Round 93

Chronicles

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Gameplay

  • Magic and Sorcery restored.
  • Starting land is now 1,000 of your faction’s home land type.

Factions

Arwe

  • Peasants produce 3 gold/tick.
  • Builds with gold and lumber.
  • Magic level 1.
  • Units:
    • Guard: 0/3 — 300 gold, 10 ore, 1 peasant — +300% casualties.
    • Foot Soldier: 2/1 — 200 old, 10 ore 1 peasant — +300% casualties.
    • Archer: 0/5 — 610 gold, 20 ore, 50 lumber, 1 draftee.
    • Mounted Blade: 6/3 — 1,000 gold, 220 ore, 1 draftee, 1 horse — plunders up to 4 ore and 2 lumber, returns two ticks faster.

Beastfolk

  • Peasants produce 3 gold/tick.
  • Builds with gold and lumber.
  • Blood provides 6 imp points.
  • Magic level 3.
  • Units:
    • Goat Witch: 0/6 — 1,100 gold, 20 lumber — counts as 0.25 wizard.
    • Boar Man: 6/3 — 1,250 gold, 100 ore — +0.25 food consumption, +2 OP if outnumbered, converts enemy casualties into 8 blood and 6 food per point killed.
    • Blood Horn: 6/3 — 1,250 gold, 100 ore — +0.25 food consumption, +2 OP if target was recently invaded, converts enemy casualties into 25 blood per point killed.
    • Minotaur: 6/3 — 1,250 gold, 100 ore — +0.25 food consumption, +2 OP if target was recently victorious, converts enemy casualties into 16 blood and 4 food per point killed.

Demon

  • Peasants produce 2.5 gold and 0.20 blood per tick.
  • Builds with gold and ore.
  • Blood provides 6 imp points.
  • Souls increase improvements: ([Souls] / ([Land Size] * 1000)%
  • Starts with Archdemon.
  • Magic level 4.
  • Units:
    • Hellhound: 1.5/0 — 250 gold, 50 blood, 1 peasant — two ticks faster return, 0.25 housing (four units per pop), converts enemies into 1 soul per casualty, converts enemy casualties into 25 blood and 8 food per point killed.
    • Congregant: 0/4 — 440 gold, 65 blood, 1 soul, 1 draftee — produces 0.333 blood/tick, produces +0.333 blood/tick if Archdemon is home, dies into 1 soul, converts enemy casualties into 25 blood and 8 food per point killed, converts enemies into 1 soul per casualty.
    • Adjudicator: 0/4 — 875 gold, 150 blood, 1 soul, 1 draftee — +4 DP if Archdemon is home, dies into 1 soul, converts enemies into 1 soul per casualty, converts enemy casualties into 25 blood and 8 food per point killed.
    • Archdemon: 1/0 — free — +1 OP per 4 souls, immortal, max 1 of this unit, converts enemy casualties into 25 blood and 8 food per point killed, converts enemies into 1 soul per casualty.

Gorm

  • Peasants produce 3 gold/tick.
  • Builds with gold and ore.
  • Draftees provide 1.5 DP.
  • Magic level 0.
  • Units:
    • Mauler: 3/1.5 — 400 gold, 30 ore, 1 draftee.
    • Ogre: 0/6 — 600 gold, 200 ore, 1 draftee
    • Basher: 6/6 — 1,000 gold, 300 ore, 1 draftee — plunders up to 4 ore, 2 lumber, and 2 food, eats +0.25 food/tick.

Reptilians

  • Peasants produce 3 gold/tick.
  • Builds with gold and lumber.
  • Magic level 3.
  • Units:
    • Horned One: 4/2 — 1,100 gold, 1 draftee — counts as 1/2 spy.
    • Scaled One: 5/3 — 1,240 gold, 1 draftee — reduces casualties.
    • Blessed One: 0/7 — 1,600 gold, 1 draftee — counts as 1/4 wizard.

Sylvan

  • Peasants produce 0.0028 saplings/tick.
  • Does not draft.
  • Builds with mana.
  • Mana provides 4 imp points.
  • Magic level 4.
  • Units:
    • Leshy: 3/3 — 1 sapling, 296 mana — +1.5 OP if recently invaded (24 ticks), counts as 1/2 spy.
    • Sprite: 0/6 — 1 sapling, 360 mana — counts as 0.25 wizard on defense.
    • Dryad: 0/6 — 1 sapling, 360 mana — counts as 0.125 wizard.
    • Spriggan: 9/5 — 1 sapling, 750 mana — +2 OP and +1 DP if recently invaded (24 ticks).

Swarm

  • Peasants produce 3 gold/tick.
  • Builds with gold.
  • Magic level 2.
  • Traits:
    • Free rezoning.
    • Indestructible buildings.
  • Units:
    • Scorpion: 2/2 — 380 gold, 1 draftee — +1 and -1 DP if Aggression is cast.
    • Scarab: 0/2 — 450 gold, 1 draftee — produces 0.333 gems/tick.
    • Arachnid: 0/6 — 1,040 gold, 1 draftee — converts each killed enemy military power into 4 food per point.
    • Centipede: 7/4 — 1,800 gold, 1 draftee — -20% casualties on victory, converts each killed enemy military power into 4 food per point.

Advancements

  • Not invented yet.

Buildings

  • Reinstated — Altar (Demon only): +6% blood production per 1% (max +100%), protects 8,000 blood from theft.
  • Reinstated — Bloodstone (Beastfolk only): +8% improvement points from blood per 1% (max +100%), protects 8,000 blood from theft.
  • Reinstated — Camp (Beastfolk only): houses 20 pop and 20 military units.
  • Chrysalis: changed from +1% to +1.25% improvements per 1%.
  • Reinstated — Dungeon (Demon only): houses 30.
  • Reinstated — Forest Haven (Sylvan only): protects 25,000 gold from theft.
  • Reinstated — Garden (Sylvan only): produces 50 food/tick.
  • Reinstated — Mana Tree (Sylvan only): produces 30 mana/tick.
  • Reinstated — Meadow (Sylvan only): houses 28.
  • Reinstated — Orchard (Sylvan only): +1% improvements per 1%.
  • Reinstated — Tower: produces 20 mana/tick.

Decrees

  • Not invented yet.

Deities

  • Not established yet.

Improvements

  • Agriculture changed from 40/10,000 to 40/7,000.
  • Reinstated — Brutality (Beastfolk only): offensive power (50/15,000), casualties (50/10,000), enemy casualties (50/10,000).
  • Defenses changed from 30/12,000 to 30/8,500.
  • Logging and Mining changed from 30/8,000 to 30/7,000.
  • Tactics changed from 30/12,000 to 30/8,500.

Beastfolk

  • Reinstated — Brutality (Beastfolk only): offensive power (50/15,000), casualties (50/10,000), enemy casualties (50/10,000).
  • Reinstated — Tranquillity (Beastfolk only): defensive power (50/15,000), casualties (-50/10,000), enemy casualties (-50/10,000).

Sylvan

  • Affinity: increases mana production (40/8,000).
  • Bloom: increases sapling production (60/6,000) and food production (40/7,000).
  • Nurture: lowers rezoning costs (-40/7000) and increases land discovered on invasion (30/6,000).
  • Rage: decreases target defensive mods (-15/7,000) and increases offensive power (20/8,000).
  • Roaming: increases population (20/6,000).
  • Resilience: increases defensive power (30/9,000) and population growth (40/6,000).

Magic

  • Introduction of magic levels. Factions are assigned a magic level (default 0) which is another way of determining which spells they have access to. There are two reasons for this: some factions simply aren’t magical, and this enables future strategic choice of levelling up some aspect of your dominion to gain access to new spells.
  • Level 0 spells do not cost mana and are called cantrips.
  • Aside from cantrips, spells are generally much more expensive than before. The goal is for mana cost to be a bigger strategic consideration.

Cantrips (Level 0)

  • Enhanced Yields: +10% food production.
  • Harmony: +25% population growth rate, -10% offensive power.
  • Fog hidden from insight.
  • Magical Disguise: -100% theft.
  • Magical Shield: -50% sorcery damage.

Level 1

  • Arboreal Abundance: +10% lumber production.
  • Bountiful Blossom: +10% food production.
  • Ecstasy: +25% population growth rate.
  • Miner’s Fortune: +10% gem production.
  • Mining Strength: +10% ore production.

Level 2

  • Aura: -20% sorcery damage.

Level 3

  • Enchanted Banners: +20% prestige gains, +40% prestige losses.
  • Panopticon: -25% sabotage damage.

Level 4

  • Ward of Life: -20% casualties.
  • Ward of Protection: -20% sorcery and sabotage damage suffered.

Faction Spells

Demon

  • Feast: +50% population growth, +25% food consumption.
  • Fury: +25% enemy casualties, +20% food consumption.
  • Sacrifice: convert 50% of peasants to 1 soul and 100 blood each.

Swarm

  • Chitin: +5% DP, -5% OP.
  • Aggression: +5% OP, +5% OP on retaliation.

Quickstarts

  • TBD.

Research

  • Not invented yet.

Resources

  • Blood reinstated.
  • Souls reinstated.

Sabotage

  • Sabotage ops base damage increased by 50–100% across the board.

Theft

  • No changes.

Titles

  • Conjurer, Forester, Excavator, Healer, Investigator, Merchant, Pathfinder, Rogue, Surveyor, and Warden reinstated.

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