Lots of cleaning up of old, used data from the database. Trimmed a lot of unused code from the Tick Service, which is risky but extensive testing (for a change) has shown no problems.
Spell cooldowns now use ticks instead of hours. And all previous spell cooldowns adjusted accordingly.
Barbarians improvements in Tribalism increased by approximately 50%.
Land gains from expeditions increased by 50%.
You need at least 20% Spy Strength to send out spies (but you can send less than 20% Spy Strength’s worth of spies).
Amount stolen is now calculated as [Amount Stolen] = ([Number of Spy Units] * [Mod Max Carry Per Spy]) * MAX(MIN((1-([Target SPA] / [Thief SPA])*0.5)),1),0)
Removed lumber theft from Sylvan.
Servants of Azk’Hurum, each Demon army is lead by an Archdemon, acting as a holy emissary.
Start devoted to Azk’Hurum.
Cannot renounce deity.
Peasants produce 2.7 gold/tick and 0.10 blood per tick.
Souls increase improvements at a rate of [Souls] / ([Land] * 1000) %.
Blood is worth 8 imp points. Souls no longer have imp points value.
Hellhound: 2/0 — 50 gold, 6 blood — returns six ticks faster, 1/4 housing, converts enemy casualties into 1 soul each, converts enemy casualties into 4 blood and 8 food per raw DP, cannot be released.
Congregant: 0/0 — 600 gold, 8 blood, 1 soul — +8 DP if paired with Archdemon, produces 0.14 blood/tick, converts enemy casualties into 1 soul each, converts enemy casualties into 4 blood and 8 food per raw OP, cannot be released, dies into 1 soul, cannot be released.
Adjudicator: 0/10 — 2,000 gold, 24 blood, 1 Congregant – converts enemy casualties into 1 soul each, converts enemy casualties into 4 blood and 8 food per raw OP, cannot be released, dies into 1 soul, cannot be released.
Archdemon: 1/0 — 60,000 blood, 60,000 mana, 60,000 souls — +1 OP per every 2 souls, immortal, max 1, cannot be released, converts enemy casualties into 1 soul each, converts enemy casualties into 6 blood and 12 food per raw DP.
Clerics changed from 4/6 to 4/7.
Magma Fragment attrition changed from 4% to 2%.
Gnarls lose +1 DP during day.
Nobles count as 1/8 spy at all times, in addition to counting as 1/8 spy on offense at night or 1/8 spy on defense during day time. This means Nobles now live in Forest Havens and can be used for theft.
Nobles return four ticks faster during the night.
Altar (Demon only): increases blood production by 5% for every 1%, max +60%.
New — Dungeon (Demon only): houses 30.
Granaries: protects 10,000 food, and 5,000 lumber from theft.
Vault: protects 10,000 gold, 4,000 ore, and 1,000 gems from theft.
New —Azk’Hurum (Demon only):
+5% OP on retaliations
+10% enemy casualties
-30% prestige gains
+20% population growth
+20% food consumption
New — Secret Compartments (Swarm only): reduces gold, food, and gems theft (-100, 10,000/8,000/12,000).
New — Storage: increases theft protection (40, 6,000).
Advancements now go to Level 10 (same increments as Levels 8 and 9). New advancement: Conscription: increases drafting by 2.5% at Level 1. Barbarians will construct buildings. They will continue to have -100% production penalty across the board, so the buildings won’t yield anything (since that would make them theft targets), nor will they build…
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…
General Tick Service 1.1: a bunch of technical changes will be tested (and changed) during the round. Expect things to get buggy and spicy as I try new features to reduce/remove frozen ticks (or at least reduce the damage they cause). Casualties Calculator 1.1: big under the hood changes. All old stats and imps (before…
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…
UX change: on mobile, all inputs that expect only numeric values now pop up numeric keyboard. New advancement: Fortifications: increases defensive power, starts at +2.5%, maxes out at +20% at level 10. Visions will now only return the highest level per Advancement. This change again breaks all previous Visions. Clear Sight cost reduced from 0.3x…
Protection Overhaul Protection is now entirely self-service and not time-based. Everyone starts with 80 ticks of protection. You manually proceed to the next tick by clicking a button on the Status page. Only when you have depleted your protection ticks are you OOP. Regardless of how long you take to do it. Normally scheduled ticks…