Patch 2.2

Changes

 * Modifications of military units
 * Djinn - Tier 2 (5/6), Tier 3 (9/14)
 * Necromancer - Tier 1 (5/2), Tier 2 (6/8), Tier 3 (12/12)
 * Hobbit - Tier 3 (7/16)
 * All races - piercing, armor, morale and ranged attack multiply 10
 * New magic
 * New raw material - Energy - for production and storage see buildings, energy over limit is lost during count, cannot be traded
 * Racial spell limit - Each race can cast a certain maximum number of spells each count. See limit below.
 * Djinn (10)
 * Elf and Necromancer (8)
 * Vampire and Human (6)
 * Dwarf, Hobbit and Ent (4)
 * Orc and Giant (2)
 * Buildings
 * Laboratory
 * 25HP
 * +10 energy from 10 mana per pop
 * +1 magic attack
 * +1 magic defence
 * Cost to build: 50 gold, 100 bricks, 3 turns
 * Allows 1 pop to be employed
 * Energy storage +200
 * Can only be built in cities, only 1 per governorate
 * Magic lens
 * 50HP
 * +10 energy from 10 mana per pop
 * +2 magic attack
 * +2 magic defence
 * Cost to build: 250 gold, 200 bricks, 7 turns
 * Requirements: mage general level 5
 * Allows 2 pops to be employed
 * Energy storage +200
 * Maintenance: 1 gold per turn
 * Can only be built in cities, only 1 per governorate
 * Magic palace
 * 150HP
 * +10 energy from 10 mana per pop
 * +3 magic attack
 * +3 magic defence
 * Unlocks Dragon’s breath spell
 * Cost to upgrade: 750 gold, 500 bricks, 15 turns
 * Requirements: 3 cities, mage general level 10 and Palace
 * Allows 3 pops to be employed
 * Energy storage +200
 * Maintenance: 3 gold per turn
 * Can only be built in cities, only 1 per governorate
 * Magic research (Level - Effect - Requirements)
 * 1	- Unlocks 3 starting spells - Mage general
 * 2	- Unlocks Spell Upgrade, +1 Spell Limit - 200 energy, Mage general lvl 3
 * 3	- Unlocks Magic Lens, Unlocks New Spell, +1 Spell Limit -	250 energy
 * 4	- Unlocks Spell Upgrade, +1000 Mage general XP, +1 damaged building by spells - 300 energy, Magic Lens, 10 points of power spent
 * 5	- Unlocks Magic Palace, +1 Spell Limit - 400 energy
 * 6	- Unlocks New Spell, Unlocks Spell Upgrade - 450 energy, Magic Palace
 * 7	- +1 Spell Limit, +1000 Mage general XP - 500 energy
 * 8	- Unlocks Spell Upgrade, +1 Spell Limit, +1 damaged building by spells - 550 energy, Mage general lvl 12
 * 9	- Unlocks New Spell, +1 Spell Limit - 600 energy
 * 10 - Unlocks 2 Spell Upgrades - 650 energy, Mage general lvl 15
 * Spells for Ent, Giant, Dwarf, Hobbit, Orc (Spell - Type - Effect - Duration - Price - Req.)
 * Arrow Storm I - Damage - 10% pop loss - At count - 100
 * Arrow Storm II - Damage - 12,5% pop loss - At count - 125
 * Arrow Storm III -	Damage - 15% pop loss -	At count -	150
 * Flooding I - Damage - 50 damage to 2 buildings - At count - 100
 * Flooding II -	Damage - 75 damage to 2 buildings - At count - 125
 * Flooding III - Damage - 100 damage to 3 buildings - At count - 150
 * Dragon’s Breath I - Damage - 10% pop loss, 50 damage to 2 buildings - At count - 150, Magic palace
 * Dragon’s Breath II - Damage - 15% pop loss, 75 damage to 3 buildings - At count - 200
 * Dragon’s Breath III - Damage - 20% pop loss, 100 damage to 3 buildings - At count - 250
 * Gluttony I - Debuff - +20% food consumption - 7 turns - 60
 * Gluttony II - Debuff - +30% food consumption - 7 turns - 75
 * Gluttony III - Debuff - +40% food consumption - 7 turns - 90
 * Stillborn Curse I - Debuff - -40 pop growth - 7 turns - 60
 * Stillborn Curse II - Debuff - -60 pop growth - 7 turns - 75
 * Stillborn Curse III - Debuff - -80 pop growth - 7 turns - 90
 * Insomnia I - Debuff - -10% production - 7 turns - 60
 * Insomnia II - Debuff - -15% production - 7 turns - 75
 * Insomnia III - Debuff - -20% production - 7 turns - 90
 * Enchant Weapons I - Buff - +10% army attack, +10% defence - At count - 80
 * Enchant Weapons II - Buff - +15% army attack, +15% defence - At count - 100
 * Enchant Weapons III - Buff - +20% army attack, +20% defence - At count - 120
 * Primordial Might I - Buff - All units gain 0,05 wall attack - At count - 80
 * Primordial Might II - Buff - All units gain 0,075 wall attack - At count - 100
 * Primordial Might III - Buff - All units gain 0,1 wall attack - At count - 120
 * Blessing of Health I - Buff - +20 pop growth - 7 turns - 60
 * Blessing of Health II - Buff - +30 pop growth - 7 turns - 75
 * Blessing of Health III - Buff - +40 pop growth - 7 turns - 90
 * Spells for Djinn, Necromancer, Elf, Human, Vampire (Spell	Type	Effect	Duration	Price	Req.)
 * Sandstorm I	Damage	15% pop loss	At count	100
 * Sandstorm II	Damage	20% pop loss	At count	125
 * Sandstorm III	Damage	25% pop loss	At count	150
 * Earthquake I	Damage	50 dmg to 3 buildings	At count	100
 * Earthquake II	Damage	75 dmg to 4 buildings	At count	125
 * Earthquake III	Damage	100 dmg to 5 buildings	At count	150
 * Dragon’s Breath I	Damage	10% pop loss, 50 damage to 2 buildings	At count	150	Magic palace
 * Dragon’s Breath II	Damage	15% pop loss, 75 damage to 3 buildings	At count	200
 * Dragon’s Breath III	Damage	20% pop loss, 100 damage to 3 buildings	At count	250
 * Life Drain I	Debuff	-50 pop growth, -4 happiness	7 turns	60
 * Life Drain II	Debuff	-75 pop growth, -4 happiness	7 turns	75
 * Life Drain III	Debuff	-100 pop growth, -5 happiness	7 turns	90
 * Spell Breach I	Debuff	-2 mage defence	At count	80
 * Spell Breach II	Debuff	-3 mage defence	At count	100
 * Spell Breach III	Debuff	-4 mage defence	At count	120
 * Fear I	Debuff	-10% army attack, -10% army defence	At count	80
 * Fear II	Debuff	-15% army attack, -15% army defence	At count	100
 * Fear III	Debuff	-20% army attack, -20% army defence	At count	120
 * Healing I	Buff	+5% resurrected pops	At count	80
 * Healing II	Buff	+10% resurrected pops	At count	100
 * Healing III	Buff	+15% resurrected pops	At count	120
 * Sphere of Protection I	Buff	+2 mage defence	At count	80
 * Sphere of Protection II	Buff	+3 mage defence	At count	100
 * Sphere of Protection III	Buff	+4 mage defence	At count	120
 * Enchant Tools I	Buff	+10% production	7 turns	60
 * Enchant Tools II	Buff	+15% production	7 turns	75
 * Enchant Tools III	Buff	+20% production	7 turns	90
 * Each spell can be empowered for 100 energy. The boosted spell has an efficiency of + 30%, the efficiency cannot be higher than 100% (unless the general modifies this). Buffs can't be empowered.
 * When casting a spell, the player can check one of the four spell modes, which affects all cast or active spells, it doesn't cost him anything, but it always brings some current advantage in exchange for a future disadvantage. After selecting the spell mode, the player cannot select any mode the next day.
 * Normal - without bonus
 * Core overload - spells cast the current count have a power of +2, but the next count -2
 * Prolonged duration - current count of sent debuffs and buffs last +2 moves, but the following day -2
 * Spell resistance - the governor gains +2 defense for the current count, but the next count -2


 * New generals
 * 4 separate specializations are canceled
 * One large common tree organized into 5 floors is created, there are 4 skills on each floor
 * On the first floor are Strength Bonus I, Strength Bonus II, Strength Bonus III and Strength Bonus IV
 * Each Strength Bonus gives 1 ultimate point that can be applied to any of the available ultimate skills and further gives you a choice between +2 to attack, +2 to defense or +1 to attack and defense with a thief, mage and soldier. For an economist, each Strength Bonus grants a one-time bonus of 5 sheep.
 * The second, third and fourth floors are floors with basic skills, which are gradually made accessible. Floor number 2 (and the first floor with basic skills) is the only one open from the beginning. Floor number 3 requires Strength Bonus I to unlock and floor number 4 requires Strength Bonus II to unlock.
 * The fifth floor contains the ultimate skills that require the ultimate skill points. The player receives a Strength Bonus when unlocking.
 * Econome
 * Farmer production +1
 * Stone miner production +1
 * Iron miner production
 * Trader gold production +5%
 * Development points growth +3
 * Manufacture production +2,5%
 * Market chain buildings production +5%
 * Labyrinth treasures (gold, resources) +5%
 * XP gain from development for generals +25%
 * Each manufacturer pop demands -1 resource
 * Alchemist gold production +5%
 * +5 pop growth
 * Professorship
 * Economic development costs
 * 1. lvl -1 points
 * 2. lvl -2 points
 * mutually exclusive with Labyrinth bonus
 * Bigger manufactures
 * 1) +1 manufacturer pop
 * 2) +2 manufacturer pops
 * mutually exclusive with Trade unions
 * Trade unions
 * 1) lvl +5%
 * 2) lvl +10%
 * gold from goods sold on the market
 * mutually exclusive with Bigger manufactures
 * Labyrinth bonus
 * 1) lvl labyrinth available from the 1st turn
 * 2) lvl +1 labyrinth attempt
 * mutually exclusive with Professorship
 * Thief
 * Gang war efficiency +25%
 * Confusion efficiency +25%
 * Poison Wells efficiency +25%
 * Intoxication efficiency +25%
 * Defence against Gang War, Incite Revolt +1
 * Defence against Sabotage, Confusion +1
 * Defence against Poison Wells, Steal resources +1
 * Defence against Intoxication, Magic Disruption +1
 * Incite Revolt efficiency +25%
 * Sabotage efficiency +25%
 * Steal resources efficiency +25%
 * Magic disruption efficiency +25%
 * Crime Spree
 * 1) lvl +1 to gang war defence decrease
 * 2) lvl +2 to gange war defence decrease
 * mutually exclusive with Shadow
 * Shadow
 * successful Espionage lowers all attack values of target's generals by
 * 1) lvl -1
 * 2) lvl -2
 * (hidden modifier) for the next count
 * mutually exclusive with Crimee Spree
 * Socializer - each successful crime adds...with the crime’s target
 * 1) lvl  +1 influence point
 * 2) lvl +2 influence points
 * mutually exclusive with Misanthrope
 * Misanthrope
 * 1) lvl Counterintelligence doesn’t count towards crime limit
 * 2) lvl Counterintelligence doesn’t lower your own defence
 * mutually exclusive with Socializer
 * Mage
 * Pop damage spells efficiency +25%
 * Building damage spells efficiency +25%
 * Duration debuff spells efficiency +25%
 * Count debuff spells efficiency +25%
 * All spells cost -2,5%
 * Damage spells cost -5%
 * Debuff spells cost -5%
 * Buff spells cost -5%
 * Max energy stored +50
 * Damage spells max effects +5% (with +20% modifier, damage spells that kills 20% pops will kill 24% pops)
 * Debuff spells max effects +5% (with +20% modifier, debuff spells that lower pop growth by 50 will lower it by 60 instead)
 * Buff spells max effects +5% (with +20% modifier, buff spells that increase attack by +10% will increase it by +12% instead)
 * Sunbeam
 * 1) lvl -10% defence
 * 2) lvl - 20% defence
 * mutually exclusive with Globe of Invulnerability
 * Globe of Invulnerability can cast on a teammate who then suffers only
 * 1) lvl -10% losses
 * 2) lvl -25% losses
 * mutually exclusive with Sunbeam
 * Curse
 * 1) lvl -25 pop growth/count
 * 2) lvl -50 pop growth/count
 * mutually exclusive with Time reverse
 * Time reverse
 * 1) lvl -1 turns
 * 2) lvl -2 turns
 * mutually exclusive with Curse
 * Soldier
 * Damage against Giants and Ents +2,5%
 * Damage against Dwarves and Orcs +2,5%
 * Damage against Elves and Humans +2,5%
 * Damage against Necromancers and Vampires +2,5%
 * When you shatter opposing banner, steal 5% of enemy gold
 * Siege engines cost -5%
 * General’s bonus +20%
 * Wall defence +2
 * Piercing +5
 * Siege engines +2 attack and +2 defence
 * Armor +5
 * Ranged damage +5
 * Chevauchée - When you shatter opposing banner
 * 1) lvl steal 5% resources, 5% pops, apply -5% to production
 * 2) lvl steal 10% resources, 10% pops, apply -10% to production
 * mutually exclusive with Destroyer
 * Destroyer - Deal dmg to buildings in each enemy governorate after victorious battle
 * 1) lvl 50 damage to 1 building
 * 2) lvl 75 damage to 2 buildings
 * mutually exclusive with Chevauchée
 * Doombringer - Applies Doom on the first opposing banner
 * 1) lvl -5% army attack and +5% losses in battle
 * 2) lvl -10% army attack and +10% losses in battle
 * mutually exclusive with Scorched Earth
 * Scorched Earth - When you lose the battle, deal dmg to one of your buildings and lower enemy wall attack
 * 1) lvl 50 dmg, lower wall attack by 1/5
 * 2) lvl 75 dmg, lower wall attack by 1/4
 * mutually exclusive with Doombringer


 * Changes in crimes
 * Confusion - new crime, -2 enemy soldier general attack and defense, price 250 gold
 * Intoxication - new crime, -2 enemy mage general attack and defense, price 250 gold
 * Magic disruption - new effect, + 20% spell costs next count
 * Building contact net - effect adjustment, +10 influence instead of +5 influence
 * Each tile adds the following number of lands
 * Industrial - 2000
 * Village - 5000
 * City - 10000
 * Siege engines +2 wall attack and occupy 4 capacities (instead of +1 wall attack and 5 capacities)
 * Thief Guild from +3 attack, +3 defense and +1 crime limit change to +2 attack, +1 defense and +1 crime limit
 * Updated General Values
 * XP management
 * News: majorly reworked to better fit with the current battle system, war requests are displayed in game news
 * New outline palace
 * Reworked mobile version
 * Changed sections in alliance overview
 * Better application reactivity
 * Notifications for players and emperors when leaving alliance, naming marshals or changing emperor
 * Minor bug fixes and improvements