
+ New citizen cost system re-done. Exponential growth system eliminated.
+ Previously unlimited improvements are now set to be N per city level N
+ Tax income no longer grows linearly but rather fast at first and then slows down with diminishing returns. 3 Population brings in 3 gold per turn. 25 brings in 18. 50 brings in 34. 100 brings in 63. 1000 brings in 500.
+ The more cities you build, the harsher the prestige penalty overall. That is, as you add more cities to your kingdom, all of your cities will begin to see diminished prestige. I.e. a few big cities or lots of smaller cities but not easy to do both.
+ Studies only take 3 turns to construct (was 4)
+ Studies consume 3 citizens (Was 1…2…4…8…etc.)
+ Only 1 study for a level 1 settlement. +2 more for level 2. +3 for level 3 and so on.
+ Same system as above for workshops and arcane labs.
+ Same for Imperial system.
+ Cleaned up tool tip text to be clearer
+ City influence growth slowed
+ Technology cost grows slower (fewer labs and such)
+ Max number of children per generation now 3
+ Sovereign mana generation now 1 per turn
+ Fortifications provide 25% defense bonus (was 10%)
+ Base spell cost increased from 25 to 50
+ Spell level doubling cost increased from 25 to 100
+ Auto Resolve will aggressively use tactical combat spells if mana is available
+ Pioneer made cheaper, quicker to build, changed graphic
+ Base HP increased from 3 to 4
+ Training time for formations decreased
+ AI sovereigns will select combat spells
+ Money spell now costs 50 mana to generate 25 gildar
+ AI Improvements (haven’t done anything to tactical yet)
This build should go up in the next few days as a beta.
UPDATE: The build is up but it's showing up as 1.2d in Impulse.