DomiNations Update 12.18 - Combat Rebalance pt.1

DOM_SM_05_28_25_Update_12_18_1920x1080_02.png

Greetings Leaders,

DomiNations Update 12.18 shapes up to be a massive release with the first wave of our Combat Rebalance initiative highlighted in our Road Ahead 2025 Post. We’re also implementing a second set of updates in our Replay rework! Both of these quality of life updates have a special write-up from the folks working directly on these projects to give insight into the process!
In that same vein of ‘Quality of Life’, we’re adding a faster way to utilize Speed Ups to complete your upgrades. Update 12.18 also introduces the next Councilor, and the Manufactory now allows you to purchase Materials. Then, finally, minor UI and Graphical fixes.

Replay Reliability pt. 2
If you missed our write-up on the current status of the Replay work that went into this update, catch up on the full details ‘here’. To highlight, Replays have been undergoing a massive overhaul to correct and implement the many changes that have arrived in DomiNations. While the current state of Replays with update 12.18 offers markedly improved results, there is still more to be done before we’re ready to say we’re 100% complete. Be sure to check out the post to see what improvements were made, how replays got to where they were, and what we’ll be doing for the future!

Combat Rebalance Initiative - Fighters & Defenders
In our Road Ahead 2025 post, we discussed our plans to introduce incremental steps for rebalancing combat within DomiNations. 12.18 releases some changes to Fighters and Defenders, and to share some insight on this process, we have our Game Designer, RAH-66, to talk about the upcoming changes!




Hello Leaders!

Today, we’re going to talk about the new series of updates we are working on called the Combat Rebalance Initiative. We want the DomiNations battle experience to be what YOU make it. Do you love setting up a Museum loadout for several different army compositions? We want you to feel empowered to try multiple strategies and remove any gates that prohibit you from doing so. Do you love watching attackers fall to your horde of defenders and insatiable Air Defense? We want to see you thrive and be an asset to your Alliance in World War. Do you just think Assault Vehicles are neat? We want you to have an avenue to succeed with them.

Here are our goals for the Combat Rebalance Initiative as a whole:
  1. Ensure there is a wide array of viable strategies that can be used to win battles.
  2. Ensure defensive play is just as viable as offensive play.
  3. Ensure that every unit, tactic, and building has a distinct reason to be invested in and brought to battle.

So, without further ado, let's talk about the problem areas tackled in the first wave of Combat Rebalances.

Fighters are the first Airstrip Troop players unlock. Their presence on the battlefield is felt the instant a player unlocks them. In earlier ages, the Fighter performed its role as a Defender Destroyer quite well. It is a moderately strong unit, with the best Population to Hitpoint ratio in the entire Airstrip and, with a bit of library research, even provides suppression on Defensive Buildings it strikes. It isn’t until later ages in the game that Fighters become a problem. Its role as a Defender Destroyer loosens as it gains levels and players unlock a second Airstrip. The Fighter becomes nigh unbeatable at very high levels of play, and can easily destroy Buildings and Defenders alike, leaving little room for defensive players to actually interact with the attacking strategy, especially when the attacker concentrates all of their Fighters on destroying the building that is meant to counter it - the Air Defense.

Defenders themselves also perform more desirably in earlier ages than later ages, but to a lesser degree. In later ages, they often clump together, resulting in one of two situations: either the entire defending Army gets destroyed immediately, or they form a completely impenetrable wall with no way to press forward as an attacker. There isn’t currently enough difference between the types of Defenders to force attackers to prioritize where they send their Defender Destroyers.

The following changes are being implemented to address these problems and better align the units with their intended roles.

  1. Fighter
    • Changed “DPS vs Defenders” bonus text to say “DPS vs Cavalry and Heavy Tanks”
      • Fighters have always functioned this way in-game; we simply updated the text here to be more accurate.
    • Marginally increased Movement Speed
    • Slightly increased Turn Speed
    • Reduced base damage by 50%
    • Increased Damage vs Cavalry and Heavy Tanks by 100%
      • This neutralizes the 50% base damage reduction when damaging Cavalry and Heavy Tanks
    • Increased Damage vs Infantry by 100%
      • This neutralizes the 50% base damage reduction when damaging Infantry
    • Reduced Damage to Air Defense, Town Center, and Drone Command by 40%
  2. Heavy Infantry Defender
    • Dramatically increased Movement Speed
  3. Ranged Infantry Defender
    • Dramatically increased Movement Speed to match Heavy Infantry Defender
  4. Bazooka Defender
    • Marginally increased Movement Speed
  5. Machinegun Defender
    • Very slightly decreased Movement Speed to match Bazooka Defender
  6. Heavy Tank Defender
    • Slightly decreased Movement Speed
  7. Garrison and Tank Depot
    • All upgrades now require 4 Citizens instead of some requiring 6 Citizens
To highlight a few things, these changes accomplish:
  • Allows the Fighter to flourish as the on-demand Defender Destroyer, evading more S.A.M. Batteries and G.C.I. Radars with tighter turns and reach their target and redeployment zone faster.

  • Increases the viability of defensive strategies against Fighter-only army compositions.
  • Allows defenders to spread out on the battlefield, resulting in a more complex defensive strategy.
  • Increases the lethality of Heavy and Ranged Infantry Defenders, resulting in both more useful foot-troop defenders as well as more opportunities for attackers to exploit less-defended areas of the map.
You’ll also notice the Garrison and Tank Depot upgrades will no longer increase their Citizen requirement after a certain level. While not directly combat-related, we believe this change ungates defender-focused strategies and resolves a frustrating inconsistency in the game. Please note that this change only affects upgrades that start after downloading the latest update.

We will be carefully monitoring the results of these changes, and if need be, tweaking things in the future to ensure these units land in the right place. These are just the first steps to tackling our goals in making combat in DomiNations the best it can be, with more updates to come in future releases!

What would you like to see in future combat-based updates? We value your feedback. Thank you for reading, Leaders!





Speed Up Auto Fill
We’re adding a new button for players to easily use their stores of Speed Ups. In Update 12.18, when speeding up an upgrade, you’ll now see the ‘Autofill Speed Ups’ option. Tapping this will use the Speed Ups you own to complete the Upgrade. The Speed Ups used will start with your highest (ex. 5d Speed Up) and use the minimum amount of Speed Ups possible to finish the upgrade or get as close to finishing it with the amount of Speed Ups available.

New Councilor - Charlemagne (Leader)

DOM_Council_Charlemagne_Full_Stats_EN_1920x1080.png


Charlemagne’s vision as the exclusive ruler of the Franks was to unite all Germanic people under Christianity. He pursued this goal by waging a three-decade long war against the Saxtons, eventually winning the conflict and putting in place extreme laws against all non-Christian people. At the same time as his conquest against the Saxtons, he conquered the kingdom of Lombards in northern Italy, as well as the Moors in northern Spain, instilling Christianity and supporting the Church anywhere he and his army went. Later, he would be crowned the Emperor of the Holy Roman Empire by Leo III, thus creating a new empire that would remain in power for over 800 years. While Charlemagne did not gain any additional authority from this title, it did formalize his rule over his conquered territory, and allowed him to lay the foundations for the newly established Holy Roman Empire.

Charlemagne’s legacy lives on in many forms, not the least of which is through his sword he wielded in battle. His Joyeuse Sword has been on display in the Louvre Museum, and has also been used in numerous coronation ceremonies of French Kings since his death in 814 AD. His arm has also been preserved in a reliquary upon his canonization long after his death in 1481, however the modern catholic church does not formally recognize Charlemagne as a saint.

In DomiNations, his stats will increase the damage output of your Paratroopers and increase the HP of your Heavy Cavalry in both Primary and War Hall versions. You can start recruiting Charlemagne on 6/9!

CommonUncommonRareEpicLegendary
Heavy Cavalry HP +6%Heavy Cavalry HP +8%Heavy Cavalry HP +11%Heavy Cavalry HP +14%Heavy Cavalry HP +18%
Paratrooper DMG +6%Paratrooper DMG +8%Paratrooper DMG +10%Paratrooper DMG +12%
Enemy Tower DMG -15%Enemy Tower DMG -18%Enemy Tower DMG -24%
Heavy Cavalry HP +14%Heavy Cavalry HP +18%
Paratrooper DMG +12%

Manufactory - Rush Materials
You’ll now be able to speed up your Manufactory Material production by spending Crowns. In the Manufactory Production screen, you’ll now see a button that will allow you to purchase 10 of a Material.


MaterialCost (Crowns)
Carbon15
Titanium30
Iron40
Thermic Brass75
Plastic25
Glass45
Polycarbonate20
Fiber Mesh80
Siliconite50
Biofoil70
Platinum250


Additional Updates
  • Multiple Localization updates
  • Minor UI Graphical tweaks
  • Changed Library Tech level based Troop names to generic Troop Names
    • EX. Spearhead Machine Gun II DMG should now read as Machine Gun Infantry DMG
      • Plans are underway to also do the same to University. We’re hoping to create consistency with descriptions throughout the game.
  • Fixed a crash caused by upgrading the Alliance Gate with reduced citizen requirements researched.
  • Updated Tournament of Glory Encyclopedia entry for better understanding with the Glory Decay system.
 
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What a load of uninspiring rubbish. This does not ‘rebalance’ anything and simply will not reduce the incessant spawning of ridiculous amounts of troops.

As for a new councillor 😂😂😂😂😂. Read the room. Improve the odds from fusion. Same as museum. Crafting artefa ts is pretty pointless as you simply cannt get those artefacts with the ridiculous stats anymore.
Pffft when i saw ‘rebalance’ i was hoping to see something that would make me want to attack again. Not this rubbish
 
🧟‍♂️🧟‍♂️🧟‍♂️ Quite disappointed with this "rebalance". How 'bout you do your promise and do something about assault vehicles? Would be great if your new councilors would actually help most players instead of looking like dog pile. One more thing to add. Manufactory materials for crowns. Only 10? :cautious: How about a 100 materials option as well for a slight discount? Let's hear some more exciting things next time around, ye?
 
For fighters what does “Reduced base damage by 50%” mean? Does it mean they do 50% less damage
They are correctly reducing damage to buildings so fourth. Fighters were always supposed to have huge reduction in damage against aa towers building they were ment to provide air cover by destroying ground units not buildings. This correction was needed long ago
 
Pffft when i saw ‘rebalance’ i was hoping to see something that would make me want to attack again.
Yeah, this is the point of an attacking game, right?
I can see the reason for nerfi..., sorry, 'rebalancing' the planes but incrementally doesn't equal -50%. or +100%.
And making ground troops stronger? Just another boost to defence. Same old story. At least planes are moving faster - not that they needed it but it's a bonus. For advanced ages it should make attacking more interesting - let's hope its the same for lower ages.

Making munitions purchasable with crowns - that's actually a brilliant strategy! For bhg, that is - I feel sorry for the I-want-it-now generation.
 
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not to be whiny but... the behavior of the troops is frustrating at times. they keep hitting the wall to open the road when next to it is already open. all the ground troops do it unfortunately.
but above all where can we see these beautiful attacks if the replays are beeeep... not true!!
sorry but , when the logic of reality is lacking, the fine words and future plans for this game are miserably meaningless. anyway good work because you have a lot to do to improve it. for the moment you have made good progress but not enough imho 💪 :cool: :) greetings guys
 
Seems to me this update will drive the fighter attackers back to the only viable offensive strategy left: artillery and mortars.

I’m not sure how nerfing the only viable alternative to mortars at end game will help diversify the options available to attackers.
 
Reduce fighter damage by half? Are you serious? We have been using fighter jets and reconnaissance planes for attack, and they can work perfectly together. Fighter planes deal enough damage to the guards, but how much do we need to spend on building damage to add more damage to the council and artifacts? Is that how you balance the game? Why don't you reduce the damage of transport planes and bombers by half?
 
Do you guys even plays game , infantry movement speed was required yes as earlier they were useless. The real problem is not having enough strategies that can counter coming troops every 10 second only mortars can do it.
Make defender spawn time little high 12 second per wave . Bombers are easy to kill at high stage with 5 GCi and 7 sams. Transport are few to risk them and now you nerfed fighters. Tell us a strategy except mortars and fighters with which you can take down 3d good base.
Helis were good but you managed to duck it too. Heavy tank are too feeble to cover all the base and can't take defenders. Guerilla, new tech of spawning machine gun from tower killed this strategy. Archers can be blown by one shot of anything. Assault vehicle as mass number are of no use . Most of factory too.
You have to give us more options and a way to counter the tsunami of defenders. Not be downplaying defence but giving edge to other troops.
 
You have weakened the fighters and strengthened the defenses without reinforcing any offensive streams, and this is what you call 'rebalancing'. Why don't you pay attention to the bombers? Five B-2 bombers, plus two Swans and three reconnaissance aircraft, can flatten any top defensive base without launching any offensive coalition, and even their legislators do not need golden ones. However, this is only because bomber players will bring you more revenue, as they require limited-time buildings to enhance their offensive capabilities.
 
fighters are being nerfed to only attack defending troops pretty much doubling down on what they do and don't do as much damage to buildings but these changes mean they just need to sneeze on defenders

but the only thing i'm happy is garrison and tank depot now need 4 people over 6.
 
So all the time i spent in Legendary artifacts to finally hace a decent fighters museum wich i could only beat low museum defenders is now trown to the bin trash... Well done bighugegames youre just making Thais Game worse with This defenders unbeatable if this is your rebalance for the Game i'm out!
Now what i'm suposse to do spent two years to have the meta troops with high stats and when the time comes You Will give a new rebalance... Seriosly!? I'm gone
 
not to be whiny but... the behavior of the troops is frustrating at times. they keep hitting the wall to open the road when next to it is already open. all the ground troops do it unfortunately.
but above all where can we see these beautiful attacks if the replays are beeeep... not true!!
sorry but , when the logic of reality is lacking, the fine words and future plans for this game are miserably meaningless. anyway good work because you have a lot to do to improve it. for the moment you have made good progress but not enough imho 💪 :cool: :) greetings guys
They are investing more time on how to make store look nice so they can sell us some items noone needs
 
What is going on with the fighters? They’re not the issue in the game. The real problems are all the things people have already pointed out before me.
Fix the army movement algorithm — units are constantly getting stuck or taking completely unreasonable paths through the map. It’s frustrating and breaks the gameplay.
Replays have been broken since the game launched. This is a known issue, and it’s hard to believe it hasn’t been addressed yet. Do you even care about player feedback?
Also, the mortar balance is a joke. It completely dominates matches and ruins the experience for everyone not using it. This needs serious attention.
Stop focusing on adding more shop items and useless content. Some of these items aren’t just unnecessary — they’re borderline disrespectful to your player base. Whoever is in charge of that part of the game needs to seriously rethink the approach.
Prioritize fixing the core mechanics instead of pushing out more things to sell. The game has real potential, but it’s getting buried under bad decisions.
I am playing this geme for 5+ years on every day basis. I know what i am talking about.
 
What is going on with the fighters? They’re not the issue in the game. The real problems are all the things people have already pointed out before me.
Fix the army movement algorithm — units are constantly getting stuck or taking completely unreasonable paths through the map. It’s frustrating and breaks the gameplay.
Replays have been broken since the game launched. This is a known issue, and it’s hard to believe it hasn’t been addressed yet. Do you even care about player feedback?
Also, the mortar balance is a joke. It completely dominates matches and ruins the experience for everyone not using it. This needs serious attention.
Stop focusing on adding more shop items and useless content. Some of these items aren’t just unnecessary — they’re borderline disrespectful to your player base. Whoever is in charge of that part of the game needs to seriously rethink the approach.
Prioritize fixing the core mechanics instead of pushing out more things to sell. The game has real potential, but it’s getting buried under bad decisions.
I am playing this geme for 5+ years on every day basis. I know what i am talking about.
Only way to get their attention is to stop giving them money, it’s the only thing we can do.
 
I’d like to share some concerns about the proposed fighter rebalance detailed in the recent update preview.

The changes, particularly the significant reduction in base damage and damage to key defensive structures, risk rendering another fighter-based attack strategy ineffective. At present, only a small number of highly skilled players (with maxed-out fighter stats and optimized museum) are able to clear top-tier defensive (3D) bases using fighters. Even then, these attacks often fall short. With the new changes, it’s likely that no fighter strategy will remain viable against these top-end defenses.

This makes the substantial investment of time and money into upgrading fighter museums feel wasted. It also narrows the diversity of viable attack strategies even further, leaving mainly mortar/paratrooper and bomber compositions as reliable options.

Additionally, it’s disappointing to see that this rebalance does not attempt to elevate underused troop types like MRLs, Bazookas, or Infiltrators into viable standalone strategies.

I strongly urge the team to reconsider this rebalance or at least provide alternative adjustments that support greater strategic variety and retain the viability of fighter-based tactics.
 
View attachment 13415
Greetings Leaders,

DomiNations Update 12.18 shapes up to be a massive release with the first wave of our Combat Rebalance initiative highlighted in our Road Ahead 2025 Post. We’re also implementing a second set of updates in our Replay rework! Both of these quality of life updates have a special write-up from the folks working directly on these projects to give insight into the process!
In that same vein of ‘Quality of Life’, we’re adding a faster way to utilize Speed Ups to complete your upgrades. Update 12.18 also introduces the next Councilor, and the Manufactory now allows you to purchase Materials. Then, finally, minor UI and Graphical fixes.

Replay Reliability pt. 2
If you missed our write-up on the current status of the Replay work that went into this update, catch up on the full details ‘here’. To highlight, Replays have been undergoing a massive overhaul to correct and implement the many changes that have arrived in DomiNations. While the current state of Replays with update 12.18 offers markedly improved results, there is still more to be done before we’re ready to say we’re 100% complete. Be sure to check out the post to see what improvements were made, how replays got to where they were, and what we’ll be doing for the future!

Combat Rebalance Initiative - Fighters & Defenders
In our Road Ahead 2025 post, we discussed our plans to introduce incremental steps for rebalancing combat within DomiNations. 12.18 releases some changes to Fighters and Defenders, and to share some insight on this process, we have our Game Designer, RAH-66, to talk about the upcoming changes!




Hello Leaders!

Today, we’re going to talk about the new series of updates we are working on called the Combat Rebalance Initiative. We want the DomiNations battle experience to be what YOU make it. Do you love setting up a Museum loadout for several different army compositions? We want you to feel empowered to try multiple strategies and remove any gates that prohibit you from doing so. Do you love watching attackers fall to your horde of defenders and insatiable Air Defense? We want to see you thrive and be an asset to your Alliance in World War. Do you just think Assault Vehicles are neat? We want you to have an avenue to succeed with them.

Here are our goals for the Combat Rebalance Initiative as a whole:
  1. Ensure there is a wide array of viable strategies that can be used to win battles.
  2. Ensure defensive play is just as viable as offensive play.
  3. Ensure that every unit, tactic, and building has a distinct reason to be invested in and brought to battle.

So, without further ado, let's talk about the problem areas tackled in the first wave of Combat Rebalances.

Fighters are the first Airstrip Troop players unlock. Their presence on the battlefield is felt the instant a player unlocks them. In earlier ages, the Fighter performed its role as a Defender Destroyer quite well. It is a moderately strong unit, with the best Population to Hitpoint ratio in the entire Airstrip and, with a bit of library research, even provides suppression on Defensive Buildings it strikes. It isn’t until later ages in the game that Fighters become a problem. Its role as a Defender Destroyer loosens as it gains levels and players unlock a second Airstrip. The Fighter becomes nigh unbeatable at very high levels of play, and can easily destroy Buildings and Defenders alike, leaving little room for defensive players to actually interact with the attacking strategy, especially when the attacker concentrates all of their Fighters on destroying the building that is meant to counter it - the Air Defense.

Defenders themselves also perform more desirably in earlier ages than later ages, but to a lesser degree. In later ages, they often clump together, resulting in one of two situations: either the entire defending Army gets destroyed immediately, or they form a completely impenetrable wall with no way to press forward as an attacker. There isn’t currently enough difference between the types of Defenders to force attackers to prioritize where they send their Defender Destroyers.

The following changes are being implemented to address these problems and better align the units with their intended roles.

  1. Fighter
    • Changed “DPS vs Defenders” bonus text to say “DPS vs Cavalry and Heavy Tanks”
      • Fighters have always functioned this way in-game; we simply updated the text here to be more accurate.
    • Marginally increased Movement Speed
    • Slightly increased Turn Speed
    • Reduced base damage by 50%
    • Increased Damage vs Cavalry and Heavy Tanks by 100%
      • This neutralizes the 50% base damage reduction when damaging Cavalry and Heavy Tanks
    • Increased Damage vs Infantry by 100%
      • This neutralizes the 50% base damage reduction when damaging Infantry
    • Reduced Damage to Air Defense, Town Center, and Drone Command by 40%
  2. Heavy Infantry Defender
    • Dramatically increased Movement Speed
  3. Ranged Infantry Defender
    • Dramatically increased Movement Speed to match Heavy Infantry Defender
  4. Bazooka Defender
    • Marginally increased Movement Speed
  5. Machinegun Defender
    • Very slightly decreased Movement Speed to match Bazooka Defender
  6. Heavy Tank Defender
    • Slightly decreased Movement Speed
  7. Garrison and Tank Depot
    • All upgrades now require 4 Citizens instead of some requiring 6 Citizens
To highlight a few things, these changes accomplish:
  • Allows the Fighter to flourish as the on-demand Defender Destroyer, evading more S.A.M. Batteries and G.C.I. Radars with tighter turns and reach their target and redeployment zone faster.

  • Increases the viability of defensive strategies against Fighter-only army compositions.
  • Allows defenders to spread out on the battlefield, resulting in a more complex defensive strategy.
  • Increases the lethality of Heavy and Ranged Infantry Defenders, resulting in both more useful foot-troop defenders as well as more opportunities for attackers to exploit less-defended areas of the map.
You’ll also notice the Garrison and Tank Depot upgrades will no longer increase their Citizen requirement after a certain level. While not directly combat-related, we believe this change ungates defender-focused strategies and resolves a frustrating inconsistency in the game. Please note that this change only affects upgrades that start after downloading the latest update.

We will be carefully monitoring the results of these changes, and if need be, tweaking things in the future to ensure these units land in the right place. These are just the first steps to tackling our goals in making combat in DomiNations the best it can be, with more updates to come in future releases!

What would you like to see in future combat-based updates? We value your feedback. Thank you for reading, Leaders!





Speed Up Auto Fill
We’re adding a new button for players to easily use their stores of Speed Ups. In Update 12.18, when speeding up an upgrade, you’ll now see the ‘Autofill Speed Ups’ option. Tapping this will use the Speed Ups you own to complete the Upgrade. The Speed Ups used will start with your highest (ex. 5d Speed Up) and use the minimum amount of Speed Ups possible to finish the upgrade or get as close to finishing it with the amount of Speed Ups available.

New Councilor - Charlemagne (Leader)

View attachment 13416

Charlemagne’s vision as the exclusive ruler of the Franks was to unite all Germanic people under Christianity. He pursued this goal by waging a three-decade long war against the Saxtons, eventually winning the conflict and putting in place extreme laws against all non-Christian people. At the same time as his conquest against the Saxtons, he conquered the kingdom of Lombards in northern Italy, as well as the Moors in northern Spain, instilling Christianity and supporting the Church anywhere he and his army went. Later, he would be crowned the Emperor of the Holy Roman Empire by Leo III, thus creating a new empire that would remain in power for over 800 years. While Charlemagne did not gain any additional authority from this title, it did formalize his rule over his conquered territory, and allowed him to lay the foundations for the newly established Holy Roman Empire.

Charlemagne’s legacy lives on in many forms, not the least of which is through his sword he wielded in battle. His Joyeuse Sword has been on display in the Louvre Museum, and has also been used in numerous coronation ceremonies of French Kings since his death in 814 AD. His arm has also been preserved in a reliquary upon his canonization long after his death in 1481, however the modern catholic church does not formally recognize Charlemagne as a saint.

In DomiNations, his stats will increase the damage output of your Paratroopers and increase the HP of your Heavy Cavalry in both Primary and War Hall versions. You can start recruiting Charlemagne on 6/9!

CommonUncommonRareEpicLegendary
Heavy Cavalry HP +6%Heavy Cavalry HP +8%Heavy Cavalry HP +11%Heavy Cavalry HP +14%Heavy Cavalry HP +18%
Paratrooper DMG +6%Paratrooper DMG +8%Paratrooper DMG +10%Paratrooper DMG +12%
Enemy Tower DMG -15%Enemy Tower DMG -18%Enemy Tower DMG -24%
Heavy Cavalry HP +14%Heavy Cavalry HP +18%
Paratrooper DMG +12%

Manufactory - Rush Materials
You’ll now be able to speed up your Manufactory Material production by spending Crowns. In the Manufactory Production screen, you’ll now see a button that will allow you to purchase 10 of a Material.


MaterialCost (Crowns)
Carbon15
Titanium30
Iron40
Thermic Brass75
Plastic25
Glass45
Polycarbonate20
Fiber Mesh80
Siliconite50
Biofoil70
Platinum250


Additional Updates
  • Multiple Localization updates
  • Minor UI Graphical tweaks
  • Changed Library Tech level based Troop names to generic Troop Names
    • EX. Spearhead Machine Gun II DMG should now read as Machine Gun Infantry DMG
      • Plans are underway to also do the same to University. We’re hoping to create consistency with descriptions throughout the game.
  • Fixed a crash caused by upgrading the Alliance Gate with reduced citizen requirements researched.
  • Updated Tournament of Glory Encyclopedia entry for better understanding with the Glory Decay system.
Is this what you call a game balance improvement? You just chopped down the fighter planes to pieces? And the defensive guards, which are the real culprit for the monotony of the game's troop types, had almost no effect? You're talking about making the troop types more diverse, this kind of game balance improvement is simply a joke!
 
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