Greetings Leaders,

The time has arrived for a massive Coalition overhaul. Each and every Coalition has been updated to leverage new strategies and better synergize with your Detachments. We’re also rounding out update 13.4 with Glory Decay changes and quality-of-life enhancements. Read on to find out more!

 

World War Temporary Outage 3/7 - 3/9

To prepare for our update, we will be suspending World War from 10 am ET on 3/7 to 3/9. This will give time to clear out any active wars before the update and ensure all players are on the same version of the game. World War activities will return after our planned force update on 3/10.

 

Combat Rebalance Initiative - Coalitions Update

Throughout February, we’ve been slowly revealing upcoming changes to Coalitions. We’re better aligning Coalitions with what’s currently available in DomiNations and further enhancing the viability of different play styles. This update will replace all previous Coalition Bonuses.

 

Aztecs

In 13.4 and beyond, the Aztec Coalition will now add immunity to an Attacking Troop if they can survive 15 seconds of battle and increase the amount of damage that Detachment A can dish out!

 

Aztec Coalition
After 15 seconds of a non-plane attacker’s lifetime, they gain the ability to ignore 1 hit of damage (maximum of 2 stacks per unit).
Level Bonus
1 Detachment A deals +12% DMG
2 Detachment A deals +15% DMG
3 Detachment A deals +18% DMG
4 Detachment A deals +21% DMG
5 Detachment A deals +24% DMG
6 Detachment A deals +26% DMG
7 Detachment A deals +28% DMG
8 Detachment A deals +30% DMG

Egyptians

The Egyptian Coalition continues to focus on improving the strength of buildings that shoot attackers (excluding Traps).

 

Egyptian Coalition
All shooting buildings have +1 Range
Level Bonus
1 Detachment A deals +12% DMG
2 Detachment A deals +15% DMG
3 Detachment A deals +18% DMG
4 Detachment A deals +21% DMG
5 Detachment A deals +24% DMG
6 Detachment A deals +26% DMG
7 Detachment A deals +28% DMG
8 Detachment A deals +30% DMG

Mongols

The Mongol Coalition has been a major talking point when reviewing Coalitions; it should come as no surprise that this Coalition has also undergone a change. The Mongols' bonus increases attack power for Troops that stick together, providing an additional incentive to take advantage of the Detachment bonuses this and other Coalitions can offer.

 

Mongol Coalition
All attackers within 3 range of another attacker get a damage increase of +0.3% stacking up to +30% for each nearby attacker.
Level Bonus
1 Detachment C has +8% Attack Speed
2 Detachment C has +9% Attack Speed
3 Detachment C has +10% Attack Speed
4 Detachment C has +11% Attack Speed
5 Detachment C has +12% Attack Speed
6 Detachment C has +13% Attack Speed
7 Detachment C has +14% Attack Speed
8 Detachment C has +15% Attack Speed

Maori

The Maori Coalition remains a defensive Coalition. With their new benefit, defender spawns will bring an additional Ranged Infantry Defender that doesn’t count toward the maximum defenders that you can have on the field!

All Ranged Infantry defenders in 13.4 will see a 0.5 range increase, regardless of whether the Maori Coalition is added to your army. This is to better align with their attacking counterpart.

 

Maori Coalition
Tank Depots, Garrisons & Bunkers deploy 1 Ranged Infantry Defender each wave.
Level Bonus
1 Defenders deal +12% DMG
2 Defenders deal +15% DMG
3 Defenders deal +18% DMG
4 Defenders deal +21% DMG
5 Defenders deal +24% DMG
6 Defenders deal +26% DMG
7 Defenders deal +28% DMG
8 Defenders deal +30% DMG

Cherokee

With the new offensive bonuses from the Cherokee Coalition, the longer your troops remain in combat, the more damage they can dish out! With that in mind, you may want to take advantage of this Coalition’s bonus for Detachment B, as it will increase the HP of all the Troops included in it.

 

Maori Coalition
When your attackers receive damage, the damage they deal increases by +0.3% stacking up to +30%.
Level Bonus
1 Detachment B has +12% HP
2 Detachment B has +15% HP
3 Detachment B has +18% HP
4 Detachment B has +21% HP
5 Detachment B has +24% HP
6 Detachment B has +26% HP
7 Detachment B has +28% HP
8 Detachment B has +30% HP

Indians

If you’re focused on bolstering your defenses, the Indian Coalition can certainly help with that! Your buildings that shoot attackers (excluding Traps) will deal a massive burst of additional damage periodically throughout your battles.

 

Indian Coalition
Shooting buildings deal +100% damage once every 6 seconds.
Level Bonus
1 Shooting Buildings have +12% HP
2 Shooting Buildings have +15% HP
3 Shooting Buildings have +18% HP
4 Shooting Buildings have +21% HP
5 Shooting Buildings have +24% HP
6 Shooting Buildings have +26% HP
7 Shooting Buildings have +28% HP
8 Shooting Buildings have +30% HP

Americans

The American Coalition will no longer strictly benefit Airstrip Troops and will now expand to all Attackers. This includes attackers spawned from other units and Troop Tactics! They also increase the movement speed of your non-plane attackers that aren’t in a detachment!

 

American Coalition
When an attacker destroys a defender, it gains +0.5% DMG. When an attacker destroys a defensive building, it gains +3% DMG. These bonuses stack up to +30% in total.
Level Bonus
1 Non-plane Attackers not in a Detachment move +8% faster
2 Non-plane Attackers not in a Detachment move +9% faster
3 Non-plane Attackers not in a Detachment move +10% faster
4 Non-plane Attackers not in a Detachment move +11% faster
5 Non-plane Attackers not in a Detachment move +12% faster
6 Non-plane Attackers not in a Detachment move +13% faster
7 Non-plane Attackers not in a Detachment move +14% faster
8 Non-plane Attackers not in a Detachment move +15% faster

Russians

The Russian Coalition now focuses on Defender-spawning buildings. This Coalition will now add a stationary cannon defender to the first defender spawn wave. This additional Defender will benefit from Defender Damage bonuses and Munitions applied to Ranged Siege.

 

Russian Coalition
Stables, Garrisons, Bunkers & Rocket Arsenals deploy 1 stationary Cannon defender in their first wave.
Level Bonus
1 Defenders have +12% HP
2 Defenders have +15% HP
3 Defenders have +18% HP
4 Defenders have +21% HP
5 Defenders have +24% HP
6 Defenders have +26% HP
7 Defenders have +28% HP
8 Defenders have +30% HP

Ethiopians

The Ethiopian Coalition offers a mixture of attack and defense benefits, and adds the unique bonus of disabling traps. Having a Commander near your allied Troops and Buildings will increase their damage output too! It’s important to note that this Coalition can no longer be picked up on War Day.

 

Ethiopians Coalition
When attacking, the first Trap of each type that would be triggered is instead disabled for the entire battle.
Level Bonus
1 When your attacking troops, defenders and shooting buildings are within range 4 of your Commander, they deal +6% DMG
2 When your attacking troops, defenders and shooting buildings are within range 4 of your Commander, they deal +8% DMG
3 When your attacking troops, defenders and shooting buildings are within range 4 of your Commander, they deal +10% DMG
4 When your attacking troops, defenders and shooting buildings are within range 4 of your Commander, they deal +12% DMG
5 When your attacking troops, defenders and shooting buildings are within range 4 of your Commander, they deal +14% DMG
6 When your attacking troops, defenders and shooting buildings are within range 4 of your Commander, they deal +16% DMG
7 When your attacking troops, defenders and shooting buildings are within range 4 of your Commander, they deal +18% DMG
8 When your attacking troops, defenders and shooting buildings are within range 4 of your Commander, they deal +20% DMG

Filipinos

The Filipino Coalition benefits both attacking and defending Troops, and makes traps more potent. You’d benefit greatly by keeping your Commander near your Troops and Buildings, too, as allied Troops within the Commander’s proximity will take reduced damage.

 

Filipino Coalition
When Defending, damage dealing Traps are rearmed 45 seconds after being triggered.
Level Bonus
1 When your attacking troops, defenders and shooting buildings are within range 4 of your Commander, they take -6% DMG
2 When your attacking troops, defenders and shooting buildings are within range 4 of your Commander, they take -8% DMG
3 When your attacking troops, defenders and shooting buildings are within range 4 of your Commander, they take -10% DMG
4 When your attacking troops, defenders and shooting buildings are within range 4 of your Commander, they deal -12% DMG
5 When your attacking troops, defenders and shooting buildings are within range 4 of your Commander, they take -14% DMG
6 When your attacking troops, defenders and shooting buildings are within range 4 of your Commander, they deal -16% DMG
7 When your attacking troops, defenders and shooting buildings are within range 4 of your Commander, they deal -18% DMG
8 When your attacking troops, defenders and shooting buildings are within range 4 of your Commander, they deal -20% DMG

Changes to Alliance & University Coalition Bonuses

Benefits from Moctezuma’s University research and Coalition Training Alliance Law will see some slight adjustments. While the Coalition Power bonus functions the same, you’ll notice that the values of these bonuses have been changed.

 

Coalition Training Alliance Law/Moctezuma’s Coalition Power
Level 1 - Coalition Power +2%
Level 2 - Coalition Power +4%
Level 3 - Coalition Power +6%
Level 4 - Coalition Power +8%
Level 5 - Coalition Power +10%
Level 6 - Coalition Power +12%
Level 7 - Coalition Power +14%
Level 8 - Coalition Power +16%
Level 9 - Coalition Power +18%
Level 10 - Coalition Power +20%

Glory Decay Update

For update 13.4, we’re making adjustments to the Glory Decay system within Tournament of Glory. Alliances from Established to Iconic Division will now only see a decay of two stars below their current rank and will never decay below their current Division.

Alliances within the Triumphant Division will not be affected by these changes. An Alliance can still be demoted to a lower Division from all other means.

Robotics Age Upgrades

For our Robotics Age players, you’ll find new upgrades for the following:

 

Armory
Level Upgrade Time Cost Citizens Req’d HP & XP Amount
16 3d 7,400,000 Food
100 Polycarbonate
5 16,360 HP
650 XP
17 3d 7,500,000 Food
100 Polycarbonate
5 16,660 HP
650 XP
18 3d 7,600,000 Food
100 Polycarbonate
5 16,840 HP
650 XP
19 3d 7,700,000 Food
100 Polycarbonate
5 17,080 HP
650 XP
20 4d 7,800,000 Food
100 Polycarbonate
5 17,320 HP
650 XP
21 4d 7,900,000 Food
100 Polycarbonate
5 17,560 HP
650 XP
22 4d 8,000,000 Food
100 Polycarbonate
5 17,800 HP
650 XP
23 5d 8,100,000 Food
100 Polycarbonate
5 18,040 HP
650 XP
24 5d 8,200,000 Food
100 Polycarbonate
5 18,280 HP
650 XP
25 5d 8,300,000 Food
100 Polycarbonate
5 18,520 HP
650 XP

 

Blacksmith
Level Upgrade Time Cost Citizens Req’d HP & XP Amount
18 3d 7,900,000 Food
100 Polycarbonate
4 18,950 HP
550 XP
19 3d 8,000,000 Food
100 Polycarbonate
4 19,110 HP
550 XP
20 3d 8,100,000 Food
1000 Polycarbonate
4 19,270 HP
550 XP
21 3d 8,200,000 Food
100 Polycarbonate
4 19,430 HP
550 XP
22 4d 8,300,000 Food
100 Polycarbonate
4 19,590 HP
550 XP
23 4d 8,400,000 Food
100 Polycarbonate
4 19,750 HP
550 XP
24 4d 8,500,000 Food
100 Polycarbonate
4 19,910 HP
550 XP
25 5d 8,600,000 Food
100 Polycarbonate
4 20,070 HP
550 XP
26 5d 8,700,000 Food
100 Polycarbonate
4 20,230 HP
550 XP
27 5d 8,800,000 Food
100 Polycarbonate
4 20,390 HP
550 XP

 

Barracks
Level Upgrade Time Cost Citizens Req’d HP & XP Amount
16 3d 7,400,000 Food
100 Polycarbonate
5 16,360 HP
650 XP
17 3d 7,500,000 Food
100 Polycarbonate
5 16,660 HP
650 XP
18 3d 7,600,000 Food
1000 Polycarbonate
5 16,840 HP
650 XP
19 3d 7,700,000 Food
100 Polycarbonate
5 17,080 HP
650 XP
20 4d 7,800,000 Food
100 Polycarbonate
5 17,320 HP
650 XP
21 4d 7,900,000 Food
100 Polycarbonate
5 17,560 HP
650 XP
22 4d 8,000,000 Food
100 Polycarbonate
5 17,800 HP
650 XP
23 5d 8,100,000 Food
100 Polycarbonate
5 18,040 HP
650 XP
24 5d 8,200,000 Food
100 Polycarbonate
5 18,280 HP
650 XP
25 5d 8,300,000 Food
100 Polycarbonate
5 18,520 HP
650 XP

 

Heavy Infantry
Level Upgrade Time & Cost Training Cost HP DPS
19 Major’s Infantry 3d
7,400,000 Food
200 Iron
36 Oil 3,201 694
(1,388 vs Buildings & Walls)
Bundeswehr & JSDF Soldier
833 (1,666)
20 Major’s Infantry II 3d
7,500,000 Food
200 Iron
37 Oil 3,274 712 (1,424)
Bundeswehr & JSDF Soldier
855 (1,710)
21 Major’s Infantry III 3d
7,600,000 Food
200 Iron
38 Oil 3,347 730 (1,460)
Bundeswehr II & JSDF Soldier II
876 (1,752)
22 Major’s Infantry IV 3d
7,700,000 Food
200 Iron
39 Oil 3,420 748 (1,496)
Bundeswehr & JSDF Soldier
897 (1,794)
23 Major’s Infantry V 4d
7,800,000 Food
200 Iron
40 Oil 3,493 766 (1,532)
Bundeswehr & JSDF Soldier
919 (1,838)
24 Major’s Infantry VI 4d
7,900,000 Food
200 Iron
41 Oil 3,566 783 (1,566)
Bundeswehr & JSDF Soldier
940 (1,880)
25 Major’s Infantry VII 4d
8,000,000 Food
200 Iron
42 Oil 3,639 801 (1,602)
Bundeswehr & JSDF Soldier
961 (1,922)
26 Major’s Infantry VIII 5d
8,100,000 Food
200 Iron
43 Oil 3,712 819 (1,638)
Bundeswehr & JSDF Soldier
983 (1,966)
27 Major’s Infantry IX 5d
8,200,000 Food
200 Iron
44 Oil 3,785 837 (1,674)
Bundeswehr & JSDF Soldier
1,004 (2,008)
28 Major’s Infantry X 5d
8,300,000 Food
200 Iron
45 Oil 3,858 854 (1,708)
Bundeswehr & JSDF Soldier
1,025 (2,050)

 

Ranged Infantry
Level Upgrade Time & Cost Training Cost HP DPS
18 Major’s Rifleman 3d
7,400,000 Food
200 Iron
41 Oil 727

296 (2,368 vs. Defender)

China
355 (2,840)

England
340 (2,720)

Korea
414 (3,312)

19 Major’s Rifleman II 3d
7,500,000 Food
200 Iron
42 Oil 733

300 (2,400)

China
360 (2,880)

England
345 (2,760)

Korea
420 (3,360)

20 Major’s Rifleman III 3d
7,600,000 Food
200 Iron
43 Oil 739

304 (2,432)

China
365 (2,920)

England
350 (2,800)

Korea
426 (3,408)

21 Major’s Rifleman IV 3d
7,700,000 Food
200 Iron
44 Oil 745

308 (2,464)

China
370 (2,960)

England
354 (2,832)

Korea
431 (3,448)

22 Major’s Rifleman V 4d
7,800,000 Food
200 Iron
45 Oil 751

312 (2,496)

China
374 (2,992)

England
359 (2,872)

Korea
437 (3,496)

23 Major’s Rifleman VI 4d
7,900,000 Food
200 Iron
46 Oil 757

316 (2,528)

China
379 (3,032)

England
363 (2,904)

Korea
442 (3,536)

24 Major’s Rifleman VII 4d
8,000,000 Food
200 Iron
47 Oil 763

320 (2,560)

China
384 (3,072)

England
368 (2,944)

Korea
448 (3,584)

25 Major’s Rifleman VIII 5d
8,100,000 Food
200 Iron
48 Oil 769

324 (2,592)

China
389 (3,112)

England
373 (2,984)

Korea
454 (3,632)

26 Major’s Rifleman IX 5d
8,200,000 Food
200 Iron
49 Oil 775

328 (2,624)

China
394 (3,152)

England
377 (3,016)

Korea
459 (3,672)

27 Major’s Rifleman X 5d
8,300,000 Food
200 Iron
50 Oil 781

332 (2,656)

China
398 (3,184)

England
382 (3,056)

Korea
465 (3,720)

 

Cavalry
Level Upgrade Time & Cost Training Cost HP DPS
17 Major’s MBT 3d
8,000,000 Food
200 Iron
505 Oil 36,737 885 (Vs. Buildings 1,770)
France
1,018 (2,036)
Greece
1,106 (2,212)
18 Major’s MBT II 3d
8,100,000 Food
200 Iron
510 Oil 37,202 893 (1,786)
France
1,026 (2,052)
Greece
1,116 (2,232)
19 Major’s MBT III 3d
8,200,000 Food
200 Iron
515 Oil 37,667 900 (1,800)
France
1,035 (2,070)
Greece
1,125 (2,250)
20 Major’s MBT IV 3d
8,300,000 Food
200 Iron
520 Oil 38,132 908 (1,816)
France
1,044 (2,088)
Greece
1,134 (2,268)
21 Major’s MBT V 4d
8,400,000 Food
200 Iron
525 Oil 38,597 915 (1,830)
France
1,052 (2,154)
Greece
1,144 (2,288)
22 Major’s MBT VI 4d
8,500,000 Food
200 Iron
530 Oil 39,062 923 (1,846)
France
1,061 (2,122)
Greece
1,153 (2,306)
23 Major’s MBT VII 4d
8,600,000 Food
200 Iron
535 Oil 39,527 930 (1,860)
France
1,070 (2,140)
Greece
1,163 (2,326)
24 Major’s MBT VIII 5d
8,700,000 Food
200 Iron
540 Oil 39,992 938 (1,876)
France
1,078 (2,156)
Greece
1,172 (2,344)
25 Major’s MBT IX 5d
8,800,000 Food
200 Iron
545 Oil 40,457 945 (1,890)
France
1,087 (2,174)
Greece
1,181 (2,362)
26 Major’s MBT X 5d
8,900,000 Food
200 Iron
550 Oil 40,922 953 (1,906)
France
1,095 (2,190)
Greece
1,191 (2,382)

 

Raider
Level Upgrade Time & Cost Training Cost HP DPS
17 Major’s Patrol Raider 3d
7,500,000 Food
200 Iron
115 Oil 4,030 1,059 (vs Resource Buildings 6,354)
18 Major’s Patrol Raider II 3d
7,600,000 Food
200 Iron
120 Oil 4,070 1,072 (6,432)
19 Major’s Patrol Raider III 3d
7,700,000 Food
200 Iron
125 Oil 4,110 1,085 (6,510)
20 Major’s Patrol Raider IV 3d
7,800,000 Food
200 Iron
130 Oil 4,150 1,099 (6,594)
21 Major’s Patrol Raider V 4d
7,900,000 Food
200 Iron
135 Oil 4,190 1,112 (6,672)
22 Major’s Patrol Raider VI 4d
8,000,000 Food
200 Iron
140 Oil 4,230 1,125 (6,750)
23 Major’s Patrol Raider VII 4d
8,100,000 Food
200 Iron
145 Oil 4,270 1,139 (6,834)
24 Major’s Patrol Raider VIII 5d
8,200,000 Food
200 Iron
150 Oil 4,310 1,152 (6,912)
25 Major’s Patrol Raider IX 5d
8,300,000 Food
200 Iron
155 Oil 4,350 1,165 (6,990)
26 (Major’s Patrol Raider X 5d
8,400,000 Food
200 Iron
160 Oil 4,390 1,179 (7,074)

 

Supply Vehicle
Level Upgrade Time & Cost Training Cost HP HPS
14 Major’s Supply Vehicle 3d
8,000,000 Food
200 Iron
530 Oil 13,673 219
15 Major’s Supply Vehicle II 3d
8,100,000 Food
200 Iron
535 Oil 13,824 221
16 Major’s Supply Vehicle III 3d
8,200,000 Food
200 Iron
540 Oil 13,975 223
17 Major’s Supply Vehicle IV 3d
8,300,000 Food
200 Iron
545 Oil 14,126 225
18 Major’s Supply Vehicle V 4d
8,400,000 Food
200 Iron
550 Oil 14,277 227
19 Major’s Supply Vehicle VI 4d
8,500,000 Food
200 Iron
555 Oil 14,428 229
20 Major’s Supply Vehicle VII 4d
8,600,000 Food
200 Iron
560 Oil 14,579 231
21 Major’s Supply Vehicle VIII 5d
8,700,000 Food
200 Iron
565 Oil 14,730 233
22 Major’s Supply Vehicle IX 5d
8,800,000 Food
200 Iron
570 Oil 14,881 235
23 Major’s Supply Vehicle X 5d
8,900,000 Food
200 Iron
575 Oil 15,032 237

 

Wall Breacher
Level Upgrade Time & Cost Training Cost HP DPS
15 Combat Engineer 3d
7,500,000 Food
200 Iron
290 Oil 8,437 905
16 Combat Engineer II 3d
7,600,000 Food
200 Iron
295 Oil 8,527 915
17 Combat Engineer III 3d
7,700,000 Food
200 Iron
300 Oil 8,617 925
18 Combat Engineer IV 3d
7,800,000 Food
200 Iron
305 Oil 8,707 935
19 Combat Engineer V 4d
7,900,000 Food
200 Iron
310 Oil 8,797 945
20 Combat Engineer VI 4d
8,000,000 Food
200 Iron
315 Oil 8,887 955
21 Combat Engineer VII 4d
8,100,000 Food
200 Iron
320 Oil 8,977 965
22 Combat Engineer VIII 5d
8,200,000 Food
200 Iron
325 Oil 9,067 975
23 Combat Engineer IX 5d
8,300,000 Food
200 Iron
330 Oil 9,157 985
24 Combat Engineer X 5d
8,400,000 Food
200 Iron
335 Oil 9,247 995

 

Ranged Siege
Level Upgrade Time & Cost Training Cost HP DPS
14 Major’s Artillery 3d
8,000,000 Food
200 Iron
630 Oil 2,770 1,115
15 Major’s Artillery II 3d
8,100,000 Food
200 Iron
635 Oil 2,795 1,127
16 Major’s Artillery III 3d
8,200,000 Food
200 Iron
640 Oil 2,820 1,138
17 Major’s Artillery IV 3d
8,300,000 Food
200 Iron
645 Oil 2,845 1,150
18 Major’s Artillery V 4d
8,400,000 Food
200 Iron
650 Oil 2,870 1,162
19 Major’s Artillery VI 4d
8,500,000 Food
200 Iron
655 Oil 2,895 1,173
20 Major’s Artillery VII 4d
8,600,000 Food
200 Iron
660 Oil 2,920 1,185
21 Major’s Artillery VIII 5d
8,700,000 Food
200 Iron
665 Oil 2,945 1,197
22 Major’s Artillery IX 5d
8,800,000 Food
200 Iron
670 Oil 2,970 1,208
23 Major’s Artillery X 5d
8,900,000 Food
200 Iron
675 Oil 2,995 1,220

 

Mortar Infantry
Level Upgrade Time & Cost Training Cost HP DPS
18 Major’s Field Mortar 3d
8,000,000 Food
200 Iron
390 Oil 2,674 866
19 Major’s Field Mortar II 3d
8,100,000 Food
200 Iron
395 Oil 2,701 875
20 Major’s Field Mortar III 3d
8,200,000 Food
200 Iron
400 Oil 2,728 884
21 Major’s Field Mortar IV 3d
8,300,000 Food
200 Iron
405 Oil 2,755 893
22 Major’s Field Mortar V 4d
8,400,000 Food
200 Iron
410 Oil 2,782 902
23 Major’s Field Mortar VI 4d
8,500,000 Food
200 Iron
415 Oil 2,809 911
24 Major’s Field Mortar VII 4d
8,600,000 Food
200 Iron
420 Oil 2,836 920
25 Major’s Field Mortar VIII 5d
8,700,000 Food
200 Iron
425 Oil 2,863 929
26 Major’s Field Mortar IX 5d
8,800,000 Food
200 Iron
430 Oil 2,890 938
27 Major’s Field Mortar X 5d
8,900,000 Food
200 Iron
435 Oil 2,917 947

 

Attack Helicopter
Level Upgrade Time & Cost Training Cost HP DPS
9 Major’s Attack Helicopter 3d
8,000,000 Food
200 Iron
525 Oil 12,340 620 MG (397 Rocket)
10 Major’s Attack Helicopter II 3d
8,100,000 Food
200 Iron
530 Oil 12,463 627 (401)
11 Major’s Attack Helicopter III 3d
8,200,000 Food
200 Iron
535 Oil 12,586 633 (406)
12 Major’s Attack Helicopter IV 3d
8,300,000 Food
200 Iron
540 Oil 12,709 640 (410)
13 Major’s Attack Helicopter V 4d
8,400,000 Food
200 Iron
545 Oil 12,832 647 (415)
14 Major’s Attack Helicopter VI 4d
8,500,000 Food
200 Iron
550 Oil 12,955 653 (419)
15 Major’s Attack Helicopter VII 4d
8,600,000 Food
200 Iron
555 Oil 13,078 660 (424)
16 Major’s Attack Helicopter VIII 5d
8,700,000 Food
200 Iron
560 Oil 13,201 667 (428)
17 Major’s Attack Helicopter IX 5d
8,800,000 Food
200 Iron
565 Oil 13,324 673 (433)
18 Major’s Attack Helicopter X 5d
8,900,000 Food
200 Iron
570 Oil 13,447 680 (437)

 

Assault Vehicle
Level Upgrade Time & Cost Training Cost HP DPS
8 Major’s Assault Vehicle 3d
8,000,000 Food
200 Iron
620 Oil 23,849 2,956
9 Major’s Assault Vehicle II 3d
8,100,000 Food
200 Iron
625 Oil 24,156 2,991
10 Major’s Assault Vehicle III 3d
8,200,000 Food
200 Iron
630 Oil 24,463 3,025
11 Major’s Assault Vehicle IV 3d
8,300,000 Food
200 Iron
635 Oil 24,770 3,059
12 Major’s Assault Vehicle V 4d
8,400,000 Food
200 Iron
640 Oil 25,077 3,093
13 Major’s Assault Vehicle VI 4d
8,500,000 Food
200 Iron
645 Oil 25,384 3,128
14 Major’s Assault Vehicle VII 4d
8,600,000 Food
200 Iron
650 Oil 25,691 3,163
15 Major’s Assault Vehicle VIII 5d
8,700,000 Food
200 Iron
655 Oil 25,998 3,197
16 Major’s Assault Vehicle IX 5d
8,800,000 Food
200 Iron
660 Oil 26,305 3,232
17 Major’s Assault Vehicle X 5d
8,900,000 Food
200 Iron
665 Oil 26,612 3,267

New Legendary Artifacts & Mythical Artifacts
New Legendary Artifacts and 8 Mythical Artifacts are on the way to DomiNations! You’ll start to see news on these Artifacts and their stat bonuses around late spring, early summer.

Quality of Life Updates

Spying Update
Since the addition of Councilors, Players have been asking us to update Spying for World War. It then became all the more necessary with the introduction of Manufactory Munitions. We’re happy to share that with this update, you’ll not only be able to view the most up-to-date information regarding the Library and University, but also what Munitions your enemies have equipped, and their Council Chambers!

 

Replay Updates

Our next pass at Replays has been focused on stability and backend improvements. We’ve implemented tooling for our replay system to better identify spawn locations of certain units. Going forward, our replay tweaks and updates will be more incremental as we continue to fine-tune the accuracy. Although this update probably won’t be impactful to most players, we wanted to update you on the progress we’re making.

 

See Troops Brought to Battle

To further support your post-battle analysis, we’re also introducing an updated post-battle screen. When reviewing post-battle information, you’ll see two tabs above the Troops lost. One will show Troops lost as usual, but the other will show ‘Troops Brought Into Battle’.

This addition can help you better understand your opponent’s strategies and see how you might put together your own army in future battles!

Additional Updates

  • Fixed an issue where the Troop Tactics window would ‘jump’ to another position after making a selection that would use all of a current Troop Tactic.

    • The scroll position of the Troop Tactic menu should now remain in place after making a selection.

  • Fixed an issue where the First Aid Duration stat of the Fire Breathing Bunny Fossil Legendary Artifact wasn’t taking effect.

  • Fixed an issue where Attack Helicopters would reposition themselves after their first rocket.

  • Fixed an issue where simultaneous donations on the last of a Troop Request would result in one donation going through, and others would lose resources.

    • Going forward in this scenario, one donation will be accepted, and the rest will see their resources returned.

  • Library research ‘Fully Loaded Offense’ Chapter 3 will now apply correctly to Airstrip Troops.

    • Information window for these troops will also reflect the updated stat totals if they meet the requirements.