Round 80 Changes

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.
  • Crypt decay removed.

Ticks

  • To reduce the risk of certain types of tick errors (frozen ticks, half-ticks) caused by database deadlocks, actions received by the server during the first 30 seconds of each tick are ignored.
  • Planning to eventually make this more dynamic and release each dominion as soon as it’s finished ticking, instead of refusing everyone for 30 seconds.
  • Note that this means you can no longer send a few seconds into a new tick and have it count towards the previous tick. A request received 12:59:59.999 will be accepted but requests received 13:00:00.000 until 13:00:30.000 are ignored.
  • A few other smaller changes have been made to reduce the risk of tick errors due to user action/activity.

Units 1.1

  • Added support for factions to have from 1 to 10 unit slots.
  • Probably b u g g y. I have tried to identify, fix, and test every case of four slots being hardcoded but there are bound to be plenty of unfixed situations left.

Resource Conversion Calculator

  • Resource conversion (meaning “kill into resource” type perks) have been refactored into a much more efficient and manageable piece of code.
  • There are two categories of these perks: converts enemies into resources by casualties and converts enemies into resources by value. The former means enemy casualties are turned into a certain resource each (for example 1 soul, 1 champion, or 1 prisoner per casualty). The latter is based on the raw OP or DP of the enemy casualties, for example 6 blood per 1 OP/DP killed, whereby a killed unit with 6 DP would yield 36 blood for the attacker.
  • The raw amount converted is multiplied by conversion reduction perks (i.e. some factions yield fewer or even zero conversions). This does not apply to value-based conversion, meaning it applies to conversion based on strength of units killed but it does apply to conversion based on number of units killed.
  • The new value is then multiplied by the invasion outcome multiplier:
    • Successful on offense: 1
    • Unsuccessful but not overwhelmed on offense: 1 * [OP:DP ratio]
    • Overwhelmed on offense: 0
    • Successful on defense: 1
    • Unsuccessful on defense: 1 * (1 / [OP:DP ratio])
  • Added support for converts_displaced_peasants_into_resource (single resource) and converts_displaced_peasants_into_resources (multiple resources).

Factions

Ants

  • Additional unit: Fire Ant: 4/1 — 640 gold — burns 0.10 peasants each on invasion.

Artillery

  • Traits:
    • -20% population.
    • +30% defensive power.
    • Cannot send expeditions.
    • Cannot perform sorcery.
    • Cannot perform sabotage.
    • Does not lose prestige on failed invasions.
    • Does not lose morale on failed invasions.
    • Max 3 gunpowder per Cannon.
  • Units:
    • Sapper: 7/9 — 900 gold, 50 ore — produces 0.05 gunpowder/tick if paired with a Cannon.
    • Cannon: 0/0 — 1,300 gold, 400 ore, 100 lumber.
    • Shattering Cannonball: 60/0 — 100 ore — 100% casualties, no draftee, spends 1 gunpowder to fire, does 150 improvement points’ damage, Load The Cannons decree must be enabled to send.
    • Burning Cannonball: 60/0 — 100 ore — 100% casualties, no draftee, spends 1 gunpowder to fire, kills 1 peasants, destroys 20 food, Load The Cannons decree must be enabled to send.
    • Cluster Cannonball: 60/0 — 100 ore — 100% casualties, no draftee, spends 1 gunpowder to fire, increases enemy casualties on offense, Load The Cannons decree must be enabled to send.
    • Shockwave Cannonball: 60/0 — 100 ore — 100% casualties, no draftee, spends 1 gunpowder to fire, stuns units up to 15 DP for two ticks, Load The Cannons decree must be enabled to send.

Beastfolk

  • Improvement points per blood changed from 500 to 750.
  • Minotaur loses +2 OP if target is larger, gains +2 OP if target is recently victorious (last 24 ticks), and blood conversion changed from 0.15 to 0.20 per point killed.

Black Orc

  • Peasants renamed Peons and provide 1 DP and produce 2.5 gold, 0.5 ore, and 0.20 ash per tick.
  • Draftees renamed Guards and provide 3 DP and produce 1 gold, 0.20 ore, and 0.10 ash per tick.
  • Units:
    • Ashmarked: 8/7 — 700 gold, 60 ore, 1 ash.
    • Bone Breaker: 10/9 — 700 gold, 250 ore, 10 ash — …
    • Ashen Knight: 11/11 — 950 gold, 400 ore, 30 ash — -50% casualties, 0.10% return as Urugdakh’s Chose ones on victory, …
    • Urugdakh’s Chosen: 12/0 — cannot be trained, -65% casualties, increases offensive power by 0.005%.

Cires

  • The remaining Commonwealth human territories have united under the Ciresine banner!
  • Inherits all Human-specific buildings, improvements, and spells.
  • Traits:
    • +15% food production
    • +100% XP gains
    • 75% salvage
    • -10% construction and rezoning cost
    • -2 tick construction speed
  • Units
    • Standard Bearer: 0/2 — 10,000 gold, 1,000 gems, 10 lumber — increases morale gain on successful invasions by 2% each, increases prestige interest by 1% each, immortal on victory, sendable with zero OP.
    • Archer: 0/4 — 340 gold, 15 lumber.
    • Spearguard: 0/7 — 680 gold, 100 ore.
    • Arquebusier: 15/8 — 1,500 gold, 300 ore — requires and exhausts 1 gunpowder to attack, requires and exhausts 1 gunpowder to defend, plunders up to 1 gunpowder, -25% casualties if victorious.
    • Field Cannon: 22/4 — 1,250 gold, 700 ore, 250 lumber — requires and exhausts 1 gunpowder to attack, requires and exhausts 1 gunpowder to defend, -50% casualties if victorious.
    • Cavalry: 12/8 — 1,350 gold, 100 ore, 1 horse — -50% casualties, three ticks faster return, plunders up to 20 gold and 8 gem.
    • Scythed Chariot: 12/0 — 300 gold, 175 ore, 80 lumber, 3 horses — -50% casualties, three ticks faster return, increases enemy casualties on offense, plunders up to 80 gold and 16 gems.

Cult

  • Disabled.

Dwarg

  • Cleric renamed Keeper.

Human

  • Have united into the new faction Cires.

Myconid

  • Start devoted to Druva and cannot renounce deity.

Nomad

  • Gains +0.50 barren housing per net victory.
  • Heavy Cavalry renamed Armoured Cavalry.

Orc

  • Draftees replaced with Guards, which provide 3 DP (but no production, unlike the Black Orc Guards).

Qur

  • Draftees renamed Hunter.
  • Draftees produce 1 food/tick.
  • Gets 10 improvement points from mana.

Reptilians

  • New trait: all population (including units at home) produces 0.10 prayers/tick.
  • Ancient One changed from 1 per Temple to 2 per Temple.
  • Additional unit: Eternal One: 0/2,200 — 30,000 prayers — immortal, no draftee required, increases offensive power by 0.10%, cost increased by 2% for each of this unit.

Sacred Order

  • Draftees produce 0.03 XP/tick.
  • Draftees renamed Monks.
  • Monk unit replaced with Cleric: 0/7 — 700 gold, 50 ore — +0.50 DP vs enemies with no deity, reduces enemy conversions.
  • Fanatics changed from 4/7 to 5/7.

Undead

  • -35% pop.
  • Ghoul is now trainable: 3/2 — 325 gold, 5 mana, 1 crypt body.
  • Wight is no longer trainable.
  • Necromancer changed from 3,500 gold, 1 lumber, and 25 mana to 2,000 gold, 1 lumber, 25 mana.

Void

  • Vision and Distortion starting value changed from 5 to 6, and per tick increase changed from 0.003 to 0.0015.
  • Cannot issue decrees.

Weres

  • Wolf changed from 4/0 to 4/2, no housing required.
  • Bears changed from 0/4 to 0/6, no housing required.
  • Werewolves random conversion of displaced peasants changed from 40—60% Werewolves rest Werebears to 30-60% Weres rest to Werebears (i.e. a moderate increase in Werebears).

Wood Elf

  • Elk Cavalry no longer die into elk. If the rider dies, the elk returns to Druva.

Advancements

  • No changes.

Buildings

  • New — Armoury (Artillery only): houses 100 ammunition units.
  • Farms disabled for Qur.
  • New — Hunting Lodge (Qur only): produces 80 food/tick, houses 10 draftees.
  • Monastery changed to housing 30 any, 20 draftees (monks), and provide 10 jobs.
  • New — Powder Mill (Cires only): produces 10 gunpowder per tick, stores 2,000 gunpowder.
  • New — Strip Mine (Cires only): produces 90 ore and 20 gems per tick, provides no housing, and destroys 0.01 Strip Mines and mountains per tick.

Decrees

  • New — Channeling (Qur only);
    • Cooldown: 48 ticks
    • States:
      • Magical Engineering:
        • -20% construction cost per 1 WPA
        • -20% construction time per 1 WPA
        • -20% mana production
      • Imbuements:
        • -5% unit gold costs per 1 WPA
        • -5% unit lumber costs per 1 WPA
        • -20% mana production
      • Spellcasting:
        • -20% sorcery costs
      • Mind’s Eye:
        • Wizards count as 1 spy (and Archmages as 2)

Deities

  • Druva is the only deity available to Myconid.
  • Tiranthael: retal perk changed form +10% to +5%, -25% mana to -10% mana and gains -20% casualties, +10% unit specific housing, and +2.5% OP vs targets with no deity.

Improvements

  • No changes.

Quickstarts

  • Decrees removed from all quickstarts due to a code change for which backwards compatibility was not possible.
  • New quickstarts support decrees.

Resources

  • New — Ash: called moon soot by some Orcs, this special type of ash which comes from the volcanoes on the Cloven Moon and reaches the world
  • Blood theft carry capacity changed from 6 to 2.
  • New — Gunpowder: made from carefully following a Gnomish recipe, used to launch projectiles across vast distances at fantastic speed. Handle with care.
  • New — Prayers: Elskas appreciates the devotion from her Chosen Ones and listens to their prayers.

Spells and Sorcery

  • New — Load The Cannons (Artillery only): -30% defensive power, can send cannonballs.

Sabotage

  • No changes.

Theft

  • No changes.

Titles

  • No changes.

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