Round 103

Gameplay

  • Minimum DPA (“land DP”) raised from 1 to 10.
  • Dominions registered after the 96th tick of the round get ([Round Ticks] - 96)/4 extra protection ticks. Free construction and rezoning applies to all ticks protection ticks greater than or equal to 96.
  • Of a dominion’s starting land, circa 2/3 is distributed evenly across terrains which are not the faction’s home terrain. The remainder is assigned the home terrain.

Factions

Afflicted

  • No changes.

Ants

  • No changes.

Beastfolk

  • No changes.

Dark Elf

  • No changes.

Demon

  • No changes.

Dragons

  • Peasant food production changed from 0.50 to 0.35.
  • Units:
    • Mercenary: 0/4.5 — 500 gold — costs 3 gold/tick.
    • Driller: changed to 0/1.5 — 200 gold, 20 ore — produces 1.2 gems if paired with 1/20 Gem Mine (one Gem Mine supports 20 Drillers).
    • Dragon Knight: 8/6 — 80 ore, 1 draftee — max 100 per Dragon lost, minimum 20 victories required to train, -20% casualties, burns circa 10% of peasants on attack, immortal on attack if OP:DP ratio greater than 1.10.
    • Dragon: 1,000/1,000 — 120,000 gems — burns circa 20% peasants on attack, eats +10 food/tick, -40% casualties, protects 10,000 gems from theft, immortal on attack if OP:DP ratio greater than 1.10.

Dwarg

  • Miners can be sent on expeditions and on expeditions find 4 ore, 1 gem, and have a 0.60% chance to find a Thunderstone.

Kobold

  • No changes.

Reptilians

  • No changes.

Snow Elf

  • Improvement points per resource circa 20–30% higher than normal.
  • Can invest mana (0.08 imp points).
  • Units:
    • Arbalist: 4/6 — 1,200 gold, 50 ore, 150 lumber, 1 draftee — immortal if fending off.
    • Peacekeeper: 6/4 — 1,200 gold, 150 ore, 50 lumber, 1 draftee — +1 OP if paired with 0.01 Gryphons (one Gryphon provides +1 OP to 100 Peacekeepers).
    • Hailstorm Cannon: 0/0 — 1,000,000 gold, 500,000 ore, 250,000 lumber, 100,000 gems — max 1, does not count as population, provides 1 job, immortal, requires level 4 of Invocations, Anvils, and Architecture advancements, +1 OP per 12 mana (all mana exhausted upon attack).
    • Gryphon: 100/100 — no cost — cannot be trained, does not count as population, max 2 per Gryphon Nest, +4 raw food consumption, -20% casualties, 10% attrition.

Spirit

  • Disabled.

Swarm

  • No changes.

Sylvan

  • No changes.

Troll

  • No changes.

Undead

  • No changes.

Wood Elf

  • No changes.

Yeti

  • No changes.

Advancements

  • No changes.

Buildings

  • Aquifer food production changed from 40 to 50.
  • Restored — Battlement (Snow Elf only): +1.5% DP per 1% (max +15%), houses 20 Arbalists.
  • Restored — Gryphon Nest (Snow Elf only): produces 0.005 Gryphons per tick (max 20 Gryphons per Gryphon Nest), protects two Gryphons from attrition.
  • University pairing limit changed from one per 100 Schools to one per 100 Schools, Orchards, Institutes, and Chrysalis.

Decrees

  • Not invented yet.

Deities

  • No changes.

Improvements

  • Restored — Gryphonry (Snow Elf only): increases unit pairing and reduces attrition (100/10,000).

Magic

Cantrips (Level 0)

  • No changes.

Level 1

  • No changes.

Level 2

  • No changes.

Level 3

  • No changes.

Level 4

  • No changes.

Faction Spells

  • No changes.

Divine Spells

  • No changes.

Quickstarts

  • No changes.

Research

  • Not invented yet.

Resources

  • No changes.

Sabotage

  • No changes.

Terrain

  • Terrain perks are being rolled out. A consolidated view can be found in the Scribes on the Terrain page and individually for each faction on the corresponding faction page.
  • Terrain being rezoned does not provide any perks.
  • You can see your current terrain perks on the Land page.

Theft

  • No changes.

Titles

  • No changes.

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