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.
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…
Gameplay Working on some new ideas and concepts, but nothing major this round. World News 2.0 An almost entirely technical change only, but one which was well overdue. The previous World News code was a huge mess. In terms of game impact, just some minor cosmetic changes that will become apparent during the round. General…
Energy Mirror changed from 20% to 25% chance to reflect spell. New spell: Aura: reduces damage from spells by 20%. Some under the hood changes to spell damage and spell damage reductions. Mainly, spell damage reduction now also applies to non-instant spells such as Insect Swarm and Earthquake. Rezoning costs reduced by approximately 15%. Prestige…
Gameplay Exploration removed. Psionics Cult specific. Psionic strength is a measurement of the overall mental fortitude of a dominion. It is calculated as ([Base] * (1 + [Psionic Strength Perks] + [Psionic strength from units]) / [Population]. Base is 1.00 for everyone except Cult, whose base is 1.50. There are currently no psionic strength perks….
Enter key does not work on the invade page. You have to click the Invade button. A dominion which invades another dominion, remains the attacked dominion’s range regardless of guards or size limitations for a period of 3 hours. All castle improvements base max increased by 5%. Void improvements max bonus decreased from 100% to…
General Improvements 2.0 Beta test of Improvement 2.0: there are no known issues/bugs. As of writing, left to do: Support for permanent and temporary improvements damage. Masonries. Unit-pairing and other perks reliant on improvements. Improvements are aspects of your dominion that the government (you) invests resources into. They are not physical manifestations of anything. As…