Recent Updates

6/30/13

 * Removed stealth from Specter and buffed damage to 12/6. Also lowered build time from 2 hours to 1.5.

6/17/13

 * Radicals no longer drain culture.
 * Lowered income of city, town, slum from 5, 3, 2 to 4, 2, 1.
 * Direct tax now gains 2x more money.
 * Bug fix: Removed power requirement for upgrading in World 2.
 * Removed oil cost to deploy drone per feedback.
 * Decresed font size of 'Plain Jane' font setting for macs.

6/16/2013

 * Removed power from World 2. Don't fret, you can sell your coal plants and nuc plants for full refund, including uranium.

6/7/2013

 * Increased font size of 'Plain Jane' font setting.

6/4/2013

 * Structure construction speed is no longer increased if you build structures simultaneously.
 * I think I fixed the "my first mine/refinery doesn't start producing until I login after it's been built" issue.

6/3/2013

 * Bug fix: Structures are now capturable again in World 1. (Farmland still cannot be captured.)
 * Bug fix: Drone now consumes 1 oil on deply, whereas before it didn't actually consume oil.
 * Bug fix: Drone travel time fixed from 1 minute to 1 hour.

6/2/2013

 * Instead of a construction queue, structures now build simultaneously. Since your construction workforce is limited, the more you build at once, the slower the structures will build.
 * Export fee to non-ally lowered from 3 money per unit to 1 money per unit.

6/1/2013

 * Drones no longer cost 1 metal to build.
 * Bug fix: World 1 construction queue times were inaccurate. I think I fixed this.
 * Bug fix: World 2 build screen wasn't showing power requirements of structures; now it is again.
 * Bug fix: Direct tax executive order was giving less money than it should in World 1.
 * Bug fix: Black Market was taking 2 uranium for 20 drones deal instead of 1.
 * There is no longer a 20% penalty to culture for attacking a nation unprovoked. Retribution bonus remains unchanged, so be wary of who you hit.
 * You now start the round with 50 bucks. Manually gave the 23 nations who nationed-in before this change +50 bucks. All is fair in love and war <3
 * (World 1 Only) Power removed. Let's see how this feels.
 * The Black Market now sells 20 probes for 1 uranium.

5/31/2013

 * Guardian build time doubled from 1 hour to 2 hours.
 * New stealthed ground anti-air unit: Specter. Kudos to Sayter for helping design this unit.
 * Spy unit converted into Drone. This means they now require an airbase and also require 1 metal to build. Deploying consumes 1 oil and they return in one hour (6 minutes in W2) instead of 6 hours (36 minutes in world 2). Drones, unlike Spies, are not stealth.

5/29/2013

 * Fixed bug with black market that was giving 250 money instead of 25. Oops.
 * Draft page now considers available recruits when visualizing the maximum of each unit you can draft.
 * Fixed log bug that shows slums that upgraded to city as having been upgraded to towns

5/24/2013

 * Oil — All mechanized units now require only 1 oil per deploy.
 * Money — Adjusted money by one-tenth. (This includes starting money, alliance creation cost, money costs of structures / units, land cost, money income, nation money balances, cache money balances, market buy orders)
 * Farmlands — Farm income has not be changed, making farming highly profitable relative to passive income. We'll experiment with this.
 * Farmlands — Farms are no longer capturable or destroyable.
 * City — Land usage lowered from 5 to 3, making it relatively highly land efficient.
 * City — You can now upgrade from Slum directly to City.
 * Town — Buffed Town's income a bit.
 * Airbase — Airbase land usage lowered from 2 to 1.
 * Oil Refinery — Oil output of oil refineries drastically reduced (divided by 2).
 * Oil Refinery — Oil Refinery land usage lowered from 2 to 1.


 * Metal Mine — Metal output of metal mines drastically reduced (divided by 3).
 * Units — Metal cost of all units drastically reduced (divided by 5).

5/16/2013

 * Locked nations cannot be attacked and are ineligible for round victory.

5/15/2013

 * There is no longer a wait time to delete your nation.

5/14/2013

 * Fixed exploit that allowed a user to potentially login to another user's nation. Kudos to Incredibull for reporting this exploit and Haseo for helping verify fix.

5/12/2013

 * CMs can now delete forum topics and edit forum posts. This power will only be used to enforce service policy / keep forums friendly.

4/23/2013

 * You no longer need a Factory to build an Airbase.

4/13/2013

 * Implemented kapooht's unit drafting calculator idea.

4/7/2013

 * Oil refinery output in World 1 increased from 1/hr to 2/hr (the same as World 2).

3/30/2013

 * Alliance leaders can now empower 1 alliance member to be co-leader, giving them full control over the alliance. As a co, you can do *anything* a leader can do, including disbanding the alliance. Co-leaders can empower another member nation to be co, but in doing so, their co-leader power transfers, thus they lose it.

3/28/2013

 * Added Allies List
 * Added clear queue functionality

3/18/2013

 * Bugfix: Battle system bug resulting in attacker going into neg free power sometimes

3/16/2013
• Changed starting units to 25 soldiers instead of 50 guards. • You are no longer required to have a 2.0 DE to cross into 20 land. • (World 2 Only) Travel speed of units 10x faster. • (World 2 Only) Max casualties in battle lowered from 50% to 25%. • (World 2 Only) When an enemy conquers your nation, your nation enters Recovery state, granting you protection from land capture for 6 hours. You can however still be attacked, but the 10% land will be destroyed instead of captured upon your defeat. If you attack any nation during Recovery, your Recovery status is instantly lost. • (World 2 Only) Doubled oil production. • Disabled the ability to draft guards. • Soldier now trains in 30 seconds, down from 1 minute.
 * (World 2 Only) For every 2 guards in W2, I converted them into 1 soldier.

3/15/2013
• Made war result appear more quickly. • Fixed cookies to work across subdomains. This means hopping between www.reign.ws and reign.ws won't prompt you to relogin. Gotta log out and back in for it to take effect.
 * Added (admitedly kinda lame but cool because there are angels singing) victory music to war.

3/13/2013

 * Guardan artwork changed.

3/7/2013

 * City money cost cut in half. Mostly because, well, the city cost was Too Damn High.


 * You can now specify your personality type in Settings to show on your user profile.


 * Gave everyone a golden gift. It never expires. When clicked, Reign dances and you get 30 days of Reign Plus added to your account.

3/6/2013

 * You can now login via username or email.


 * Bug fix: If in an alliance and using mobile UI, world chat was showing alliance chat.


 * Land usage reduced by 1 for all non-income structures (Coal Plant, Nuc Plant, Metal Mine, Oil Refinery, Factory, and Airbase).


 * Mobile UI: Moved world chat to politics as default subtab.


 * Mobile UI: Made navigation tabs and subtabs bigger.

3/4/2013

 * You can now use, , in alliance MOTD. For links, just paste the URL and Reign will make it clickable. To go onto a new line, just press Enter and Reign will add the line breaks.


 * Changed coffee maturity time from 8 hours to 9 hours. Earnings per hour maintained.


 * Links posted in forums and alliance MOTDs are now linkified.


 * Fixed bug that prevented structures from being captured, I think. Once someone attacks I'll be able to verify this is fixed.

3/3/2013

 * W1 got hungry Sunday night, so I gave everyone who was online a hamburger.


 * Mobile UI scaling has been disabled. This means when you click in an input like chat to type, it won't zoom in annoyingly. If you switch to full UI on your mobile device, UI scaling will still work.


 * Bug fix: Sending messages via /msg command no longer sends to wrong world sometimes.


 * Changed Pepper maturity time from 30 min to 1 hour. Earnings per hour maintained.

3/2/2013

 * Added nation log to mobile UI.


 * You can now upgrade slums into towns and towns into cities from the Sell page.


 * Nuc Plant power output increased from 32 to 48.

3/1/2013

 * Bug fix: Farm's "level up" notification was firing too soon.


 * Flash helped me fix land cost bug that gave big nations a discount they shouldn't have been getting.


 * Added caching to nation flags and javascript. Should increase page load speed a bit.


 * Spade metal cost increased from 5 to 10.


 * A-10 metal cost increased from 5 to 10.


 * Julian travel time increased from 3 hours to 5 hours.


 * Julian metal cost increased from 10 to 15.


 * Julian build time increased from 1 hours to 2 hours.


 * You no longer receive 50% money cost 'refund' when retiring infantry units.


 * Made low land prices cheaper (Example: at 30 land, price with 0% morale dropped from $18 to $12). Made mid to high land prices higher (Example: at 73 land, price with 0% morale rose from $1,607 to $4,390).


 * New create a nation page. Shows round time left.


 * Anna now spawns new worlds should all open worlds become full.


 * In combat, your troops will avoid capturing structures that you don't have sufficient energy to support.


 * Nuc Plant uranium cost increased from 3 to 10.


 * Metal Mine money cost raised from 250 to 500.


 * Coal Plant money cost raised from 150 to 250.


 * City money cost lowered from 2,500 to 2,000.

2/28/2013

 * Fixed Reign Time to show... Reign Time, instead of your local time.


 * Added hover tooltip to nations in nation list to show leader's name.

2/27/2013

 * Lowered cost of guard from 13 money to 10 money so it's a nice even number.


 * Halved the money cost of all units.


 * Per suggestion by dgt15, rewrote Factory and Airbase queue to now display completion time.

2/26/2013

 * The_Boss did a tutorial overhaul to get it up to date with all the recent changes. Let him know if you have any ideas to improve the tutorial!


 * Coal Plant price increased from 100 money to 150.


 * Increased land cost a bit more based on research by / discussion with Guessit. Post feedback folks!


 * Page render performance improvement. Reign should 'flash' less when loading new content now.

2/25/2013

 * Bug fix: Fixed incorrect labeling of today's updates (was showing 'Sunday' instead of 'Monday'). Props Sasdrg.


 * Removed National Park, at least for now.


 * Removed Museum, at least for now.


 * Decreased power consumption of Oil Refinery from 16 to 8.


 * Increased metal mine cost from 100 to 250.


 * Disabled construction of Oil Rig.


 * Created Oil Refinery.

2/24/2013

 * Bug fix: Fixed bug that resulted in Reign thinking you didn't have as much recruits as you did.


 * Museum money cost reduced from 750 money to 500.


 * National Park culture generation increased from 1 to 2 per day.


 * Museum culture generation increased from 1 to 2 per day.


 * Cash in Hand black market option increased from 100 money to 250.


 * Coal Plant money cost increased from 50 to 100.


 * Renamed Reign Pro to Reign Plus (R+). Now allows you to specify number of months and also the ability to give R+ to friends.


 * Bug fix: So, you know that thing where you [draft a unit, order a structure, or buy land] and then click around a bit, then go Back, and it processes a new order? That's fixed :P

2/23/2013

 * Adapted bug fix listed below to only cancel the current in-production unit and leave the remaining ones stuck in Queued state until cancelled (refunded) or a new factory/airbase/silo is built.


 * Bug fix: If your last factory/airbase/silo is solid/destroyed/captured, its queue is destroyed too.


 * Farm land usage changed from 3 to 2.


 * Crop yield cut in half. In terms of revenue per land, cheap crops generate a little less than slums, mid-range crops generate a little less than towns, and high-end crops generate the same amount as a city.


 * City cost raised to 2,500.


 * Town cost raised to 250.


 * Towns now produce 1 culture each.


 * Slums no longer reduce culture.


 * (Video) Added farm structure. All nations begin with 2. It cannot be built. Can be sold for 25 money.


 * New nations now start with 1 slum, 2 farms, 100 money, and 25 guards.

2/22/2013

 * Bug fix: Forum button count / glowness should be more accurate. It was picking up on mysterous unread CM/GM threads prior.


 * Bug fix: You can now /msg The_Boss without error due to symbol. Try it! Hehe.


 * Bug fix: RDR is now world-specific.

2/21/2013
• Forums button glows a bit when there's unread forum posts.

• Added user avatars to forums.

• Updated UI to allow zooming-in on post-PC devices.

• Fixed bug that caused money to poof if you try to create a buy offer without selecting a unit.

• Fixed bug with > symbol in chat.

• New DE formula is up.

2/20/2013
• You can now upgrade coal plants into nuc plants -- just click Sell next to a coal plant for the option. It's instant and there's no fee -- just normal cost, minus 25 money (50% refund for the sell of the coal plant).

• New nations now begin with 1 coal plant, 1 town, 25 guards. You can sell them though if you want.

• Tweaked land cost formula a bit more, overall reducing the cost of land by a bit.

2/19/2013
• Brought land price back down just a little bit. We'll find the sweet spot. I have my eyes on your land cost data, adjusting it based on that, but keep the feedback coming.

• Land cost formula changed, raising the exponential cost of land dramatically.

• Guard train time reduced from 10 seconds to 1 second.

2/18/2013
• A-10's bonus changed from 2x vs ground to 2x vs tanks.

• Sparrow damage increased from 10:5 to 14:7.

• Bug fix: Fixed glitch that caused medals to render incorrectly on profile pages.

• Lowered Airbase land from 4 to 3.

2/17/2013
• Decreased build time of Guard from 1 minute to 10 seconds.

• Added all-time record 'Total land captured' stat to all user pages.

• Fixed bug that was causing structures to self-destruct when captured. Definitely going to be a researchable for this eventually :P

• Added Guide.

• New nations now start with 5 guards again.

• Bug fix: You can now right-click nations.

• Bug fix: Spies no longer return as probes.

• Bug fix: Deploying a Spy no longer consumers 1 oil.

2/16/2013
• Structures are now captured along with land in battle.

• Removed all unemployed lab monkeys.

• Major stat changes to all tanks and air units.

• Removed Friog, Attilles Tank, Cheetah as core units.

• Removed all stupid executive powers, leaving only direct tax for now.

• New nations now simply begin with 250 bucks and 50 executive power. No structures.

• Set all structure build times to 1 hour just to try it out. Please post feedback!

• Increased Slum cost from 25 money to 50.

2/15/2013
• Mercenaries now come in a 25-pack, up from 5.

• Added Radical to Black Market.

• Added Spy to replace probe. Same mechanics for now, just cheaper (100 money), no structure required, and no oil required to deploy. Slower travel back time though (6 hours instead of 1), meaning you may want to stock up a bit more.

• Removed probe.

• Nukes no longer create wastelands. They simply destroy structures, leaving the land empty.

• Latent units, such as Nuke, can no longer be destroyed by a successful attack. They were previously immune from failed attacks but not successful attacks. They are now immune from both.

• Travel time of all units reduced by half.

• New nations now begin with 10 land, 250 money, 1 Town, 1 Coal Plant.

• Gave everyone an unemployed lab monkey.

• Removed research. All researched bonuses will still remain in effect until end of round.

2/13/2013
• Direct tax EP cost raised from 25 to 50.

• Direct tax money pay out doubled.

• Labor mandate EP cost raised from 25 to 50.

2/11/2013
• Mercenary now does 2:1 damage instead of 4:2.

• Redesigned resential structures to produce fixed income + barracks space. See spreadsheet here.

• Nerfed direct tax a bit.

• Factories no longer reduce culture / morale.

• Airbases no longer reduce culture / morale.

• Silos no longer reduce culture / morale.

• Factory money cost increased from 200 to 500.

• Silo money cost increased from 300 to 1,000.

• Airbase money cost increased from 625 to 1,000.

2/10/2013
• Nations under 20 land who wish to delete their nation and start fresh are now able to without having to wait 12 hours.

• Instead of [100 money, city, nuc plant, 5 guards] nations now begin with [250 money, town, coal plant].

• Increased slum money cost from free to 25.

• Disabled 'Oil Truck'.

• Disabled 'Solar Plant'.

• Oil Plants no longer reduce culture / morale.

• Doubled population of all Slums, Towns, and Cities.

• Doubled Oil Rig production from 6 barrels a day to 12.

• Decreased Oil Rig money cost from 150 to 50.

• Increased Metal Mine hourly production from 2 to 3.

• Increased Metal Mine money cost from 75 to 100.

• Decreased Metal Mine build time from 3 hours to 2 hours.

• Disabled EP Metal Confiscation. Your citizens ran out of metal :P

• Disabled EP Humanitarian Aid. Your citizens want you to focus on culture domestically :P

• Lowered cost of EP Eminent Domain from 80 to 50.

• Lowered land gained by Eminent Domain from 2 to 1.

• Lowered cost of EP Direct Tax from 30 to 25.

• Raised cost of EP Labor Mandate from 20 to 25.

• Raised cost of EP Immigration Initiative from 40 to 50.

• You can now cancel construction for a full refund as long as you do it before the structure finishes building.

• Disabled 'Academy' structure.

• Disabled 'Sniper' unit.

• Disabled 'Stinger' unit.

• Changed Solider damage from 2 to 1 (2 vs infantry).

• Changed Solider cost from 50 to 25.

• Guard is now free to draft.

• Oil rigs no longer reduce culture / morale.

2/9/2013
• Added 'Remember Me' to login page, allowing you to stay logged in! Reign will remember your current nation too.

• Bug fix: Sometimes unable to save Settings.

• Bug fix: Unable to sell structures when you have negative free citizens.

• Changed City build time from 8 hours to 6 hours.

• Changed Solar Plant build time from 2 hours to 1 hour.

• Changed Nuc Plant build time from 6 hours to 3 hours.

• Changed Museum build time from 4 hours to 3 hours.

• Changed Slums build time from 4 hours to 1 hour.

• Changed Slums cost from 700 money to free.

• Changed Slums power consumption from 12 power to none.

• Changed Slums land consumption from 4 to 3.

• Changed Slums population from 150 to 50.

• Changed Town cost from 50 to 100.

• Changed Town population from 40 to 50.

5/1/2012
• New unit: Botulinum missile. This missile has zero attack power, however each one kills off 20% of your targets free population.

• New unit: Stinger. A fairly cheap, anti-air infantry unit.

• New research: Advanced Biogenetics. This is needed for the botulinum missile, and also provides a 40% bonus to citizen regrowth (base 5/hr).

• Change to Advanced Weapons Systems research: Additional effect of an overall 5% increase to all offensive power.

• Change to Uranium Enrichment research: Additional effect of a 10% increase to all offensive power of uranium based units.

• Change to Electromagnetic Manipulation research: Additional effect of an overall 10% increase to all power generation.

2/17/2012
• PM's can now be sent using the /msg [username] [message] command. Example: /msg Haseo Its a pm from world chat!

2/16/2012
• Alliance leaders can now message all members by using the @alliance command. Eg: @alliance Do better!

2/15/2012
• New black market feature: Slot machines! Check the potential win lines, then try your luck!

2/14/2012
• Alliance leaders can now assign seperate alliance permissions beweet allowing resource withdrawls, unit withdrawls, and the ability to see free spy reports from allies.

2/12/2012
• Fixed a display bug that showed valid targets as being too low land on their profile.

2/8/2012
• How you order the nation list is now saved.

• The bug where ordering the nation list loads a blank chat has been fixed.

• Online player indicators added to nations list. Green = within 5 mins, yellow = within 30 mins.

2/5/2012
• Chat notifications added to signal when a PM arrives. An option is available to turn them off via settings, with the default being enabled.

11/11/2011
• Stats of sniper, mirage, and sparrow changed.

• New building available: slums.

• Ability to add buy orders to market place has been added.

11/03/2011
• Fixed a bug with eminent domain not using the correct amount of EP.

• Fixed a display error for EP'ing conscripts in world logs.

10/31/2011
• Emergency draft now converts 10% of your citizens into conscripts. Prior it was always 10.

• Direct Tax was only being used 5% of the time. Plus, I want it to be especially attractive to military nations as a viable supplement to income without penalyzing money nations. So, instead of generating 1 hour of income instantly, it now generates 1/3 money per citizen, regardless if they are free or drafted. That's 33 money instead of 24 for a fresh nation, and about 400 instead of 250 for a typical, late-game solo nation.

• Eminent Domain was only being used 8% of the time. It has been buffed to now give 2 land, up from 1.

• Units traveling to your nation no longer count as current citizens, preventing your income from being affected until they arrive.

09/07/2011
• Missiles now have their own seperate construction queue.

09/01/2011
• Increased all research point costs of research options, as well as some of the monetary costs.

• Added several new research options, predominantly ones that increase resource structure effectiveness.

08/11/2011
• Fixed a bug that killed non-defending units on failed attacks. Latent units will still be able to be killed on successful attacks however.

08/04/2011
• Fixed an apparently long present exploit that allowed people to export cash to other nations without reaching 30 land. Nations under 30 can still receive one way exports.

08/01/2011
• Reimplemented nuclear warheads with several changes to how they are obtained and work.

• Implemented a research system, that will be expanded more upon in subsequent rounds. Feel free to make research suggestions here.

• Exporting units now require a 3 cash export fee per unit, which goes to the nation receiving the unit.

07/17/2011
• Fixed an elusive bug in the battle system that let more defending units die than should when successfully defending, and under certain circumstances even killing off more than what existed.

• Fixed a bug in the battle system that was incorrectly calculating defences out when attacking.

• Fixed a display bug that hid who exported to you if they weren't an ally.

07/16/2011
• Fixed a bug where exported units would only arrive when the user logged on.

• Following recent world events, South Sudan is available as a country.

07/06/2011
• Added a 12 hour delay for manually deleting a nation. You cannot log back onto the nation without cancelling the request to delete.

07/01/2011
• Made numerous unit balances. Please read the update notes for full balancing info:

• Fixed a visual problem where tied places for medals were being improperly awarded.

06/06/2011
• All new in-game forums are now available, with more aesthetic and functionality improvements to follow.

06/02/2011
• Added page to show past round rankings for those curious.

• Added ability to export money to nations.

• Added more tools for GM's. Remember to report anything unusual or suspect.

05/29/2011
• You can no longer cancel market unit sell orders until you have enough town/city to support them coming home.

• You can no longer export units to a country if they don't have enough towns/cities to support it.

05/22/2011
• Turned back on auto-cleanup of abandoned nations. An email warning will be sent after 4 days inactive (2 for new nations) and the nation will be deleted after 8 days inactive (4 for new nations). Reign Pro users are immune.

04/04/2011
• 1 uranium can now be exchanged for 100 money, up from 50.

• 5 probes now cost 2 uranium, up from 1.

03/01/2011
• Population of towns and cities doubled. Income per citizen halved.

• Cost of land has increased.

• Round end time has become uncertain...

• Power structures under construction no longer produce power until completly built.

• Turret and Pillar no longer cost uranium.

• Turret and Pillar damage increased by 50%.

• Turret and Pillar power consumption doubled.

• Turret and Pillar now reduce culture.

• Defense bonus from morale reduced 25% (Eg: At 100% morale: +75% defense bonus, down from +100%).

• You can not longer withdrawal units from cache without having enough free citizens.

02/19/2011
• Fixed bug with lottery that prevented it from displaying recent winner's names.

• CMs can now mute players from world chat and/or PMs from non-allies.

• Fixed bug in calculation of free power when ordering structures.

02/10/2011
• Fixed bug that made it impossible to spy using probe.

02/09/2011
• Alliances pane now shows % of world domination and number of members for each alliance.

• Spies replaced by Probes. Probes require an airbase instead of an academy, build very quickly, travel very quickly, cost 50 money / 1 metal, and consume 1 oil to deploy.

• Probes are now for sale in the Black Market!

• Sniper train time reduced from 40 minutes to 15 minutes.

• Alliance page now shows nation flags.

02/07/2011
• Structures now consume electricity the moment construction begins, as opposed to when construction is complete.

• Oil Rigs culture penalty reduced from 1/day to 0.5/day.

• Your military advisor now makes recommendations based on the military power of nations within your range. This makes his advice more useful to small nations who realistically don't need to worry about being invaded by superpowers.

• Nations now begin with a City and a Solar Plant instead of a City and a Coal Plant.

• Town electricity consumption lowered from 6 to 5.

02/06/2011
• Nations can now dip into negative culture. This means only the lowest culture nation will have 0% morale, whereas all other nations will still have a bit of morale. This change is experimental and may be reverted.

• Fixed minor display glitch involving the spy system.

02/03/2011
• Improved tutorial text.

• Added Upcoming tab to Overview that gives you a look at what's being worked on or what's on the todo list.

02/02/2011
• Fixed bug that would have allowed players to attack nations as low as 1/3 their land (this bug was short-lived and no one exploited it while it was live).

• Fixed bug that prevented players from attacking nations equal to exactly 2/3 their land.

02/01/2011
• NEW ELECTRICITY ICON!!!

• Academy money cost reduced to 125, down from 175.

• Don't panic! Your defense has been doubled. Indeed, every nation's defense has doubled! This is a result of all unit's attack and defend damage has be increased by 2x. This was done to allow for more variation and also weaker units. This doesn't actually affect gameplay in anyway -- just higher numbers. Your defense will be 2x higher, and so will your potential offense. Your DE hasn't changed.

• New unit! Conscript, a weak defense only infantry unit only obtainable by Emergency Draft.

• Emergency Draft now gives you Conscripts instead of Guards.

• Emergency Draft now costs 10 EP, down from 20.

• You may now sell Guards.

• Metal Confiscation executive order now returns 25% of your citizen population in metal, down from 33%.

• Metal Confiscation now costs 50 EP, down from 80.

• Eminent Domain now costs 80 EP, down from 100.

• Factories have been renamed to War Factories.

• Oil Trucks no longer require a factory to be built.

• Oil Trucks no longer drain culture.

• Cheetahs no longer require a factory to be built.

• Labor Mandate now boosts construction speed by 2x (as advertised) rather than insta-completing 50% of construction. Same effect, but now with correct functionality / display.

• Construction now displays percentage complete, along with time until completion.

• Queued items in Production are now numbered per user request.

01/30/2011
• Queues now have scrollbars!

11/02/2010
• Brute build time reduced from 4 hours to 3 hours.

• New anti-heavy armor defensive structure, the Turret.

• Sickle jet build time reduced from 3 hours to 2 hours.

• Sickle jet now only requires 1 citizen to pilot, down from 2.

• Pillar build time increased from 4 hours to 5 hours.

11/01/2010
• Pillar damage reduced from 15 to 5 (15 vs air).

• Pillar is now considered heavy armor.

10/12/2010
• Anna now announces in World chat whenever a nation attacks another nation.

• New font for all you Plain Janes on Windows!

10/10/2010
• Soldier training time reduced from 5 minutes to 1 minute.

• A test server has been created. It will soon be accessable to all Reign Pro users to help test under-development features that are not yet ready for the live server.

• Modified nation authentication to protect from possible exploit that would allow a user to spoof as another nation.

• Spy now travels much faster, with a travel time of 8 hours, down from 12.

10/09/2010
• Added music to battle (requires HTML 5 web browser). Until I can find or make my own music, I'm using stuff from Halo Reach soundtrack.

• Fixed log bug causing nation profile link to not work for nations who bought units off market.

10/08/2010
• Brought back old labor mandate!

10/06/2010
• I am experimenting with ways to make alliances more useful and fun, starting with cache. I noticed very few people are using cache for units right now. For now, I have changed cache so that both resources and units now instantly show up in cache when deposited (like market). Withdraw still requires travel, but with a +25% travel speed bonus. Spade in 45 minutes, soldier in 9 hours, etc. Let me hear your feedback, just send me a message, even if it just says SUCKS or YEY.

• If you have units traveling home, you can mouse over the number to display time of arrival. Respects your time zone.

10/06/2010
• Alliance list on PC interface is now a tab in Nations window

• Fixed spy travel home time bug causing her to go slower than she should (12 hrs) under certain cimcumstances.

• As suggested by Attila, the Black Market casino now allows you pick from a range to gamble with.

• The round time information and lotto time information now respects your time zone (specified in Settings).

• You now have access to all your old mail now.

• Thanks to Azarath for reporting and helping me debug the elusive gamble bug - it has been fixed.

• The construction auto-complete bug has been fixed. Thanks to everyone who sent detailed bug reports, especially kill_red for letting me literally take over his nation for 2 hours. Keep those bug reports coming!

10/05/2010
• User profile now calculates the day you'll die. Lol.

• As proposed by Flash, there is now a daily lottery. If your number is drawn, you get a random collectable.

• The Radical unit has been removed from the Black Market for the time being.

• The Ravanger unit has been disabled for the time being.

• Certain events in the world log are anonymous now, such as construction, drafting, selling, retiring, etc.

• Labor Mandate EP cost raised from 10 to 20 and it's effect has been doubled.

10/04/2010
• Spies now return home after their hour-long spy mission.

• Battle system updated.

• As proposed by kiltec (Austria), cultured nations are no longer penalized when counter-attacking nations that have attacked them within the last 24 hours. In addition, during that 24 hour period, cultured nations receive a retribution bonus equal to their morale against that nation.

10/03/2010
• Lowered land requirement to trade from 40 to 30.

• Brute Tank damage modified from 12:6 (18:9 vs Light Armor) to 8:4 (20:10 vs Light Armor).

• 6 additional themes released for PC interface.

• New default PC interface theme; Storm.

• Added more detail to battle screen.

• New casino dice.

• Added all-time earnings from gambling in user profiles. Note: I only started logging gambles today.

• Fixed glitch causing all-time win/loss record to be inaccurate.

• Labor Mandate changed. Instead of increasing build time of next structure by 2x, it now fast-forwards your current construction by 30 minutes. Can carry over into queued structures. This allows for rapid construction if you're willing to sacrific the EP on mutliple consecutive labor mandates.

10/02/2010
• Alliance tags are now visible in chats. Land count can optionally be displayed in chats as well if you turn it on in Settings.

• Battle engine now prints out battle results line by line as the battle is fought out.

• Sickle Jet and Warthog travel time increased from 1 hour to 2 hour.

• Soldier damage lowered from 2:2 to 1:1.

• Soldier price lowered from 100 money to 50 money.

• The Hive and Sparrow helicopters now do their bonus damage against infantry.

• Cost of Hive and Sparrow has been increased by 50 money.

• Warthog damage changed from 16:8 to 12:6 (24:12 vs Ground).

• Warthog oil cost increased from 3 to 4.

• Citizens now produce $1 per 2 hours, down from $1 per hour.

• Town population increased from 10 to 20.

• City population increased from 25 to 50.

• Metal Confiscation cost raised from 40 EP to 80 EP.

• Metal Confiscation now extracts 1 metal per 3 citizens rather than 1-3 metal per 10 citizens.

• Immigration Initiative cost lowered from 80 EP to 40 EP.

• New structure with no build cost or construction time, National Park, produces 1 culture per day.

• Museums cost increased to 750 money.

• Increased oil cost of all jets by 1.

• Increased oil cost of Sparrow by 1.

• Added new unit, Oil Truck.

• Gambling amount is now based on your current money income.

10/01/2010
• Anna is now programmed to end rounds, log end-of-round stats for all nations, give out medals, and reset the moment a new month begins.

• Created new stucture, Space Station. It doesn't do anything. I don't know why I created it. It just felt like it was a good move. I'll see where it takes me.

• Black Market units are now selectable as your favorite unit in settings.

• Battle now logs unit casualties.

• In addition, battle simulation text ouput improved slightly.

• All-time records for land, culture, treasury, and all-time win/loss record now in user profiles.

09/27/2010
• Everyone may now view their nation's entire round log.

09/26/2010
• There is an active bug causing some units to complete production before they should. It is not readily apparent what is the cause. I have enabled detailed logging of the construction processes to debug this issue. Hopefully I'll find the cause soon. Please report if you encounter this bug with any commentary as to the nature of it occurring, so I do not mistake its occurrence as active exploitation. I will not hesitate to delete units gained by exploitation or lock accounts should anyone exploit this bug.

09/23/2010
• Alliance leaders are now about to setup public profiles again using full interface.

• Thanks to lorddread (Congo), a bug allowing players to theoretically spawn infinite resources and units has been fixed.

09/22/2010
• Thanks to potato (China) and epicRelic (Luxembourg), a bug causing some units to occasionally build faster than they should has been identified - not resolved yet.

09/21/2010
• I have contacted a few of you regarding the use of multiple nations. Please remember, it is against game rules to have more than one nation per world (and yes there is only 1 world right now). It is also against rules to access another player's nation, even if he or she gives you permission. Failure to follow these rules may result in account bans.

• Thanks to obsessive1 (Netherlands), a chat bug has been pointed out.

• User profiles now show age, sex, location, total chat posts, facebook account, twitter account, and reddit account. All of this information can be optionally provided on the Settings page.

• Pro users can now view their nation's full round log, as requested by craigory83 (Colombia).

• You can now cancel queued structures and units for a full refund of money, metal, uranium.

• You may now hide your DOB on your profile if you wish to only show your age.

09/20/2010
• Boten anna will now mute players for 1 hour who abuse chat after 2 warnings. Continued abuse results in longer mute duration. Thanks for your help in keeping the chats clean for the sake of not only young players but everyone.

• Reign will now stay in whichever chat you were last in (world or alliance). Thanks to craigory83 (Colombia) for suggesting this feature!

• Boten anna no longer cares if you curse in private conversations and alliance chat.

• By popular demand, you can now opt to run Reign's full UI on your mobile device now!

• Alliance profiles now display all members in that alliance, along with their land count.

• Nation profiles now display what percentage of the world that nation controls.

• Fixed bug that prevented nations from logging in if there nation name was reset by admin.

• Small market bug fixed. Shoutout to Haseo (Japan) for reporting.

• Thanks to lorddread (Congo), a major exploit that allowed free construction and drafting has been fixed.

• The Black Market has a new representative...

09/19/2010
• Thanks to BubbaDubbDub (New Zealand), a bug causing defense contribution of pillars to be inaccurate has been fixed.

• Pillar defense lowered from 30 to 15.

09/18/2010
• In light of the server performance issues of late, I have asked my good friend Invisible to be in charge of server stability, performance, and security. Expect occasional lag and downtime as we work together to address these issues.

• CMs, GMs, Test Accounts, Sysadmins no longer receive inactive nation reports.

• Coal Plant structure build time reduced from 30 minutes to 20 minutes.

• Land cost formula modified, ultimately resulting in a very slight increase in land cost.

• Oil Rigs, Factories, and Air Bases now negatively impact culture.

• Thanks to potato (China), a major chat exploit that allowed images and javascript to be posted to chat has been fixed.

• Thanks to lorddread (Congo), a major exploit allowing money to be farmed using structure sell function has been fixed.

• Thanks to potato (China) and lorddread (Congo), a major cookie exploit that allowed clever users to access nations not associated with their account has been fixed. No account information was compromised by this bug.

09/17/2010
• Cache log is now part of the World Log / Game Updates window

• You must now be 40 land to export / cache deposit.

• There is a wiki now!

• You can now sell multiple structures at once.

• Alliance leaders can now set an Alliance MOTD.

• Chat now has timestamps; mouse over the sender's nation to see when message was posted.

• New nations that go inactive for 24 hours are warned by e-mail and then deleted 24 hours later if they don't login. Nations above 12 land are warned after 48 hours of inactivity and then given 48 hours to login again before being deleted.

09/16/2010
• Collecting uranium will only require a vote some of the time now.

• Players who collect uranium on mobile devices will not be asked to vote, as requested.

• Increased morale discount of land cost from [morale]/4 to [morale]/3 percent. In other words, morale can discount land cost by up to 33% now, up from 25%.

• On the PC/iPad UI, you can now access the Market by clicking your money count. The Black Market can also be accessed by clicking your uranium count.

• Fixed log format problem on mobile devices as reported by Azarath.

• In addition to culture count and units, successful spy infiltrations now also reveal structures.

• New nations now begin the game with 50 favor.

• Fixed log display glitch relating to confiscate metal executive order. This glitch did not effect actual metal amount awarded, just the amount displayed in log.

• Lowered Ravanger build time from 2 hours to 1 hour.

• Lowered Sniper build time from 1 hour to 40 minutes.

• Lowered Spy build time from 1 hour to 20 minutes.

• The culture penalty for attacking another nation has been raised from 10% to 20%.

• Fixed bug causing new nations to be insta-deleted the moment they were created. Bug was a result of cleaning up I did earlier today. Life of bug was ~1 hour.

• You can now change your e-mail address in your user settings.

• You can now change your password in your user settings.

09/15/2010
• Collecting uranium now votes for Reign on a vote site to allow Reign to grow a little bit.

• Uranium collects are now displayed in the world log.

• New lovely uranium icon (refresh to see).

• Direct Tax cost reduced from 40 to 30 executive power.

• Metal Confiscation cost reduced from 60 to 40 executive power.

09/14/10
• Hive effectiveness against heavy army increased 50% from 2(4):4(8) to 2(6):4(12).

• Sickle metal cost reduced from 10 to 5 metal.

• New favor resource introduced, recharges at fix rate, maximum of 100.

• You can now spend favor to create executive orders. Click your favor count to see available options.

• Reduced favor cost of Metal Confiscation from 80 to 60.

• Reduced favor cost of Labor Mandate from 20 to 10.

• Added new Spy unit dedicated to scouting. Sniper can no longer scout.

• Changed Ravager unit cost from 125 to 250. Unit no longer requires 1 uranium.

• Changed Ravager unit to do bonus damage against only lightly armored air units (Jets).

• Sniper money cost lowered from 200 to 175.

• Swapped Cheetah's attack and defend damage, making it a defensive unit.

09/12/10
• Various miscellaneous changes to game that I neglected to document. SORRY.

09/05/10
• PC/iPad interface preview released. View Reign WS on a PC or iPad to view the work in progress.

• Added a new cheap, offensive anti-air unit, the Sickle.

• The Cheetah unit is now an offensive unit. Unit stats have also been adjusted slightly.

• The Spade unit is now a defensive unit. Unit stats have also been adjusted slightly.

• The Mirage unit is now an offensive unit. Unit stats have also been adjusted slightly.

09/04/10
• Fixed bug preventing Oilers from producing oil.

• Reign now displays your metal income since last page load at top near total metal count.

09/03/10
• Various unit stats changed for balance.

• Implemented various miscellaneous changes.

09/02/10
• Various structures and units enabled / disabled / modified.

• Implemented various miscellaneous changes.

09/01/10
• Implemented various miscellaneous changes.

• Alpha Round 3 has begun.

08/29/10
• Alpha Round 2 has ended. Game reset.

• Money removed from game. Metal is now the primary resource / currency.

• A series of sweeping changes have been introduced.

08/27/10
• Units now have an Attack value and a Defend value (A:D). When attacking, the unit does attack damage. When defending, the unit does defend damage.

• Soldier damage changed from 1:1 to 1:2.

• Guardian damage changed from 50:50 to 50:100.

• Brute damage changed from 80:80 to 160:80.

• Sparrow damage changed from 100:100 to 150:150.

• Spade damage changed from 120:120 to 120:240.

• Radical damage changed from 150:0 to 60:0. Now comes in bundle of 5.

• Merc damage changed from 1:1 to 2:1.

• Mirage damage changed from 150:150 to 300:150.

• Nuclear ICBM damage changed from 10,000:0 to 15,000:0.

08/10/10
• Battle bug causing vanishing nukes/radicals has been fixed.

07/06/10
• War has been re-enabled.

07/04/10
• Mercenary damage reduced from 2 to 1.

• Mercenary uranium cost reduced from 2 to 1.

• War will remain off for the time being as defense is tinkered with a bit more. Thanks for your patience.

• The goal of the two changes bulleted below is to permit only small nations or heavily militarized medium nations to maintain favorable DE

• DE curve now begins lower at low levels but rises more sharply as nations approach 100

• DE maximum has been raised again from 1 to 5, permitting possible bonus

07/03/10
• War has been disabled until tomorrow (Sunday) to give everyone time to readjust to new defense changes.

• DE now ranges from 0 to 100% and thus can no longer boost your defense. As a result, everyone's total defense has dropped to a much lower number. Don't panic ;)

• Your military advisor now reports how well you're defending your land and how well your overall defense compares to the rest of the world.

• When your nation has negative free power, the various stats effected by this (discussed in bullet below) are highlighted in orange/red.

• If you have negative free power, Reign will now lower money income, metal income, oil income, factory production, and airbase production by 75%, causing your economy to produce only 25% your normal output until resolved by building more power plants or selling power-consuming structures.

• If you have negative free land, Reign will randomly destroy structures (and log it) until the problem is resolved.

07/01/10
• Fixed bug with culture penalty when attacking other nations.

06/28/10
• There is now a 10% culture loss penalty for attacking other nations.

• Fixed bug with pentagram unit system that resulted in damage bonus being half of what it should be.

06/27/10
• Redesigned inbox interface

• Membership request acceptances now sends the requester a message.

• Requesting membership to an alliance now sends the alliance leader a message.

• Inviting a nation to your alliance sends them a message.

• Alliance leaders can now create message of the day announcements above alliance chat.

• Cities no longer reduce culture.

• Your alliance's cache log is now displayed on cache page.

• Cache logs are no longer public.

• Increased oil rig production from 2 oil per day to 3.

• Black market probe deal increased from 3 probes to 5.

• Probes are now buildable from airbases.

• Probes now cost 1 oil to deploy.

• Nations now have innate spy resistance based on their military defense rating with a maximum of 95% resistance.

06/26/10
• Alliance activity (creation, joins, etc) is now logged.

• Nations page now dims nation's land who are uncapturable.

• You can only capture land from nations with 67% or higher your current land.

• Added alliance tags.

• Lowered cost of Nuclear ICBM from 100 to 50 uranium.

• There are now two free themes (see settings).

• Fixed uranium extraction bug.

06/22/10
• Increased power output of Nuc Plant.

• Lowered cost of City, Nuc Plant, Airbase.

06/21/10
• Fixed bug that was causing metal mines not to extract metal.

06/20/10
• Fixed bug that prevented alliance leaders from being able to withdrawl from their alliance cache.

06/19/10
• Oil Rig extraction rate increased from 1 to 2.

• Metal Mine extraction rate increased from from 8 to 12.

• City income increased from $25 to $30.

• Town income increased from $9 to $12.

• Slum income increased from $5 to $8.

• Morale and population is now publically available on each nations' profile.

• Fixed bug causing radicals to cause a nuclear explosion, destroying land.

06/18/10
• Culture gain and loss should now be working correctly.

• You can now freely see what units your allies have.

06/16/10
• Land cost is now calculated using current land instead of the highest amount of land your nation has ever had. This makes rebuilding after losing in a war easier.

• Money, metal, and oil income has been doubled as an experiment to see how it effects gameplay.

06/15/10
• Fixed bug causing units to randomly spawn every time you refreshed page.

• Added graphical progress bars to production page

• There are now four seperate queues for Structures, Infantry, Factories, and Airbases

06/13/10
• You can now see what alliance each nation is in on the Nations page.

• Alliances now have a cache. Members can deposit resources and units into the cache for other members to withdrawal if needed.

• Airbases now decrease build time of aircraft, rather than factories.

• Aircraft is now unlocked from Airbases instead of Factories.

• Fixed culture bug that was preventing gain in culture. Gave everyone 10 culture.

06/12/10
• New unit: Radical Terrorist.

• Nuclear ICBM is now only available in Black Market.

• Drones can now be purchased in Black Market, as well as built once you have factories and metal.

• Culture is now a resource that accumulates (or drains) over time. You cannot go into negative culture.

06/11/10
• All unit stats have been adjusted for balance purposes.

• Lowered Town population from 1,000,000 to 900,000.

• Lowered base cost of land slightly.

• Morale discount on land cost reduced from 50% max discount to 25%.

06/10/10
• Rolled out new pentagram unit system.

06/08/10
• Altered stats (cost, etc) on various structures.

• Added new structure, Slum.

• Added new structure, Coal Plant.

• Added new structure, Nuc Plant.

• Added new structure, Solar Plant.

• Reduced cost of various structures.

• Added power resource.

• Factories no longer generate income.

• Farms are no longer buildable. Please sell are existing farms.

• Taxes are now the only way to generate income aside from trading with other players. All free citizens now pay 1 cent taxes per hour, rounded to nearest dollar.

06/06/10
• Display of uranium time and collection link has been repositioned.

• Morale is now visible on Overview.

• Land cost formula changed to make advancement considerably quicker for low land players.

05/30/10
• Reduced cabbage growth time from 1 hour to 30 minutes.

• I had to reset research database table, bringing all nations to 0 research points. All nations that exist at the time of this post have been sent 891 money to purchase their first 3 research points (or invest elsewhere). Sorry for inconvenience.

05/29/10
• Your nation log now also displays market trades and exports.

02/12/10
• Fixed bug that resulted in no battle logs.

• The defense rating formula has been modified to be slightly more strict.

02/11/10
• The defense rating formula has been modified. It is now much more exponentially strict. Please check your military advisor for your new defense rating and adjust your defense budget accordingly.

• The cost of all units has been cut in half to allow for bigger armies while also doubling the importance of resources.