Hellhound: 1.5/0 — 250 gold, 50 blood, 1 peasant — two ticks faster return, 0.25 housing (four units per pop), converts enemies into 1 soul per casualty, converts enemy casualties into 25 blood and 8 food per point killed.
Congregant: 0/4 — 440 gold, 65 blood, 1 soul, 1 draftee — produces 0.333 blood/tick, produces +0.333 blood/tick if Archdemon is home, dies into 1 soul, converts enemy casualties into 25 blood and 8 food per point killed, converts enemies into 1 soul per casualty.
Adjudicator: 0/4 — 875 gold, 150 blood, 1 soul, 1 draftee — +4 DP if Archdemon is home, dies into 1 soul, converts enemies into 1 soul per casualty, converts enemy casualties into 25 blood and 8 food per point killed.
Archdemon: 1/0 — free — +1 OP per 4 souls, immortal, max 1 of this unit, converts enemy casualties into 25 blood and 8 food per point killed, converts enemies into 1 soul per casualty.
Peasants produce 3 gold/tick.
Builds with gold and ore.
Draftees provide 1.5 DP.
Magic level 0.
Mauler: 3/1.5 — 400 gold, 30 ore, 1 draftee.
Ogre: 0/6 — 600 gold, 200 ore, 1 draftee
Basher: 6/6 — 1,000 gold, 300 ore, 1 draftee — plunders up to 4 ore, 2 lumber, and 2 food, eats +0.25 food/tick.
Bloom: increases sapling production (60/6,000) and food production (40/7,000).
Nurture: lowers rezoning costs (-40/7000) and increases land discovered on invasion (30/6,000).
Rage: decreases target defensive mods (-15/7,000) and increases offensive power (20/8,000).
Roaming: increases population (20/6,000).
Resilience: increases defensive power (30/9,000) and population growth (40/6,000).
Introduction of magic levels. Factions are assigned a magic level (default 0) which is another way of determining which spells they have access to. There are two reasons for this: some factions simply aren’t magical, and this enables future strategic choice of levelling up some aspect of your dominion to gain access to new spells.
Level 0 spells do not cost mana and are called cantrips.
Aside from cantrips, spells are generally much more expensive than before. The goal is for mana cost to be a bigger strategic consideration.
Cantrips (Level 0)
Enhanced Yields: +10% food production.
Harmony: +25% population growth rate, -10% offensive power.
Gameplay No changes. Factions Firewalker Magma Fragment attrition changed from 2% to 1%. Growth Cyst mana production changed from 0.025 mana/tick to 0.015 mana/tick. Marshling Starts with 1,500 marshlings. Vampires Noble casualty bonus changed from -50% to -25%. Advancements No changes. Buildings Battlement (Snow Elf only): Arbalist housing changed from 10 to 12. Granaries restored….
General Rounds are now indefinitely long. Instead, a countdown starts when someone reaches a certain land size and when that countdown ends, the round ends. For round 44, the countdown is 12 hours and starts as soon as someone has reached 10,000 or more acres. A dominion is considered having reached this goal when they…
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…