| Archived Round Changes |
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For rounds older than the ones below, check out our
wiki.
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Every Universe Event hit harder and more chaotically than usual — see the
Celestial Storm guide and
Round Eras.
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| Gameplay Changes |
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Research Kingdom State
- Research efficiency +30% → +40%
- New: -5% scientist cost
- New: scientists train 4 ticks faster
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Kill Shots
- Shared between everyone who attacked that kingdom in the last 24 hours, split evenly by number of attacks — see Alliances Guide
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Inter-Alliance Restrictions
- Attacking, probing, and missiling your own alliance mates was disabled
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Domination Points
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Alliance Relations
- War's +10% offensive bonus ramped up 1%/tick over 10 ticks instead of applying instantly
- Peace renamed to Barricade; its +15% defense bonus ramped up 1%/tick over 15 ticks instead of applying instantly — see Alliances Guide
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Mine Gold
- Rebalanced returns and a higher residence money cap — see the Mine Gold section below
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Relics
- New purchasable income bonus for holding a relic — see the Relics section below
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| Planet Type Changes |
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Mystical Lands
- -15% offensive losses (previously -10%)
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Ice Giant
- +10% land gains (previously +7%)
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Multiple Terrain
- Race Tokens 40% cheaper (previously 30%)
- New unique research: Race Tokens 13-15 (300k/350k/350k points, chained), locked to Multiple Terrain
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Forest and Wilderness
- New: +10% population
- New: -$25 Soldier cost
- Removed: +10 starmine income
- New unique research: Verdant Bloom — +10% Population, all bio units train 4 ticks faster, locked to Forest and Wilderness
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Desert Wasteland
- New: +20% power production
- Removed: +10% Mech Space (ACH/ASB capacity)
- New unique research: Thermal Conversion Array — another +20% power production (stacks to +40% total) and -$15 Soldier cost, locked to Desert Wasteland
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| Mine Gold |
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Mine Gold probe returns were rebalanced that round. See the dedicated
Mine Gold guide for the current breakdown. Comparison
at a few probe counts:
- Money cap per Residence built: $100 (previously $50)
| Effective Probes |
Old |
New |
% Diff |
| 15,000 | 97,500 | 92,172 | -5.5% |
| 30,000 | 156,943 | 142,620 | -9.1% |
| 50,000 | 203,446 | 184,699 | -9.2% |
| 100,000 | 302,187 | 273,499 | -9.5% |
| 250,000 | 540,025 | 499,823 | -7.4% |
| 500,000 | 862,624 | 823,633 | -4.5% |
| 1,000,000 | 1,400,000 | 1,388,932 | -0.8% |
| 2,500,000 | 2,900,000 | 2,900,000 | 0.0% |
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| Relics |
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See the dedicated Relics guide for the full breakdown. New that round:
- Each relic held generated 1 faith per tick for the alliance; faith bought an income bonus:
- 24 faith → +2% income for 12 ticks
- 48 faith → +4% income for 12 ticks
- 72 faith → +6% income for 12 ticks
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| Gameplay Changes |
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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
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| Planet Type Changes |
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Shadow Lands
- +10% probe production
- -15% probe losses
- +50% ignore MA
- -5% return time (previously -10%)
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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
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Volcanic Inferno
- -55% power required (except kingdom shields)
- -55% power to shield probes
- 2x power storage (previously 3x)
- Research: Starts with fusion technology
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Mountainous
- +20% income
- +65% honor
- -25% probe shield cost (previously -30%)
- -20% power produced
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| Relics |
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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
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- All units draft 4 ticks faster
- Minimum of 4 tick drafting time
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| Planet Type Changes |
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Mountainous
- Income +20%
- Honor +65%
- Probe Shield Cost -30% (previously -0%)
- Power Produced -20% (previously -10%)
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Oceanic
- Income +10%
- Defense +10%
- Enemy Offensive Losses +10%
- Research Efficiency -10% (previously -0%)
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Jagged
- -15% mili costs
- +10% sci costs (previously +0%)
- +10% land gain (previously +0%)
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Herbal Jungle
- -50% training camps required
- -20% scientist cost (previously -15%)
- +10% military space (previously +5%)
- -15% probe production (previously -10%)
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Terra Form
- -50% research required for land bonuses (previously -30%)
- -30% research required for static researches
- +5% max research on land bonuses
- -10% income
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Albion Prime
- Income +10%
- Probe Production +10%
- Offensive Strength +10%
- Land Gain +10%
- Return Time Factor +10% (slower)
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Shadow Lands
- +10% Probe Production
- -15% Probe Losses (-10% before)
- +25% Probe Attempts (extra PA every 4 ticks)
- +50% Ignore MA
- -10% Return Time
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Research
- Start with Fusion, PA 2 and Intel 2
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| Race Changes |
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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)
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| Gameplay Changes |
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PT Diversity Penalty
- –3% income per planet of the same type beyond 3 per alliance
- Example: 4 Shadows → –3%; 4 Shadows + 4 VIs → –6%
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Population Overflow Formula
- 1 Residence = 50 overflow space (fixed, no population bonuses)
- Military overflow occupies residences before civilian capacity is calculated
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HoF Bonuses
- Deactivated for this round
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HoF Points
- Aggressive probe fail now awards 1 HoF point
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Vault & AFK Automation
- Automatically turn vault on when a lot of income stacks up
- Automatically turn AFK on when vault fills up
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Aid Restrictions
- Aid cannot be triggered from hitting your alliance mates
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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
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