| Archived Round Changes |
|
For rounds older than the ones below, check out our
wiki.
|
| Gameplay Changes |
-
Relics v2
- Attacking, arsoning, or saboing an enemy alliance that holds a relic builds luck toward stealing it — the bigger the target's land share of their alliance, the more luck it's worth
- Holding relics grants a WarHonor bonus each tick and feeds the Relic leaderboard in Domination Points
|
| Planet Type Changes |
-
Shadow Lands
- +10% probe production
- -15% probe losses
- +50% ignore MA
- -5% return time (previously -10%)
-
Research
- Fusion technology
- Probe Armor 1-5 - 50% discount
- Probe Assembly 1-3 - 50% discount
- Expanded Recon 2
- PT specific research: +25% probe attempts (extra PA every 4 ticks) — 750k points, research available from start
-
Volcanic Inferno
- -55% power required (except kingdom shields)
- -55% power to shield probes
- 2x power storage (previously 3x)
- Research: Starts with fusion technology
-
Mountainous
- +20% income
- +65% honor
- -25% probe shield cost (previously -30%)
- -20% power produced
|
| Relics |
|
See the dedicated Relics guide for the full breakdown. Summary for that round:
- Relics now belong to the alliance, not the player who found them — no single owner anymore
- Relics count towards domination points, and still contribute honor as before
- To steal one, sabo / arson / attack any kingdom in the owning alliance — not just the original holder
- Bigger kingdoms (by land) are more likely to yield the relic when hit
- Hitting / probing the same kingdom twice does nothing — pick a new target each time
- Other alliances hitting the kingdom first doesn't affect your chances, unless they actually steal the relic — e.g. if kingdom A was hit by alliance 1, alliance 2 can still get the relic by hitting kingdom A
- Your own alliance mates are the exception: if one of them already hit a kingdom, hitting it yourself won't gain you the relic
|
- All units draft 4 ticks faster
- Minimum of 4 tick drafting time
|
| Planet Type Changes |
-
Mountainous
- Income +20%
- Honor +65%
- Probe Shield Cost -30% (previously -0%)
- Power Produced -20% (previously -10%)
-
Oceanic
- Income +10%
- Defense +10%
- Enemy Offensive Losses +10%
- Research Efficiency -10% (previously -0%)
-
Jagged
- -15% mili costs
- +10% sci costs (previously +0%)
- +10% land gain (previously +0%)
-
Herbal Jungle
- -50% training camps required
- -20% scientist cost (previously -15%)
- +10% military space (previously +5%)
- -15% probe production (previously -10%)
-
Terra Form
- -50% research required for land bonuses (previously -30%)
- -30% research required for static researches
- +5% max research on land bonuses
- -10% income
-
Albion Prime
- Income +10%
- Probe Production +10%
- Offensive Strength +10%
- Land Gain +10%
- Return Time Factor +10% (slower)
-
Shadow Lands
- +10% Probe Production
- -15% Probe Losses (-10% before)
- +25% Probe Attempts (extra PA every 4 ticks)
- +50% Ignore MA
- -10% Return Time
-
Research
- Start with Fusion, PA 2 and Intel 2
|
| Race Changes |
-
Ancients Lvl 3
- +35% research efficiency
- -10% scientist cost
- Train scientists 8 ticks faster (8 ticks in mobi instead of 16, 16 when not in mobi)
|
| Gameplay Changes |
-
PT Diversity Penalty
- –3% income per planet of the same type beyond 3 per alliance
- Example: 4 Shadows → –3%; 4 Shadows + 4 VIs → –6%
-
Population Overflow Formula
- 1 Residence = 50 overflow space (fixed, no population bonuses)
- Military overflow occupies residences before civilian capacity is calculated
-
HoF Bonuses
- Deactivated for this round
-
HoF Points
- Aggressive probe fail now awards 1 HoF point
-
Vault & AFK Automation
- Automatically turn vault on when a lot of income stacks up
- Automatically turn AFK on when vault fills up
-
Aid Restrictions
- Aid cannot be triggered from hitting your alliance mates
-
Home World / Land Size Bonuses
- +10% income when 4 WLs home
- -5% building cost when hitting someone 80-99% your land size
- -10% building cost when hitting someone 100%+ your land size
|