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.

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