Round 113
General
- Rezoning deleted.
Terrain Perks
Terrain perks have been changed. There is now a default lineup of perks:
- Plains: +0.04% population
- Forest: +0.12% lumber, +0.06% food, +0.04% DP.
- Mountains: +0.08% ore, +0.12% gems.
- Hills: +0.10% ore, +0.08% gems, +0.02% gold.
- Swaps: +0.08% food, +0.08% DP.
- Water: +0.08% food, +0.01% lumber, +0.08% DP.
- Jungle: +0.12% lumber, +0.04% food, +0.06% DP.
- Desert: +0.04% gold, +0.04% DP.
- Badlands: +0.04% gems, +0.04% DP.
- Glacier: +0.15% mana.
- Volcanic: +0.06% ore, +0.04% gems, +0.02% DP.
- Wetlands: +0.05% food, +0.05% lumber, +0.04% DP.
Unless a faction has specific terrain perks, the default are assigned.
Factions
Afflicted
- Terrain perks: Custom, unchanged.
Ants
- Terrain perks: Default.
Aurei
- Terrain perks: Default.
Beastfolk
- Terrain perks: Default.
Dark Elf
- Terrain perks: Default.
Demon
- Terrain perks: Default.
Dragons
- Terrain perks: Default.
Dwarg
- Terrain perks: Default.
Glimjir
- Terrain perks: Custom for Swamp, Water, and Wetlands, rest default.
- Home terrain changed to Wetlands.
- 1% of all land fill with water, becoming Wetlands. If you have 1,000 land, up to 10 land/tick become wetlands (if it isn’t already).
- Weaver counts as 0.10 wizard each, and +0.004 wizard on defense and +0.002 on offense per 1% wetlands.
Gnome
- Terrain perks: Default.
Goblin
- Terrain perks: Default.
Growth
- Terrain perks: Custom, unchanged.
- Tendril cost changed from 500 to 550 food.
Human
- Terrain perks: Default.
Icekin
- Terrain perks: Custom, unchanged.
- 10% of all land freezes over into a glacier. If you have 2,000 land, up to 200 land/tick becomes glacier (if it isn’t already).
Kobold
- Terrain perks: Default.
Nox
- Terrain perks: Default.
Orc
- Traits:
- +20% food consumption.
- +50% lumber production.
- +100% title bonus.
- Starts devoted to Urugdakh.
- Cannot renounce deity.
- Draftees provide 2 DP.
- Terrain perks: default.
- Units:
- Impaler: 3/2 — 740 gold, 200 ore, 1 peasant — +2 OP if paired with 0.02 Warbosses.
- Shieldbearer: 0/3 — 450 gold, 150 ore, 1 peasant — +2 DP if paired with 0.02 Warbosses.
- Doomrider: 0/5 — 1,300 gold, 300 ore, 1 yak, 1 draftee — +6 OP if paired with 0.01 Warbosses, +2 DP if paired with Warbosses, dies into 0.66 yaks.
- Warboss: 7/6 — 1,500 gold, 300 ore, 1 draftee.
Qur
- Terrain perks: Default.
Reptilians
- Terrain perks: Default.
Simian
- Terrain perks: Custom, unchanged.
Snow Elf
- Terrain perks: Custom, unchanged.
- 0.025% of all land grows into a glacier per tick. If you have 4,000 land, up to 1 land/tick becomes glacier (if it isn’t already).
Swarm
- Terrain perks: Default.
Sylvan
- Terrain perks: Custom.
- 7.5% of all land grows into a forest per tick. If you have 2,000 land, up to 150 land/tick becomes forest (if it isn’t already).
Troll
- Terrain perks: Default.
Undead
- Terrain perks: Default.
Wood Elf
- Terrain perks: Custom.
- 5% of all land grows into a forest per tick. If you have 2,000 land, up to 10 land/tick becomes forest (if it isn’t already).
Yeti
- Terrain perks: Default.
Advancements
- No changes.
Artefacts
- No changes. Only available in artefact rounds.
Buildings
- Abscess produces 0.30 Tendrils/tick.
- Cyst produces 0.30 Tendrils/tick.
- Keep (Human only): housing changed from 100 to 500.
- New — Longhouse (Orc only): houses 60 military units.
- Scute produces 0.15 Tendrils/tick.
- Sinew produces 0.20 Tendrils/tick.
- Quill, produces 0.15 Tendrils/tick.
- Tissue produces 0.05 Tendrils/tick.
- New — Yakstead (Orc only): produces 1 yak/tick, takes 100 food/tick.
Decrees
- No changes.
Deities
- Urugdakh: +5% OP, +5% OP on retaliation, 0.70x multiplier.
Improvements
- No changes.
Magic
- No changes.
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
- No changes.
Divine Spells
- Urugdakh’s Crusade: +0.02% OP per 1 tick of devotion to Urugdakh (max +20%), +10% enemy casualties on offense, no land discovered.
Quickstarts
- No changes.
Research
- Not invented yet.
Resources
- No changes.
Sabotage
- No changes.
Terrain
- If auto transformation of terrain yields a decimal number of land, the decimal becomes a probability. For example, if you are due to convert 5.17 land, you will get 5 and there is 17% chance of getting 1 more for a total of 6.
Theft
- No changes.
Titles
- No changes.