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.
Gameplay Change that took place during last round: Target DP is now shown on the Invade page. The DP shown is the target’s real DP including all unit perks and your own target DP modifier (such as Temples). It is not updated in realtime. It updates when you select the target or change unit composition….
Spells Totally revamped spell system. This makes it much easier to add new spells and create different features around spells. It also leaves no room for mismatch in the previously hardcoded spell description, instead using dynamic descriptions just like Techs and Ruler Titles. I’ve done testing and patched all bugs I’ve found but expecting some…
General Improvements 2.0 Beta test of Improvement 2.0: there are no known issues/bugs. As of writing, left to do: Support for permanent and temporary improvements damage. Masonries. Unit-pairing and other perks reliant on improvements. Improvements are aspects of your dominion that the government (you) invests resources into. They are not physical manifestations of anything. As…
General Barbarian target DPA (and OPA) is now based on the Barbarian’s own number of ticks in the round, not the total round ticks. This means late-starting Barbs don’t suddenly jump to the DPA required for the time they join. Barbarians now favour building Sheds slightly more (90% of all hills, up from 70%). Factions…
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…