Round 75 Changes

Gameplay

  • Overwhelm cutoff changed from 85% to 80%.
  • Base XP gained on invasion changed from 40 to 60, decreasing by 0.04 per tick down to 40.
  • Base XP gained from discovered land changed from 1 to 5 on regular invasions and from 2 to 10 on hitting someone who recently invaded you.
  • Morale change code changed a bit (mostly a cleanup, with similar outcomes to before):
    • Successful invasion:
      • Hits under 60%:
        • Attacker: -10 * 1/($landRatio/100)
        • Target: +5 * 1/($landRatio/100)
      • Hits 60% to under 75%:
        • No morale change.
      • Hits over 75%:
        • Attacker: +10 * 1/($landRatio/100)
        • Defender: [Attacker Morale Change] * -1
    • Unsuccessful invasion:
      • Overwhelmed:
        • Attacker: -20 * 1/[OP:DP Ratio]
        • Defender: [Attacker Morale Change] * -0.20
      • Non-overwhelmed:
        • Attacker: -10 * 1/[OP:DP Ratio]
        • Defender: [Attacker Morale Change] * -1

Factions

Afflicted

  • Peasant production changed from 2.7 gold/tick to 2.4 gold/tick and 0.4 food/tick.
  • Abominations no longer released into draftees, releases into 10 food, and gains fused attribute (which is not convertible).
  • Wretch changed from 0/6 for 800 gold to 0/7 for 1,000 gold.

Glimjir

  • Kraken gains -50% casualties and immortal on fending off.

Growth

  • No morale changes. Always 100%.

Kerranad

  • Assassin changed from counting as 1 spy to counting as 1/2 spy.
  • Battlemage wizard on offense changed from 1/4 to 1/10.

Monster

  • Returns!
  • The Monster is not a faction. It’s a single, gargantuan monster tenuously aligned with the Empire and its vision for unending domination.
  • The Monster gets stronger from combat. Strength generated is based on raw military power used by both sides. The amount of strenght generated (or lost) is calculated in the following manner:
    • Successful invasion: 10% of own raw OP required to break the target and 10% of the target’s raw DP.
    • Non-overwhelmed failed invasion: 7.5% * [OP:DP Ratio] of own raw OP and 5% * [OP:DP Ratio] of target’s raw DP.
    • Overwhelmed failed invasion: -20% * (1/[OP:DP Ratio]) of own raw OP and -10% * [OP:DP Ratio] of target’s raw DP.
    • Successfully fending off: 10% of own raw DP and 10% * of the invader’s raw OP.
    • Failed fending off (successfully invaded): -7.5% * [OP:DP Ratio] of invader’s raw OP.
  • Perks:
    • Cannot build, explore, rezone, send expeditions, train spies, train wizards, train archmages, vote for governor, submit to deity, level up advancements, or use improvements.
    • No population, no food consumption, no prestige, no ruler title perks, and no protection ticks (instant OOP).
    • Starts with 2 Heads, 100 Limbs, 200 Claws, and 10 Carapaces, and 25,000 strength.
    • Max 1 per round.
    • Minimum 20 rounds played required.
  • Units:
    • Carapace: 0 / 2,000 — 10,000 strength — immortal, no draftee required, does not count as population, cannot be released.
    • Limb: 0 / 0 — immortal, cannot be trained, does not count as population, cannot be released, +1 DP per 100 strength.
    • Claw: 0 / 0 — immortal, cannot be trained, does not count as population, cannot be released, +1 OP per 120 strength, +1 DP per 240 strength.
    • Head: 0 /0 — immortal, cannot be trained, does not count as population, cannot be released, produces 1,00 mana/tick, produces 500 mana/tick per victory.

Sacred Order

  • Population bonus removed.
  • Food production changed from +5% to +15%.
  • Martyr gains perk to destroy 4 souls on victory.
  • Fanatic changed to 4/7 and Temple-based OP/DP perks removed, gains perk to destroy 2 souls on victory.
  • Paladin changed to 8/4 and Shrines-based OP/DP perks removed.

Snow Elf

  • Peacekeeper gains +1 OP if paired with 0.01 Gryphons (1 Gryphon gives +1 OP to 100 Peacekeepers).

Undead

  • Imperial Crypt changed to using Resources 2.0 logic, but everything else remains the same.

Advancements

  • No changes.

Buildings

  • Barracks disabled for Sacred Order and Snow Elf.
  • Battlement Arbalist housing changed from 12 to 20.
  • Monastery moved to mountains, and changed to 30 housing, housing 20 Monks, and providing 10 jobs (Fanatic and Paladin housing removed).
  • New — Sacred Shrine (Sacred Order only): -2% casualties per 1% (max -70%), +1% prestige gains per 1% (max +35%), houses 40 Paladins.
  • New — Sacred Temple (Sacred Order only): -1% DP mods of target per 1% (max -35%), increases population growth by 6% per 1%, houses 40 Fanatics.

Deities

  • No changes.

Improvements

  • Housing removed for Sacred Order.
  • New — Sacred Duty (Sacred Order only): increases unit specific housing (30/6,500), increases jobs (10/6,500).

Resources

  • New — Strength: The Monster gains strength from fighting.

Spells and Sorcery

  • All current spells disabled for Monster.
  • New — Claws of Fury (Monster only): +40% OP, -20% DP.
  • New — Concentrated Effort (Monster only): +25% enemy casualties, +50% strength gains, no land discovered.
  • Curse of Kinthys changed from 0.25% to 1% base damage.
  • New — Defensive Position (Monster only): +40% DP, -60% OP.

Sabotage

  • No changes.

Theft

  • No changes.

Titles

  • No changes.

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