Round 76 Changes

Gameplay

  • Exploration removed.

Psionics

Cult specific.

Psionic strength is a measurement of the overall mental fortitude of a dominion. It is calculated as ([Base] * (1 + [Psionic Strength Perks] + [Psionic strength from units]) / [Population].

  • Base is 1.00 for everyone except Cult, whose base is 1.50.
  • There are currently no psionic strength perks.
  • Psionic strength from units is calculated for each unit as ([Amount of unit] * [Psionic strength from unit's attributes]) / [Population].
  • Psionic strength from attributes is as follows:
    • Mindless: -0.5
    • Intelligent: 0.5
    • Wise: 2
    • Psychic: 4
    • Others/default: 0
    • For example, an Adept has the value 2.5 from Living (0) + Sentient (0) + Intelligent (0.5) + Wise (2) = 2.50.

Psionic Conversion

Psionic conversion is conversion of units through a combination of persuasion and tricks of the mind. It only works when the Cult is successful (none on bounces or getting hit) and only on conscious, thinking enemy beings which survive the invasion and are not immortal.

It’s based on regular conversion, but whereas regular conversion cannot convert units that have the attributes Aspect or Fused, psionic conversion can convert such units but cannot convert units with the attributes Wise or Mindless.

Psionic conversion is calculated as follows:

  • Base ratio: 1% on offense (when Cult is invading you), 0.50% on defense (when you invade Cult)
  • Base ratio is multiplied by the OP:DP Ratio of the invasion (max 1.25).
  • A multiplier is calculated as: 0 + ([Cult Psionic Strength] / [Enemy Psionic Strength]) + [Enemy casualty reduction perk from Cult units].
    • Psionic Strength is capped at 2 here.
  • Conversion ratio is [Base Ratio] * [Multiplier]
  • The conversion ratio is applied to all eligible surviving enemy units and, on offense, peasants.
  • Units psionically converted are reduced by applicable casualty perks (you can never lose more units to psionic conversions than were killed).

The converted units are lost for the enemy and all becomes Thralls for the Cult.

Factions

Afflicted

  • Peasant production restored to 2.70 gold/tick.

Cult

  • Moderate overhaul.
  • Traits:
    • Cannot renounce deity (once they make a choice, it’s permanent).
    • +25% deity perks.
    • +50% pop growth.
    • Wizards take 6 ticks to train.
    • Max 1 per round.
    • Minimum 10 rounds played required.
  • Units:
    • Thrall: 3/1 — cannot be trained.
    • Initiate: 5/4 — converts 0.01 Thralls to Initiates per tick, psionic conversion (to Thralls), +0.5 OP if enemy is devoted to no or another deity, cannot be trained, reduces enemy casualties.
    • Disciple: 0/8 — 900 gold, 50 ore — produces 1 food, produces 2.7 gold/tick, psionic conversion (to Thralls), produces 0.0020 Initiates/tick, converts 0.02 Thralls to Initiates per tick, reduces enemy casualties.
    • Mystic: 7/5 — 625 gold, 50 ore, 1 Wizard — no draftee required to train, counts as 1/2 wizard on offense, counts as 1/5 wizard on defense, immortal as wizard, psionic conversion (to Thralls), converts 0.04 Thralls to Initiates per tick, reduces enemy casualties.

Monster

  • Taking another vacation.
  • Strength gain on razes changed to 1.5% * [OP:DP Ratio] of own raw OP and 1.5% * [OP:DP Ratio] of target’s raw DP.

Myconid

  • Moderate overhaul.
  • Traits:
    • Cannot train spies, wizards, or archmages.
    • Cannot rezone.
    • Cannot invade or send expeditions.
    • Unemployed workers produce.
  • Units:
    • Fruitbody: 0/0 — 1,000 food — generates (0.01 * (1 - ([Land Size]/12000))) land/tick, 0.50% attrition.
    • Psilocybe: 0/9 — 565 food — produces 0.3 mana/tick, counts as 1/6 wizard, dies into Fruitbody.
    • Deeproot: 0/9 — 565 food — produces 1 gem/tick, counts as 1/9 spy on defense, dies into Fruitbody.
    • Amanita: 0/12 — 1,200 food — increases enemy casualties, dies into Fruitbody.

Orc

  • All units gain the “no draftee required” perk.
  • Draftees renamed Guards and provide 3 DP.

Advancements

  • Tactics changed from max -30% offensive and defensive casualties to max -30% offensive and max -20% defensive casualties.

Buildings

  • Alchemy (Aurei, Cult, Dark Elf, Human only) reinstated and reworked: increases gold production by 4% for every 1% (max +20%).
  • Barracks disabled for Cult.
  • Factory reinstated with new perks: -5% construction and rezoning cost per 1% (max -50%), -2.5% construction time per 1% (max -25%).
  • Obelisk enabled for Cult.
  • Smithy disabled for Cult.

Deities

  • Ib-Tham enabled for Cult.

Improvements

  • Camouflage (Wood Elf only) casualty reduction on defense changed from -40/8,000 to -30/8,000.
  • Medicine renamed Combat and changed from -20/4,000 for both to -20/5,000 on offense and -20/6,000 on defense.
  • Medicine (Kerranad variant) renamed Combat and changed from -35/5,500 for both to -35/6,900 on offense and -35/8,250 on defense.
  • Shield Plates (Swarm only) changed from -40/6,000 for both to -40/7,500 on offense and -30/7,000 on defense.

Resources

  • No changes.

Spells and Sorcery

  • Blight, Fireball, and Lightning Bolt disabled for Cult.
  • New — Accelerated Germination (Myconid only): +100% land generation, -50% food production (12 ticks duration, 288 ticks cooldown).
  • Defensive Warts (Myconid only) changed to +10% defensive power, no land generation, and no unit attrition.
  • Mycelial Visions (Myconid only, self and friendly variants): +20% mana production (self), +5% mana production (friendly). 24 ticks duration, 96 ticks cooldown.
  • Protective Spores (Myconid only, self and friendly variants): -20% damage from spells (24 ticks duration, 96 ticks cooldown). 24 ticks duration, 96 ticks cooldown.
  • Verdant Fields (Myconid only, self and friendly variants): +20% food production (self), +5% food production (friendly). 24 ticks duration, 96 ticks cooldown.

Sabotage

  • No changes.

Theft

  • No changes.

Titles

  • No changes.

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