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.