S2 ROUND8 changes (v4, 2021-10-22)
Round of Probes (1 round experiment)
- every probe will yield 1 money (all income and research bonuses will not be applied) per tick
- probes income will be limited by land based probes cap - 24
- probes cap changed to 24/land
I want to give few arguments for:- Low probe kingdoms still can make more money than heavy probe kds
- It should help to justify high probe strategies
- It should increase average player probes defense and make robbing/aggro probes more expensive (better average probes and long lasting impact to your future income)
- It may make rob raping worse in some situations (needs discussion)
- Probes spy missions made easier (probes land defense is only 1 probe/land instead of 4)
Initial setup
- 4 weeks round
- start with 7 sectors
- 10 kingdoms per sector to freely join (might be increased, if other sectors are close enough)
- Sectors NW scores are not hidden anymore during signups period
PT changes
- Jagged: military cost discount -15% to all units, remove buildings disbonus
- Mystical Lands: boost return time bonus to -25%
- FW: change barracks capacity bonus from 30% to 20%
- DW: offensive units discount is reduced to -25% and is applied only to Dragoons and Troopers
Races changes
- Removed all cons (Gist, Mafi and Terran races affected)
Defensive loses
- Change defensive loses base (DLB) from 10% back to 5%
- Defender loses are never less than 5% in case of successful grab
- War state increases DLB by 5% (e.g. 5% + 5%)
- Peace state decreases DLB by 2% (e.g. 10%-2%, or 5%-2% remains 5%)
- War-Peace and Peace-War states partially cancel each other, so DLB = 8%
- Defensive state decreases loses by another 2%
- regular | DEF+No war | DEF+PEACE = 5%
- DEF+WAR+PEACE = 6%,
- DEF+WAR | PEACE+WAR = 8%
- WAR = 10%
- Change defensive loses calculation based on land difference between attacker and defender
- this only can make difference in the War relation (never less than 5%)
- DLB remains at maximum efficiency if target is not smaller than half of your land.
Food changes
- unlock 1M cap for food's bank limit, keep food exit at approx 500K
- food kds will yield extra 50K income per hour
- should help to avoid sub 20K robs at the beginning
- should enable high probe start strats
- should reduce need to do tick robbing
- at the very first tick food exits with ~1M bank
Other changes
- War/Peace minimum duration changed to 24 ticks (used to be 48 ticks)
- Energy missile cost decreased to 1M
- Allow multiple Peace statuses (change is not confirmed yet)
Bugfixes
- Auto delete unbuilt (very low) defense kds 1 tick before newbie mode exit
- Kill shot yields 50% probes gain (used to be 75%)
Won't be implemented (mostly due time constrains):
- Allow to declare Peace state only if War is declared on, and remove limitation of single peace state
- Tfs discount for DW
- sectors in war protection against other sectors.