Round 105

Gameplay

Starting this round, some terrain perks affect barren housing. However, since buildings are decoupled from terrains, barren housing is calculated as follows.

The default remains 5. On that, generic (not terrain-specific) faction specific perks are added.

For each terrain type, the game looks to see if the dominion’s faction has the perks fixed_barren_housing_raw or extra_barren_housing_raw for any of its terrains.

Fixed barren housing overrides the default as the new barren housing of that terrain. Extra barren housing is added on top of the barren housing of that terrain.

For determining how much of each terrain type is barren, the game calculates [Barren Land Ratio] = [Barren Land] / [Dominion Land]. Then for each terrain type, the amount of barren is calculated as [Barren Land Ratio] * [Amount Owned Of That Terrain].

TL;DR: a Glimjir with 90% Water and 10% Mountains and 100 barren land has 100*0.90*10+100*0.10*0=900 barren housing.

  • Buildings under construction that provide no housing, also provide no housing while being constructed.
  • Buildings under construction with 15 or less housing provide that amount of housing while being constructed.
  • Buildings with greater than 15 housing, provide 15 housing while being constructed.
  • Housing from barren and housing from buildings under construction added to Resources page.
  • World Spinner no longer uses a fixed 30 seconds delay. Instead, the World Spinner now releases the world when a tick is over. When a tick starts, a flag is set which is only unset at the very end of a ticking process.

Factions

Afflicted

  • No changes.

Ants

  • No changes.

Aurei

  • No changes.

Beastfolk

  • No changes.

Dark Elf

  • No changes.

Demon

  • No changes.

Dragons

  • No changes.

Dwarg

  • No changes.

Glimjir

  • Traits:
    • Starts devoted to Glimj.
    • Cannot renounce deity.
    • -1% unit costs per 100 prestige.
    • Cannot train wizards.
    • Cannot train archmages.
    • -50% sabotage damage suffered.
    • -25% sabotage damage dealt.
    • 6 ticks faster rezoning.
  • For terrain perks, see Scribes. Key is that they have zero barren housing outside of Swamp (7), Water (10), and Wetlands (7).
  • Units:
    • Weaver: 0/7 — 1,200 gold, 1 draftee — counts as 1/250 wizard on defense and 1/500 wizard on offense per 1% terrain water.
    • Reaver: 7/5 — 1,700 gold, 1 draftee — -1% casualties per victory.
    • Kraken: 0/1,200 — 400,000 gold — does not count as population, max 1 per Abyss, immortal on fending off, -50% casualties, consumes 20 food/tick.

Gnome

  • Mortar training time lowered from 12 to 8 ticks.
  • Oreguard training time lowered from 12 to 10 ticks.
  • Automaton also gains +2 DP from level 6 Foundations and Stoneworks.
  • Juggernaut also gains +2 OP rom level 6 Foundations and Stoneworks, and +1 DP changed to +1.25 DP per level 6 of the listed advancements (not also including Foundations and Stoneworks). Cost changed from 5,000 gold, 3,000 or to 6,000 gold, 3,000 ore.

Kerranad

  • Pending.

Kobold

  • No changes.

Icekin

  • Traits:
    • -50% food consumption.
    • +50% title perks.
    • 6 ticks faster wizard training time.
    • Archmages cost 650 gold.
  • Units:
    • Ice Beast: 3/0 — 60 mana, 200 food — +1 OP if ruled by Commander, -30% casualties if ruled by Conjurer.
    • Snow Witch: 0/4 — 250 gold, 1 wizard — counts as 1/4 wizard, produces 0.5 mana/tick of ruled by Conjurer, -40% casualties if ruled by Conjurer, +1 DP if ruled by Commander.
    • Frost Mage: 0/5 — 350 gold, 1 wizard — counts as 1/12 wizard on offense and 1/4 wizard on defense, counts as +1/8 wizard if ruled by Conjurer, -40% casualties if ruled by Conjurer, +1 DP if ruled by Commander.
    • Ice Drake: 4/4 — 500 gold, 80 gems, 100 mana — +1.5 OP if ruled by Commander, -50% casualties if ruled by Conjurer, +1 OP per 1 WPA on offense, +0.50 DP per 1 WPA on defense, plunders up to 20 mana.

Reptilians

  • No changes.

Snow Elf

  • No changes.

Spirit

  • Disabled.

Swarm

  • No changes.

Sylvan

  • No changes.

Troll

  • No changes.

Undead

  • No changes.

Werewolves

  • Peasants produce 1 gold and 0.10 lumber per tick.
  • Starts with 2,500 Werewolves.
  • Traits:
    • -20% spy strength.
    • -20% wizard strength.
    • No draftee required for spies.
    • No draftee required for wizards.
    • Cannot train archmages.
    • No drafting.
  • Unit:
    • Werewolf: 5/5 — cannot be trained, converts enemy casualties into Werewolves, converts displaced peasants into Werewolves, converts 0.01 peasants to Werewolves per tick (up to 66% military).

Wood Elf

  • No changes.

Yeti

  • No changes.

Advancements

  • No changes.

Buildings

  • Abyss (Glimjir only): houses 26.
  • Algae Bloom (Glimjir only): produces 50 food/tick.
  • Bulwark (Glimjir only): +1.5% DP per 1% (max +30%), +1% enemy casualties on defense per 1% (max +20%).
  • Coral Reef (Glimjir only): produces 40 kelp/tick.
  • Edifice (Glimjir only): +10% deity power per 1% (max +100%).
  • Giant Shell (Glimjir only): protects 50,000 gold, 20,000 food, and 5,000 pearls from theft.
  • Gold Quarry: no longer summons Gold Wyrms.
  • Gold Vein (Icekin only): produces 100 gold/tick reduced by 0.01 gold/tick/round tick.
  • Ice Cave (Icekin only): houses 32 military units, -1.25% offensive power for attacker per 1% (max -25%).
  • Mana Spring (Glimjir only): produces 16 mana/tick.
  • Nacre Farm (Glimjir only): produces 7 pearls/tick.
  • Sunken Shrine (Glimjir only): -3% casualties per 1% (max -60%), +2.5% prestige gains per 1% (max +50%).
  • Terrace (Icekin only): produces 50 food/tick, -5% defensive casualties per 1% (max -25%).
  • Water Temple (Glimjir only): -1.5% enemy DP mods per 1% (max -30%), +6% population growth per 1%.
  • Wharf (Glimjir only): +7% XP/tick per 1% (max +35%), +6% exchange rates per 1% (max +30%).

Decrees

  • No changes.

Deities

  • Glimj: +5% DP, +10% food production.

Improvements

  • No changes.

Magic

Cantrips (Level 0)

  • No changes.

Level 1

  • No changes.

Level 2

  • No changes.

Level 3

  • No changes.

Level 4

  • No changes.

Level 5

  • No changes.

Faction Spells

  • Restraint (Werewolves): pauses Werewolves conversion of own peasants

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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