on invasions over 75%, becomes a legendary champion. On any successful defense, becomes legendary champion. — 300 gold, 20 ore.
Valkyrja: 0/12 – immortal, does not count as population, no draftee required. — Costs 1 champion.
Jötunn: 800/800 – max 1 Jotun per 50 Einherjar, only dies vs. units with at least 100 OP/DP. — 10,000 gold, 10,000 gems.
Einherjar: 12/6 – immortal, does not count as population, no draftee required. — Costs 1 champion.
Horned One cost changed from 400 gold to 500 gold.
Scaled One cost changed from 550 gold to 650 gold.
Blessed One cost changed from 1,000 gold to 1,100 gold.
Population bonus changed from +40% to +20%.
Servants changed from 0/4 to 0/6.
Gnarls changed from 6/6 to 9/9.
Ravager changed from 14/8 to 22/12.
Noble changed from 4/4 to 6/6, and price changed from 900 to 1,350 gold.
Blast Furnace (Firewalker) and Spawning Pool (Marshling) extra units trained perk now excludes spies, wizards, and AMs.
New: Cartilage (mountain, Growth only): 112 raw DP, houses 88.
Dwelling (Afflicted, Goblin, Halfling, Kobold): housing changed from 30 to 38.
New: Garrison (hills; Orc, Black Orc only): houses 60 military units.
New: Gill (water, Growth only): increases food production by 10% for every 1%, max +1,000%, houses 0.
New: Incisor (hill, Growth only): increases offensive power by 1% for every 1% (max +100%), houses 88.
Longhouse (Norse): military housing changed from 10 to 30.
Mana Spring (Merfolk): mana production lowered from 25 to 18 mana/tick.
Pearl Farm (Merfolk): gem production lowered from 15 to 14.
New: Ringfort (plains; Norse only): 60 raw DP, -5 ore/tick.
New: Sac (swamp, Growth only): reduces unit food training costs by 4% for every 1% (max 40% reduction), houses 88.
New: Sinew (plains, Growth only): decreases casualties by 5% for every 1% (max -90%), houses 88.
Sanctuary (Spirit): 5 mana/tick added.
New: Tendon (forest, Growth only): increased improvements by 4% for every 1% (no max), houses 88.
General Lots of code clean-ups and trimming of the database. Should have no impact, or maybe save fractions of milliseconds of load times. Info ops removed. Op Center and Intelligence replaced by Insight: Only available once the round starts. Real-time view of all advisors of all dominions which are not protection and whose rounds have…
General The technical distinction between immortal and true_immortal has been removed. This should not have any in-game effect but I’m pointing it out in case you notice something I missed. A bigger overhaul of casualties is in the works. Factions Marshlings: Disabled, undergoing overhaul for Round 65. Advancements No changes. Buildings No changes. Deities No…
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…
Gameplay No changes. Factions Firewalker Magma Fragment attrition changed from 2% to 1%. Growth Cyst mana production changed from 0.025 mana/tick to 0.015 mana/tick. Marshling Starts with 1,500 marshlings. Vampires Noble casualty bonus changed from -50% to -25%. Advancements No changes. Buildings Battlement (Snow Elf only): Arbalist housing changed from 10 to 12. Granaries restored….