Round 57 Changes

General

  • Protection starting resources changed to 0 except food. Construction, rezoning, and exploration are free for everyone for the first protection tick.
  • While submitting to a deity, you are not allowed to take action against other dominions outside of your range but dominions outside of your range can take action against you, until the submission is accepted by the deity.
  • Liberation requires sending at least 120% of the annexed Barbarian’s DP. Hits from 100% — 120% count as regular invasions and do not break the annexation.
  • Pairing limit (max X of one unit per Y other units) is now enforced both at training and invasion, meaning you cannot send more units than you have pairing capacity for. The only exception to this is Artillery.
  • Land Improvements 2.0
    • Not a huge change. Just makes it easier to have land-based perks (perks and production).

Factions

  • Armada
    • Traits:
      • +25% exchange rate.
      • 50% salvage.
      • Cannot explore.
      • +100% expedition land gains.
    • Units:
      • Ensign: 3/2 — 225 gold, 10 ore — -50% casualties on offense.
      • Frigate: 20/20 — 1,000 gold, 5,000 ore, 8,000 lumber – no draftee required to train, does not count as population, immortal on fending off and victory, -50% casualties, houses 100 units, +100 DP if paired with 100 Ensigns, max 1 per Dock.
      • Siege Ship: 600/600 — 6,500 gold, 75,000 ore, 20,000 lumber – no draftee required to train, does not count as population, immortal on fending off and victory, -75% casualtiesmax 1 per Dock.
      • Battleship: 40/40 — 25,000 gold, 15,000 ore, 70,000 lumber – no draftee required to train, does not count as population, immortal on fending off and victory, -75% casualties, houses 300 units, +300 OP if paired with 300 Ensigns, plunders up to 100 gold and 50 gems, max 1 per Dock.
  • Dark Elf
    • Traits:
      • -20% food consumptions.
      • -20% construction costs.
      • -20% rezoning costs.
      • 50% salvage.
    • Units:
      • Slave Soldier: 4/2 — 1 prisoner, 10 ore, 10 food, 2 mana — always suffers 20% casualties, reduces casualties, converts 0.25 enemy casualties into Prisoners, does not count as population or require housing.
      • Acolyte: 0/6 — 800 gold — counts as 1/5 wizard, converts 0.50 enemy casualties into Prisoners.
      • Adept: 3/5 — 1,200 gold —counts as 1/4 wizard, +1 OP and +1 DP per 10% Wizard Guilds (max +5), +2 OP and +1 DP if submitted to Sazal, converts 0.50 enemy casualties into Prisoners.
      • Blade Master: 5/6 — 750 gold, 30 mana — +1 OP each for reaching level 6 of Wizardry Tradition, Magical Weapons, Concentration, and Invocations, +2 OP if submitted to Mirnon, converts each enemy casualty into Prisoners, converts displaced peasants into Slave Soldier.
  • Imperial Gnome
    • Mana costs and upkeep on units replaced with brimmer.
  • Growth
    • -100% conversions.
  • Human
    • Traits:
      • +15% food production.
      • +100% XP gains on invasions.
      • 75% salvage.
      • -20% construction costs.
      • -20% rezone costs.
      • Four ticks faster construction.
      • +20% prestige gains.
      • +100% expedition land gains.
    • Units:
      • Archer: 0/4 — 340 gold, 15 lumber.
      • Spearguard: 0/7 — 680 gold, 90 ore.
      • Knight: 8/6 — 1,050 gold, 165 ore, 1 horse — returns 3 ticks faster, -25% casualties.
      • Scythed Chariot: 10/0 — 300 gold, 250 ore, 250 lumber, 3 horses — returns 3 ticks faster, -50% casualties, increases enemy casualties, plunders up to 1 gold, 0.5 ore, and 0.25 gems.
  • Merfolk
    • -100% conversions.
    • 35 food/tick from barren water replaced removed.
  • Nomad
    • Traits:
      • All peasants produce 2.5 gold/tick.
      • 20 extra barren housing.
      • Cannot rezone.
      • -25% food consumption.
      • 50% salvage.
      • +200% expedition land gains.
    • Land improvements:
      • Plains: +0.10% OP per 1%, 0.20 horse/tick, 15 food/tick, 40 gold/tick
      • Forest: 50 lumber/tick, 20 food/tick.
      • Mountain: 50 ore/tick, 10 gems/tick, 12 gold/tick
      • Hill: +0.10% DP per 1%, 0.10 horse/tick, 20 ore/tick, 8 gold/tick
      • Swamp: 20 mana/tick, 12 gold/tick
      • Water: 50 food/tick, +2% XP generation per 1%, 20 gold/tick
    • Units:
      • Halberdier: 0/7 — 800 gold, 100 ore — increases enemy casualties on defense.
      • Sabrer: 6/3 — 600 gold, 80 ore.
      • Heavy Cavalry: 8/8 — 1,000 gold, 300 ore, 1 horse — -65% casualties.
      • Horse Archer: 10/6 — 1,200 gold, 2 lumber, 1 horse — 6 ticks faster return, -50% casualties.
  • Nox
    • Traits:
      • -50% food consumption.
      • -20% lumber production
      • -20% gems production.
    • Units:
      • Imp: 2/0 — 10 mana — does not count as population, does not require draftee, trained instantly, max 4 per 1 Lich, always suffers 75% casualties, plunders up to 2.5 mana.
      • Wraith: 4/5 — 132 mana — does not count as population, does not require draftee, trained instantly, max 2 per 1 Lich, plunders up to 2 mana.
      • Nightmare: 200/200 — 200 mana, 100% Wizard Strength — does not count as population, does not require draftee, trained instantly, max 1 per Lich, lowers target’s morale by 1% per each unit, immortal, plunders up to 1,000 mana.
      • Shade: 3/5 — 1,000 gold, 2 lumber — immortal, count as 1/3 wizard.
  • Sylvan
    • 17 mana/tick production from barren forest replaced with 9 mana/tick per acre of forest (including built).
  • Wood Elf
    • 60 lumber/tick production from barren forest replaced with 25 lumber/tick per acre of forest (including built).

Advancements

  • No changes.

Buildings

  • Guard Tower disabled for Human and Nox.
  • Military Academy disabled for Nox.
  • New — Naval Institute (Armada only): increases improvements by 2.75% for every 1%, reduces lightning bolt damage by 0.75% for every 1%, houses 30 cadets (draftees), no peasant housing.
  • New — Refinery (Imperial Gnome only): extracts 25 brimmer from 50 ore per tick. Uses ore stockpile, expending the ore in the process.
  • School disabled for Armada.
  • Shipyard (Armada only) changed to -2% ore and lumber costs per 1% (max -50%).
  • New — Slave Mine (Dark Elf only): produces 2 gems/tick and 6 ore/tick per prisoner (up to 10 prisoners per mine), provides no housing or jobs, kills 0.10 prisoners/tick. — One Slave Mine paired with 10 prisoners produce 20 gems and 60 ore per tick. Ten Slave Mines paired with a total of 100 prisoners produce 200 gems and 600 ore per tick, and kills one prisoner per tick.
  • Smithy disabled for Armada and Nox.
  • New — Stable (Human only): produces 1 horse/tick, protects 8 horses from theft.
  • Temples disabled for Nox.
  • New — Turret (Human only): provides 1.8% DP per 1% (max +36%), reduces defensive casualties by 1.5% for every 1% (max 30% reduction), houses 20 Archers.

Deities

  • Bregon, Druva, and Mirnon no longer available to Nox (only Sazal).

Improvements

  • Brutality OP bonus max changed from +100% to +50% and coefficient changed from 10,000 to 15,000.
  • Compassion DP bonus max changed from +100% to +50% and coefficient changed from 10,000 to 15,000.
  • New — Refining (Imperial Gnome only): increases rate of brimmer extraction.

Resources

  • New — Brimmer: sell value of 3.
  • New — Horse: sell value of 2.
  • New — Prisoner: sell value of 4.

Spells

  • New — Nocten Acrimony (Nox only): +40% OP.
  • New — Nocten Fervour (Nox only): -40% target DP mods when invading.
  • New — Nocten Veil (Nox only): +40% DP.
  • Nightfall disabled.

Spy Ops

  • No changes.

Titles

  • No changes.

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