Round 93
Chronicles
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.