Please note that the following changes only affect newly created Beta game rounds. Existing game rounds are not affected by these changes.

  • Flowering is no longer possible! Splitting units and sending them to one direction gave a significant combat advantage to players and it was not initially intended by us. This time we fixed it to make combat fair and easier.
  • Size factor penalty that existed in the game before and varied for different units was reconsidered. Now it is not dependent on the type of unit, but on the stack size itself.
    • units contribute with 100% strength up to stacks of 20
    • after 20 units strength linearly drops to 0% until a stack size of 50
  • Unit health will be affecting its movement speed. Units having less health will be moving slower:

    • starts at 80% health: 100% speed
    • 0% health: 50% speed
  • Unit health value and its effect on damage was reworked. The following represents changes in numbers:

    • 100% health: 100% value
    • 0% health: 20% value
  • Unit damage, hitpoints, and building hitpoints were updated. To match the new combat system, hidden damage reducing factors were removed and the following were changed:

    • old unit hitpoints are multiplied by 20
    • old building hitpoints are multiplied by 10
    • old unit damage is multiplied by 5
    • old infantry damage is multiplied by 4
  • Combat calculations were improved so the timing of events is more clear.

    • Damage is equally distributed between all units in a stack
    • Game will check damage caused to each unit type and distribute that damage to all units of that type
    • Units can only die when they are below 80% health. Game will check if the incoming damage is enough to kill a unit and if it is, it will do that, if not it will continue distributing damage equally.
  • The way buildings are damaged was updated. Buildings in provinces will be getting damaged only when the province center is attacked.
  • Building damage is now realistically reflecting the values presented in the interface.

  • The timing for provinces with low morale to produce infantry slower was improved.

  • Corruption and the “at war” penalty were replaced with an expansion penalty. It has a similar effect as 2 old factors, but is more simplified and is related to capturing new provinces.

    • starts at 6% of all provinces owned
    • ends at 50% of all provinces owned
    • maximum penalty is -35