Round 14/Changes

From OpenDominion
Jump to navigation Jump to search

New races introduced[edit]

Gameplay[edit]

  • Land gain changed to reduce land conquered (land loss) and increase the land generated. In total, land gained is the same but land lost by the targeted is reduced.
  • Defensive casualties reduced from 4.5% to 3.375%.
  • Prestige gains formula changed to: 20+([Target's Prestige]*[Land Ratio]/12). Prestige losses unchanged.
  • Cost of exploration reduced by 10% until 4,000 acres where cost is increased by 25%.
  • Guards and traditional ranges implemented.
  • Theft added.
  • Fools Gold and Surreal Perception spells added.
  • Ops formula changed.
  • Conversion formula changed.

Racial Changes[edit]

Some of these changes were to races that are new to OpenDominion but existed in Dominion Classic.

Dwarf[edit]

  • Cleric -40p to 760p.

Gnome[edit]

  • Juggernaut OP changed from 5 OP under 75%, 6 OP between 75% and 85%, and 7 OP over 85% land ratio to:
    • Base: 5 OP
    • 75%-80%: 6 OP
    • 80%-85%: 6.5 OP
    • 85%-90%: 7 OP
    • 90%: 7.5 OP

Nox[edit]

  • Nox Nightshade DP based on any swamp instead of built swamp.
  • Nox Nightshade +100p to 975p, 100r.
  • Lich -100p to 950p, 0r.

Icekin[edit]

  • +5% platinum production bonus removed.
  • ArchMage cost reduction increased to -175p from -150p.

Spirit/Undead[edit]

  • Population bonus increased from +12.5% to +15%.
  • Specialist units no longer need boats.

Lycanthrope[edit]

  • Werewolf OP increased by 1 to 4 OP.
  • Werewolf -25p to 850p, 55r.