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.
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.
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).
Additional unit: Fire Ant: 4/1 — 640 gold — burns 0.10 peasants each on invasion.
+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.
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.
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.
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.
Urugdakh’s Chosen: 12/0 — cannot be trained, -65% casualties, increases offensive power by 0.005%.
The remaining Commonwealth human territories have united under the Ciresine banner!
Inherits all Human-specific buildings, improvements, and spells.
+15% food production
+100% XP gains
-10% construction and rezoning cost
-2 tick construction speed
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.
Cleric renamed Keeper.
Have united into the new faction Cires.
Start devoted to Druva and cannot renounce deity.
Gains +0.50 barren housing per net victory.
Heavy Cavalry renamed Armoured Cavalry.
Draftees replaced with Guards, which provide 3 DP (but no production, unlike the Black Orc Guards).
Draftees renamed Hunter.
Draftees produce 1 food/tick.
Gets 10 improvement points from mana.
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.
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.
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.
Vision and Distortion starting value changed from 5 to 6, and per tick increase changed from 0.003 to 0.0015.
Cannot issue decrees.
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).
Elk Cavalry no longer die into elk. If the rider dies, the elk returns to Druva.
New — Armoury (Artillery only): houses 100 ammunition units.
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….
General Boats removed. Exchange rate bonuses capped at +100% max. Buildings New (or drastically changed) buildings: Aqueduct (water): increases food production by 8% per 1% (max +40%). Docks changed to: increases XP production by 5% per 1% (max +25%) and exchange rate by 4% per 1% (max +20%). Shipyard (water, Armada only): reduces unit lumber…
Gameplay OP per land required for expeditions changed from [Land] ^ 1.25 * 1.50 * 2 to [Land] ^ 1.25 / 3. Factions Afflicted Can invest miasma for 24 imp points each. Pest Rat gains 0.04 miasma/tick production. Reaper cost changed from 600 gold, 80 food, 5% morale to 600 gold and 60 miasma. Norse…
Gameplay All dominions start with Sazal’s Fog and Sazal’s Charge on a 192-tick cooldown, which after protection means 96 ticks of cooldown remaining. A new type of conversion added: Displaced Peasants Random Split Conversion. Instead of all displaced peasants being converted to one unit slot, there is random ratio (x% to y%) which turn into…
Not much is changing for Round 20. Working on some heavy backend changes that will unlock some exciting stuff. Dragon restriction of max 1 Dragon per 300 acres of mountains removed. Afflicted Reaper cost changed from 600 plat, 200 ore, 1 prestige to 600 plat, 200 ore, 5% morale. Icekin Ice Elemental ore cost removed….