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Sail the Path of the Ocean Today!



Hey Polytopians!

After months of development, we’re releasing the Path of the Ocean Update! In this update, you’ll find new units, new techs, new maps, and plenty of changes! To celebrate, we're even giving you a 40% discount here on Steam, starting at 10am PST.

We all agreed that the game’s naval aspects were lacking and needed some reworking, and this update does just that! So, let’s get you up to speed on all the new, fancy things that you can find in this update. If you were hoping to find our previous blog posts for further details, you can find them by clicking these links: Blog #1, Blog #2, and Blog #3.

If you want to read a specific section, use this Table of Contents:
  1. New Philosophy
  2. New Units
  3. New Maps
  4. New Resources
  5. New Buildings
  6. Special Tribes
  7. Other Important Changes
  8. Changelog

[h2]New Philosophy[/h2]

No, not the Tech, we mean we’ve changed how we view the game’s naval aspects and the role they play in the game as a whole. As part of this, we’ve swapped the positions of the Sailing and Fishing Techs, as well as reduced the cost of the Port to 7*, making it easier to get on the water earlier. We want players to not be locked behind some very expensive techs and buildings, and felt it’d be much better if “going naval” was an easier experience and good way to start expanding.

We’ve also added Fish resources to Oceans, as well as added the new Aqua Crop resource, so that growth on the Oceans isn’t so punishing since we’ve reduced the Population gained from Ports from 2 to 1.
[h2]New Units[/h2]
[h3]Raft[/h3]

Replacing the Boat, the Raft is the new baseline unit you get when you place a unit onto a Port. It has no attack, a movement of 2, and can be upgraded into the other naval units in friendly territory.
[h3]Scout[/h3]

Unlocked at Fishing, this fragile naval unit has the Scout ability, allowing it to see 2 tiles away! It also has a range of 2, and excels at putting pressure on enemy Bombers, which we’ll discuss in a moment.
[h3]Rammer[/h3]

Unlocked at the new Aquaculture Tech (which replaces “Whaling”), Rammers are tough, robust melee ships that are designed to close the distance to enemy Scouts. They’re also really good for sieging an enemy costal city.
[h3]Bomber[/h3]

Unlocked at Navigation, Bombers are long-range bombardment ships, able to to use Splash damage to injure groups of units at once. Of course, this comes at a cost, as they’re slow and don’t have Dash, forcing them to wait a turn to set up before they can fire. They’re also good at removing hordes of enemy Rammers, despite not being able to deal retaliation damage.
[h3]Juggernaut[/h3]

The Juggernaut isn’t a standard naval unit, but what you get if you put a Giant onto a Port (since they’re too big for Rafts). The Juggernaut will deal damage to all adjacent tiles every time it moves due to its Stomp ability, and this will even happen if it disembarks. Much like Bombers, though, it can’t deal retaliation damage, so you’ll need to keep them defended.

[h2]New Aquatic Resources[/h2]
[h3]Aqua Crop[/h3]

Much like their land-based equivalents, Aqua Crops can be turned into Aqua Farms after you’ve researched Aquaculture, gaining 2 Population at the cost of 5*.
[h3]Starfish[/h3]

The source of the Stars that Polytopians use as currency, Starfish have replaced Whales. They function similarly, but with some differences - Starfish need to have a unit on their tile in order to to be harvested for 10*, and they can be harvested in neutral or enemy territory, making it a race to get them all! You’ll be able to harvest Starfish with the Navigation Tech.

[h2]New Buildings[/h2]
[h3]Bridges[/h3]

The Roads Tech now allows you to build Bridges across 1-tile water gaps between landmasses. Now you can use them to cross those little rivers that might show up, allowing for a sneak attack or easier expansion. They cost 7* and can’t be placed diagonally.
[h3]Market[/h3]

With cheaper, easier-to-get Ports, we took the opportunity to re-design the Custom House. They’ve been transformed into the Market, which will level up and gain +2* for each unique Sawmill, Windmill, and Forge adjacent to it. Its Star income will be doubled if it’s next to a Port, granting you a maximum of +12* if you’ve managed to get a Sawmill, a Windmill, a Forge, and a Port next to it. We did this because we didn’t want the Market to only be useful on water-based maps, and now it can be used on all map types! We also wanted to encourage some clever city planning in order maximize Star income, so you’ve gotta plan a little more. 🙂
[h3]Lighthouse[/h3]

Unlike the other two buildings, the Lighthouse isn’t built, but found. In each of the 4 corners of the map, you can find one of these, and finding them all will give you the Explorer Task (which was changed from “Explore all tiles” to “Find all Lighthouses”). Finding a Lighthouse will also grant your Capital 1 Population for free and add your color as a tier, so the Lighthouse will grow with every tribe that finds it.

[h2]New Maps[/h2]
[h3]Continents[/h3]

A common complaint was how poor the Continents map was, so we’ve decided to overhaul it! You’ll now find rivers separating some landmasses (which are good for Bridges), or you might find maps where everyone gets their own continent, or maybe even find maps where everyone’s equally spread on a few landmasses. There’s a lot of variety in what you will find, and we hope it spruces up the gameplay around both land and water!
[h3]Pangea[/h3]

Pangea is a new map type that is summarized as “a single landmass surrounded by water”. Like a fusion of Drylands and Continents, we expect Pangea to have a lot of fighting in the middle, while also providing you options for sieging cities on the coasts. Both Continents and Pangea maps will try to prioritize putting capitals on the coast, meaning you’ll have to watch both land and water when trying to defend.

[h2]The Specials[/h2]
These new philosophies and units have forced us to make some changes to the Special tribes as well. We’d like to point out that we’re not done with adjusting these tribes and plan to give each of them a more proper rework in the near future, but for now, we’ve had to adjust them to bring them to this new baseline so they can play with the new features.

So, without further ado, let’s look at what’s changed for each of them.
[h3]Aquarion[/h3]

Aquarion, getting some love in the first time in forever, has gotten some very interesting changes in order to get them on the water faster, as well as to specialize them a little more for the water..
  • Aquarion now begins with the Riding Tech and an Amphibian
  • Crabs now have 2 movement and 5 Defense
  • Tridentions now have 10HP
  • Amphibians, Tridentions, and Crabs now don’t get a movement bonus from Roads

[h3]Elyrion[/h3]

Elyrion doesn’t really get any adjustments in this patch, but due to the game losing Whales, they lose the Navalon (which astute readers probably noticed in the picture earlier), which has been completely removed from the game. Much like the other Specials, they’ll get a rework in the near future, so don’t be sad for too long. 🙂
  • Elyrion loses access to the Navalon, but is able to harvest Starfish like any other tribe

[h3]Polaris[/h3]

Our icy friends have gotten the most dramatic changes of any Special tribe in this patch, Since the Regular tribes get access to the water much faster, we had to ensure that the Polaris could keep up, and decided to give the Mooni Auto-Freeze, so it will freeze adjacent tiles (and units) by simply moving. In order to ensure that this isn’t too strong, the units of all the other tribes can now break ice after moving, creating a more dynamic push-and-pull for ice spread.
  • Mooni gain AutoFreeze, but now have 1 Defense and lose the power to manually Freeze
  • Gaami defense moved to 3, instead of 4
  • The Frostwork tech replace Fishing, which allows for Mooni & Outpost
  • Ice Fishing replaces Aquaculture, allowing for harvesting Fish
  • Battle Sleds are now in Sledding, which replaces Sailing
  • Ice Fortresses are in Polar Warfare, which also allows for harvesting Starfish
  • The Ice Bank now makes +2 stars for each level instead of +3 stars

[h3]Cymanti[/h3]

Cymanti hasn’t gotten much in the way of changes, but some things were rearranged for them, such as putting the Raychi in Pescetism, their equivalent to Fishing. We’ll be taking a look at them in the near future, so don’t worry.
  • Hydrology replaces Sailing, allowing for earlier Algae
  • Raychi are now in Pescetism, which replaces Fishing
  • Cymanti's "Fishing" tech now replaces Aquaculture, granting the power to harvest fish. We know it's confusing.
  • Oceanology grants the ability to harvest Starfish
  • Exida now has 2 movement and creep

[h3]Other Changes[/h3]
Here’s all the other small balance and design changes that don’t directly correspond to the main focuses of the update.
  • Swordsman no longer has “Fortify” ability
  • Lumber Hut costs 3 stars
  • Roads cost 3 stars
  • Parks give +1 star per turn
  • Network Task unlocks automatically when connecting your first city
  • Explorer Task unlocks automatically when you find your first Lighthouse
  • Improved AI
  • Killing a unit with a Cloak will ensure that a Dagger will spawn in the city


[h2]Changelog:[/h2]
[h3]General[/h3]
  • Sailing and Fishing techs swapped place
  • Ports now cost 7 stars and give 1 population
  • Ships can only upgrade in friendly territory
  • All normal ship types are replaced
  • Sailing gets Ocean movement and Scout ship
  • New tech: Aquaculture (replaces Whaling) which adds Aqua Farms and Rammer ships
  • Aqua farms that improve Aqua Crop resource
  • Navigation get Bomber ship and ability to gather stars from Starfish resource (replace Whales)
  • Bridge building (7 stars) in Roads lets you connect two land masses
  • Market (replace Customs House) gives 2 stars for each unique type of production building nearby (Windmill, Sawmill or Forge). Income is doubled if next to a Port.
  • Windmills also grow from Aqua Farms
  • New Pangea map type
  • Improved Continents map type
  • Giants turn into Juggernauts when embarking
  • Find 4 Lighthouses for Explorer task (instead of revealing the whole map)
  • Finding a Lighthouse gives 1 population to your capital

[h3]New Naval Units:[/h3]
  • Raft (replaces Boat) - defenseless transport
  • Scout - fast and fragile exploration vessel
  • Rammer - sturdy naval melee ship
  • Bomber - Slow but powerful long range destroyer
  • Juggernaut - Powerful and inflexible melee ship with area damage

[h3]New Resources:[/h3]
  • Starfish - Replaces Whales. Must have a unit on it to harvest it for 10 stars, even in neutral or enemy territory
  • Aqua Crop - make farms on water

[h3]Aquarion:[/h3]
  • Start with riding and an Amphibian
  • Crab get 2 movement on water and improved defense
  • Tridentions now have 10hp
  • Amphibious units can no longer use roads

[h3]Polaris:[/h3]
  • Autofreeze Moonies with reduced defense
  • Gaami defense now 3 (was 4)
  • The Frostwork tech replace Fishing, which allows for Mooni & Outpost
  • Ice Fishing replaces Aquaculture, allowing for harvesting Fish
  • Battle Sleds are now in Sledding, which replaces Fishing
  • Ice Fortresses are in Polar Warfare, which also allows for harvesting Starfish
  • The Ice Bank now makes +2 stars for each level instead of +3 stars

[h3]Cymanti:[/h3]
  • Hydrology replaces Sailing, allowing for earlier Algae
  • Raychi are now in Pescetism, which replaces Fishing
  • Cymanti's "Fishing" tech now replaces Aquaculture, granting the power to harvest fish.
  • Oceanology grants the ability to harvest Starfish
  • Exida now has 2 movement and Creep

[h3]General Changes:[/h3]
  • Swordsman no longer has Fortify ability
  • Lumber hut costs 3 stars
  • Roads cost 3 stars
  • Parks give +1 star per turn
  • Network task unlock automatically when connecting your first city
  • Explorer task unlock automatically when finding a Lighthouse
  • Improved AI
  • Killing a unit with a Cloak will ensure that a Dagger will spawn in the city

Path of the Ocean Pre-Release is now on Mobile!



Hey Polytopians!

As you’ve probably noticed, the Path of the Ocean Update is going to be released fully on the 21st, and that means we’re in the process of finalizing the update and its many changes. In this particular update, we’re adding all of the new changes to both Android and iOS testing programs, so now everyone can join in on the fun!

We’re going to keep this post fairly short, as most changes are bug fixes and not new content. Since you’ve probably been following these updates pretty intently, we won’t need to fill you in on the details just yet, but if you’re new or just need a refresher, we strongly encourage you to get more details on the update by reading our 1st Blog Post and 2nd Blog Post, or look at our up-to-date beta changelog.

[h2]How Do I Test It?[/h2]
If you’d like to jump into the testing track and start testing, you can use these links!

If you're playing on Android, tap here!

If you prefer iOS, tap here!

If you use Steam, use this Beta Access Code: polytopiabetatesters

And remember, you can always chat with other fans, ask questions, leave suggestions, or send feedback on our Discord.

-Zoythrus

[h2]Changelog:[/h2]
[h3]Balance: [/h3]
  • Bridge cost down to 7*
  • Juggernaut attack up to 4
  • Improved map generation, better village distribution and fixed starting resources
  • Improved AI
  • Ships can now be upgraded in ally territory
  • Polaris start with Outpost in Frostwork tech

[h3]Bug Fixes:[/h3]
  • Task popups don’t freeze replays
  • Correct outlines
  • Fixed Boost after moving (as well as actions like Explode and Disband)
  • Fixed Smash, Splash, Explode, etc harming enemy units during cease-fire after breaking peace
  • Fixed Cymanti port crash
  • Fix “teamplayerid not working”
  • Potential fix for users having problem with “multiplayerGamingRestricted”
  • Fix so users getting updated don’t remove them from friends lists
  • Fix moves being reset by iCloud sync if animating the change during a save and the save comes back with incorrect data

[h3]Other:[/h3]
  • Dynamic graphic for Market, showing its production
  • What’s new popup
  • Fixed Ice Bank description
  • Aumux and Ragoo skins now have appropriate naval units
  • Art assets have been adjusted for some new stuff


Polysseum - Vengir November

Polysseum is The Battle of Polytopia competitive tournament series open for everyone to train their skill and fight for the win!

[h3]Changes coming this November[/h3]
Map changes
Based on the community feedback, we are returning to the Small Map. Starting with Small Drylands, then moving to Small Lakes the second week and finishing the series with Small Drylands again.

Increased tournament capacity
Since the map is bigger this month and a 32-player tournament on Small Map would take longer than a few hours, we are introducing tournament splitting. It might sound confusing, so bear with me.
  • There will be a maximum of 16 players per tournament.
  • But a maximum of 3 tournaments will be created daily, which means, if there are enough players on a waiting list, Challengermode will create up to 3 tournaments with 16 players in each, accommodating up to 48 players.
  • The minimum number of players on a waiting list required to create an additional tournament is 10. For example, if we have 16 checked-in players and 8 are on a waiting list, it will not create an additional tournament.
  • Players will be distributed evenly based on their check-in time. So if 16 players confirm participation and 10 are on a waiting list, it will create 2 tournaments with 13 players in each.
  • All of this means that if you are on a waiting list, don't go too far from your device, because you might have a tournament to play.
Minor leaderboard scoring changes
  • 1st-4th places are keeping the scores as they are.
  • From now on, 5-16th places will be awarded only a symbolic amount of points, which means auto-wins or no opponent matches won't make a huge difference in the leaderboard.
  • Scores in November leaderboard: 1st - 250pt, 2nd - 200pt, 3-4th - 175pt, 5-8th - 20pt, 9-16th - 10pt.
Prize pool changes
Since there will be more tournaments hosted per month, we are decreasing the prize pool a bit, from €10 to €7.
  • 1st place - €3
  • 2nd place - €2
  • 3rd-4th place - €1 each

[h3]November schedule[/h3]

[h3]How to join a tournament?[/h3]
  1. Open The Battle of Polytopia -> Multiplayer -> Tournaments. Once you find the tournament that suits you, click "Join".
  2. Follow our Tournaments Hub on Challengermode and find your favourite tournaments.

Don't forget to confirm your participation 15 minutes before the tournament start.

[h3]A reminder about Polysseum format[/h3]
The Polysseum will operate across four seasons yearly - Fall, Winter, Spring, and Summer. Every season will culminate with the season finals. Now, how do you reach this pinnacle? Here's the scoop: we're rolling out twelve weekly tournaments, a total of 36 monthly tournaments. Your seven best results throughout the month will contribute to your standing on the monthly leaderboard, granting you a shot at the top 16 positions and entering the monthly tournament.

Weekly tournaments
  • 12 weekly tournaments - Monday, Tuesday, Wednesday, Thursday, Saturday, and Sunday. 36 tournaments per month.
  • Up to 48 players from November, split into a maximum of three 16-player tournaments.
  • 1v1 Single elimination, finals Bo3.
  • Live games, Might, Small map.
  • Tribe of the Month.
  • Prize pool per tournament - €7.
Monthly Leaderboard
Players will be automatically placed on the leaderboard once they participate in the tournament. Top 16 players will be invited to the Monthly tournament.

Monthly tournaments
  • Last weekend of the month.
  • 16 players.
  • Live games, Might, Small map.
  • Prize pool - €200.
  • Bracket format TBA.


[h3]How to follow Polysseum?[/h3]

Path of the Ocean Changes!

Hey Polytopians!

You spoke, and we listened! We’ve made some changes to the Path of the Ocean update in the beta, and we’d like to see what you think!

If you haven’t seen the previous post or just want to be reminded about what we’ve added, we encourage you to take a look at it by clicking this link.

Let’s Start with the Important Changes

[h3]We’ve Swapped Fishing and Sailing[/h3]


As you can see, we’re playing around with an interesting change that we think should slow down everyone’s want for naval just a little. We’ve swapped the positions of Sailing and Fishing, as you’ve gotta get onto the water in order to get the delicious fish that are out there. Fish can now be found in the ocean, and as you can see, Kickoo has been adjusted to accommodate. Naval is still really powerful, but we think this change will adjust the dynamics of when everyone starts getting onto the water a little, hopefully slowing things down and giving you more options.

We’ve Adjusted the Naval Units

We’ve heard your feedback on the new naval units, and while most of it was positive, we learned a few things needed changes. The biggest of our changes was to shift around how the naval units countered each other. Originally, Scouts were designed to beat Rammers, Rammers beat Bombers, and Bombers beat Scouts; but now, we’ve realized that reversing it seems to feel more natural. Now, let’s talk more about each unit’s individual changes. On top of this, we’ve also nerfed Rammers, who we felt were far too strong.
[h3]Rammers[/h3]
Now, with more spikes!

Rammers are now meant to close the distance on Scouts, making them good for defending your Bombers from the pesky boats. Rammers are still good at assisting a land invasion, and can still tank damage, but are less able to threaten Bombers now that they’ve lost the “Sneak” ability.

[h3]Bombers[/h3]
Bombers didn't get a visual change, but it'd be weird if there wasn't a picture here

Bombers have now gained the “Stiff” ability, preventing them from doing retaliation damage. This should make it much easier for your Scouts to deal with them, as they’ll have no defense against anything that can get close to them. Bombers have also been given a movement of 2 (instead of 3), as those massive cannons are super heavy and hard to maneuver. Let’s hope you’ve given them a good escort!

[h3]Juggernauts[/h3]
Do you think the Giants blow on the sails to get it to move?

Juggernauts got the biggest change in the update, as not only did they get new art, but they’ve also got a whole new job! Juggernauts have lost the “Dash” ability and the ranged attack, but have now gained “Smash”, which will damage all surrounding tiles whenever they move. That ability even applies when they land, so you can now use them to help hold a beachhead. This more melee-focused rework should make them feel more like “Giants on the water”, and help them better fulfill a role as part of your navy. Of course, they’re still vulnerable to ranged units, so keep them protected.

And Now For Small Changes

[h3]Lighthouse[/h3]
They're usually much taller than this.

Lighthouses have gotten new art, but also give your capital 1 population when you first find them, which is a nice little incentive to hunt them down.

[h3]Aqua Farm[/h3]
Aqua Farms are now less plentiful, but can be used in conjunction with Windmills. Farms are farms, and the people who man the Windmills are now aware of that.

[h3]Market[/h3]
Markets now get 2* per unique production building adjacent to them (Forge, Windmill, or Sawmill), and the income is doubled if you have them next to a Port. We hope that this makes planning around them more impactful, as well as making them more useful overall.

[h3]Villages Burning in the Fog[/h3]
So, technically, this was us testing out a new idea. We heard what you thought of it, and have removed it for good. You can now go back to capturing villages “peacefully”.

And Lastly, Important Bug Fixes

[h3]AI Improvements[/h3]
While yes, we did make the AI smarter, we accidentally made them defend their cities improperly. They shouldn’t make Cloaks anymore when being attacked, making it harder to siege them.

[h3]Map Generation[/h3]
We’ve added some additional checks to keep capitals from spawning on map edges and corners. We’ve also looked into the beta features bleeding into games made in the live version, and think we’ve solved that, as well. Of course, if you happen to see these oddities happen again, please let us know, and we’ll give the map generator another stern talking to.

How Do I Get Into the Steam Beta?

If you haven’t done so already, you’re always able to get into the Steam beta by following these steps:

  1. Right-Click Polytopia in Steam
  2. Click “Properties” on the dropdown
  3. Head to “Betas” in the new popup that appears
  4. Use the code “polytopiabetatesters” to get into the beta!



Should look like this. So, come join us in the beta, as there’s room for everyone!

If you have feedback on these new changes, please head to our Discord by clicking this link, where you can find other people playing the beta!

We look forward to hearing what you have to say!
-Zoythrus

Changelog:
  • Swapped Fishing and Sailing techs
  • Fish now spawn on Ocean
  • Reduced Aqua Crop rate
  • Rammers lost “Sneak”
  • Bomber got “Stiff” and movement is reduced to 2
  • Gaami got back the ability to manually freeze an area
  • Juggernaut got “Smash” instead of a ranged attack, and lost "Dash"
  • Lighthouse give 1 pop to your capital when discovered
  • Windmills multiply Aqua Farms
  • Adjusted Market logic: Produces 2 stars for each unique type of nearby production building (Sawmill, Windmill, Forge). Income is doubled if next to a Port.
  • Improved AI (no longer build Cloaks to defend)
  • Improved spawning of cities (no more edge spawns)
  • Villages no longer burn when being captured
  • Improved graphics for Juggernaut, Rammer & Lighthouse

Known issues:
  • Kickoo Explorers won't travel on Coasts until you have Sailing, creating weird behavior. We'll fix this later.

Experience the Path of the Ocean!



Hey Polytopians!

We’re back with a brand new major beta update for you, the aptly named “Path of the Ocean” (formerly known as “the Naval Rework”)! We’ve taken some time to pretty much fully rework how the naval game is played, adding new units, mechanics, and poking everything that merely looks at the water! Battleship Spam™ is dumb, and we can promise you that it’s now a thing of the past!
To keep things simple and quick on our side, the beta test will only be available on Steam, and you can find instructions on how to join the beta at the bottom of this post.

We’ll be laying out this post like this:
  1. Tech Tree Changes
  2. New Units
  3. New Buildings
  4. The Special Tribes
  5. Other Important Changes
  6. How to get into the beta
  7. Changelog
Remember, this is a beta, and you things will most likely change before release, like some of the unfinished/unimplemented art. So, without further ado, let’s talk about the new things we’ve added, starting with the changes to the Fishing branch of techs.
As usual, this is going to be a long post, so buckle up.

Let’s Get on the Water!
You get a boat! You get a boat! Everybody (but Aquatism) gets a boat!

[h2]Fishing[/h2]
If you’ll look at this picture, you’ll notice that we’ve put Ports into Fishing! Yes, that means that everyone has access to the water far faster than before. Putting Ports in Fishing gives us the possibility to use the whole Fishing branch for naval stuff, instead of just the Sailing branch. To help you get into the naval game from the start, Ports have also had their costs reduced to 7*, but their population brought down to 1. Putting a unit onto a Port will turn it into a defenseless Raft, which makes for easy transporting across shallow water. We’ll talk more about the Raft and other units in a bit.

[h2]Sailing[/h2]
Sailing is now home to the nimble Scout, a fast and observant unit that replaces the Ship. You’ll also be able to take any of your Naval Units on the Ocean when you get this tech.

[h2]Navigation[/h2]
Navigation gives you access to the new mighty Bomber, a ship that can cause massive collateral damage, but is quite slow and clunky. In addition to that, we’ve added Starfish as a replacement to Whales. To harvest them you need to move one of you units to the tile they are on. This new mechanic also means that you can harvest Starfish in neutral or enemy territory, so make sure to gobble them up before your opponents do!

[h2]Aquaculture[/h2]
And now on the other side of the branch, “Whaling” has been changed to “Aquaculture”. Since Ports no longer make 2 Population, that job has been handed to Aqua Farms, which are simply Farms on the water. They cost 5* and give you 2 population, just as a Farm would. This tech also adds the Rammer, a sturdy melee assault ship that’s good for taking over coastal cities.

[h2]Roads[/h2]
Not just roads anymore!

“Wait, Roads isn’t in the Fishing branch,” is what you probably just said. "Yeah, and?" is our response. Roads still gives you…Roads, but it also allows for Bridges! Bridges will help you get over those small gaps in the land, and might allow you to bypass the need for naval on some maps!

New Units, You Say?!

If you read the previous section, you’ll notice that yes, we did add new naval units! Gone are the Boat, Ship, and Battleship, and in come the Raft, Scout, Rammer, Bomber, and Juggernaut! When placing a unit into a Port, they’ll become a Raft, but a Raft can be upgraded into any of the other naval unit types (barring the Juggernaut), assuming you have the proper tech and you’re in friendly territory. Also worth noting is that Pirates and Dinghies are still in, they just haven’t been adjusted any and don’t factor into this update.

[h2]Raft[/h2]
A simple naval unit that does a job and it does it well

The Raft replaces the Boat, functioning as a defenseless means of getting on the water and transporting your land units. Flimsy, but free, they function as the base unit that can be upgraded into a Scout, Rammer, or Bomber when in friendly territory.



Cost

0



Traits

Float, Carry



Movement

2



Attack

0



Defense

2


[h2]Scout[/h2]
A boat so cool you’ll ship yourself

The Battleship did a lot of things at once, so we chopped it up and spread it around into the new units. The Scouts got, you guessed it, Scout! They speed around the waters, exploring new lands and using their ranged attack to whittle down units. Quite fragile, but still a good, all-around unit that can get you a quick advantage over your opponents.



Cost

5



Traits

Float, Carry, Dash, Scout



Movement

3



Attack

2



Defense

1



Range

2


[h2]Rammer[/h2]
Rammers like to get up close and personal...

Rammers are melee ships designed to work their way through a crowd and assassinate targets or capture a city. They’re strong, durable, and speedy. Think of them like Swordsmen on the water, more or less.



Cost

5



Traits

Float, Carry, Dash, Sneak



Movement

3



Attack

3



Defense

3



Range

1


[h2]Bomber[/h2]
It won’t hit just the Defenders, but the Archers, and the Catapults, too

The Bomber is effectively a retooled Battleship, one put into more of a “bombarding” role. Functioning similarly to Catapults, Bombers are 3-range units that also have “Splash,” allowing them to hit not just a target, but also any adjacent targets! Fantastic for weakening a land defense and letting your Rammers establish a beachhead. Of course, this extreme power comes at a cost. They don’t have Dash and they’re fairly expensive. Much like Catapults, Bombers need time to set up before they can dish out their tremendous damage, in that time they’ll need help defending themselves.



Cost

15



Traits

Float, Carry, Splash



Movement

3



Attack

4



Defense

2



Range

3


[h2]Juggernaut[/h2]
Always make sure to give your Juggernauts a proper escort...unlike us...

So, we didn’t want 40HP Bombers being a thing, and that meant we had to get creative. Meet the Juggernaut, which is what happens if you put a Giant onto a Port! Poof, no upgrading required! They’re strong, they’re durable, and they’ve got some range! So, what’s the catch? They have the new trait “Stiff,” which prevents them from doing any retaliation damage when hit. Juggernauts are designed to fill a similar role to Giants on land - breaking stalemates, tanking damage, and dealing pain to their enemies, but since they can’t defend themselves well, they’ll need support from your other aquatic units to get the most out of them.



Cost

0



Traits

Float, Carry, Dash, Stiff



Movement

2



Attack

3



Defense

3



Range

2

New Buildings? In My Naval Rework?!

In short, yes! We’ve already talked about Ports getting updated, so let’s talk about the updates to other buildings.

[h2]Bridges[/h2]
Good for giving a landlocked enemy a path right to your capital

Added in Roads, Bridges cost 10*, and are built on 1-tile water gaps between landmasses. They’ll function as roads for movement and city connections, and they can be sailed underneath. No, you can’t daisy chain bridges together - they can only be used to connect landmasses in one direction, and that direction can’t be diagonal. Much like roads, they can also be built in neutral territory.

[h2]Market[/h2]
As if we needed to give you more reasons to only play Drylands...

Markets cost 5* and are the new Customs Houses. They will give you +1* per turn for every adjacent port, but also for any Windmill, Forge, or Sawmill! Yes, you can now use Markets on Drylands maps - no Ports necessary! Markets should allow you to squeeze out a few more stars from some clever city planning. 🙂

Let’s Talk About the Special Tribes

We’re now going to talk about the changes we’ve made to each of the Special tribes to accommodate the new features. Since the Regular tribes have gotten new units and have all been given faster access to the water, we’ve ensured that each of the Specials have gotten the same treatment or something equivalent. We plan to properly rework each of them in the future, so consider these changes to be “semi-temporary, bare-minimum changes" until we can properly deep-dive into each of them and give them the reworks they properly deserve.

With that being said, let’s examine each one.

[h2]Aquarion[/h2]
Sound the alarm! Aquarion has been given some love for the first time ever!

THIS IS NOT THE AQUARION REWORK. Okay, now that’s out of the way, let’s discuss the changes we’ve made to keep them playable. We have finally given them a starting tech, and one that should allow them to start taking coastal villages fairly early.
  • Aquarion now starts with the Riding tech and an Amphibian
  • Crabs now have 2 Movement in the water and a thicker shell giving them 5 defense
  • Tridentions now have 10hp instead of 15hp
  • Amphibians and Tridentions have lost the ability to use Roads on land

[h2]∑∫ỹriȱŋ[/h2]
Something is missing…

If you’ll look at this picture, you’ll see this navy no longer has any Navalons. With the replacement of Whales with Starfish, the Navalon has gone the way of the Dodo and has been removed. ∑∫ỹriȱŋ is still able to harvest Starfish, as the Star-harvesting process does not harm the Starfish. Scraping the valuable stars of the skin is actually a joyful experience for them (if you're concerned about the lore reasons for this process).
  • Removed Navalons
  • Can harvest Starfish

[h2]Polaris[/h2]
Ice, Ice, Baby!

Out of all of the Special tribes, the Polaris have gotten the most dynamic and drastic changes. In order to get them “on the water” as fast as the other tribes, we’ve done a big thing - given the Mooni Auto-Freeze. Every time a Mooni moves, you’ll freeze water, land, and units around it, kinda like a Gaami. They’ve been nerfed in other ways to compensate, but this change should overhaul how you see Polaris. Not to be outdone, though, the other tribes have discovered how to Break Ice as part of a Dash action, so the ice spread should be a more dynamic push and pull between everyone. We’ve also adjusted their tech tree, as you can see in the picture.
  • Mooni gained Auto-Freeze, and have lost the power to manually freeze and now have a Defense of 1
  • Gaami have lost the power to manually freeze
  • The Frostwork tech now replaces Fishing, which allows for Mooni
  • Ice Fishing replaces Aquaculture, allowing for harvesting Fish and building Outposts
  • Battle Sleds are now in Sledding, which replaces Sailing
  • Ice Fortresses are in Polar Warfare, which also allows for harvesting Starfish
  • The Ice Bank now makes +2* for each level up instead of +3*

We’d love to hear what you think of the new Polaris!

[h2]Cymanti[/h2]
I got these Raychi slightly earlier than usual

The Cymanti haven’t gotten much in the way of major changes, only putting the Raychi in their equivalent of Sailing instead of Navigation, which should make it easier to spread Algae or assault navies. The placement of Algae has changed as well. Don’t worry, we’ll be examining the Cymanti properly later on.
  • Raychi are now in Pescetism, which replaces Sailing
  • Algae are in Hydrology, which now replaces Aquaculture
  • Oceanology replaces Navigation, and grants the ability to harvest Starfish
What Else has Changed?

While we’ve covered most things that have been added in this update, there’s a few last things we’d like to share.

[h2]Lighthouse[/h2]
Yep, that’s a lighthouse on the edge of the world

A common complaint was how the Explorer Task (reveal the map) was too difficult and often ignored, so we changed it to “Find All Lighthouses”. Each of the 4 corners of the map will have a Lighthouse, and each Lighthouse will grow every time another player discovers it (and show who has seen it). You also don’t need Navigation or an equivalent tech to get this Task, as it will start the moment you find one.

[h2]Network Task[/h2]
The Network Task (connect 5 cities to your capital) is no longer tied to the Roads tech. Instead it will start automatically when you connect your first city. This is a tiny change but it will make it possible to get that monument even on maps where roads are not needed, such as through ports.

[h2]Continents Overhaul[/h2]
Ooo, look at that!

If you weren’t joking about Aquarion, you were probably joking about Continents, everyone’s favorite map to dislike. Well, we’ve completely rewritten the terrain generator for Continents, hopefully turning it into one of your favorites! You’ll now find that this map type will try to give everyone their own continent or divide everyone evenly on a few continents (on top of a handful of other possible configurations). You’ll also see some continents that are divided by 1-tile “rivers”, which are good for Bridges. There’s a lot of variety in the new map type, and we hope you have a lot of fun!

[h2]Pangea[/h2]
Pan-jee-ah. Yeah, I was saying it wrong, too.

Pangea is a new map type! Simply put, it’s a large landmass surrounded by water! Like, if you shoved Drylands and Archipelago together! Expect tons of fighting on the continent, but never be surprised if your opponent hits you with naval units. Both Continents and Pangea will prioritize placing capitals on the coasts to hopefully balance out the need for both land and naval forces.

[h2]AI Improvements[/h2]
We’ve made the AI smarter and able to use the new fancy water stuff! More importantly, they’ll be smarter with their tech choices, and you should notice a much more difficult Crazy difficulty. We’d love to hear what you think!

[h2]Some Small Balance Changes[/h2]
We’ve heard your complaints about Bardur and Rider/Road meta, so we’ve made both Lumber Huts and Roads cost 3*. Changing Lumber Huts should slow down Bardur a little, and the change to roads now follows our philosophy of ensuring that you think a little before plopping down a road on every single tile.

On top of that, we’ve also removed Fortify from Swordsmen, further differentiating them from Defenders, which are now the definitive “defensive unit”.

Last, but not least, Parks now make +1* in addition to their 250p score bonus! So, you now have a valid reason to take a Park instead of a Giant in Domination or Might!

How Do I Play the New Beta?

Simple! Just hop onto our open Steam beta! No mobile access at this time, but all Steam users can join by using the code: polytopiabetatesters

Should look something like this

If you don’t have the Steam version of Polytopia you can get it at a great beta -70% discount price.
https://store.steampowered.com/app/874390/The_Battle_of_Polytopia/

You can also join our Discord to discuss it with other Beta testers by clicking this sentence!

We’re actually really interested in hearing your feedback, and will most likely make small changes, like unit stats, art adjustments, or tech placement, based on what you have to say! Expect an extra long beta process with occasional patches, and remember to stay flexible and constructive. :)

-Zoythrus

Changelog
Naval changes:
  • Removed Boats, Ships, Battleships, and Navalons
  • Ports moved to Fishing and now costs 7 stars and make 1 population
  • Sailing gets Ocean movement and Scout ship
  • Whaling has been replaced with "Aquaculture" and gets Aqua Farms and Rammer ship
  • Navigation gets Bomber ship and ability to gather stars from Starfish resource
  • Bridge building in Roads lets you connect two land masses
  • Market replaces Customs Houses and gives 1 star for each nearby Port, Windmill, Sawmill and Forge
  • New Pangea map type
  • Improved Continents map type
  • Giants turn into Juggernauts when embarking
  • Find 4 Lighthouses for Explorer task (instead of revealing the whole map)
New naval units:
  • Raft - Defenseless transport
  • Scout - Fast and fragile exploration vessel
  • Rammer - Sturdy naval melee ship
  • Bomber - Slow but powerful long range destroyer
  • Juggernaut - Powerful but rare battleship
New resources:
  • Starfish - Replaces Whales. Must have a unit on it to harvest it for 10*, even in neutral or enemy territory
  • Aqua Crop - make farms on water
General Changes:
  • Swordsman no longer has “Fortify” ability
  • Lumber Hut costs 3*
  • Roads cost 3*
  • Parks give +1* per turn
  • Network task unlock automatically when connecting your first city
  • Improved AI
  • Killing a unit with a Cloak will ensure that a Dagger will spawn in the city
Aquarion:
  • Start with Riding and an Amphibian
  • Crab get 2 movement on water and 5 Defense
  • Tridentions now have 10hp
  • Amphibious units can no longer use roads
Polaris:
  • Moonis now have Auto-Freeze and 1 Defense
  • Gaami now only freeze when moving
  • The Frostwork tech replace Fishing, which allows for Mooni
  • Ice Fishing replaces Aquaculture, allowing for harvesting Fish and building Outposts
  • Battle Sleds are now in Sledding, which replaces Sailing
  • Ice Fortresses are in Polar Warfare, which also allows for harvesting Starfish
  • The Ice Bank now makes +2* for each level up instead of +3*
Cymanti:
  • Raychi are now in Pescetism, which replaces Sailing
  • Algae are in Hydrology, which now replaces Aquaculture
  • Oceanology replaces Navigation, and grants the ability to harvest Starfish