Advancements largely intact (see minor changes below).
Gryphons get 10% attrition (see Building changes below for remediations).
Agents renamed Undercover.
New — Foundations: decreases construction time.
New — Molluscs (Glimjir only): increases pearl production.
Quarries renamed Mining Equipment.
New — Stoneworks: increases ore improvement points.
New — Woodworks: increases lumber improvement points.
Gryphon Nests: now keeps two Gryphons from attrition (increased by Gryphonry).
Enabled for Black Orc, Dark Elf, Gnome, Orc, and Vampires.
Disabled for Nomad.
Artistic changed from +20% morale and +10% improvements to +15% morale.
Community gets +2.5% population (was missing due to a misconfiguration/bug).
New — Engineering: +10% improvements.
Religious changed from +2.5% deity perks to +7.5%.
Brutal gains +2.5% own and enemy casualties.
Defensive gains -5% defensive casualties.
New — Strategic: +1% offensive power, -2% enemy defensive modifiers, +2% unit gold, ore, lumber, mana, and food costs.
Quickstarts migrated from techs to Advancements.
Spells and Sorcery
New — Lesser Pestilence: same as Pestilence but only kills 0.05% of peasants and duration is 96 ticks.
Pestilence: now spreads Lesser Pestilence if a Pestilence-ridden dominion invades or is invaded by a dominion which is not an Afflicted and which does not currently have Pestilence or Lesser Pestilence.
Healer changed from -10% to -12.50% casualties.
Pathfinder changed to +20% land discovery on expeditions and +20% expedition prestige gains.
You can now skip more than one tick at a time in protection. Governors can set a Discord link on the Government page, which will be prominently displayed in the Council (Assembly, Parliament, or Senate). New set of advancements: Craftsmanship, increases jobs per building by up 15% at Level 6. Guards changed: The concept of…
Surreal Perception now shows successful info ops. Energy Mirror now notifies you when you reflect a spell. Each unit is now assigned a training time (normally 9 for specs and 12 for elites). It will show up in Scribes and the unit helper pop-up next to the OP and DP figure. Each faction is now…
General Barbarian Tribalism investments increased by a bit. Expedition land gains doubled. XP per land gained on invasions changed form 37.50 to 40. Buildings that provide wizard and spy housing will now house wizard and spy units in training. Factions Armada: Inability to explore replaced with +100% cost of exploration. New — Aurei: A magical…
The 33% rule is removed. The rule required you to always leave 33% of your total DP at home. This is an experimental change and the rule might be reinstate during the round if things get too wacky. Slightly increased Barbarian growth rate and DPA targets. All units have been assigned attributes. More on those…
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…
Visions sort advancements correctly. However, this change invalidates all previous Vision spells due to underlying technical changes. Units with attributes such as machine, equipment, and ammunition no longer consume food. Only units at home consume food. Units returning from invasion do not count towards food consumption. Barbarians: Barbarian DPA formula changed to (25 + ([Hours]…