Round 104

Gameplay

  • Buildings which generates units now use fractions as a random chance. If you have enough buildings to generate 2.12 units, you get two units and there is a 12% chance of getting one more.

Factions

Afflicted

  • No changes.

Ants

  • No changes.

Aurei

  • Peasants produce 4 gold/tick.
  • Draftees provide 1.25 DP.
  • -20% food consumption.
  • Units:
    • Alchemist: 0/0 — 555 gold, 1 peasant — produces 6 gold/tick (up to and max 20 Alchemists per Alchemy), increases gold improvement points by (([Units]/[Land])/100)%.
    • Gold Wyrm: 0/200 — 111,111 gold — does not count as population, immortal on fending off, max 1 per Gold Quarry, consumes +4 food/tick.
    • Halcyon: 0/6 — 555 gold, 111 mana, 1 wizard (T0) — dies into wizard, cannot be released, counts as 1/4 wizard, -15% casualties per 1 WPA, immortal at 8 WPA, produces 0.10 gold/tick.
    • Chryson: 6/4 — 888 gold, 111 mana, 1 wizard (T0) — dies into wizard, cannot be released, counts as 1/4 wizard, -15% casualties per 1 WPA, immortal at 8 WPA, produces 0.10 gold/tick.

Beastfolk

  • No changes.

Dark Elf

  • No changes.

Demon

  • Succubus reinstated.

Dragons

  • No changes.

Dwarg

  • No changes.

Gnome

  • Peasants produce 2.50 gold and 0.35 ore.
  • -15% construction costs.
  • -3 construction ticks.
  • 50% salvage.
  • Units:
    • Mortar: 0/0 — 400 gold, 200 ore — +6 OP if paired with 12 ore (spent on attack), requires and spends 1 gunpowder on attack, returns 6 ticks faster from attacks.
    • Oreguard: 0/5 — 600 gold, 200 ore.
    • Automaton: 0/2 — 3,000 gold, 2,000 ore — +2 DP each from reaching level 6 of Anvils, Architecture, Minting, Drills, Fortifications, Gemcutting, Infrastructure, Mining Equipment, Strategy, and Tactics.
    • Juggernaut: 2/2 — 5,000 gold, 3,000 ore — +2 OP and +1 OP each from reaching level 6 of Anvils, Architecture, Minting, Drills, Fortifications, Gemcutting, Infrastructure, Mining Equipment, Strategy, and Tactics.

Kerranad

  • A small village turned trading hub and now a bustling city, known as Kerranad, has declared itself an independent city-state. Adventurers, artists, warriors, engineers, spell casters, and others from all walks of life across the world flock to the great city to seek peace, prosperity, and safety.

Kobold

  • No changes.

Reptilians

  • No changes.

Snow Elf

  • Peacekeeper cost changed from 1,200 gold, 150 ore, 50 lumber, 1 draftee to 1,600 gold, 200 ore, 50 lumber, 1 draftee.

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

  • Alchemy (Aurei only): +1.5% gold production per 1% (max +60%), houses 20 Alchemists.
  • Atrium (Aurei only): houses 28 people, no jobs.
  • Colony (Ants only) changed from 120 to 80.
  • Constabulary: +10% defensive SPA per 1%, houses 40 spy units, -2% espionage damage per 1% (max -50%), zero normal housing.
  • Deep Mine (Gnome only): produces 35 ore, 6 gems, and 0.50 mana per tick, no housing.
  • Factory: -2% construction costs (max -30%), -1.3% construction time (max -20%), and -0.50% cost of machine units (max -7.5%) per 1%.
  • Gold Quarry (Aurei only): produces 50 gold/tick (+0.05 per tick of the round), summons 0.0025 Gold Wyrms/tick (up to 20% of land as Gold Quarries summons).
  • Harbour: produces 20 food/tick, +5% XP/tick per 1% (max +25%), +4% exchange rates per 1% (max +20%).
  • Mana Extractor (Aurei only): converts 100 gold to 50 mana per tick.
  • Syndicate Quarters: +0.15% SS/tick per 1% (max +3%), -2% cost of spies per 1% (max 40% reduction), +2% amount stolen per 1% (max +40%), houses 40 spy units, zero normal housing.
  • Wizard Dome (Aurei only): houses 36 wizards, +0.10 WS%/tick recovery per 1% (max +5%), no other housing.
  • Wizard Guild: +0.15% WS/tick per 1% (max +3%), -2% cost of wizards and spells per 1% (max 40% reduction), houses 40 wizard units, zero normal housing.

Decrees

  • Not invented yet.

Deities

  • No changes.

Improvements

  • Espionage: increases spy power (40/6,000) and spy housing (30/4,500).
  • Salvaging: increases salvage (50/5,000).
  • Sabotage: increases sabotage damage dealt (25/4,000) and decreases spy losses (-40/6,400).
  • Wizardry: increases wizard power (40/6,000) and wizard housing (30/4,500).

Magic

Cantrips (Level 0)

  • No changes.

Level 1

  • No changes.

Level 2

  • No changes.

Level 3

  • No changes.

Level 4

  • No changes.

Level 5

  • Halcyon Phase (Aurei only): converts 1,000 Chryson to 1,000 Halcyon.
  • Chryson Phase (Aurei only): converts 1,000 Halcyon to 1,000 Chryson.

Faction Spells

  • No changes.

Divine Spells

  • No changes.

Quickstarts

  • No changes.

Research

  • Not invented yet.

Resources

  • No changes.

Sabotage

  • No changes.

Terrain

  • No changes.

Theft

  • No changes.

Titles

  • No changes.

Similar Posts

  • Round 16 Changes

    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…

  • Round 37 Changes

    Spells Totally revamped spell system. This makes it much easier to add new spells and create different features around spells. It also leaves no room for mismatch in the previously hardcoded spell description, instead using dynamic descriptions just like Techs and Ruler Titles. I’ve done testing and patched all bugs I’ve found but expecting some…

  • Round 65 Changes

    General Casualties Calculator 2.0: Major technical changes to how casualties work. This has historically been one of the buggiest parts of the game and also the hardest to troubleshoot (second only to the Tick Service). Primarily, the focus has been on simplifying the code. But some gameplay changes have been implemented as well. For each…

  • Round 111

    Gameplay A lot of changes and optimisations under the head, which should either have no impact or the game or make things slightly faster. Primarily, it’s making maintenance easier. However, this change has made it so that buildings now produce within the tick that they finish. Factions Afflicted Ants Aurei Beastfolk Dark Elf Demon Dragons…

  • Round 118

    A young Orcish warrior has united the tribes through convoluted acts of strategic cunning and devastating ruthlessness. Seated atop the Black Throne, the warrior turned empress rules an expansionist Empire, whose domain include the Afflicted, Dark Elves, and many other peoples. Fearing subjugation if standing alone against the Empire, a coalition led by Elves and…

  • Round 114

    General Trade TL;DR: players can now buy/trade resources (any resource) with NPCs called holds. The world is growing. Improvements in navigation (land, sea, and air) have revealed that the world extends beyond the region hitherto known as Odarena, an old word roughly meaning “as far as anything can be”. Holds These outer lands, although sparsely…