Round 49 Changes
General
- Prestige interest: prestige grows by
[Prestige] * ([Net Victories] / 40,000)
per tick.- In order for prestige interest to work, prestige now stored as a decimal value, but only ever shown and used rounded down (
floor([Prestige]
). This means that you will continue to earn decimals of prestige but only integers count (599.0 and 599.9 both count as 599, and you need to get to >=600 to see an impact).
- In order for prestige interest to work, prestige now stored as a decimal value, but only ever shown and used rounded down (
- Barbarian target DPA increase per hour changed from 0.40 to 0.45 and extra DPA per time hit changed from 0.005 to 0.006.
- Units that have a dies-into type perk but which are converted by enemy units, no longer die into anything. They are simply lost. (Immortality beats conversion, but conversion beats dies-into.)
- Barracks Spies now show spies, wizards, and archmages at home.
Factions
- Armada
- Ensign cost changed 300 gold, 10 ore to 350 gold, 10 ore.
- Barbarian
- Loses reduced conversions perk.
- Cult
- The Cult returns.
- Perks:
- Max one per round.
- Minimum 10 rounds played required.
- +25% population.
- +50% population growth.
- Wizards train in 6 ticks.
- Units:
- Thrall: 2/2 — cannot be trained, does not count as population, converts displaced peasants into Thralls, 0.5% attrition/tick.
- Initiate: 4/3 — 25 ore, 1 Thrall – converts displaced peasants into Thralls.
- Disciple: 0/6 — 650 gold, 50 ore – reduces casualties, produces 1 food/tick, produces 2.7 gold/tick, produces 0.012 Initiates/tick.
- Mystic: 6/4 — 500 gold, 50 ore, 1 wizard — no draftee required, counts as 1/2 wizard on offense and 1/5 wizard on defense, immortal as wizard, reduces attrition, converts displaced peasants into Initiates, converts enemy casualties into Initiates.
- Demon:
- Due to a persistent, hard to solve bug, Demons are taking a vacation.
- Marshling:
- Changed Spawn dying into on defense perk from 1-tick delay to instant.
- -80% conversions.
- Simian:
- Pop bonus changed from +20% to +30%.
- Orangutang cost changed from 1,000 to 850 gold.
- Spirit:
- Rezoning cost perk changed from -20% to -30%.
- Sylvan:
- Barren forest lumber production removed.
- Gains 50 mana/tick production per acre of barren forest.
- Can use mana for improvements (1 mana = 4 points).
- Vampires
- Nobles lose 1/8 defensive spy perk and gains 1/4 offensive spy on offense during night.
Buildings
- New — Compound (forest, Cult only): houses 30 people, provides 5 jobs, produces 5 food/tick, reduces attrition by 2% for every 1% (max 100% reduction).
- New — Plantation (forest, Sylvan only): produces 100 lumber/tick and 20 food/tick.
Spells
- New — Cogency (Cult only): enemy wizardry casualties are saved and join the Cult as wizards. It takes six ticks for the new wizards to be ready.
- New — Druva’s Granaries: -100% food theft, -100% lumber theft, lasts 36 ticks, 18 hour cooldown.
- New — Elska’s Blur (Reptilian only; hostile aura): target’s spies become blind to any Reptilian espionage resulting in 100% success (only info and theft).
- New — Enthralling (Cult only): some of the units and draftees released by the target join you as Thralls. The new units take between 6 and 12 ticks to arrive.
- New — Menticide (Cult only): units affected by Mind Control join the Cult as Thralls immediately after the invasion.
- New — Mind Control (Cult only): when defending, each Mystic takes control of one invading unit’s mind. Mindcontrolled units provide 2 raw DP to the Cult.
- New — Persuasion (Cult only): captured spies and espionage units join the Cult as spies. It takes two ticks to complete persuasion.
- New — Treachery (Cult only): the target’s spies return some of what they steal to you.
Spy Ops
- Convert Draftees (Vampires only): converts 0.25% of the target’s draftees to Servants (takes 6 ticks), max 1 per spy.
- Convert Peasants (Vampires only): converts 0.15% of the target’s peasants to Servants (takes 6 ticks), max 1 per spy.
- Devotion (Reptilian only): sabotages 2% of the target’s Temples (restored after 6 ticks). Costs 6% spy strength. — Does not affect Sunken Temples.
- Propaganda (Cult only): lowers target’s morale by 1% (120% to 119%, not 120% to 118.8%). Costs 10% spy strength.