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.
General Casualties Calculator 2.0: Major technical changes to how casualties work. This has historically been one of the buggiest parts of the game and also the hardest to troubleshoot (second only to the Tick Service). Primarily, the focus has been on simplifying the code. But some gameplay changes have been implemented as well. For each…
You can now skip more than one tick at a time in protection. Governors can set a Discord link on the Government page, which will be prominently displayed in the Council (Assembly, Parliament, or Senate). New set of advancements: Craftsmanship, increases jobs per building by up 15% at Level 6. Guards changed: The concept of…
Buildings 2.0! This is a massive technical change and while testing has been done, bugs are absolutely guaranteed affecting everything from mods to pop to production, and other fun things. In the spirit of forcing change (and not have legacy code hanging around for comfort), I have ripped out large swathes of code which likely…
Recap of Barbarian changes: DPA and land gain formula lowered so they will be smaller and weaker. Barbarians now start out a bit smaller. Beastfolk, Myconid, and Growth are now independent. They are randomly placed in Imperial or Commonwealth realms when registering. It’s entirely random for now as I haven’t been able to make it place independent…
General Fixed the all lowercase “rezone” button on the Land page to “Rezone”. Refactored how stats are stored. Mainly a technical change, but makes things a little more flexible going forward. The game currently tracks over 150 different stats. Valhalla will be overhauled in the future. All historical stats prior to round 48 will be…
The Commonwealth Armada is getting a tune-up: Ensign changed to 3/1.5 for 300 plat, 10 ore. Commodore changed to 4/5 for 825 plat, 25 ore. The clunky Oreclad is replaced with the much lighter and faster Frigate: 0/120 for 12,500 plat, 2,500 ore, and 5,000 lumber. Each Frigate can house up to 8 units. The…