Game Mechanics / Miscellaneous Changes
Abandon Alliance
It is now possible to leave (or abandon) your Alliance. When you abanon your alliance you create a new alliance. You bring your market history with you. Abandoning your alliance is only allowed once an age.
Abandon Alliance to be available in Tools > Options > Account Options
You cannot abandon your alliance if:
A. Military is returning
B. During War
C. While in Vacation Mode
User Interface
Military Advisor Page - Oleg only
Add off bonus from Oleg 2nd general to military advisor page
Invasions Page
Add to Invasion Advisor “this tribe is at war” if target is at war with you or with a 3rd party
Sneak/Intercept results
Show at the bottom of sneak/intercept (and archived intel)
Raw offense: XXX,XXX
Raw defense: XXX,XXX
Buildings
Weaponries
1% increases building damage inflicted on destructive attacks by 1% ---> WAR ONLY effect
Walls
1% decreases building damage taken on destructive attacks by 1% ---> WAR ONLY effect
Temples (kinda)
Priests now pay taxes
Science
Make all branches max out at 100%
Halve all bonuses:
War Research Branch
1% science = +1.00% Increased Effectiveness of Weaponries (max 100%)
1% science = +0.50% Increased Mana and Plans (storage and regen) (max 50%)
1% science = +0.50% Increased Attack Building Damage (max 50%)
60% science = Military and Thievery returns 1 month faster from invasions (min 2)
Infrastructure Research Branch
1% science = +1.00% Increased Effectiveness of Walls (max 100%)
1% science = -0.25% Decreased Building Damage taken (max 25%)
1% science = +0.25% Homes Hold increased (max 25%)
60% science = Buildings build 1 tick faster (min 2)
Growth Research Branch
1% science = +0.50% Increased Citizens regen (max 50%)
1% science = +0.50% Increased Production of Mines, Yards and Farms (max 50%)
1% science = -0.30% Decreased Explore Cost (Crowns) (max 30%)
60% science = Exploring is 1 month faster (min 1)
Politics Research Branch
1% science = +1.00% Increased mana and plans burned with Hwighton Raid and Enforced Honesty (max 100%)
1% science = -0.50% Reduce fame lost when invaded (max 50%)
1% science = +0.50% Chance to negate effects of Pestilence and Engineered Virus (max 50%)
60% science = 10 new acres settled per month
(no bonuses are being changed here, it is just visual)
Spells
Conjured Focus
1 rp per 750 citz ---> 1 per 1,000 citz
Race Changes
Dragon
Change: Resource buildings give 60% normal ---> 50% normal
Remove: Destroy 5% of 3 randomly selected buildings per successful attack
Basic Baby Dragon 2/2 150 cr ---> 1/1 150 cr
Off Green Dragon 10/2 450 cr ---> 10/2 600 cr
Def Black Dragon 2/10 650 cr ---> 2/10 800 cr
Brittonian
Farms produce 375kg ---> 250kg
Homes hold 450 ---> 400
Starting money 4,500,000 ---> 3,750,000
Off Highwayman 4/0 500 cr ---> 3/0 450 cr
Def Lawyer 0/4 500 cr ---> 0/4 450 cr
Elite Marauder 2/6 1,100 cr ---> 2/7 1225 cr
Dwarf
Add: Do not require wood to build
Change: All buildings hold 80 citizens except Mines (125), Guilds (10) and Hideouts (40) ---> Guilds & HOs now hold 80
Elite Grey Beard 8/2 1,200 cr ---> 8/3 1,075
Eagle
Change: Each Home store MP equivalent to 1/3 a guild ---> storage & regen
Add: Wrath of XENE does double damage
Thief Razorbeak 0/0 400 cr ---> 300 cr
Mori Hai
Add: 15% immunity to magic
Nazgul
*Edit*
Elite Wraith 11/11 ---> 13/13
Remove: Cannot Explore or Land Claim
Remove: Wraiths are immortal when attacking
Remove: Army killed joins as Wraiths
Keep: Wraiths can't be trained
Add: 0.2% of Offensive and Defensive Specialists are converted to Wraiths every month (off_specs * 0.002) + (def_specs * 0.002)
We deemed this change necessary to prevent Nazgul from being an annoying race who just do meaningless attacks to build up army. This lazy trait I think is better.
Templar
Cleric 1/0 225 cr ---> 1/1 250 cr
Invasions
Pillage
1 fame per bldg destroyed ---> 0.2 fame per bldg looted
Top-feed modifier added to prevent people from suiciding on targets much bigger than themselves
Pillage made to be like Raze, so buildings destroyed is calculated as the sum of land and buildings
Resources output
0-70-80% below * current modifier
80-125% (def land * 0.02 + #mines*0.04 -- same for Y/L -- ; def land * 0.005 + #farms * 0.01)
125%+ (attacker land * 0.025 + #mines*0.05 -- same for Y/L; attacker land * 0.00625 + #farms * 0.0125)