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.
Instead of randomly joining Commonwealth or Empire, Independent factions now form their own realm. This means we have four standard realms: Barbarians, Commonwealth, Empire, and Independent. Operation success formula changed to an error function. Dimensionalists and Merfolk moved to Independent. Firewalker gains 0.5% pop bonus per 1% Alchemies, max +20% pop at 40% Alchemies. Firewalker…
Human, Dwarf, and Sacred Order get a new hostile spell: Purification, kills 0.50% of Abominations for Afflicted. Pestilence changes to giving 1% * [Target Peasants] * [Land Ratio] Abominations per tick. Abomination generation from Pestilence is now also limited by the “Reduced conversions” perk which previously have only lowered traditional conversions. Abomination extra food consumption…
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…
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…
General Dominion stats changed from integers (INT) to big integers (BIGINT), allowing for far greater values to be stored. Production and consumption now stop in abandoned dominions. Factions Armada Plunder removed from Battleships. Artillery Cannot send expeditions. Cannons gain instant return. Dark Elf Slave Soldiers releases into 1 prisoner. Dimensionalists Not playable in round 58….
General Fixed the all lowercase “rezone” button on the Land page to “Rezone”. Refactored how stats are stored. Mainly a technical change, but makes things a little more flexible going forward. The game currently tracks over 150 different stats. Valhalla will be overhauled in the future. All historical stats prior to round 48 will be…