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Added
 
Added
* Several major race reworks (see below)
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* Quickstarts redeveloped for all races
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General Changes
 
General Changes
* Construction costs reduced across the board by up to 20% and further reduced based on your conquered land total
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* Explore formula coefficients changes to 0.6 (from 0.61) and 1.299 (from 1.305). Costs reverted to near-round 25 levels.
* Destroyed buildings during invasion no longer grant the target discounted construction
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* Tech costs change to 9500, +100 cost for each tech taken
* Prestige gain is now based only on relative land size, target prestige and recent invasions are ignored
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* Hourly RP production can no longer be greater than current acres
* 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)
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* Schools now generate an additional 125 RPs (down from 130) per 1% owned when invading targets 75%+ your size, up to a maximum of 2500 at 20% owned (capped at Acres*5)
* 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%)
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* Raze casualties (for the defender) will now scale linearly from zero casualties at 80% of OP needed to break to full casualties at successful OP for an attack
* Conversions are now based only on units sent and relative land size, defensive casualties are ignored
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* Prestige gain on bots will now be reduced by 10% per hit after the 4th attack (up from 5%)
* Dock food production increased to 40 (from 35)
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* Prestige gains will now be:
* Forest Haven lumber production increased to 25 (from 20)
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<math>100*min(1,LandRatio)-40+TargetLand/250</math>
* Wizard Guilds now produce 15 mana (reduced spell cost bonus removed)
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* Defensive casualty reduction is now capped at 80%
* Failed war operations increase the target's resilience by 2
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* Halls of Knowledge produces 100 RP/hr. 150k HP tier
* Attacking success and defending failure stats are now only recorded for 75%+ invasions
 
* Bots will now grow faster, defense formula adjusted
 
* 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]] reworked
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* [[Wood Elf]] rezone costs changed to +10% (from +25%)
* [[Dwarf]] Cleric: increased DP to 4.5 (from 4), +90p (from 760)
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* [[Orc]] Savage to 3.5/0, 330p, 20r
* [[Nomad]] reworked
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* [[Lycanthrope]] Garou converts up to one WW for every 15 Garou sent on attack (from 12)
* [[Lycanthrope]]: homeland reverted to caverns (from forest), new spell Feral Hunger allows werewolves to convert more werewolves on successful invasion
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* [[Lycanthrope]] Werewolves, with spell (Feral Hunger), now converts up to one WW for every 15 WW sent on attack (from 25)
* [[Merfolk]]: food production decreased to 5% (from 15%), explore cost increased by 5%
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* [[Lycanthrope]] Spec Scavenger cost to 325p (from 300p)
* [[Orc]] Bone Breaker: 4/2, +1 OP for every 250 prestige (from 4/3, +1 OP for every 375 prestige)
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* [[Nomad]] spell, Favorable Terrain, now grants +1% OP for every 1% barren land (from 2% barren land), max unchanged at +10%
* [[Spirit]] reworked
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* [[Nomad]] construction penalty removed
* [[Undead]]: maximum population bonus increased to 15% (from 12.5%)
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* [[Kobold]] population growth bonus to 20% (from 10%)
* [[Undead]]: Parasitic Hunger always increases conversions by 20% and spreads plague on both attack and defense
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* Wizard Ratio will now display on Clear Sights vs. [[Icekin]] only
* [[Wood Elf]]: rezone cost increased by 25%
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* [[Dwarf]] Cleric no longer kills immortal units
 
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* [[Spirit]] max population bonus to 2.5% (from 0%)
  
 
Fixed
 
Fixed
* A hotfix was deployed for a bug with Feral Hunger, which now converts 4% of units sent instead of 2500%
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* TBD

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