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).
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.
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.
Due to a persistent, hard to solve bug, Demons are taking a vacation.
Changed Spawn dying into on defense perk from 1-tick delay to instant.
Pop bonus changed from +20% to +30%.
Orangutang cost changed from 1,000 to 850 gold.
Rezoning cost perk changed from -20% to -30%.
Barren forest lumber production removed.
Gains 50 mana/tick production per acre of barren forest.
Can use mana for improvements (1 mana = 4 points).
Nobles lose 1/8 defensive spy perk and gains 1/4 offensive spy on offense during night.
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.
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.
These changes are tentative until this notice goes away. When you register, you will be asked to pick a Ruler Title: Commander: reduces training costs Conjurer: reduces spell costs Embalmber: increases conversions Engineer: increases improvement points Excavator: increases ore and gem production Healer: reduces casualties Investigator: increases spy strength Pathfinder: dcreases cost of exploration Researcher:…
Gameplay All dominions start with Sazal’s Fog and Sazal’s Charge on a 192-tick cooldown, which after protection means 96 ticks of cooldown remaining. A new type of conversion added: Displaced Peasants Random Split Conversion. Instead of all displaced peasants being converted to one unit slot, there is random ratio (x% to y%) which turn into…
General Boats removed. Exchange rate bonuses capped at +100% max. Buildings New (or drastically changed) buildings: Aqueduct (water): increases food production by 8% per 1% (max +40%). Docks changed to: increases XP production by 5% per 1% (max +25%) and exchange rate by 4% per 1% (max +20%). Shipyard (water, Armada only): reduces unit lumber…
Ants: Pop bonus raised from +140% to +160%. Worker Ants now also produce food (+0.25 food/tick). Flying Ant changed to 3/1.5 and Forest Haven perk removed. Dwarf: Population bonus removed. Thundermaul cost changed to 100,000 ore, 150 gem, and 500 mana. Gains -50% casualties and immortal on fending off. Undead: Skeletons lose immortality and instead…