Airship: 120/80 — 25,000 gold, 6,000 lumber, 100 brimmer — immortal on victory, immortal on fending off, no pop/draftee, uses 1 brimmer/tick, requires and uses up 75 brimmer on invasion (not when defending).
Warriors gain perk: up to 120 Warriors return 2 ticks faster from combat if paired with a Longship.
Berserker replaced with Longship: 0/0 — 40,000 gold, 800 ore, 18,000 lumber — immortal on victory, does not count as population, no draftee required, houses 120 Warriors, returns 2 ticks faster.
Einherjar gains perk: +0.25 OP for every victory in the last 96 ticks.
Impaler changed from 4/2 for 600 gold, 80 ore to 4/3 for 480 gold, 60 ore.
Shieldbearer cost changed from 600 gold, 80 ore to 480 gold, 60 ore.
Doomrider pairing changed from two Doomriders per Warboss to ten Doomriders per Warboss.
Peasant production changed from 0.01 lumber to 0.01 saplings.
-70% sapling production.
Unit lumber costs replaced with sapling cost (1:1).
Faction trait improvements interest and lumber production penalty removed.
Sprite changed to: 0/8 — 96 mana, 1 sapling — no draftee, dies into 1 sapling, counts as 1/4 wizard on defense.
Dryad wizard perks changed to 1/8 wizard (both offense and defense).
Spriggan enraged perk changed from +5 OP and +3 DP to +2 OP and +1 DP.
Servants now require housing.
Nobles changed from 1/8 to 1/10 spy (base and day/night perks).
Elk Cavalry: 24/18 — 5,000 gold, 1 elk — must be devoted to Druva to train or send (always defends), dies into 1 elk.
Ranger: 0/8 — 750 gold, 200 lumber.
Warden: 0/8 — 1,000 gold, 100 lumber.
Sentinel: 8/5 — 1,200 gold, 150 lumber.
New — Constabulary (most): increases defensive SPA by 20% for every 1%, houses 40 spies/spy units.
Giant Shell: added 10,000 food protection.
Guard Tower disabled for Norse.
New — Lumberyard (Wood Elf only variant): produces 50 lumber/tick, protects 1,000 lumber from theft.
Mansion (Vampire only): houses 60 Servants.
Forest Haven (now Wood Elf and Sylvan only): spy losses changed from -3% per 1% to -5% per 1%, damage from Fireballs increased from -8% per 1% to -10% per 1%.
Ringfort (Norse only): +1.8% DP per 1% (max +36%), -1% casualties on defense (max -20%).
New — Wizard Academy (most): increases defensive WPA by 20% for every 1%, houses 40 wizards/wizard units.
Gameplay No changes. Factions Firewalker Magma Fragment attrition changed from 2% to 1%. Growth Cyst mana production changed from 0.025 mana/tick to 0.015 mana/tick. Marshling Starts with 1,500 marshlings. Vampires Noble casualty bonus changed from -50% to -25%. Advancements No changes. Buildings Battlement (Snow Elf only): Arbalist housing changed from 10 to 12. Granaries restored….
Gameplay Various UI changes. Military and Improvement page overhauled to save space. Some other smaller stuff. Some screenshots below. No land generation for subsequent hits on the same target within 3 hours. Land DP raised from 1.5x to 10x. This will prevent massive OOP farming when someone forgets to train, which can significantly impact a…
Gameplay SPA and WPA now shown on Insight (including Archive). It’s showing the ratios as of that moment (i.e. lowered if spies are out returning from theft/sabotage). Deity power perk from devotion is now multiplicative. All other deity power perks are additive. Draftees can now be housed in Barracks and all other, generic military housing….
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…