Editing Round 25/Changes

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Added
 
Added
* New Wonder: Astral Panopticon grants permanent surreal perception when controlled
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* Several major race reworks (see below)
  
 
General Changes
 
General Changes
* Barracks now house 35 trained or in training military units, modified by prestige (from 36 unmodified)
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* Construction costs reduced across the board by up to 20% and further reduced based on your conquered land total
* Bunk Beds tech reduced to +1 barracks housing (from +2)
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* Destroyed buildings during invasion no longer grant the target discounted construction
* School of War has been removed
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* Prestige gain is now based only on relative land size, target prestige and recent invasions are ignored
* Schools now generate 25 Research Points per 1% owned up to a maximum of 750 at 30% owned (down from 26 per 1%, max 1040 at 40%)
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* Land loss decreased to 80% of the DC formula (from 90%), generated land now equal to 100% land lost (from 66.67% of land lost)
* Wars will now automatically expire after 5 days
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* Base defensive casualties reduced to 3.6% (from 4.05%), modifier for recent invasions reduced to 100%/75%/50%/25% (from 100%/80%/60%/55%/45%/35%)
* Black ops success rate reduced when target's spy/wizard ratio is high
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* Conversions are now based only on units sent and relative land size, defensive casualties are ignored
* Fireball mana cost reverted to 3.3x (from 3x)
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* Dock food production increased to 40 (from 35)
* All NPDs will now actively train troops, cast spells, etc.
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* Forest Haven lumber production increased to 25 (from 20)
* NPDs will now start with a flat amount of defense incoming instead of a percentage of current
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* Wizard Guilds now produce 15 mana (reduced spell cost bonus removed)
* NPDs now lose 25 prestige when invaded within Elite Guard range
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* Failed war operations increase the target's resilience by 2
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* Attacking success and defending failure stats are now only recorded for 75%+ invasions
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* Bots will now grow faster, defense formula adjusted
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* Reduced prestige gain for each attack against a specific target or any of the bots when invading them repeatedly over the course of the round
  
 
Racial Changes
 
Racial Changes
* [[Dark Elf (Legacy)]] Adept: +50p (from 1100p), Wizard Guild requirement increased to 10% (from 9%) per point
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* [[Dark Elf]] reworked
* [[Dwarf]] Warrior: -10r (from 110r)
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* [[Dwarf]] Cleric: increased DP to 4.5 (from 4), +90p (from 760)
* [[Firewalker]]: construction cost reduced to -10% (from -7.5%), explore cost increased by 5%
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* [[Nomad]] reworked
* [[Gnome]] Juggernaut: -50p (from 775p)
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* [[Lycanthrope]]: homeland reverted to caverns (from forest), new spell Feral Hunger allows werewolves to convert more werewolves on successful invasion
* [[Orc]]: +20% food consumption removed
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* [[Merfolk]]: food production decreased to 5% (from 15%), explore cost increased by 5%
* [[Orc]] Bone Breaker: 4/3, +1 OP for every 375 prestige, max +3 (from 5/2, +1 OP for every 625 prestige, max +2)
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* [[Orc]] Bone Breaker: 4/2, +1 OP for every 250 prestige (from 4/3, +1 OP for every 375 prestige)
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* [[Spirit]] reworked
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* [[Undead]]: maximum population bonus increased to 15% (from 12.5%)
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* [[Undead]]: Parasitic Hunger always increases conversions by 20% and spreads plague on both attack and defense
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* [[Wood Elf]]: rezone cost increased by 25%
  
  
 
Fixed
 
Fixed
* Black ops damage reduction from techs and wonders was unintentionally increasing black ops damage instead
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* A hotfix was deployed for a bug with Feral Hunger, which now converts 4% of units sent instead of 2500%

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