UI
Tribe Page order change. Is now:
Race ------- Fame
Citizens --- Military
Mage Level - Strength
PPA -------- TPA
OPA -------- DPA
Barrens ---- Total Land
Other Changes
1. Tribes no longer lose their market credits/records when defected.
2. Now possible to buy resources needed for explore on explore page
War
Truce
If any of the following conditions are met, Truce is possible:
- Both participating alliances have at least 25% Power
- An alliance has a multiple war
Otherwise Truce cannot be offered.
War Spoils
Surrendering is available from hour 18, same as now.
Surrendering a war at any time in war costs 15% fame, rewarded to enemy alliance.
Winning a war yields fame and research bonuses based on the amount of power accumulated during the war.
OOW invasion penalties
1. No fame awarded for attacking into or attacking out of a war. (War ---> OOW) and/or (OOW ---> War)
--- a. Not including fame lost on retreats
2. Battle losses increased by 2%
--- ie. Standard will be 4% + 2%, Commandeer 0.6% + 2%, etc.
3. 2hr increased General rest time, even on retreats
Buildings
New building: Temples
Temples
Maximum 25% Temple allocation
1 Temple trains 1 Priest per month
Priests are military units with no offense or defense, can be released on military releasing page
1 Priest Per Acre (PPA) increases raw offense and raw defense by 1%
1 Priest Per Acre (PPA) increases Farm, Mine, and Yard production by 2%
Maximum 10 PPA allowed. (Once 10 PPA is reached, Temples halt Priest production)
Churches
1% Churches blocks 3% spells ---> 2.5%
Guard Houses
1% Guard Houses blocks 3% operations ---> 2.5%
Walls
Add: 1% Walls decreases building damage taken on destructive attacks by 1% (on Raze, Crusade, Pillage)
Weaponries
Add: 1% Weaponries increases building damage inflicted on destructive attacks by 1% (on Raze, Crusade, Pillage)
Research
All branches can now be maxed out
15 RPA to max out each branch ---> 18 RPA
War Research
30% Military returns 1 tick faster from invasions (min 1) ---> Military & Thievery return 1 month faster (minimum 2hrs)
Growth Science
@30% exploring is 1 tick faster (min 1hr for Eagle)
Add: Politcal Science Branch
- 2.00% increased TP/MP burned with Hwighton Raid & Enforced Honesty (max 100%)
- 1.00% reduced fame lost from all incoming invasions (max 50%)
- 1.00% chance to negate effects of Pestilence and Engineered Virus (max 50%)
@ 30% - 10 new acres settled per month
Dark Spells
Lightning Bolt
0.125% units killed ---> 0.2% units killed
Wrath of XENE
Add: 2% Temples destroyed
Black Operations
Thieves Rebellion
Add: 2% Temples destroyed
Race Spells
Brood
Add: 2hr basic training time when spell is active
Roar of the Horde ---> Saruman's Wrath
Change name to Saruman's Wrath
Add: Negates Fountain of Resurrection (Orks FoR is not negated, enemy tribe's FoR is negated)
Mortality ---> Outrage
Change name to Outrage
Add: 1hr shorter general rest time in War (against Warring alliances only)
Pestilence
Pestilence negates/overrides all other growth effects, except for Matawaska River and standard growth (Pestilence cannot be neutralized by brood and/or growth sci, resulting in -5% growth for non-cursed with Matawaska, -15% growth without Matawaska)
Invasions
Remove: Vigilance
See OOW invasions penalties
Blasphemy Crusade
Kills 5% of Mystics & Thieves ---> 10% of Mystics and Thieves
Military Exercises
Martial Law
1% blocked per 10 raw OPA sent ---> 1% blocked per 5 OPA sent
Race Changes
Remove: Uruk Hai
Add: Oleg Hai
Oleg Hai
Also known by the common name of “trolls”, the Oleg Hai spawn warriors bred for battle. If that weren't bad enough, they easily regenerate from Destruction-charged violence, which makes killing a troll for good something of a legendary feat. Naturally greedy, they sometimes overextend to conquer and dominate. Fortunately for them, harpies provide the brains behind the brawn, when they can be found and bribed at least.
Racial Abilities
2 generals (can send out 2 separate armies)
Sending both generals gives 115% off, 130% land gains, 130% damage
Harpies are a mercenary unit. Harpies can be trained instantly from citizens. As much as 40% of total population can be train as Harpies. Harpies disband after 4 months after benig trained. As the tribe expands, Harpies are less expensive.
Immune to Lightning Bolt and Arsenic Infusion.
Class Off/Def Cost
Basic Gnome 0/0 50 cr
Off Wolfrider 9/0 1,000 cr
Def White Skull 0/6 550 cr
Mercenary Harpy 4/3 400 cr1
Thief Thief 0/0 300 cr
1 Harpy price = MAX (400, ((1/(0.5+log2(land/1000))) * 400)
Quote
starting price in 400 cr
at 1500 acres, price is 367 cr
at 2000 acres, price is 267 cr
at 4000 acres, price is 160 cr
at 6000 acres, price is 130 cr
at 8000 acres, price is 115 cr
at 10000 acres, price is 105 cr
starting price in 400 cr
at 1500 acres, price is 367 cr
at 2000 acres, price is 267 cr
at 4000 acres, price is 160 cr
at 6000 acres, price is 130 cr
at 8000 acres, price is 115 cr
at 10000 acres, price is 105 cr
Brittonian
Home to Thieves: Homes hold 400 citizens, Hideouts hold 80 citizens ---> Homes hold 450 citizens, Hideouts 80
Add: Walls to Thieves: 1 Wall trains 1 Rogue every month.
Add: Silver Spoon: +50% Starting money (4,500,000 cr)
Add: Irrigation: Farms produce +50% food (375 kg/farm)
Basic Thug 0/0 50 cr ---> 0/0 100 cr
Off Highwayman 4/0 450 cr ---> 4/0 500 cr
Elite Marauder 3/7 1,225 cr ---> 2/6 1,100 cr
Thief Rogue 0/0 75 cr ---> 1/0 100cr
Dwarf
Add: Cannot build Homes
Add: All buildings hold 80 citizens except Mines (125), Guilds (10), and Hideouts (40)
Remove: Richer: +10% mine income bonus
Basic Grunt 0/0 150 cr ---> 1/0 150 cr
Def Mortar Team 0/7 650cr ---> 0/6 700 cr
Elite Grey Beard 9/3 1,050 cr ---> 8/2 1,200 cr
Dragon
Change: Farms, Mines and Yards produce 66% of normal ---> 60% normal
Add: Lose -50% citizens on Invasions, Thievery, and Magic. Minimums not affected
Add: 50% normal construction costs and military upkeep
Add: Dragon Sickness: Additional crs stolen from tax chests. (Equal to enemy size * 200 crs). Zero gains from all tribes below 70%
Basic Baby Dragon 1/1 250 cr ---> 2/2 150 cr
Off Green Dragon 8/2 450 cr ---> 10/2 450 cr
Def Black Dragon 0/10 700 cr ---> 2/10 650 cr
Elite Red Dragon 16/4 1,250 cr ---> 18/6 1,500 cr
Thief White Dragon 2/2 300 cr ---> 2/2 300 cr
Eagle
Add: Bird of a Feather: 2hr explore time
Def Vendo 0/3 340 cr ---> 0/4 385 cr
Mori Hai
Thief Assassin 1/1 250 cr ---> 3/1 425 cr
Nazgul
Remove: All attack types yield 5,000 cr per acre taken
Add: Wraiths cannot be trained. Wraiths are immortal when attacking. Random1 amount of enemy casualties join your army as Wraiths.
Elite Wraith 10/10 1550 cr ---> 11/11 0cr
125-50% of enemy casualties killed in combat join as Wraiths.
Wood Elf
Remove: Fruity: +15% Birth Rate
Elite Tree Ent 0/10 1350 cr ---> 0/10 1400 cr
Thief Grassrunner 0/1 100 cr ---> 0/1 150 cr