This is summod, a dominions 4 overhaul mod, and it is a work in progress. For discussion: http://z7.invisionfree.com/Dom3mods/index.php?showtopic=2764
Thanks to: LambertS, Moggers, Ohlmann, Amuys, Johannes, Algulod, llamabeast, Zonk, Sy, Cruxador, Iceland, Torgoni, Malakal, Fungalreason, AN, Maerlande, Earcaraxe, Eustachy, Yakri, PyroICF, Kate Micucci, EAlb, various anons, and anyone else I've forgotten.
What is the purpose of this mod?
The mod's purpose is a general "gameplay improvement mod." This primarily involves increasing gameplay variety. While balance is involved in this, it is not the only consideration. The changes to the generic section can be quite conservative, but certain nations with severe underlying flaws, such as LA Pythium (coming soon!), receive comprehensive rebuilds.
RANGES USED: Units 6300-6999; Weapons 1400-1500; Armor 750-780; Sites 1800-1850; Nametypes ; Montag 1300-1320; Item 700-799; Spell; restrictitem 1100-1150; Nations; mercenary; event; Sprites: 118
Changelog (v0.77)
Table of Contents
- Magic Items
- Non-summon Spells
- Summon Spells
- General Changes
- National Changes
- Early Age
- Arcoscephale, Golden Era
- Ermor, New Faith
- Ulm, Enigma of Steel
- Marverni, Time of Druids
- Sauromatia, Amazon Queens
- T'ien Ch'i, Spring and Autumn
- Machaka, Lion Kings
- Mictlan, Reign of Blood
- Abysia, Children of Flame
- Caelum, Eagle Kings
- C'tis, Lizard Kings
- Pangaea, Age of Revelry
- Agartha, Pale Ones
- Tir na n'Og, Land of the Ever Young
- Fomoria, The Cursed Ones
- Vanheim, Age of Vanir
- Helheim, Dusk and Death
- Niefelheim, Sons of Winter
- Kailasa, Rise of the Ape Kings
- Lanka, Land of Demons
- Yomi, Oni Kings
- Hinnom, Sons of the Fallen
- Ur, The First City
- Berytos, The Phoenix Empire
- Xibalba, Vigil of the Sun
- Atlantis, Emergence of the Deep Ones
- R'lyeh, Time of Aboleths
- Pelagia, Pearl Kings
- Oceania, Coming of the Capricorns
- Therodos, Telkhine Spectre
- Middle Age
- Arcoscephale, The Old Kingdom
- Ermor, Ashen Empire
- Sceleria, The Reformed Empire
- Pythium, Emerald Empire
- Man, Tower of Avalon
- Eriu, Last of the Tuatha
- Ulm, Forges of Ulm
- Marignon, Fiery Justice
- Mictlan, Reign of the Lawgiver
- T'ien Ch'i, Imperial Bureaucracy
- Machaka, Reign of Sorcerors
- Agartha, Golem Cult
- Abysia, Blood and Fire
- Caelum, Reign of the Seraphim
- C'tis, Miasma
- Pangaea, Age of Bronze
- Asphodel, Carrion Woods
- Vanheim, Arrival of Man
- Jotunheim, Iron Woods
- Vanarus, Land of the Chuds
- Bandar Log, Land of the Apes
- Shinuyama, Land of the Bakemono
- Ashdod, Reign of the Anakim
- Nazca, Kingdom of the Sun
- Xibalba, Flooded Caves
- Atlantis, Kings of the Deep
- R'lyeh, Fallen Star
- Pelagia, Triton Kings
- Oceania, Mermidons
- Late Age
- Arcoscephale, Sibylline Guidance
- Pythium, Serpent Cult
- Lemuria, Soul Gates
- Man, Towers of Chelms
- Ulm, Black Forest
- Marignon, Conquerors of the Sea
- Mictlan, Blood and Rain
- T'ien Ch'i, Barbarian Kings
- Jomon, Human Daimyos
- Agartha, Ktonian Dead
- Abysia, Blood of Humans
- Caelum, Return of the Raptors
- C'tis, Desert Tombs
- Pangaea, New Era
- Midgard, Age of Men
- Utgard, Well of Urd
- Bogarus, Age of Heroes
- Patala, Reign of the Nagas
- Gath, Last of the Giants
- Ragha, Dual Kingdom
- Xibalba, Return of the Zotz
- Atlantis, Frozen Sea
- R'lyeh, Dreamlands
Axe of Hate: N2->N1
Bane Blade: +fear 1
Demon Whip: +undead leadership 20
Dragon Sceptre: const6->4
Duskdagger: +bleeding, +slashing, dmg 2->4, att 2->4
Elf Bane: +dispels glamour
Evening Star: nratt 1->2
Enchanted Sword: +MR1
Enchanted Spear: +MR1
Fire Bola: nratt 1->3
Fire Brand: primary dmg 12->8
Fire Sword: +FR3
Frost Brand: primary dmg 16->6, att 4->2
Heartfinder Sword: B3->B2
Hunter's Knife: +bleeding
Ice Sword: +CR3
Knife of Damned: +horror mark on hit
Lightning Spear: const 4->6, +LR5, A1->2, +secondary effect(AoE 3, dmg 2, shock)
Main Gauche of Parrying: def 4->6
Rat Tail: +beastmaster 2
Rod of the Phoenix: F4->F3
Sceptre of Authority: leadership 25->50
Shadow Brand: const 6->4, D2E1->D1E1, dmg 12->8
Smasher: E2->E1
Snake Bladder Stick: AoE 4->5
Star of Heroes: nratt 1->2
Star of Thraldom: False Fetters AoE 1->5
Summer Sword: const 4->6, N2E1->N1E1, supply bonus 100->200
Sword of Swiftness: def 4->1, autocasts Quickness
Thunder Whip: dmg 10->12, +secondary effect(AoE 1, dmg 10 stun)
Vine Whip: const 4->2, N2->N1, entanglement->AoE 1
Wand of Wildfire: F3->F2
Charcoal Shield: E2F1->E1F1
Enchanted shield: +MR1
Golden Hoplon: F2->F1, FR15->10
Lantern Shield: D2F1->D1F1
Lead Shield: enc 3->2, def 3->7
Lucky Coin: S2->S1, parry 4->6
Scutata Voltrunus: (repeat)autocasts a modified Shock Wave
Shield of the Accursed: S2B1->S1B1, +tainted 5, (repeat)autocasts modified Horror Mark(rng 10, prec -5)
Shield of Valor: +inspirational 1
Totem Shield: (repeat)autocasts a healing spell (AoE3, rng 8, heal 1+)
Weightless Tower Shield: A2->A1
Weightless Kite Shield: A2->A1, def 7->6, prot 21->19
Bane Blade: +fear 3, dmg 9->12
Banefire Crossbow: const 6->4 , ammo 12->24
Bow of War: const 6->4, ammo 12->24, dmg 11->13
Bow of Botulf: ammo 12->24
Carmine Cleaver: F2E1->F1E1, fireshield 7->10
Doom Glaive: decay->difficult to resist
Enchanted Pike: +MR1, def 1->3
Ethereal Crossbow: ammo 12->24
Gate Cleaver: E3->E2
Gloves of the Gladiator: N2->N1, dmg 3->5, def 1->3
Golden Arbalest: nratt 2->3, ammo 12->24
Halberd of Might: strength bonus 4->8
Hammer of the Mountains: att -1->2
Hell Sword: B3F2->B2F1, dmg 9->15
Ice Pebble Staff: W3->W2
Implementor Axe: dmg 10->12, +on-hit effect(Lesser Fear)
Ivory Bow: D3A1->D1A1, dmg 15->18, prec 2->5, ammo 12->24
Just Man's Cross: prec 4->6, ammo 12->24
Longbow of Accuracy: dmg 15->18, ammo 12->24
Midget Masher: AoE1, dmg 13->0
Moon Blade: S1->S2, +ethereal
Piercer: E1A1->E1, ammo 12->24
Skull Standard: +inspirational 1
Staff of Corrosion: W2F1->W1F1
Staff of Elemental Mastery: ritual range boost 1->2
Staff of Flame Focus: ritual range boost 1->2
Staff of Storms: A5->A4 (gem cost still 25)
Standard of the Damned: D4->D3, +100 undead leadership
Thunder Bow: +AoE1, dmg 0->-3, ammo 12->24
Vine Bow: +AoE1 entangle
Vision's Foe: nratt-3->-2, ammo 12->24
Wraith Sword: D4->D2, +fear, dmg 9->13
Wavebreaker: +autocasts Water Shield, +allows casting of Water Strike
Crown of Command: +undead leadership 50, magic leadership 25->50
Helmet of Heroes: +leadership 50
Iron Face: 4E->3E
Mistletoe Garland: const 2->4, autocasts Twist of Fate
Spirit Helmet: +SR5
Spirit Mask: D2N1->D1N1
Wraith Crown: D6->D4
Berserker Pelt: berserk 0->3
Blacksteel Full Plate: enc 4->3
Blue Dragon Scale Mail: W2->W1, CR15->10
Bone Armor: D5->D4
Brightmail Haubergeon: const 4->6, +awe 1
Chain Mail of Displacement: autocasts Mirror Image
Direwolf Pelt: att 1->3, def 1->3
Enchanted Ring Mail Armor: +MR1
Green Dragon Scale Mail: N2->N1, PR15->10
Hydra Skin Armor: prot 12->15, -FR5
Jade Armor: 2W1E->1W1E
Lightweight Scale Mail: const 2->0, prot 11->14
Marble Armor: prot 16->19, enc 3->2
Red Dragon Scale Mail: F2->F1, FR15->10
Robe of Invulnerability: D4->D2
Silver Hauberk: A2E1->A1E1
Weightless Scale Mail: A2->A1
Brimstone Boots: +reinvigoration 2
Chi Boots: nratt 1->2
Acorn Necklace: N1E1->N1
Amulet of Breathing: A2->A1
Amulet of Missile Protection: A2->A1
Amulet of the Fish: W1A1->W1
Arcane Lens: ritual range bonus 1->2
Astral Serpent: N1S1->N1
Barkskin Amulet: const 2->0, N2->N1
Barrel of Air: const 6->2
Bear Claw Talisman: const 0->2, E2->E1
Blood Pendant: ritual range 1->2
Bracers of Protection: def 2->3, prot 2->3
Cat Charm: N2->N1
Catseye Amulet: D1E1->D1
Cauldron of Elven Halls: const 4->0
Champions Skull: D2->D1, +inspirational 1
Crystal Heart: E2S2->E1S1
Dancing Trident: dmg 19->21, def 1->2, att 0->3
Effigy of War: false army 50->80
Elixir of Life: N2F2->N1F1
Enchanted Mirror: A2->A1
Enormous Cauldron: const 2->0, supply 100->120
Eye Pendant: D3E3->D3E2, patrolbonus 10->20, diseasehealer 1->3
Gossamer Cloth: const 2->4, hides 25->100
Imp Familiar: undead leadership 1->10
Lychantropos' Amulet: str 4->3, berserk 0->3, +recuperation, -1 pathboost(all)
Manual of Water Breathing: N3W1->N3, breathing 50->200 points
Miraculous Cure All Elixir: N5->N4, disease healer 1->5
Mirror of False Impressions: A4->A2
Pendant of Luck: +autocast Twist of Fate
Pills of Water Breathing: const 4->6, A2->A1, breathing 20->80 points
Ring of Warning: patrol 10->25
Sea King's Goblet: const 6->4, W3->W2, 100->150 points
Skull Talisman: const 0->2
Slave Matrix: E1S1->S1
Stone Idol: E2S2->E1S1
Stone Bird: att 0->2
Stone Sphere: S2E1->S1E1
The Copper Arm: E3F1->E1F1, +forgebonus 1
The Pebble Pouch: range str/3->str, nratt 1->3
Wall Shaker: A3->A2
Water Lens: ritual range 1->2
Woundfend Amulet: E1S1->S1
Amon Hotep: F6S5->F5S5
Aseftik's Armor: enc 4->3, E4->E3
Atlas of Creation: E5S5->E5S4
Boots of Antaeus: E5N1->E3N1
Carcator the Pocket Lich: D4->D2
Draupnir: E5->E4
Fenris Pelt: N4->N3
Gate Stone: E8S8->E7S7
Hammer of Forge Lord: forgebonus 4->8
Harvest Blade: B3N1->B2N1, fear 5->15
Holger the Head: E1D1->E1, (+casts luck on himself)
Monolith Armor: E5->E4, prot 30->32, +reinvigoration 6
Nethgul: S3W2->S2W2
Percival the Pocket Knight: E2N1->E1N1, (hp 11->16, att 11->13, def 16->19, str 11->13)
Sun Slayer: D6->D5
Tempest: A6->A5
The Ark: F6S6->F5S5
The Horror Harmonica: S6D4->S5D3
The Manual of Crossbreeding: B3N3->B2N2
The Sharpest Tooth: N2S1->N1S1
The Staff from the Sun: S5F1->S4F1
The Summit: E6->E4, att 12->15 , def 6->9, +armor piercing
Unquenched Sword: F7->F5, autocasts Unquenched Fire(Living Fire+Heat from Hell)
Wondrous Box of Monsters: N5->N3, +PR5
Acashic Knowledge: conj 6->5, 25->20 gems
Arcane Probing: 3->2 gems
Auspex: range 2->3
Dark Knowledge: 4->3 gems
Dome of Arcane Warding: ench 6->4, 10->6 gems
Dome of Corruption: ench 7->5, 20->13 slaves
Dome of Flaming Death: ench7->5, 8->5 gems
Dome of Solid Air: ench 6->5, 20->12 gems
Forest Dome: ench 6->5, 10->8 gems
Frost Dome: ench 6->4, W5->W4, 15->8 gems
Astral Corruption: blood 7->9, 166->222 slaves
Celestial Rainbow: W7N5->W6N4, 80->60 gems
Fata Morgana: A7->A6, 90->80 gems
Forge of the Ancients: conj 7->9, 80->60 gems
Ghost Ship Armada: 60->40 gems
Guardians of the Deep: conj 8->6, 60->40 gems
Lure of the Deep: thau 8->7, 70->50 gems
Mechanical Militia: const 9->7, 80->60 gems
Purgatory: thau 7->6
Riches from Beneath: E5->E4, 70->40 gems
Second Sun: evo 8->7, F8->F6, 80->50 gems
Strands of Arcane Power: evo 9->8
The Kindly Ones: conj 8->7, F6N4->F5N3
The Looming Hell: blood 9->6, B8-B7, 150->100 slaves
Wrath of the Sea: ench 8->6, 70->50 gems
Acashic Record: 10->5 gems
Breath of the Desert: F3A1->F3
Divine Name: 25->14 gems
Dragon Master: ench 8->6, 30->14 gems
Gift of Reason: 20->12 gems
Raven Feast: A4->A3
(New Spell) Gulf Stream: ench 5, F3, imitates friendly currents
(New Spell) Pyriphlogos Incantation: battlefield-wide fire booster, conj 5, F3, 3 gems
(New Spell) Siren's Blessing: ench 3, A3, removes amphibian penalty
(New Spell) Wild Tangle: conj 3, AoE 2+, scaling version of Tangle Vines
Bonds of Fire: thau 2->1
?Bone Grinding: cripple 100%->50% of battlefield?
Prison of Fire: thau 4->3
Rain of Stones: 1->2 gems
Numbness: alt 3->2
Quickness: +scales
Quickening: AoE 9+->9++
Earthmight: E2->E1, +scales
Iron Warriors: +scales(only to single targets)
Iron Will: +scales
Gift of Flight: +scales
Enlarge: +scales
Mossbody: +scales
Cheat Fate: +scales
Luck: +scales
Battle Fortune: +scales
Protection: +scales
Wooden Warriors: +scales(AoE 5->6+)
Wave Warriors: +scales
Army of Giants: +scales
Berserkers: thau 2->4, range 1->15, +scales
Touch of Madness: thau 4->2, range 15->1
Sulphur Haze: +castable UW
Rust Mist: +castable UW
Ice Strike: +castable UW
Confusion: AoE 1->2
Weakness: +scales(only to single targets)
Enfeeble: AoE 6->10+
Unraveling: S6->S5, 6->4 pearls
Bonemelter: W3N2->W3N1, range 20->25
Sailor's Death: AoE1-> 1 target, 5+ effects
Curse of the Desert: AoE 5->6+
Arcane Bolt: Dmg 10+->10++
All mid-level resists now scale
Spirit Curse: horror marks in addition to cursing
Army of Rats: alt 9->8, N7-N6, 5->3 gems
Skeletal Legion: alt 6->5 (fixed to actaully disease friendly units now (MR negates easily)?
Creeping Doom: +castable UW
Polymorph: range 20->20+
Flame Spirit: (+generates 1F gem/month)
Fire Drake: 7->5 gems
Summer Lions: summons 5+->7+, (prot 0->7)
Terracotta Army: summons 10++->16+++ (spear->pike), T'ien Ch'i gets a national version of the spell
Clockwork Soldiers: +castable UW, 8->6 gems (reinvigoration -15->-10, prot 18->20, AP 10->12)
Clockwork Horrors: +castable UW, (reinvigoration -15->-12)
Crusher: +castable UW, 15->10 gems (stone fist 1->2, +siege bonus 30)
Cave Drake: 5->4 gems
Fall Bears: summons 5+->8+ (+bite attack, prot 0->10)
Hidden Underneath: +castable UW, 75->60 gems, (sage/released one hp 8->13, warrior hp 10->17, king hp 12->18)
Hidden in Sand: 75->60 gems, (+poor amphibian)
Iron Dragon: +castable UW, 30->20 gems, (+commander, +noleader)
Living Statues: 20->15 gems
Mechanical Men: +castable UW, summons 10++->12++, (prot 18->19)
Siege Golem: +castable UW, const 9->7, 20->10 gems
Troll King's Court: 55->45 gems
Trolls: 15->10 gems
Amphiptere: 5->4 gems, (prec 10->12)
Draconians: 45->40 gems (+talons attack, prot 9->12)
Spring Hawks: 20->30 gems, summons 5+->12++ (prot 0->2)
Watcher: can be transported to an adjacent province for the first month it exists, after which it becomes immobile.
Wyvern: (size 5->4, prot 12->13 +talons attack)
Asp Turtle: 13->8 gems
Catoblepas: 15->10 gems
Claymen: 5->10 gems, summons 5+->16+++
Gelatinous Cube: 4->3 gems, (AP 2->6, +recuperation)
Hidden in Snow: 75->60 gems, (+poor amphibian)
Ice Drake: 7->5 gems
Kokythiad: 40->35 gems
Naiad: 35->30 gems
Naiad Warriors: 30->20 gems
Sea King's Court: 55->45 gems
Sea Trolls: 15->10 gems, (fist->2xclaw)
Winter Wolves: 10->20 gems, summons 5+->10++ (hp 13->16, prot 0->4)
Yetis: 15->12 gems
Abomination: conj 25->15 pearls
Eater of the Dead: 8->6, D4S4->D3S2, 50->25 pearls, (+FR5, +SR5, +pierceresist acid shield at three highest levels, slimer at two highest levels, plague at the highest level)
Ether gate: 90->65 pearls, (ether lord hp 25->30; ether warriors hp 22->25)
Golem: 30->25 pearls
Juggernaut: 25->10 pearls
Telestic Animation: can transport itself to an adjacent province for the first month of its existence, after which it reverts to an immobile form.
Arouse Hunger: summons 9+++->15+++(ghouls)
Bane: 7->6 gems, (hp 23->25 hp)
Behemoth: 10->8 gems
Leviathan: 12->10 gems, land AP 4->6, mapmove 1->2
Mound King: +castable UW
Pale Riders: +castable UW
Poison Golem: 35->25 gems, (banefireshield 5->10, +pierce/slash resist, +fear 10, +mapmovement teleportation)
Reanimation: 5->1 gems, summons 10->4(skeletons)
Reanimate Archers: 5->10 gems, summons 10->20++(skeletal archers)(banefire bows-> armor piercing)
Revenant: +castable UW
Revive Wights: 20->12 gems
Legion of Wights: conj 9->8
Ziz: D3A2->D3A1
Ambush of Tigers: 10++->14++, (+stealthy 40)
Animal Horde: 25->18 gems
Summon Animals: 10->8 gems
Call of the Wild: (werewolf hp 20->25)
Construct Manikin: 12->20 gems, summons 10++->16++++
Construct Mandragora: 10->8 gems
Forest Giant: (+grab and swallow attack)
Forest Troll Tribe: 37->33 gems, (+stealthy 40)
Contact Forest Trolls: 10->7 gems, (+stealthy 40)
Kithaironic Lion: N3E1->N2E1, 3->6 gems, summons 1->2
Lamia Queen: 25->20 gems
Lumber Construct: const 5->3, 5->4 gems (+siege 10)
Pride of Lions: summons 10++->13+++
Sleeper: (+sacred)
Sloth of Bears: (+bite attack)
Swamp Drake: 8->6 gems
Tarrasque: conj 9->6(unique), 25->20 gems (bite->bite and swallow, +prot 18->20, enc 4->2, commander, +noleader,
+recuperation, +slash/pierce/blunt resist, +FR/CR/SR 2, +digest 3, +acid digest 2)
Vine Men: summons 3->5
Vine Ogres: summons 2->3
Bind Succubus: 66->44 gems
Blood Rite: summons 3->7(vampires)
Cross Breeding: 15->12 slaves
Improved Cross Breeding: 20->16 slaves
Dark Vines: 12->30 slaves, summons 2->5
Devil: (+fire shield 6)
Plague of Locusts: (heretic 1->2)
Ritual of Five Gates: 28->24 slaves
Spine Devil: 3->12 slaves, summons 1->3, (prec 5->11, +throw spines attack)
Serpent Fiend: 4->12 slaves, summons 1->3, (att 12->15, str 12->16)
Growth/Death: Income 3%->2% per scale
Ohlmann: both excellent in short term gold, and excellent in long term gold. Production is a bit weak, because it doesn't give much money and resources become weaker quite fast. I also think that sloth 3 is not punitive enough.
Maerlande: I think growth is too obvious if you want money. If I remember correctly, Calahan used +2% for growth and gave production the other percent in his version of CBM for serious competition. I think that makes quite a difference to put a bit more decision between these two. Right now, I find growth is almost always a better choice.
sum1won: I'm including this discussion since I expect this is the biggest change in the mod. I'd also note that I modeled income and total gold from growth and order, and the comparison suggests that growth is significantly better over the long term, and nearly as good over the short term. The largest difference in gold is around turn 8-15 (varies depending on how aggressive expansion is) and never really rises above ~5% of income/total gold. Largest difference I saw was a few hundred gold.
Doesn't recruit certain particularly bad troops
Seasonal thrones no longer placed UW
Steel Ovens: level 0->1
Cedar Pillar: level 0->1
Well of Pestilence: rarity swapped with Bonedoor Tower
Ancient Ruin: summons 5 various bugs instead of 1 spider
Farm of Plenty: less common
Caveman Cave: gives 10 resources
Animal Cemetary: summons 4 carrion beasts instead of two
Flesh Eaters Isle: summons 4 ghouls instead of one
The Slaughterhouse: provides supply, summons some extra foulspawn
Isle of Saos: gives the correct units
Surveyed armor, made changes
Full Ring Mail: def -2->-1, rescost 7->6 (Logrians)
Chain Hauberk: def -2->-1
Full Chain Mail: def -3->-2 (LA Man, MA Man, LA Agartha, MA MArignon)*
Plate Cuirass: def -1->0, enc 2->1 (LA Pythium, LA Pangaea LA Ulm, LA/MA Marignon, LA Caelum (two units), LA Ragha (one unit), Therodos (Korybants -increase enc, drop defense), MA Pelagia (one unit), MA/LA Arco)
Plate Hauberk: def -3->-1, enc 4->2 (LA Pythium, Abysia, MA Machaka, LA Marignon, Ghandarvas, MA/LA Arco)**
Full Plate Mail: def -3->-2, enc 5->3 (LA Agartha (lots), MA/LA Marignon (Royal Guard), MA Machaka (Black Hunters)).
Full Chain Ulm: def -3->-2 (MA Ulm)
Full Plate Ulm: def -3->-2 (MA Ulm)
Bronze Cuirass: def -1->0, enc 3->2 (Therodos, MA Pangaea, MA Pelagia)
Bronze Hauberk: enc 5->3 (MA Pan, Pelagia, Oceania, EA Arco, LA Gath)
Spider Armor: rescost 26->20, def -3->-2, enc 4->3 (Machaka)
Ashigaru Armor: def -1->0, enc 2->1 (Shinyu, Yomi, slightly Jomon)*
Samurai Armor: def -2->-1, enc 3->2 (Jomon, Shinyu, Yomi)*
Heavy Samurai Armor: def -3->-2, enc 4->3 (Jomon, Yomi)*
Basalt Armor: enc 6->4, rescost 30->25 (EA Atlantis)
Hoplon: enc 1->2 (this fully offsets the benefits Therodos gets from the cuirass changes)
Jingasa: rescost 2->1
Coral Cuirass: prot 10->12, enc 2->1, rescost 7->10 (MA, LA Atlantis)?
Coral Hauberk: prot 12->14, def -2->-1, enc 3->2, rescost 10->15 (EA Pelagia, MA, LA Atlantis)?
Coral Barding: prot 11->16, rescost 12->20 (Oceania Aphroi)?
Turtle Shell Armor: prot 9->10 (EA Pelagia, EA/MA Oceania)?
Turtle Shell Barding: prot 9->10 (Oceania Icthycentaurs)?
Centaur Barding (Bronze): prot 16->17, enc 4->3 (MA Pan)
Centaur Barding (Iron): prot 17->18, enc 3->2 (LA Pan)
Amber Hauberk: rescost 18->15
Amber Shield: def 4->6
*Added Laminated Scale Mail
*Added Treated Scale Hauberk
Mace: dmg 5->6 (Nazca, Marignon, Bandar Log/Patala/Kailasa/Lanka, Mictlan)
Hammer: dmg 7->8 (MA Ulm, Claymen)
Maul: dmg 9->10 (MA Ulm)
Machaka Spear: rescost 3->2, att -1->0 (EA/MA Machaka)
Chakram: ammo 2->5 ammo (Bandar Log, Patala)
Throw Spines: changed to dmg str-10
Obsidian Clubsword(1-h): dmg 4->5, att 0->1
Yari: rescost 1->2
Wakizashi: rescost 4->2
Added non-rust equipment from non-rust mod:
Laminated Glaive
Laminated Yari
Spear
Knife
Bronze Glaive
Trident
Bronzed Falchion
Bronzed Kryss
Hoburg Crossbows: 7->9g
Heavy Cav (Indie) 19, 20, 21: dropped cost to 25
Knight (Indie) 22: cost 35->30
Light Cav (Indie) 24, 25, 26: dropped cost to 15; javelin light cav get light lances
Horse Tribe Chief/Brother: cost 55->45
Imperial Commander 2117: cost 65->55
Horse Tribe Cav: cost 25->15
Horse Brother: cost 25->15
Jade Maiden 370: cost 50->45
Nightmare 369: cost 85->70
Cataphract 1187: cost 30->35
Hog Knights: Rsize 2->1
*Barbarians no longer look like Skwisgaar; they now wield axes.
*Ichtyid, Triton, Terman, Frog Clan poptypes now provide indie scouts.
*Amphibious poptypes now provide better troops and shamans.
*Various amphibious indies given non-ferric equipment.
Chariot Archer: 55->45 gold
Equites: 35->30 gold
Equites of the Sacred Shroud: 50->45 gold
Eponi Knights: 30->25 gold, +hoof attack
Eponi Chieftan: 100->95 gold, +hoof attack
Lancer, Raider: 20->17 gold
Sauromatian Lancer, Sauromatian Raider: 25->22 gold
Sauromatian Cataphract: 35->30 gold
Androphag: 75->55 gold
Oioropata: 50->35 gold
Warrior Priestess: 130->110 gold
Warrior Queen: 175->145 gold
Manflayer: 155->135 gold
Hydra Hatchling: 35->28 gold, +recuperation
Hydra: 250->180 gold, +recuperation
Daughter of Typhon: conj 9->8, 30->20 gems
Horseman: 20->18 gold
Celestial Servant: 3->2 gems (from MA T'ien Ch'i changes)
Internal Alchemy: 10->2 gems (from MA T'ien Ch'i changes)
Machaka Militia: +foreign recruit
Machaka Warriors: 10->8 gold, spear->Machaka spear, +foreign recruit
Machaka Chief: +foreign recruit
Pygmy Warriors: +forest recruit
Spider Clan Archers: 15->13 gold
Spider Clan Warriors: +furs
Spider Clan Sorcerer: +not slow-to-recruit
Spider Rider: size 5->4, 50->35 gold
Great Spider: +20 gold, size 5->4, MR5->8, str 11->16 (from MA Machaka changes)
Sun Warriors: 18->14 gold, hp 12->13, mapmove 1->2
Tlahuelpuchi: B2->B2D2, 25->34 slaves
Civateteo: B2D2->B2, (+douse 1)
*From Xibalba changes Beast Bat: MR15->11, def 13->11, +animal, +undisciplined, -1 siege/defense (total siege/defense of 2.44->1.44 each)
Anathemant Dragon: 265->240 gold, +0.5ESDB, startage 35(32)->31(32)
Anathement Salamander: +0.1 ESDB, 175->150 gold
Annointed of Rhuax: 0.1->0.5 FESB, +douse 1
(New Spell) Childen of Rhuax: Abysian version of Rhuax Pact, conj 3, F4E1, 2 gems
(New Spell) Abysian Cross Breeding: Abysian-themed version of the Cross Breeding spell
Summon Scorpion Man: conj 8->6, 12->10 gems, (+commander, +iron cap, +torso slot)(credit to johannes)
*Casting Gift of Reason on demonspawn results in either a misbred commander (if they have afflictions), a blood hunter, or an assassin.
Lizard Chariot: 50->40 gold, 26->20 rescost, (bronze scale mail curaiss->iron, bronze cap->iron)
Serpent Dancers: stronger weapons (snake staff: att 1->2, dmg 3->5, on-hit poison 5[weak]->15[strong])
Summon Scorpion Man: conj 8->6, 12->10 gems, (+commander, +iron cap, +torso slot)(from Abysia changes-credit to johannes)
*Shaman Prophetshape gets a pathboost (S/N +1)
Minotaurs: 40->35 gold
Minotaur Warriors: 50->35 gold
Ancient One: spear->UW spear
Ancient Lord: battleaxe->bronze battleaxe
Engraver: hammer->(stone)knife
Fir Bolg Militia, Fir Bolg Warrior, Shide Warrior: stone spear->bronze spear
Fir Bolg Warrior: stone spear->bronze spear
Summon Valkyries: A3D1->A2D1, (from EA Helheim change)
Awaken Draugar: 12->10 gems
Helkarl: 165->195 gold, +1.1 AD, leadership 80->40
Summon Valkyries: A3D1->A2D1, (also benefits EA/MA Vanheim)
Awaken Draugar: 12->10 gems
(New Spell) Rouse Draugar: conj 7, D4A1, 30 gems, summons 14++
*Helheim summons stronger Draugar than other nations.
Awaken Draugar: 12->10 gems
Bandar Warriors: 18->17 gold
Bandar Swordsmen: hp 18->20, att 11->12, def 10->11, prec 9->10
Light Bandar Archer: 18->17 gold
Yavana Archers: 35->30 gold, def 11->12, awe 1->2, dagger->falchion
Yavanas: 40->30 gold, def 14->15, awe 1->2
Guhyakas: 30->26 gold, def 11->12, +javelin
Ghuyaka General: not slow-to-recruit, +javelin
Yakshas: def 11->13, awe 1->2
Yakshini: awe 1->2
*Summon changes apply to Kailasa, Bandar Log and Patala
Summon Devata: 45->40 gems, (S2->3, hp 28->40, str 17->18, att 14->15, def 12->14, 45->75 magical leadership, autocasts an animal-only Antimagic)
Summon Devala: 55->40 gems, (S3->4, +autocasts Celestial Music)
Summon Rudra: 55->45 gems, (hp 32->48, prot 2->4, str 18->20, def 13->15, att 15->17, prec 13->15, autocast Wrathful Skies)
Summon Gandharva: 18->15 pearls, (+weak anti-undead/demon ranged attack)
Summon Apsaras: (+weak anti-undead/demon ranged attack)
Bandar Warriors: 18->17 gold (note: bandar changes are there because bandar are being universally changed)
Bandar Archer: 18->17 gold
Summon Dakini: 50->66 slaves (applies to Lanka, Bandar Log, Patala)
Summon Samanishada: B3D1->B2D1, 35->30 slaves
Summon Sandhyabalas: summons 3->4
*Lanka's indie priests have 2.5X upkeep costs. Will not display until turn after recruitment. Indie flavor text changed to reflect this.
*Summon changes from MA Shinuyama
Summon Karasu Tengus: conj 2->5, N1A1->N3A1, 3->10 gems, summons 3->12+
Summon Konoha Tengus: conj 3->2
Summon Dai Tengu: 55->40 gems
Contact Nushi 25->20 gems
Summon Gozu-Mezu: 7->5 gems
Horites: +throw rocks
Horite Champions: +throw rocks
Rephaite Warriors: 115->100 gold
Kohen: 240->200 gold, leadership 80->40, +douse 1
Ba'al: 455->430 gold, +douse 2
Melqarts: 485->460 gold, +not cap only
*Ur pretenders automatically heal all afflictions while at the capital.
*PD is less garbage, and includes sirrush, great lions, and more Enkidu of better quality.
Enkidu: 16->12 gold, att 10->9, +fort recruit
Enkidu Archer 16->15 gold, att 9->10, +fort recruit
Enkidu Soldier: 16->15 gold, att 10->11, def 11->12
Enkidu Warrior: 16->15 gold, att 10->11, def 11->12, +fort recruit
Enkidu Hunter, Head Hunter, Hunter Chief: att 10->11, def 8->9, +cap recruit
Enkidu Reaver, Bone Reader: +cap recruit
Enkidu Spear Guard: 16->18 gold, mor 10->11, att 10->11, def 11->13
Ur Guard: 19->18, def 12->13
Enki's Chosen: 29->26 gold, def 12->14
Gala: (elegist 2->4)
Sirrush: 200->170 gold, (prot 15->17)
*Lances replaced with Stone lances, which are non-iron and +2 resources
Xibalban Warrior: 7->8 gold
Large Scorpion: rescost 1->34
Beast Bat: MR15->11, def 13->11, +animal, +undisciplined, -1 siege/defense (total siege/defense of 2.44->1.44 each)
Batab: +slow to recruit if recruited outside a fort
Ah Nakom: 70->75 gold, increase unrest 2->4/month
Onaqui: increase unrest 2->4/month
(New Unit) Shambler Reefmage: relatively expensive for W1 1.0%FWE 0.5%FES, coast recruit
*Ferrous equipment replaced with UW equivalents
Slave Trooper(net), Lobo Guard: +coast recruit
Polypal Spawn: can go on land but die after 2 turns
Androdai: 190->125 gold, 1.0%WESD->1.1%WED
Polypal Mothers: +can research
Grandmother: +inspired researcher
Mindlord: 420->360 gold, 1.1%WESD -> 1.0%WSD 1.0%WESD 0.05%ED
(New Spell) Blessing of Limne: const 6, W4, 10 gems, mass-forge spell to produce Amulets of the Fish
(New Spell) Blessing of Limne: const 6, W4, 10 gems, mass-forge spell to produce Amulets of the Fish
Ichtytaurs: 40->35 gold, +gore attack while underwater
Capricorns 360->330 gold, +E1/-W1 pathboost on land, +small chance of a blood random.
(New Spell) Contact Angelfish: conj 7, N3W3, 40 gems, UW only, (A1W2N3 +1.0AW, +1A/-1W on land, flyer)
(New Spell) Contact Devilfish: blood 7, B3W3, 50 slaves, UW only, (W1E1B3 demon-kraken, aquatic)
(New Spell) Bind Shark Fiends: blood 4, 13 slaves, (demon-shark, berserking, 3 attacks, amphibious)
(New Spell) Feeding Frenzy: thau 4, N2B1, 2 gems, UW only, battlefield-wide animal and demon berserk
(New Spell) Sharknado: blood 9, B5W3, 40 slaves, UW only, summons 10++ Shark Fiends
*Popkill scales with growth/death scales. Still ~0.5 at G0, but ~0.8 at D3 and ~0.2 at G3
*Sacreds are reclimit 2 at D3, reclimit 4 at D1, reclimit 6 at G1, and reclimit 8 at G3
*Starting army is a now a mix of living and dead units.
Kourete, Spectral Kourete, Korybant: sword->50% chance of 3 attacks (slash, stab, bash)
Melia: awe 3->1
(New Unit) Spectral Melia. Taking death scales automatically provides it, with a small chance per fort of spawning additional Spectral Melia. This scales with dominion and death scales.
(New Unit) Therodian Swordsman: heavy infantry, coast recuit
(New Unit) Merman Mercenary: heavy infantry, amphibian, UW recruit
(New Unit) Triton Mercenary: heavy infantry, aquatic, UW recruit
(New Unit) Triton Mercenary Captain: heavy infantry, aquatic, UW recruit
(New Unit) Telkhine Adjutant: A1W2 +1.1FAWD, slow-to-recruit, sailing, holy, old, coast recruit
Call Ephor: 7->5 gems
Telkhine: +increase death scale
(New Spell) Summon the Waters of Stygia: conj 8, W5A2, 69 gems, global, increases popkill/death scales in Therodos territory, produces sacred freespawn, and has a chance at generating sites that produce water gems.
*Ermor receives a D1 site that spawns in land (not water provinces) they control with high dominion and low population, and reduced cap income. Marignon can convert these sites into S1 sites by sufficient preaching with an inquisitor.
*50% more gold cost for all forts.
*Starts at Cold 1.
Dusk Elders: slightly more resistant to magic duel (equivalent to having +S1)
Angel of Fury: 35->25 pearls, blood vengeance 4->0, +damage reflection 2, +self-blesses
Angelic Host: S5->S4F1, 50->40 pearls
Heavely Choir: S7F2->S5F3, 144->88 pearls, (Angels of the Heavely Choir: +weak anti-undead/demon ranged attack)
Serpent Cataphract: 60->45 gold, rescost 56->49
Serpent Lord: 90->75 gold, rescost 56->49
Hydra Hatchling: 35->28 gold, +recuperation (changes from EA Sauromantia)
Hydra: 250->180 gold, +recuperation (changes from EA Sauromantia)
Long Spear: scale mail cuirass->chain mail hauberk
Logrian Warrior: 12->11 gold
Logrian Cavalry: 30->20 gold
Warden of Avalon: mm1->2
Knight 45->35 gold
Avalon knight 65->50 gold
Knight commander of avalon 110 ->100 gold
New Knight Commander of Man, 60 gold
Round Table Implementation (Knights of Avalon and Knight Commanders can turn into Knights of the Round Table).
Knights of Avalon are recruitable in sufficiently magical forted forests
Lord warden mm1->2, H1
Logrian random AFEN->AFE
Crone Randoms: AEWN-> AN/.5EWF
New Spell: n1a1 "Bewitchment" Aoe1+ confusion effect range 25 fatigue 20 ench 5
Man gets transformation at 5 gems
Man gets a Hex spell that is essentially a small-aoe polymorph. N2, Alt 7, 1 gem, aoe 3+
Slumber spell added. Battlefield wide 30++++ fatigue damage mr negates spell. Evo 8, N4, 1 gem.
W1N2: Incantantion of Morgan: Aoe 5, Research 6 alt liquid body, weapons of sharpness
N3H1: Aegis of Niniane: Aoe 5, Resarch 5 ench Mossbody/Elemental Resistance
A2N2: Cloak Of Ygraine: Luck + Twist Fate, research 3 alt, Aoe 5
E1N2: Fortification of Isolde: Legions of Steel, Weapons of Sharpness, Aoe 5, Research 3 ench
Mother of Avalon paths N(AN)(AN).2(WE)->N2A1(WE).25(N)
Crone paths improved (ANWE)->(AN)(WE)
Bonding Wardens is a common event; bonds a warden to a mother as a 1batstartsummon
New Item: Rowan Staff. MA Man only, usable by mothers and Crones. N2A2, +2 pen, +2 precision, allows 5 fatigue casting of Bewitchment.
Black Lord 110->100 gold discount
Black Knight 50->40 gold discount
Angel of Fury cost->25 pearls, self-blesses, damage reflection
Angelic Host S5->S4F1, 50->40 pearls
Heavely Choir ->S5F3, 88 pearls, choir angels now get an anti-undead ranged attack
Man at Arms 14->13 gold
Flagellant 10->9 gold
Witchhunter 185->175 gold, 0.1 FAES random
Royal Guard - 45->35 gold
Knight of the Chalice - 55->45 gold
Paladin - 155->135 gold
High inquistor- not str, 0.5 S random added
Members of the inquisition (nonwitchfinders) can pillage in friendly provinces (with population) to generate flagellants. More flagellants are generated the higher the rank of the inquisitor. Higher dominion and the presence of a temple also provide bonuses.
Tlahuelpuchi cost 25->33 Pathreq B2->B2D2
Civateteo pathreq B2D2->B2, douse 1
Sun Warriors 12->13 hp, 11->12 strength, 18->15 gold
Conscription: Eunuchs foreignrec. They can summon montag conscripts. Conscripts are militia-stat versions of the 3 footmen and the archer (ratio 1:1:1:2). On reaching 24 exp, conscripts either desert or become regular units via expshape.
Masters of the Way W (WS) from W (WSAF)
Celestial Master MM1->2
Celestial Servant 3->2 gems
Horsemen, 20->18 gold
Heavy Horsemen, 35->27 discount
Imperial Horsemen 40-30 gold dicount
Redguard Springpower 50->25, 55->45 gold
Prince General H1 Springpower 50->25, 240->210 gold
Celestial Servent 3-> 2 gems
Internal Alchemy 10-> 2 gems
Thousand Year Ginseng 8->2 gems
Terracotta warriors summons national versions of terracotta troops.
Starting army is 20/20
Pygmies are forestrec
Witchdoctors are forestrec, 100 gold, -5 researchbonus, and N (FED)(EDN)from 80 gold FDN
Sorcerors are 195->180 gold, FDN2 (EDF) 0.25N from FDN2 1.1(EDNF)
Sorceresses are 85->90 gold, 0.1->0.4 FEDN
Machaka Archers are 10->9 gold
Machaka Warriors are 10->9 gold, the ones without javelins wear furs
Machaka Warriors and Chiefs are Foreignrec
Voices of the Lord are 115->90 gold, STR, and Foreignrec
Eyes of the Lord are 90->80 STR and Foreignrec
Ears of the Lord are 65->50 gold and Foreignrec
Bane Spiders are 110->80 gold and have 11->12 strength, 13->14 attack, 10->12 defense
Spider Warriors have +1 defense, 25->20 gold, and have dagger->poison dagger
Nonsacred spiders are now size 4, have higher strength and MR, and cost upkeep.
So, spider Knights are 55->40 gold, wield lances, and are size 4 Spider Riders are 40->25 gold, and size 4 with light lances
Hunter Spiders (Black spiders) now have a fear weapon
Spider form has MR 5->10 and strength 16->18, and upkeep 0->50
Hoplites are 14->13 gold
Addition of ?Childen of Rhuax? spell - Abysian version of Rhuax pact, requiring F4E1.
Summon scorpion man now summons a commander, costs 10 gems, has torso credit to johannes
Addition ?abysian crossbreeding? (abysian themed version of the crossbreeding spell.)
GoRing Demonspawn results in either a misbred commander (if they have afflictions), a blood hunter, or an assassin.
Spire Horn Archers (128) get a composite bow instead of a shortbow
Ice Bow does 9->11 damage
New Monster: Ice Enchanter. W2 with an FSD random and a AWS random
*Shaman Prophetshape gets a pathboost (S/N +1)
Minotaurs: 40->35 gold
War Warriors: 50->45 gold
Spawns occasional N1 sites on sufficiently decayed templed forest provinces
Minotaurs 5 gold discount (50->45; 40->35)
Summon Valkyries: A3D1->A2D1, (from EA Helheim change)
Awaken Draugar: 12->10 gems
Awaken Draugar: 12->10 gems
White Ones -5 gold
Royal Swordsmen -4 gold, +1 atk
Bandar Archers 18->17 gold
Bandar Warriors 18->17 gold 11->12 attack
All Vanara Units -1 gold
Nagas 20->15 gems
Nagaraja 30->25 gems
*Summon changes from EA Kailasa
Contact Yaksha: (def 11->13, awe 1->2)
Contact Yakshini: (awe 1->2)
Summon Devata: 45->40 gems, (S2->3, hp 28->40, str 17->18, att 14->15, def 12->14, 45->75 magical leadership, autocasts an animal-only Antimagic)
Summon Devala: 55->40 gems, (S3->4, +autocasts Celestial Music)
Summon Rudra: 55->45 gems, (hp 32->48, prot 2->4, str 18->20, def 13->15, att 15->17, prec 13->15, autocast Wrathful Skies)
Gandharva: 18->15 pearls, (+weak anti-undead/demon ranged attack)
Apsaras: (+weak anti-undead/demon ranged attack)
*Summon changes from EA Lanka
Summon Dakini: 50->66 slaves (applies to Lanka, Bandar Log, Patala)
Summon Samanishada: B3D1->B2D1, 35->30 slaves
Summon Sandhyabalas: summons 3->4
Kappa Shaman: +UW recruit
Size 2 Bakemono are now slaves
Shuten-Doji Taskmaster 2
Bakemono General Inspiration 1
Bakemono Shaman get 0.2 F, 0.2 E, 0.2 D randoms
Dai Bakemono 30->25 gold
Dai Bakemono without bow 11->12 attack
(New Unit) Kappa Mage: W1, 45 gold, UW fort recuit
Summon Gozu-Mezu: 7->5 gems
Summon Ko Oni effects 5+ >7++
Summon Ao Oni 10->4 gems
Summon Aka Oni 10->4 gems
Summon Oni - 12->7 gems
Summon Kuro Oni 10->6 gems, 4->4+ effects
Oni General Research 6->5, 20->14 gems
Dai Oni 45->35 gems, research 8->7
Karusu Tengu Conj 2-> 5, 3->10 gems, 3->10+ effects
Konoha Tengu research level 3->2
Dai Tengu 55->40 gems
Nushi 25->20 gems
Kitsune 30->23 gems
New Ritual ?Hide Heart? (D2F2, 16 gems, research 5) produces a ?Ritual Assistant? that, when alone with a Sorceror on a mountain that isn?t already occupied, generates a hidden heart and makes the sorceror immortal. However, if the heart is destroyed, the sorceror dies.
Jungle Muuch mm2
Darts ammo 4->6
Muuch Warrior (Bronze): +1 morale, attack, defense, +4 gold
Red Muuch not cap limited
Poison Dart stun damage increased to 50 (same as blowpipe)
Obsidian Warrior 26->22 gcost
muuch kahal paths W2E1D1(WEDN)-> W1E1D1 (WD) (WEDN) or (WED)(WDN)
Agema Commander 105->100 gold
Agema Companion 35->30 gold
Folds in LA Pythium overhaul mod. Troops slightly improved, but the main thing is a mechanic that lets you switch between active cults, with different bonuses provided for any of the three possible choices.
All cults have their divine authority increased when endorsed. This might give them priest levels, remove heretic, and/or decrease a research malus.
Serpent Cult gets more hydras and snakes as summons, while assassins and hydras stop being cult only. They can also shapeshift into monstrous snakes, and get a new magic item that can only be used when they are endorsed. Finally, they get access to Swamps of Pythia from CBM (thanks, llama!).
Solar Cult gets cheaper and easier recruitment of their members, and gets a reclimit sacred. They get a new solar bull summon, and a ritual that can convert Leos into Helioperses, who are effective thugs, and the only unit that can wield the 4 new solar cult items. Casting second sun provides some freespawn. They also get an F2H3 buff that significantly increases the combat prowess of sacreds, but will severely burn sacreds who aren't members of the cult of the solar bull (fire resistance helps).
Fertility cult can convert casters into Galli, who are their clergy, and their main access to their rituals. They get very cheap assassination rituals that can send maenads, boars, or lions after an enemy, can shapechange into monstrous lions or boars, can throw bloody fertility rites and orgies, and inexpensively summon boars and lions with summerpower. They also get cheaper vine men.
Reference is made to https://docs.google.com/document/d/1nkTDn9yhYQrRcN6k0dTjzs5DpuKxiauV76wA0zQnkTs for the full changelog.
Spectrals weapons are now hardmrnegates.
Receive a D1 site that spawns in land (not water provinces) they control with high dominion and low population,
reduced cap income.
Prefers cold 1
Pays 50% more for all forts, but recruits from fortera 2
Starts with a D2 mage;
acolytes D1H1-> D1H1(DS)
PD uses centurions. Acolytes appear at 20 pd.
Chance of spawning tribunes and centurions in capital during expansion.
Tower Knight 45gold->35
Axemen mm1-> mm2
Warden, Lord Warden MM2
Magister Arcane: Siege bonus, siege defense 10
Magister: Always provides research, magic paths changed from 0.5A, 0.5E, 0.25S to 0.40 AE, 0.5 S, 100->70 gold.
Judge 70->50 gold, paths changed from 0.25F, 0.25D to 0.45F, 0.45D, no longer needs forts
Black Templar 70->50 gold
Hochmeister 120->105 gold
Angel of Fury cost->25 pearls, self-blesses, damage reflection
Angelic Host S5->S4F1, 50->40 pearls
Heavely Choir S6F2->S5F3, 88 pearls, choir angels now get an anti-undead ranged attack
Starting Army city guard -> Pikeneers
Goetic Masters are stronger ritual casters
Rain Warriors 23->20 gold
Returned have stone glaives (7 damage) instead of spears
sun warriors cost 18->15; Hp 12->13; Strength 10->11
Tlahuelpuchi cost 25-33 Pathreq B2->B2D2
Civateteo pathreq B2D2->B2, douse 1
Khan 140->130 gold
Light Barbarian Horsemen 20->17 gold
Ashigaru Archer added (As Ashigaru is to Bandit: 8 gold, not stealthy)
Samurai, Samurai archer 9->10 hp
Aka-Oni Samurai 15->14 gold
Samurai Cav 40->30 gold, Longbow
Sohei, Yamabushi 26 gold -> 21
Mounted Gokenin, Hatamoto given Longbows
Fivefold path monks: 1.00->1.20 randoms
meditation sign: 20+5/level fatigue reduction
earth-touching sign: range scales
welcome sign: range scales
Courage sign: Aoe 2++->4++
Tatsu 200% randoms->300%, 19 gems->25
Gozu-Mezu 7->5 gems
Summon Ko Oni effects 5+ >7++
Summon Ao Oni 10->4 gems
Summon Aka Oni 10->4 gems
Summon Oni - 12->7 gems
Summon Kuro Oni 10->6 gems, 4->4+ effects
Oni General Research 6->5, 20->14 gems
Dai Oni 45->35 gems, research 8->7
Karusu Tengu Conj 2-> 5, 3->10 gems, 3->10+ effects
Konoha Tengu research level 3->2
Dai Tengu 55->40 gems
Nushi 25->20 gems
Kitsune 30->23 gems
Blindlord; 140->110 gold, insp 1, goodleader->okleader
Blindfighter Strength 11->12
Cave Knight 10 gold discount
Servant of Oracles given mm2
Addition of ?Childen of Rhuax? spell - Abysian version of Rhuax pact, requiring F4E1.
Summon scorpion man now summons a commander, costs 10 gems, has torso credit to johannes
Addition ?abysian crossbreeding? (abysian themed version of the crossbreeding spell.)
GoRing Demonspawn results in either a misbred commander (if they have afflictions), a blood hunter, or an assassin.
Newts discounted by 85->70 gold
Anathemant Salamanders 175->160 gold, given 0.2 FESD random
Anathemant Dragons 310->295 gold, given 0.2 FESD additional random
Pan EDNB random is 10%->30%
Minotaurs 5 gold discount (50->45; 40->35).
Summon Valkyries: A3D1->A2D1, (from EA Helheim change)
Awaken Draugar: 12->10 gems
Awaken Draugar: 12->10 gems
Grid Druzhina 30->25 gold
Malaia Druzhina 45->35 gold
Styag 40->30 gold
Black Hood 25->15 gold
Bandar Archers 18->17 gold
Bandar Warriors 18->17 gold 11->12 attack
All Vanara Units -1 gold
*Summon changes from EA Kailasa
Contact Yaksha: (def 11->13, awe 1->2)
Contact Yakshini: (awe 1->2)
Summon Devata: 45->40 gems, (S2->3, hp 28->40, str 17->18, att 14->15, def 12->14, 45->75 magical leadership, autocasts an animal-only Antimagic)
Summon Devala: 55->40 gems, (S3->4, +autocasts Celestial Music)
Summon Rudra: 55->45 gems, (hp 32->48, prot 2->4, str 18->20, def 13->15, att 15->17, prec 13->15, autocast Wrathful Skies)
Gandharva: 18->15 pearls, (+weak anti-undead/demon ranged attack)
Apsaras: (+weak anti-undead/demon ranged attack)
*Summon changes from EA Lanka
Summon Dakini: 50->66 slaves (applies to Lanka, Bandar Log, Patala)
Summon Samanishada: B3D1->B2D1, 35->30 slaves
Summon Sandhyabalas: summons 3->4
PD now use a greater proprotion of light infantry.
Zhayedans cost 40 gold each time they lose a rider
Karapans cost 100->110 gold
Athravans are coldrec 1, to reduce flying sacred parties
Turan Sorcerors are heatrec 2, 225->265 gold
Airya Seraphs are coldrec 2, 225->265 gold
Paighans have militia morale, are 8->9 gold
Turan infantry are all +1 goldcost
Turan Elephants are +10 goldcost
Airya archers and infantry are +1 goldcost
Beastbats 1.44 siege defense from 2.44, undisciplined, lower MR.
Chilans Recruited in Caves are STR
Zotz lances are stone, and cost +2 resources
Zotz cost a minimum of 8 gold.
spawns occasional S1 sites on templed coastal provinces with sufficiently high dominion
All freespawn is 0 upkeep
Create Voidrift: Thau 6 S5W2 10 pearl ritual that can create a site that allows void-summoning.