Round 69 Changes

Gameplay

  • OP per land required for expeditions changed from [Land] ^ 1.25 * 1.50 * 2 to [Land] ^ 1.25 / 3.

Factions

Afflicted

  • Can invest miasma for 24 imp points each.
  • Pest Rat gains 0.04 miasma/tick production.
  • Reaper cost changed from 600 gold, 80 food, 5% morale to 600 gold and 60 miasma.

Norse

  • Warrior changed from 7/7 to 6/6.
  • Berserker changed from +0.375 per victory in the last 96 ticks to +0.45 per victory in the last 96 ticks.

Vampire

  • Vampiric three-tier conversion removed and replaced with two tiers: less than or equal to 4 OP/DP becomes Servants and over becomes Gnarls.
  • Gnarls: gains displaced peasants conversion, 0.50% of all Gnarls sent on victory return as Ravagers.

Advancements

  • No changes.

Buildings

  • New – Mass Grave (Afflicted only): converts 3 peasants into 6 miasma and 18 food/tick, -2% population growth per 1%.
  • Wizard Dome ordinary housing removed (pure wizard unit housing now).

Deities

  • No changes.

Improvements

  • New — Torment (Afflicted only): increases miasma production (without sacrificing more peasants).

Resources

  • New — Miasma: a foetid vapour emanating from Afflicted mass graves.

Spells

  • New — Forced Suicides (Afflicted only): +200% miasma production, +200% peasants sacrificed, -50% prestige gains.
  • New — Miasmic Charges (Afflicted only): each miasma gains 0.2 raw DP, all miasma is lost upon non-overwhelmed invasion, -50% miasma production.

Spy Ops

  • No changes.

Titles

  • No changes.

Similar Posts

  • Round 55 Changes

    General Lots of code clean-ups and trimming of the database. Should have no impact, or maybe save fractions of milliseconds of load times. Info ops removed. Op Center and Intelligence replaced by Insight: Only available once the round starts. Real-time view of all advisors of all dominions which are not protection and whose rounds have…

  • Round 40 Changes

    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…

  • Round 43 Changes

    General None Buildings Aqueduct no longer buildable by Yeti. Colony housing raised from 30 to 180. Incinerator housing changed from 30 to 34. Spawning Pool changed to 1% extra units per 1%, housing increased from 50 to 62. Stone Wall raw DP changed from 100 to 85. Spells Druva’s Crest (Elementals only): rezones 10% of…

  • Round 77 Changes

    Gameplay Expedition land gains increased by circa 40%, OP per 1 land changed from [Land Size] ** 1.25 / 3 to [Land Size] ** 1.25 / 5. Expedition land gains reduced by [Land Gained] * (1 – [Deity Multiplier]). Decrees As the ruler of a dominion, you can issue decrees. Each decree has one or…

  • Round 59 Changes

    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…

  • 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…