Round 94

Chronicles

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Gameplay

  • Barbarian random land gain changed from 4.80—11.55% to 3.00—10.00%.
  • Barbarian chance to send out reduced slightly per time invaded (starts taking effect after 8 hits).

Terrain / Land 2.0

Land types? Never heard of ’em.

Dominions now have a single value for land called land. This is the size of your dominion. It is not longer a sum of how much of each land type you have. Land types are gone.

Land is distributed across different forms of terrain. Buildings are not in any way tied to terrain. Barren land is not tracked per terrain type. You either have barren to build or you don’t. There is no longer any need to rezone to a specific land type to build.

Some factions (will) gain perks (good and bad) from different terrains. For this round, no such terrain perks are active. I cut terrain perks out of scope to save time. Might take 1-2 rounds to get up and running.

Rezoning terrain takes 12 ticks to complete. Land being rezoned does not yield any perks. The cost of rezoning is approximately a tenth of what it was before.

Rezoning is free and instant if you have 96 protection ticks (i.e. first tick of protection).

When you invade another dominion, you gain terrain proportionate to the terrain layout of your target. Discovered land is based on your own current terrain. The latter also goes for expeditions.

Factions

Arwe

  • Guard: +300% casualties replaced with 25% fixed casualties, T6 to T9.
  • Foot Soldier: +300% casualties replaced with 25% fixed casualties, T6 to T9.
  • Mounted Blade: gold cost raised from 1,000 to 1,075.

Beastfolk

  • Peasants produce 3 gold/tick.
  • Builds with gold and lumber.
  • Blood provides 6 imp points.
  • Magic level 3.
  • Units:
    • Goat Witch: 0/6 — 1,100 gold, 20 lumber — counts as 0.25 wizard.
    • Boar Man: 6/3 — 1,250 gold, 100 ore — +0.25 food consumption, +2 OP if outnumbered, converts enemy casualties into 8 blood and 6 food per point killed.
    • Blood Horn: 6/3 — 1,250 gold, 100 ore — +0.25 food consumption, +2 OP if target was recently invaded, converts enemy casualties into 25 blood per point killed.
    • Minotaur: 6/3 — 1,250 gold, 100 ore — +0.25 food consumption, +2 OP if target was recently victorious, converts enemy casualties into 16 blood and 4 food per point killed.

Demon

  • Archdemon changed from +1 OP per 16 souls to +1 OP per 10 souls.

Gorm

  • Imp points from ore and lumber changed from 2 to 2.2.
  • Mauler changed from 3/1.15 to 3.5/1.5, gold cost increased from 400 to 475 gold.

Reptilians

  • Horned One changed from T12 to T9.
  • Scaled One gold cost changed from 1,250 to 1,200.
  • Blessed One gold cost changed from 1,500 to 1,400.

Swarm

  • Scarab gold cost changed from 450 to 400, and gem production raised from 0.333 to 0.4 gems/tick.
  • Arachnid gold cost changed from 1,040 to 900.
  • Centipede gold cost changed from 1,800 to 1,750.

Sylvan

  • Leshy changed from 296 to 248 mana.
  • Sprite and Dryad cost changed from 360 to 306 mana.
  • Spriggan cost changed change from 750 to 620 mana.

Advancements

  • All Advancements except Research enabled.
  • Cost of advancements increased by 50%.

Buildings

  • Turrets: max 1 Turret per 2 Walls.

Decrees

  • Not invented yet.

Deities

  • Not established yet.

Improvements

  • Coefficients lowered by circa 20% across the board, except Beastfolk.
  • Coefficients lowered by circa 40% for Beastfolk.

Magic

Cantrips (Level 0)

  • No changes.

Level 1

  • No changes.

Level 2

  • No changes.

Level 3

  • No changes.

Level 4

  • No changes.

Faction Spells

Beastfolk

  • Ambush: -0.20% target raw DP per 1% of own forest terrain (max -10%).

Quickstarts

  • TBD.

Research

  • Not invented yet.

Resources

  • No changes.

Sabotage

  • Sabotage ops base damage increased by 50–100% across the board.

Terrain

  • Introduced.

Theft

  • No changes.

Titles

  • Healer changed from -7.5% to -5%.

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