Let’s discuss toghther!
*Golden horde: For every unit produced, the resource cost of its corresponding class’s reinforcement technology is reduced by 5 Stone.
* Tughlaq Dynasty: The discount effect of the “Dome of Faith” applies to all Monasteries in the current game.
Swap the Landmark bonuses between the “Sultan’s Palace” and the “Keep of the Guardians”.
* Macedonian Dynasty: Add an Imperial Age technology to the Market. Its effect is: Consume 1000 Gold to slowly gain a trickle income of 500 Silver per minute over 4 minutes. Cooldown: 4 minutes.
* Sengoku Daimyo: The “ Castle of the Crow “ gains a new aura that increases the range of building-mounted cannons and defensive weapons within its area of effect by +1 and their damage by +10%.
* English: King’s Palace vills’ production speed increased by 20%.
The “Berkshire Palace” gains an aura that increases the attack speed of ranged units within its area of effect by 5%; Additionally, it gains Enhanced Influence: For every Castle built, the attack speed of all ranged units is increased by 1%.
* The “Imperial Palace” gains an aura that increases the armor of all Royal Guards within its area of effect by +1/+1.
Furthermore, while the Royal Palace’s Spy skill is active, the movement speed of all Royal Guards is increased by 15%.
* Recruitment Bonus: Archery Ranges and Stables that are “not” within a Castle’s aura also receive a 5% cost reduction.
* Jeanne d’Arc : “Guild Hall” has been reworked into the “Guild Bank”: Any existing resource can be deposited into the Guild Bank. The amount of extra resources gained upon withdrawal is determined by the amount deposited and the duration of the deposit.
* General Farm Adjustment:
Farms now have an attribute called ‘Fertility’, starting with 200 Fertility.Collecting 1 Food consumes 1 Fertility; When not being gathered from, Fertility recovers at a rate of 1 point per second.
* New Castle Age (III) technology “Crop Rotation”(250w 250g): Villagers gathering from Farms with Fertility greater than 0 receive a 10% gathering rate bonus; players can manually cost 60 wood to restore 200 points of fertility to a single farmland. A new button is added in the mill, which can automatically spend wood to restore the fertility when the fertility of the surrounding 8 farmlands is exhausted, (but this does not apply when the wood runs out.)
