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.
Peasants produce 4 gold/tick.
Draftees provide 1.25 DP.
-20% food consumption.
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.
Peasants produce 2.50 gold and 0.35 ore.
-15% construction costs.
-3 construction ticks.
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.
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.
Platinum replaced with gold. Barracks spies are now 100% accurate. No prestige gains or discovered land for hitting abandoned dominions. The chronicler of Odarena has prepared a first draft of the Pantheon. Nearly everything of what was left of the old spell system has been replaced (code-wise, spells are now almost identical to advancements). This…
General Barbarian target DPA (and OPA) is now based on the Barbarian’s own number of ticks in the round, not the total round ticks. This means late-starting Barbs don’t suddenly jump to the DPA required for the time they join. Barbarians now favour building Sheds slightly more (90% of all hills, up from 70%). Factions…
Energy Mirror changed from 20% to 25% chance to reflect spell. New spell: Aura: reduces damage from spells by 20%. Some under the hood changes to spell damage and spell damage reductions. Mainly, spell damage reduction now also applies to non-instant spells such as Insect Swarm and Earthquake. Rezoning costs reduced by approximately 15%. Prestige…
Protection Overhaul Protection is now entirely self-service and not time-based. Everyone starts with 80 ticks of protection. You manually proceed to the next tick by clicking a button on the Status page. Only when you have depleted your protection ticks are you OOP. Regardless of how long you take to do it. Normally scheduled ticks…
General Round game mode: Deathmatch — Barbarians are in #1 and everyone else is in realm #2. In-realm invasions are enabled. Barbarians are excluded from in-realm invasions. They will not be hitting each other. Factions Aurei: Gold Wyrm cost changed from 60,000 gold, 8,000 food to 70,000 gold, 8,000 food. Halcyon cost changed from 300…