Changes

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).
  • 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.

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