Mills will also reduce exploration soldier costs by % * 2
Forts will increase DME from 1.5 to 2 per %
Schools will protect science by 5 per %, up from 3.5, the effects cap is unchanged.
Learns
Protection from subsequent hits will fire more aggressively when provinces are Learned.
Science
Gains science will be removed and replaced with a base military efficiency science bonus which will scale similarly to Population science.
Features
Players will be able to create and share custom game themes. More details to follow. Basically you can edit the games colours, fonts, images etc and share (or not) these changes with the community.
Races
Avian
Bonuses: -25% Attack Time; +30% Sabotage Operation Damage; -50%
Military Training Time
Spell Book: Fanaticism, Greater Protection
Penalties: No Access to Stables; -20% Birth Rate
Elite Unit: 6/2, 650gc, 5NW
Dwarf
Bonuses: +30% Building Efficiency; +30% Combat Instant Spell
Damage; Free Building Construction; Can use credits to raze buildings
Spell Book: Fools Gold, Quick Feet, Mystic Aura
Penalties: Can't use Accelerated Construction; +100% food
consumption
Bonuses: -50% Offensive losses on attacks you make; Converts some
Specialists into Elites on successful land attacks; Spreads and is
Immune to The Plague; No Food Required; +1 Offensive Specialist
strength
Bonuses: All Guilds are twice as effective; +1 mana per tick in
War; +75% Magic Science Effectiveness
Spell Book: Meteor Showers, Chastity, Nightmares
Starting Bonuses: +200 Wizards
Warrior
Bonuses: +1 General; +10% OME
Special Access: Enhanced Conquest range
Spell Book: Bloodlust
Starting Bonuses: +800 soldiers and +800 specialist credits
Tactician
Bonuses: -20% Attack Time
Special Access: Accurate Espionage
Spell Book: Clear Sight
Starting Bonuses: +800 soldiers and +800 specialist credits
Cleric
Bonuses: -40% Your Military Casualties (on attack or defense)
Spell Book: Pitfalls
Starting Bonuses: +800 soldiers and +800 specialist credits
War Hero
Bonuses: +100% Honor Effects; Immune to all dragon effects; Immune
to The Plague (but can carry/spread)
Spell Book: War Spoils
Starting Bonuses: 400 elites
Stances
Normal: No effects
Aggressive
+10% Combat Gains
-10% Attack Time
+30% Military Wages
+10% Military losses
Fortified
-50% gains hitting in and on magic/thievery ops in (slides in
over 24 hours)
-25% Military training time and cost
+25% draft speed
-25% Construction time and cost
4 days maximum duration
-50% gains hitting out and on magic/thievery ops out
+500% Explore costs
No Paradise spell available
Science limited to Active
Relations
Ceasefire
Prohibits attacks, spells, and thievery operations
Annuls the Hostile Meter
End Of War Ceasefire lasts 12-96 Utopian days
+500% birth rate
-30% troop training costs
-50% draft cost
Combined with War relations
War and Ceasefire relations can be cancelled separately
All land currently out returns home immediately at war end
Instant population growth of 20% of max population if below 50%
Normal: No effects
Unfriendly: Unlocks Unfriendly/Hostile/War spells and thievery
operations against the other kingdom
Hostile
+10% Combat Gains
Increases Conquest networth range
Offensive spells cost 2% mana
Offensive ops cost 2% stealth
War Immediate Effects
Annuls the Hostile Meter with everyone
-10% Attack Time
Enhanced Massacre destroys buildings
+10% Combat Gains
Offensive spells cost 2% mana
Offensive ops cost 2% stealth
War Penalties
+500% Exploration Costs
No Paradise spell available
Science limited to Active
War After 12 Hours: -20% Attack Time
War After 24 Hours: -25% Military Losses; -25% Military Training
Time; no distance penalties for attacks; -75% gains and
effectiveness for operations to and from other kingdoms
Dragons
Emerald
+20% Military losses in combat
-15% Attack gains
Sapphire: -25% Thievery & Magic Effectiveness
Gold: -25% Building Efficiency
Ruby: -8% Military Efficiency
All dragons result in 10% lower income and the loss of 20% of new
draftees.