Dominions Enhanced (thedemon): 0.09-0.10 changelog

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Dominions Enhanced (thedemon): 0.09-0.10 changelog

Post by Avoraciopoctules »

At Akula's request, I am trying to edit this Dom3 mod's changelog into something more readable.
https://sites.google.com/site/dominionsenhancedmod/


Scroll Down for 0.09 & 0.10 & MA Nations
------------- Full Change Log -------------


- D9 Bless's Death Weapons do mrnegates 1 AN damage + 5 AN Life Drain damage
- Scales changes: Sloth/Prod now 25%, Growth now 0.3% popgrowth and 0% income, Luck/Misf now 7% more events and 15% lucky/unlucky
- Hoof (Weapon 56) now 12 dmg (no Warhorse Hoof)
- <in progress>Cavalry now have permanent secondform as a foot troop
- <in progress>Elite cavalry get replacement mounts after battle but consume more supplies
- <in progress>Monster cavalry do not get replacement mounts but their original shape reflects the monster's stats
- Cavalry commanders die with their mounts
- <in progress>CBM resource costs applied to cavalry
- <in progress>Lanceless bow light cavalry get a new Raider Bow that shoots 6x 6 damage nostr arrows for 2 rounds of ammo. This is to make them usable for fire and flee
- Indep Mounted Commanders 80 leadership
- Troop Long Spears are +1 def instead of -1
- Troop Pikes are +1 def instead of -1
- Hoplite Helmet 2r instead of 5r
- <in progress>CBM commander price reduction
- Javelins now Entangle if they harm the enemy
- <in progress>To balance this many tramplers now have "natural" shields
- <in progress>Trampling pretenders now have shields and/or recuperation
- Shamblers are now MR 12
- All longdead now have 3/5 the hp
- Gnome 10% forge bonus

- Gemgens unique & const 8
- Hammers unique & const 8
- SDR unique & const 8
- Jade Knives unique & const 8
- Ring of Earth e booster as per CBM (misc slot const 6 earth 4)
- Mark of the Champion helmet arena award replaces Champion's Trident
- Water breathing items paths and research greatly reduced as per CBM
- Amulet of the Fish W1
- Lycan Amulet N1

- Field of Plenty removed
- Kelp Fortress rarity 2
- Whispering Woods level 2
- Discount sites of more than 20% removed

Endgame and Globals:
- Wish now 125 pearls
- Arcane Nexus now 320 pearls (max possible)
- Astral Corruption now 266 slaves
- Burden of Time now Thau 7
- Forge of the Ancients now Const 9, E5 F3
- New Gift of Health clone "The Spark of Life" Evo 8, F5 S3, 70 gems
- Gift of Health now Ench 7, 70 gems
- Gift of Reason does not work on undead, costs 6 gems, as per CBM
- Undead-only Gift of Reason "Splice Soul" Ench 6, D5, 20 gems
- Tarts now have 50 to 100 hitpoints. Tart spirits are Ethereal. Tartarian Gate unchanged from vanilla
- Amesha Spenta spell for everyone. S5, Conj 8, 50 gems, summons 1
- AwesomeEndgame 1.3 implemented except for Zmey, Tartarians, Posess Undead, The Chalice, and Spenta
Following adjustments to AE summons from 1.3: Grendelkin 150->200 hp, Treant reinvig 4/8 normal/forest & -100% FR, Asynja 0% PR, Ember Lord -100% CR, Cyclops stonebeing & 35 gems, Tarrasque 30 gems, Wendigo W3 D3, Wraith Lord base hp

- New AE-style summon: Desert Dragon replaces Zmey. 80 hp, aoe 1 fire breath, one life, Conj 6, 30 gems, F4
- Ghost Ship Armada now 50 gems. Admiral Torgin now has thug hp and gear, onebattlespell Living Water
- The Kindly Ones now Conj 7, F4 N3. Kindly Ones buffed to 120 hp and 10% regen, onebattlespell Quicken self, weapon effects buffed
- Wild Hunt now N5. Lord of the Hunt made nonmage, 150 hp, 10% regen, recup, 4 reinvig, 4 new hunter's weapons
- PD-enhancing globals lowered to midgame research: Guardians of the Deep now Conj 5, W4, 50 gems / Mech Militia Const 5, E4, 50 gems / Fata Morgana Alt 5, A6, 50 gems
- Second Sun now F6, 40 gems
- Perpetual Storm now 40 gems as per CBM
- Strands Evo 6, 40 gems as per CBM
- Foul Air Thau 5, 40 gems as per CBM
- Dark Skies Thau 6
- Gale Gate Thau 7
- Enchanted Forest now Conj 6, N6, 35 gems as per CBM
Conjuration revamp, non-nationals:
Removed from the game: Spirit Curse, Summon Sea Dogs, Summon Horned Serpents, Summon Lesser Fire Elemental, Summon Lesser Air Elemental, Summon Lesser Water Elemental, Summon Lesser Earth Elemental, Summon Sea Lions, Summon Lammashtas, Maggots, Summon Kithaironic Lion, Summon Great Eagle

Can all be summoned underwater and are all at least poor amphib, as per UWGIM as bundled with CBM 1.92: Black Servant, Vine Men, Wight, Bane, Vine Ogre, Bane Lord, Ghosts, Eater of the Dead, Animal Horde, Ivy King, Mound Fiend, Wraith Lord, Legion of Wights, and Tartarians
Summon Water Power now Conj 3, W2, works on land
Drakes redesigned as elemental blunderbusses (melee) at 6 gems. Lightning Drake replaces Wyvern. Cave Drake gets Swallow attack, reduced to 15 prot.

- Elemental Spirits redesigned as elemental tanks. Resized to size 3, given 10% regen, hitpoints adjusted to 10/30/30/30, spring gets mistform & less damaging attack, fall gets arrow shield & 10 prot. The idea is you can use them to pin the enemy in place while you spam elemental damage without worrying about friendly fire

- Awaken Vine Men now N2, 10 effects, 3 gems, can be used underwater (makes Kelp Men as per UWGIM)

- Bind Scorpion Beast now F2, Conj 1, 5 effects, 5 gems. Scorpion Beast gets size 5->4, claw->pincer, 1->2 mapmove

- Summon Sea Serpent now Conj 1, 2 effects. Sea Serpent gets 8->12 mr
- Summon Shade Beasts now D2, Conj 2, 10 gems, 11+2 effects
- Summon Animals now 10 gems, 14+3 effects

- Call Kraken now Conj 2. Kraken gets 16->19 str, 10->11 att, recup
- Summon Amphitere now 10 gems, 4 effects. Amphiptere gets size 6, trample

- Contact Sea Troll and Contact Troll now Conj 3 as per CBM. Sea Troll gets Fist->Claw

- Summon Fire Elemental now Conj 3, F2
- Summon Air Elemental now Conj 3, A2
- Summon Water Elemental now Conj 3, W2
- Summon Earth Elemental now Conj 3, E2

- Revive Wight now 2 gems as per CBM
- Revive Bane now 4 gems as per CBM

- Awaken Vine Ogre now 2 effects, can be used underwater (makes Kelp Ogres as per UWGIM)

- Summon Shades now Conj 4, 6 effects, 4 gems. Shade gets extra Minor Life Drain attack (5 AN lifedrain nostr)

- Summon Lammashtas replaced by Send Lammashtas, a remote attack that summons 2 Lammashtas commanders. D3, Conj 4, 5 gems. Lammashtas get size 4->3.

- Spirits of the Wood. Hama Dryad gets Claw and "Charm" (melee Enslavement with mr check) attacks, are Immortal.

- Summon Bog Beast now 6 gems for 3 effects. Bog Beast concept is "Bog Artillery". It gets 32->24 hp, 15->20 str, Venomous Fang and Bile weapons (same as Green Dragon)

- Strength of Gaia now N2 E1
- Will 'o the Wisp now 4+ effects
- Corpse Candle now D1, 4+ effects
- Wind Ride description fixed, now A4, 5 gems

- Raven Feast now 1 gem as per CBM

- Contact Draconians now 15 gems. Draconian & Draconian Chief gets Kick attack

- Contact Naiad now 25 gems
- Naiad Warriors now 10 gems
- Acashic Record now 15 gems
- Spirit Mastery now 40 effects

- Awaken Sleeper. Sleeper gets Hero's Spear (2 attacks, 7 dmg, 2 att, 2 def, 4 len, magic, ap, dt_large, dt_small) and Gore attacks, Weightless Tower Shield, Weightless Scale.

- Winged Monkeys now 4 gems. Winged Monkey gets onebattlespell Quicken Self

- Summon Fire Snakes now 6 gems, 6 effects. Fire Snake gets new Flame Lance (physical with secondaryeffectalways Fire AoE) and Fire Fang (physical with fire then poison secondaryeffects) attacks

- Summon Valkyries description fixed, now A1 D1, 6+ effects

- Sea King's Court and Troll King's Court now 35 gems
- Streams from Hades now 30 gems

- Ether Gate now 35 gems. Ether Warrior gets 2 mapmove as per CBM
- Summon Spectre now 15 gems. Spectral mage gets 20 stealth as per CBM
- Summon Ghosts now 8 gems, 2+ effects. Ghost gets 20 stealth as per CBM

- Summon Sprites now N2 A1, 2 gems, 16 effects
- Locust Swarms now 4 gems as per CBM
- Contact Lamias now 5+ effects
- Contact Lamia Queen now N4 D2, 15 gems. Lamia Queen gets D2 N2 base magic + randoms
- Living Fire now F3, 3 gems, 3+ effects
- Living Air now F3, 3 gems, 3+ effects
- Living Water now F3, 3 gems, 3+ effects
- Living Earth now F3, 3 gems, 3+ effects

- Summon Asp Turtle now 16 gems, 4 effects. Asp Turtle gets Amphib, 1->2 mapmove, 13->16 mr, Bite and Crush ap attacks

- Summon Catoblepas now 24 gems, 3 effects. Catoblepas gets 7->12 def, 8->11 att, 6->12 prot, 1->2 mapmove, 6->12 ap, Gaze of Death deals 999 damage (still resistible) Gaze of Death damage change 15->999 mr resists also affects High King (Fomoria hero), Basilisk (Crossbreeding), Catoblepas, Abomination

- Summon Mound Fiend now 22 gems
- Harvester of Sorrows gets bonus Touch of Leprosy magic disease attack, mapmove 10 from AE 1.3

- Awaken Ivy King now 20 gems, can be used underwater (makes Kelp Kings as per UWGIM)

- Living Castle now N4, 40 gems, can remote target and be used above water if it targets an underwater province, as per UWGIM

- Call Eater of the Dead now S3 D3, 20 gems. Eater of the Dead much improved stats including 35 mr and Acid Storm in final form, as per CBM

- Wild Growth now N3, 2 prec, 25 range as per CBM

- Faerie Court now 25 gems
- Wraith Lord now Conj 9 as per AE 1.3

- Call Abomination now S5, 36 gems, 3 effects. Abomination Gaze of Death deals 999 damage (still resistible)

- Legion of Wights now 125 gems, 100 effects

- New spell "Crab Battle" Creeping Doom but with crabs and underwater, Conj 6, W3 E1, 2 gems

- New summon "Ashes to Ashes", Conj 9, F6, summons 100 Fire Snakes, 80 gems

- New summon "Awaken Kelp Ancient" as per UWGIM, casts from land into water, intended as a province defence commander for land nations

- New summon "Summon Deadly Serpents" Conj 7, N3 D1, 4 gems, 6 Giant Constrictors
New Giant Constrictor is Fear 0, AoE 1 Constrict weapon, two fangs, size 6, 38 hp
- Domes keep CBM path levels, much higher in gem cost
- Dragon Master Ench 3, 24 gems
- Volcanic Eruption 10 gems
- Tidal Wave W4, 10 gems
- Clockwork Horrors Const 3, Mechanical Men Const 5
- Twiceborn is renamed Lichdom, and now turns your mage into an immortal Minor Lich. It has been recosted to D3, 30 gems.
- Enliven Statues 10 gems as per CBM. Living Statue 6->8 ap
- Watcher now A2 E2, summons as commander, sacred
- New summon "Terra Cotta Army", Ench 9, E6, 100 Living Statues, 60 gems
- Melancholia 6 gems as per CBM
- Imprint Souls 15 gems as per CBM
- Astral Projection 1 gem as per CBM
- Horror Seed 5 blood slaves as per CBM (it is currently bugged; the only part that works is the Horror spawns when the unit dies)

The following are at least poor amphib and can be summoned underwater as per CBM/UWGIM: Clockwork Horrors, Crushers, Mech Men, Siege Golem, Golem, Lumber Construct, Poison Golem, Iron Dragon, Juggernaut, Revenant, Mound King

- Flare replaced with Fireball evo 2, nextspell combustion
- Old Fireball removed from the game
- New spell "Meteor", aoe 5 fireball, 5 less range, 1 less prec, 40 fat, F3 evo 5
- New spell "Meteor Swarm", nreff 0+ (4 at F4) Meteor, 5 less range, 1 less prec, 80 fat, F4 evo 7
- Combustion alt 1, Conflagration alt 4
- Blindness now 80 fatigue, now defcheck instead of mrcheck
- Pillar of Fire leaves fire cloud effect, possible bug that pillar's stun damage / set on fire effect was removed?
- Seven Year Fever, Rage and Hydrophobia removed from the game
- New spell "Parch" F2 thau 3, 20 AN stun damage, 2d8 stun damage every round until mr check suceeds, and 10 AN fire damage over time, aoe 2, 40 fat
- New spell "Exhaustion" F3 thau 5, 20 AN stun damage, 2d8 stun damage every round until mr check suceeds, and 10 AN fire damage over time, aoe 6, 40 fat
- New spell "Pyrokinesis" 15 AN fire mr resists, F6, Thau 8, AoE 5, 0+ effects (6 at F6), leaves a mr negates fire cloud
- New spell "Mindfyre" fire damage Soul Slay, F3, Thau 6
- Bonds of Fire range 20 nreff 2+ as per CBM
- Prison of Fire aoe 4+ as per CBM
- Falling Fires and Falling Frost evo 4, Falling Fires AoE 0+ (3 at F3), Falling frost AoE 1+ (from 2+, so 4 at W3)
- Ice Strike evo 5, range 30, AoE 0+, W1
- New spell "Blizzard", aoe 5 nreff 0+ (4 at W4) Ice Strike, range 25, -1 prec, 80 fat, W4 evo 7
- Water Strike evo 6 aoe 1 and causes defcheck blink on hit
- New spell "Microburst", aoe 1 land-only Water Strike that causes defcheck blink on hit, A2 evo 6
- Single target bolt spells ("Flame Bolt", "Cold Bolt", "Shadow Bolt", "Lighting Bolt", "Arcane Bolt") given huge increase in precision and other buffs as per CBM
- Vine Arrow precision 4
- Nether Bolt renamed "Nether Burst" to differentiate it from the single target bolt spells
- Geyser temp removed from the game
- Sulphur Haze temp removed from the game
- Healing Mists N2 as per CBM
- Wailing Winds Evo 5, D3 A1
- Wind of Death Evo 6, D3 A1
- Cloud of Death D3 as per CBM
- Plague range 25, prec 5, no MR check, 0+ effects (4 at D4)
- Burning Hands range 2 to bring it in line with acid spray and shockwave
- Shocking Grasp evo 0
- Cold and Fire Blast and Flame Eruption damage and precision increased as per CBM
- New spell "Tremor" E2 evo 4, aoe 15, range 5, dmg 8+str, fat 30, nextspell enemy only earth meld
- Astral Fires damage doubled to 20 AN, now S2 F1 as per CBM
- Freezing Mist now W2 A1 as per CBM
- New spell "Strangling Vines" N3 conj 3, aoe 0+ (3 at N3), 14 dmg, 25 range, 40 fat, underwater allowed, no friendly fire
- (temp removed for bugfixing) New spell "Death of a Thousand Stings" N2 alt 6, 1 gem, nreff 20, summons 20 Angry Bees on top of the target enemies, which have str 5 and 2x dmg 0 an weapons and die after one round to fatigue
- Flame Storm 4 gems, 50% battlefield
- Niefel Flames 4 gems, 50% battlefield
- Shimmering Fields evo 9, A5, 4 gems, 50% battlefield
- Farstrike E1, aoe 1, prec 5, fat 20, dmg 12+str
- Sailors' Death no MR check
- Desiccation no MR check
- Curse of the Desert thau 5, no MR check
- Decay prec 5, range 25, also rusts armor
- Confusion aoe 7+ (10 at A3), 1 gem to avoid AI casting (temp), Thau 4
- False Horror moved to Thau 5
- New spell "Waking Nightmare" 0+2 effects False Horror (6 at A3), Thau 7, A3, 2 gems
- Mists of Deception Thau 8
- New spell "Reality" battlefield Disbelieve (ends illusions), Thau 8, S3 A1, 2 gems
- Berserkers, Touch of Madness cost 1 gem (temporary change)
- Leeching Darkness, Cloud of Death, Slime, Cold Bolt, Cold Blast, Rust Mist, Freezing Mist, Healing Light, Earthquake, Healing Mists, Magma Eruption, Bane Fire, Niefel Flames all allowed underwater as per CBM

- Self Bless H1 spell
- Quickness Alt 3, Quickening Alt 7 40 fat as per CBM, new Quickening clone "Swiftness" Ench 7 A3, new battlefield quickness "Celerity" Alt 9 W6 6 gems
- Battlefield ethereal from Mytheology, "Aurora Warriors" Alt 9 S7 7 gems
- Battlefield twist fate, "Divine Providence" Ench 9 S5 5 gems
- AoE +4 att & ap, "Heroism" Ench 5 F4 80 fat AoE 20 Range 10. Battlefield "Mass Heroism" Ench 9 F5 5 gems
- Weapons of Sharpness renamed "Keen Blades" Const 5 E4 80 fat AoE 20. Battlefield "Weapons of Sharpness" Const 7 E5 5 gems
- Legions of Steel Const 1
- Battlefield charge body "Electric Boogaloo" Evo 7 A6 6 gems
- Battlefield Holy Avenger "Revenge of the Soul" Evo 7 S4 F4 4 gems
- Small AoE flaming arrows + wind guide from CPCS, "Desert Winds", Thau 3, F1 A1, 40 fat, AoE 2+
- Solar Brilliance reduced to identical cost/research as Darkness (Ench 6, 4 gems, S4)
- Battlefield Mirror Image "Mirage Warriors" Thau 9 A6 6 gems

Added all AwesomeGods 1.4 pretenders
- GWB and GBB incur 30 unrest in their province, GWB cost decreased to 150
- Many pretenders (gearless SCs and tramplers) gain natural shields or recuperation
- All dragons cost 50, gain melee breath weapons, Red Dragon gets heat, Blue Dragon gets chill, Green Dragon gets poison armor, Dracolich gets disease cloud, Carrion Dragon gets entangle
- New Lightning Dragon pretender with onebattlespell Quicken Self
- UW Archmage experimentally fixed with firstshape trick
- Manticore gets Swallow attack
- Mother of Serpents summons 5 Sacred Serpents a turn
- Father of Serpents summons 5 Naga a turn

NATIONS
EA Arco (0) - Engineer & Philosopher recruit anywhere. Mage Engineers 15% forge bonus. Cardaces 8g. Chariot Archer now shapeshifts permanently. Wind Riders 100g but have infinite pegasi. Icarid cost reduction. Summon Sirrush 7 gems. Monster Boar berserk +5

EA Ermor (1) - Lizard Auxiliares get AoE 1 thrown poison satchels. Bishops recruit anywhere. Archbishops young. Augur Elders F2 S2 D2 110% AFSD. Flamen lose F1, get 2x100% AWFEN. Pontifex F2. Added Greater Augury sitesearch spell as per CBM

EA Ulm (2) - Non-cap mages have 200% randoms, Antlered Shaman 10% random increased to 100%. Warrior Smiths get S1 on their random. All units MM 2 & MR 10 & full Amibidex. Archers nerfed to Daggers as per CBM. Throwing Axes 2 Attacks. Warriors get Broad Sword & Short Sword. Elite Warriors stealthy and Berserk 1. Steel Warriors get Ignore Pain shield & 15 att/14 def
-The new Ulm: There's nothing about magic-fearing in EA Ulm's lore. They're now a fully-mapmove 2 "elite human" nation with stealthy troops; no BS about "relies on armor rather than stealth". Also can do artificial communions with Smiths.

EA Marverni - Ambibate Bare-Chested 13g/4reinvig, Ambibate Noble 17g/4reinvig, Ambibate Chief 40g/4reinvig, Boar Knight added: New cap-only 18 hp (boar stats) lance trample sacred, permanently dies into Boar Warrior. Boar Lord replaced with Boar Knight version. Gutuaters get B random. Druids 340g as per CBM

EA Sauromatia (4) - Androphags give serpent stats (28 hp). Oiorpata have infinite Lizards. Raiders get a Raider Bow that shoots 6x Short Bow arrows for 2 rounds, to allow Fire and Flee. Hydra Tamers at 120g can actually tame Hydra Hatchlings now (summon allies). Androphag Archers 20g as per CBM. PD downgraded to 1 Amazon & 1 Sauro Archer per pt, 1 Raider per pt @ 20+ as Raiders in 1-20 PD were ridiculous

EA T'ien Ch'i (5) - Master Warrior of the Five Elements added, 100g, H1, 13 str, 15 att, 15 def, 14 mr, 75% resist all. Nobles have infinite chariots. Medium footmen removed (1901 & 1904). Celestial Chastisement evo 4, S2, range 20

EA Machaka Lion Kings (6) (unused) -

EA Mictlan (7) - Mictlan Priests 70g B2 3RP. Sling Warriors 7g. Feathered Warrior 14g. CBM Moon Warriors (magic sword). Sun Warriors prec 12/att 13/def 12/mor 13 as per CBM, Heat 2 and 100% FR. High Priest of the Sun 100% FR. Jaguar Toads 6 gems 6 effects, CBM stats. Jaguars 20 gems 15+ effects. Jade Serpents 6 gems 2 effects, Standard 50. Monster Toad trample removed, CBM stats, size 6, Swallow weapon. Couatl 25 gems. Tlaloque 30 gems. Beast Bats 3 slaves. Tzitzimitl 8 slaves.
- Mictlan is costed as if Javelins are worth paying a little for. Conj summons improved.

EA Abysia (8) - No changes. Will be moved to MA for Muspelheim.

EA Caelum (9) - All troops 3 enc. Ice Lance given charge bonus, 4 dmg, 2 att. Spire Horn Warriors 15ap. Tempest Warrior 18ap/shock immune/12g. All Caelian Infantry 8g, res costs reduced. Iceclad 12g 20r. Temple Guard 20g 20r. Raptor #1707 removed. Raptorean Warrior 12 hp 11/11 str/12 att/11 def/12 mor/3 enc. Iron Crow 13 hp/13 att/12 def/13 mor/3 enc. Mammoths have Impenetrable Hide shield. Caelian Seraph A2 100% FAWE. Eagle Kings F1 added. Yazatas Conj 1, 6 gems as per CBM. Amesha Spenta 50 gems as per CBM, Conj 7, summons 2
- The new Caelum: Spire Horn are air cavalry glass cannons, Caelians are cheap & armored, Raptors are elite stat-wise but expensive

EA C'tis (10) - Recruitable scout. H3 national Battlefield 50% PR spell. City Guard get patrol 2. Falchioneer gets 12att/ambi3/12g as per CBM. Runner gets Net/22ap/10g. Taskmaster 40g can Capture Slaves & accidentally Holy. Lizard Chariot/Heir get Buckler and have infinite chariots. Sacred Serpent 20g and gets Constrict AoE weapon. Serpent Dancer 25g and gets Snake Bladder Stick & increased def to 15 base. Empoisoner added cap-only. Militia #168 removed. PD Militia replaced with Light Infantry. Summon Monster Toads 6 gems. Contact Sirrush 7 gems, Sirrush Fear +0. Devourer of Souls D5, 15 gems as per CBM. Summon Scorpion Man makes commander

EA Pan (11) - Maenads gets 2 attack claw. Dryads get 100% AWDB random. Pans sacred. Satyr Sneak 8g. Satyr Warrior 11g. Minotaur 30g/10att. Minotaur Warrior 35g/12att. Minotaur Lord 40g/12att. Centaur Hierophant 60g. Centaur 20g. Centaur Warrior 30g. White Centaur 50g

EA Agartha (12) - Heat 1 preference. Wet Ones get harpoons. All Pale Ones res size 2. AoE 1 Boulder Throwers. New "Olm" Mind Blast troop at 50g. New "Olm Mage" W2 2x100% FED 200g. Earth Readers E2 H1 1x100% FWD. New national spells: "Oracle's Vision" E1 H1 Thau 0 30fat,= eagle eyes, "Paths of the Deep" E4 H3 thau 0,=gateway, "Avatar of Darkness" summons autodarkness statue, E3 D1 4 gems Ench 5. Oracles 350g. Oracles & Earth Readers get Fortune Telling. Pale One Warrior #1464 removed
- The new Agartha: AoE Boulders, Mind Blasts and Harpoons let you ignore enemy defense. Prec buff and a W mage give new battlemagic options but need research to pull off.

EA TNN (13) - Whole nation enc 2 as per CBM. Golden Weapons false fetters effect as per CBM bug. Ri get Awe +0, A2 N2 F1 110% FAWEN. Sorcs get 110% AWEDN. Beans get 100% AWEND. Sidhe Lords get A2 N2
EA Fomoria (14) - Giant encumbrance normalized as per CBM. Fomorian Druid gets A2. Nemedians get false fetters effect as per CBM bug & DV 100%. New Fomorian Javelin that cripples. Fomorian Bronze Spear 4 dmg. Gold cost changes similar to CBM

EA Vanheim (15) - Whole nation enc -1 as per CBM. Vanherse A1 B1. Vanjarl A2 B2. Vanadrott A3 B2 110% AEDB. Cavalry get replacement horses. Smiths get 15% forge bonus. Fay Boar Herder commanders summon 6 more Fay Boars in battle, summon allies 1 Fay Boar, 200g, recruit anywhere. Fay Boars 50g 50 supply recruit anywhere.
- The new Vanheim: EA's new Premier Blood Nation and some immortal freespawn

EA Helheim (16) - Whole nation enc 3 as per CBM. Vanjarl Removed. Helkarl & Dis recruit-anywhere. Helkarl A1 D1. Dis A2 D2. Hangadrott B random removed and gets A2 D3 110% FEAD random. Svartalf get 15% forge bonus. Cavalry get replacement horses
- The new Helheim: Blood is removed to give a reason to play Vanheim over Helhiem. You now get the most precise Bane Fire in the game and the cheapest Cloud Trapeze thugs.

EA Niefelheim (17) - Jotun giants all size 3. Encumberance normalized as per CBM. Jotun Spears 4 dmg. Jotun Hurlers get AoE boulder like Agartha. Jotun Javelinists get crippling Javelin and lose Shield. Jotun Huskarls 11att/11def. Jotun Hirdman 12att/12def/14mor. Niefel Giant/Jarl chill nerfed, Niefel Jarls nerfed to 600g

EA Kailasa (18) - All bow Monkeys merged into Sticks and Stones. Yavana Archer 2 arrows 8 ammo. Yogi and Guru get H1. Yogi (10 magic ldr) replace starting scout. PD increased to 60@10pd markata & Yaksha at 20. Yaksha & Yashini H2. Contact Yakshini & Yaksha 20 gems. Celestial Music Thau 2 S2. Ambush of Tigers summons at edge of battle, 99 fat, 1+2/level. Kinnara 20 pearls. Siddha 25 pearls. Devata onebattlespell Rush of Strength 35 gems. Devala onebattlespell Celestial Music 35 gems
- The new Kailasa: Monkeys absolutely SPAM projectiles, think a thousand stones out of every tree. Devata and Devala summons boost your monkeys and other summons, giving them a niche.

EA Yomi (19) - Throw Flames 1 AoE/-8 dmg. Poison Spit 1 AoE/5 dmg AN nostr. Hannya F1D1N1 2xFD. Demon Generals 40g lose magic summon allies 2 Ko-Oni. Bandit Leader Patrol 10/Pillage 10. Bandits Patrol2/Pillage2. Bakemono size 1 as per CBM. Bakemono (club) gains Claw attack. Aka-Oni 20g. Oni 30g. Kuro-Oni 60g. Dai Oni get Kabuto helmet. Starting scout replaced with Demon General
- The new Yomi: Solve your gold problems with patrol bonus Bandit Leaders and a little freespawn

EA Hinnom (20) - Giant encumbrance normalized as per CBM. Horite removed. Horite Hunter gets Great Club. Avvite Charioteer gets Buckler and permanent secondshape as Avvite Spearman. Forest Ramparts changed to Forest Fortress. Avvite Scout 30g. Avvite Commander 40g. Baal nerfed to 600g

EA Atlantis (21) - 40 Admin fort. 25% res bonus. Reef Dweller gets Net. Mother of the Deep DV 100/90g. Basalt Queen 250g. Mage of the Deep DV 100. Shambler Chief MR 12. Non-Deep Shamblers MR 12. Coral Guard Fear +0. Coral Commander MR 12 Fear +0. Coral Priest 50g/100% WN. Living Pillar stats buffed gets Reinvig4. Starting army all Deep Ones.
- The new Atlantis: Regular Shamblers are much better vs R'lyeh but Deep One Shamblers better in melee, all commanders have 100% DV, and you get the cheapest researcher in the game at 50g sacred 3rp

EA R'lyeh (22) - 25% res bonus. Unarmored Slaves get Net. Armored Slaves get Trident. Slave Mage 150g. Aboleth and Mind Lord are sacred, get Tentacle & Amphib & lose 1 astral&water on land. Aboleth and Mind lord get 200% randoms. Mind Lord accidentally loses Voidsanity. Polypal Mother domsummons Gibbodai as per CBM. Slave Troll added as per CBM. Gibbodai gets 2x Tentacle
- The new R'lyeh: Fairly good mage-thugs on land

EA Oceania (26) - 25% res bonus. New amphib sacred "Knight of the Tides" uses Turtle Armor/Turtle Helmet/Buckler. Sacreds get replacement sea-horses. Merman Priest gets H2 & can lead 40. Amber Clan Mage gains 100% WFE random & 10% forge bonus. Trident+Harpoon Merman Tribe Warrior replaces Turtle Warrior in coastal forts. W1 100% DS Merman Shaman replaces Turtle Chief in coastal forts. Turtle Warrior re-made. Turtle Chief re-made
- The new Oceania: Terrorize the coasts with the Knights of the Red Tide, colonize the coasts with Mermen tribals

EA Lanka (68) - All bow Monkeys merged into Sticks and Stones. PD increased to 60@10pd markata & Priest at 20. Kala-Mukha gets B2. Asara gets Fear Roar, mrnegates oneshot AoE Fear. Anusara gets oneshot AoE Charge attack. Summon Rakshasas (783) removed Rakshasas (1736) removed. Praghasa gets 2x bonus bite attacks. Asrapas get 10 natural prot. Summon Sandhyabalas 3 for 18 slaves. Samanishada 20 slaves & H2. Dakini nerfed to 75 slaves. Host of Ganas 30 for 10 gems. Summon Vetalas 12 for 10 gems
- The new Lanka: Echos Kailasa changes, sacreds have better gimmicks, summon cost and effectiveness rebalanced

MA Arco - Carcades 8g 8r, Hoplite 14g 16r standard +0 8enc, Hypaspist 16g 10r +3ap 8enc, one-shot charge spear then short swords, Chariot 35g, spear #bonus bugfix, perm secondform, Heart Companion 20g 16r standard +0, Mounted Commander removed, Hoplite and Hypaspist commanders 30g & standard, new Strategos unique to MA 50g & sailing, new Mystic unique to MA 100% FAWES 50% each F/A/W/E & sailing, noncap Astrologer 4S 100% FAWE & sailing, Tower of a Thousand Stars inc luck, noncap Engineers & sailing, cap-only philosophers & mage engineers & sailing, starting commander Strategos
-It has sailing! And much lower-res troops, and engineers and philosophers, and super-mystics and super-astrologers.

MA Ermor (28) - Shadow Vestral commander "Shadow Walker" 55g, fear +0, 12 hp, 18 mr, H2, leads 40 undead. Lictor and Censor noncap, Censor H1. Thaumaturg gains 100% WASD random. Standard 40g, fear +5, standard +15. Centurion copied for ermor-only version, Legatus standard 30
-Sacred thugs and noncap sacreds extend the non-longdead-horse options, and randoms on Thaumaturgs improve their communion utility

MA Pyth (29) - Serpent Cataphract gains serpent stats (28 hp), permanent troop secondshape, 60g 29r. Serpent Lord gains serpent stats (28 hp) 90g 29r. Vestals 13 att, 14 mor, 14 mr, 13g. Standard standard 20. Legatus standard 30. Emerald Lord 35g, Emerald Guard 20g.
-Few changes

MA Man (30) - Wardens noncap. All mages A2 N2 200% AWEN. Daughter of Avalon noncap, magicboost -2 (50% have no magic), stealthy +0, seduce 10, evolve into Mother of Avalon in 12 turns. Mother of Avalon Air & Nature magicboost -1, stealthy +0, evolve to Crone of Avalon in 12 turns. Crone of Avalon no magicboost, evolve to Stormbringer by aging 12 turns, then surviving 6 battles with a self-suicide onebattlespell, then surviving a self-suicide mr check onebattlespell. Stormbringer Air magicboost +3 (75% A5, 25% A7), 12 hp, 10 str, 10 att, 10 def, 13 prec, 15 mor, 18 mr, stormpower 3, mapmove 3, flying, 100% SR, onebattlespell Storm, Staff of Storms weapon, no longer old. PD 1/point Longspear, 1/point Longbowman. Starting army 15 Longspear, 10 Longbowman. Axeman replaced with Woodsman (stealthy short bow mapmove 2 axeman) 13g 13r. Militia 6g. Spearman 8g. Longspear mapmove 2. Tower Guard mapmove 2, 12 mor, 12g. Light Cavalry gets Raider Bow. Knight 35g 36r. Lord Warden mapmove 2, 50g 29r, H1, 14 att, 14 def, 16 mr, 15 str. Knight of Avalon Sacred, 13 str, 13 att, permanent secondshape as Warden, 75g 37r. New cap-only Knight Commander of Avalon, copy of Knight of Avalon, H1, 20 hp, 15 str, 14 att, 14 def, 16 mor, 15 mr, 80g 37r. Forester patrolbonus 10, stealthy +20, 20g as per CBM. Monk stealthy +15, 25g. Bard stealthy +35, seduce 10.
-Noncap wardens provide a bless option, evolution from Daughters to Mothers to Crones to Stormbringers gives long-term mage potential

MA Ulm (31) - Gem income 2E 1F 1A 1S. PD 1/point Morningstar/shield Black Plate, 1.5/point Crossbowman, Iron Rain commander @ 20, 0.4/point 20+ Black Knight. All non-mounted enc 2. Arbalest every 2 rounds. All Tower Shields replaced with Tower Shield of Ulm, 7 parry, 0 enc. All non-black-plate removed. All Black Plate Infantry removed except Battleaxe, Pikeneer, Morningstar/Shield, and Black Knights. This includes commanders. Black Plate Infantry (battleaxe) 10g 23r, 9 mr. Black Plate Pikeneer 10g 22r, 9 mr. Black Plate Infantry (morningstar/shield) 10g 23r, 9 mr. Black Knight 55g 35r, 10 mr, spare mounts. Black Lord 80g 35r mr 10. New "Iron Rain" siege engine 200g 200r, fires 60x 2 ap nostr at 5 prec, 35 hp 10 prot 30 mor 14 mr -50% fr inanimate, mapmove 1, 4 ap. New "Ulmish Grenadier" 15g 30r broad sword black plate, fires AoE 1 10 ap nostr fire firebomb, prec -2. New "Ulmish Aqualung" 10g 25r black plate amphibian, uses "Ulmish Aquaspear" 2x attacks 3 dmg, 1 att, 2 def, 2 len. New "Death Guard of Ulm" 40g 40r, item-blacksteel, mapmove 2, 50% CR, 50% DV, 30 mor, 14 mr, wields "Sun Blade" 12 dmg 2 att 2 def 2 len effectalways "Small Area Holy Purge" 4 ap nostr aoe 1 3x vs undead and demons. New "Slayer of Ulm" 40g 42r, wears 15 prot dragon helmet & 8 prot boots of long strides, 12 hp, 11 str, 12 att, 11 def, 18 mor, 12 mr, mapmove 2, 26 ap, 50% FR, 50% CR, Standard +1, wields Axe of Hate & Duskdagger. New "Storm Maiden" 30g 25r, wears Iron Cap & Copper Plate, 12 hp, 11 str, 12 att, 11 def, 13 mor, 12 mr, flying mapmove 3, 100% SR, wields Short Sword & "Lightning Bow" 10 AN Shock Magic 3 prec. New "Spellbreaker of Ulm" 40g 40r, wears Starshine Skullcap & Rainbow Armor, 12 hp, 11 str, 12 att, 12 def, 14 mor, 20 mr, reinvig 3, mapmove 2, wields Moon Blade. Guardian 20g 25r, 12 mr, mapmove 2. Lord Guardian 55g 25r, mapmove 2, 12 mr. New "Aqualung Commander" 40g 25r, stats as Commander of Ulm plus Amphibian. New "Crusader of Ulm" commander 80g 40r, similar to Death Guard but stats of Black Knight, 30 mor, 14 mr, wields Flambeau. New "Storm Commander" 80g 25r, equiped as Storm Maiden, 14 hp, 11 str, 12 att, 12 def, 12 prec, 14 mor, 12 mr, flying mapmove 3, 100% SR. Siege Engineer 10 mr, can shapeshift to a "Ballista" mapmove 0, 12 prec, 14 mr, that fires 2 prec 100 range unparryable bolts that do 25 AN + 10 AN AoE 1, has 35 siege strength. New "Archivist of Ulm" 100g, copied from Philosopher, 11 rp at prod 0, mr 10, mapmove 2, drainimmune, not old. Master Smith E1 100% FASN 100% AS 100% DN, hammer weapon, -1 research. Black Priest E1 H2 100% FAES, -1 research. Priest Smith F1 E1 H1 100% FAESDN, hammer weapon.
-TROOPS. Troops with magic weapons. Troops with magic armor. Perpetual motion siege machines in your PD. Cheap Black Steel. Magic higher than 1 is rare.

MA Marignon (32) - Flagellant not recruitable, Pikeneer 1 castle def, Halberdier removed, Man at Arms mm2, new "Holy Grenadier" 14g 22r with Holy Water Satchel aoe 5, 2 damage ranged holy attack, Royal Guard have perm secondshape as Man at Arms 35g 30r, Knight of the Chalice have temp secondshape 80g 35r, holy levels removed from mages, Initiate F1S1, Witch Hunter F2S1 100% FAES, Grand Master F3S2 100% FAES 100% AE, Paladin 90g 35r Awe +1, Flagellants upkeep-free, Friar spawns 5 Flagellants, Inquisitor spawns 10 Flagellants, High Inquisitor spawns 10 + domsummon Flagellants, PD changed to Man at Arms + Crossbowman, starting army changed to Man at Arms + Crossbow. Mages less old.
-Marignon's mages are vastly improved, units are better at anti-unholy, Flagellants don't require holy resources, Paladins can be used as thugs

MA Mictlan (33) - Sling Warriors 7g. Feathered Warrior 14g. Moon Warrior upgraded to cap-only sacred "Dream Warrior" 17g 14r, ethereal, 100% DV, darkpower 2, mapmove 2, magic "Obsidian Dream Sword". Sun Warrior removed. Mictlan Priest 50g. Sky Priest A1 H1 100% FWSN, flying. Priest of the Moon remade to High Priest of the Moon, 200g, S3 H3 10% SDNB, 100% DV, darkpower 2, maxage 70. Temple of the Moon renamed "High Temple of the Moon", recuits High Priest of the Moon, Dream Warrior, & Couatl. High Priest of the Sky A3 H3 100% FWSN 10% FAWSN. Priest King N2 H2 150g. Couatl 350g, S3 N1 H2 200% ADN 10% ASDN, ethereal, 100% DV, darkpower 2. High Temple of the Land renamed Temple of the Land. Starting army's ea warriors replaced with ma versions.
-Dream & Darkness theme added: ethereal 100% dv sacreds, couatl with darkvision & death magic, mages with darkvision.

MA T'ien Ch'i (34) - Ministry Footman 10g. Ministry Guardsman 10g. Imperial Archer removed. New "Cho'Ko'Nu" 25g 30r, size 4 operated by 2 man repeating crossbow, 3 attacks 8 dmg ap, -2 prec30 range, secondaryeffect strong poison, 18 hp, 8 prot, 10 str, 10 att, 10 def, 10 mr, 14 mor, mapmove 1, 6 ap. New "Fei Huo" 100g 65r, size 6 fire arrow rocket launcher, launches every 3 rounds a -2 prec parryable 10 dmg AP rocket that has effectalways (unparryable) 15 dmg AP aoe 1 fire & 15 dmg AP aoe 1 normal shrapnel, 30 hp, 8 prot, 30 mor, 14 mr, inanimate, mapmove 1, 6 ap, siegebonus 8. Imperial Footman mapmove 2. Imperial City Guard mapmove 2, castledef 1. Imperial Guard mapmove 2. Horseman 30g, get Raider Bow. Heavy Horseman 35g 21r. Imperial Horseman 40g 29r. Red Guard wield 2x Lance, 55g 26r, get spare mounts. General 60g 27r standard +20. Eunuch 55g comes with 5 Ministry Guardsman. Ceremonial Master removed. Minister of Rituals 50g comes with 1 Ministry Footman. Master of the Way W2 100% AESN. Apothecary healer 30. Alchemist of the Five Elements 80g. Prince General 75g 26r, 2x lance, H1. New cap site "The Imperial Throne" generates Order & Prod scales. PD now 2/point Footman (shield), 1/point Archer, 0.4/point 20+ Cho'Ko'Nu, General @ 20.
-Raider bows and the Cho'Ko'Nu are dangerous, W2 mages allow better battlemagic, and Eunuchs are a cheap way to mass troops.

MA Machaka (35) - Machaka Spear +1 def from -1. Militia 5g. Machaka Warrior (no javelin) 7g. Machaka Hoplite mapmove 2. Machaka Commander Standard +20. Great Spider size 4. Spider Rider 30g, lose Short Bow, size 4, spider stats (26 hp), 12 mr, 8 prot, secondshape Machaka Warrior. Spider Knight 50g 26r, size 4, spider stats (26 hp), 12 mr, 0 prot + armor, secondshape Machaka Hoplite. Spider Lord 80g 26r, size 4, spider stats (26 hp), mr 12. Hunter Spider mr 12. Black Hunter 80g 36r, spider stats (55 hp), 15 mr, 0 prot + armor, permanent secondshape into new dismounted sacred. Hunter Lord 150g 36r, fear +0, spider stats (55 hp), H1, 14 att, 13 def, 16 str, 16 mr, lose secondshape. Spider Warrior noncap 18g 28r. Bane Spider noncap 50g 28r 10 undead leader. Voice of the Lord 80g, H3. Witch Doctor F1 A1 D1 N1 3 rp. Sorceress 190g, noncap, no spider form, F1 A1 D2 100% FAED. New "Black Sorceress" 250g, cap-only, spider form, F1 A2 D2 100% FAED. PD 2/point Warrior (shield+jav), 1.5/point Archer, 1/point 20+ Hoplite, 0.5/point 20+ Spider Rider, Voice of the Lord @ 20. Starting army 15 Machaka Warrior (shield+jav), 15 Archer. New national spells modified from CBM "Forest of a Thousand Eyes" Ench 3, 0 gems, N2 D1, scrying, "Swarm of Spiders" alt 6, 2 gems, A2 D1, 30+10/level spiders at battle edges, "Send Hunter Spider" hunter spider assassin N3, 2 gems, conj 8.
-Size 4 spiders, cheap spiders, and Hunter Lords are SC-level recruitables. Air magic gives you a second blasting path and buffs your ranged, and death 3 gives you bane fire.

MA Agartha (36) - Heat preference 1. 350g labs. Gets national spells Oracle's Vision (earth+holy eagle eyes), Avatar of Darkness (autodark statue summon) & Paths of the Deep (earth gateway). Medium Infantry mapmove 2. Argathan Crossbowman 10g 19r added. Pale Ones ressize 2. Pale One Soldier Trident+Net 10g 15r from CBM added. Ancient Stone Hurler cap-only added. Pale One Sentinel cap-only recruitable 20g 150r. Granite Ancient with H1 noncap commander 50g 350r. Attendant of the Oracles 30g, 10 magic leader. Earth Reader E1 H1 100% FWD, mapmove 2, fortune teller 5, 10 magic leader. Golem Crafter comes with one Attentive Statue, 5% forge bonus, F1 W1 E2 H1 100% AS, mapmove 2. Oracle of the Ancients 350g, fortune teller 10, E3 D1 H3 100% FWED 10% FWED, mapmove 2. New national spells "Living Stone" gives 10% regen to all magic beings + sacred + friendly, works on inanimates, works UW, E3 H2, 3 gems, alt 6, "Reconstruction" 50 AN heal for magic beings + sacred + friendly, works on inanimate, works UW, H3, 60 fat, ench 6. Attentive statue sacred. Attentive Statues E2, 2 effects, 3 gems, ench 0. Enliven Sentinels E3, 5 effects, 15 gems, ench 2. Enliven Granit Guard 30 gems, 5 effects, ench 4. Marble Oracle H3, spreads dom like prophet. Enliven Marble Oracle 20 gems, ench 5.
-Two lab-centric spells (darkness & gateway) and 350g labs give an excellent defensive network, and you can add Watchers (now sacred & commander). Recruitable statues for super high res cost, plus golem attendants with golem crafters hold you over until your gem income picks up.

MA Abysia (37) - EA Abysia's best stuff moved to MA. MA Warlock Apprentice removed, EA Misbred cap-only added, MA Warlock & Demonbred kept. Lava Warrior removed, EA Burning One & Annointed added. MA noncap troops kept. MA Anathemant Salamander & Dragon removed, EA Anathemant Salamander & Dragon added (cheaper). EA Warlock Apprentice noncap added. PD is approx EA Aby PD: 0.6/point Flail Abysian, 0.5/point Battleaxe Abysian, 0.3/point 20+ Flail Abysian. Starting army is 10 Battleaxe Abysian, 10 Flail Abysian, as per EA.
-Take ea abysia, add ma abysia's two types of humanbred and their high-astral high-blood warlocks, and throw in recruit-anywhere B1 blood hunters.

MA Caelum (38) - EA Caelum troop changes (see EA Caelum) notably all units enc 3. Storm Guard 15g 18r, 100% SR. Storm General 35g 25r, 100% SR. Iceclad 12g 28r. Temple Guard 20g 28r, mapmove 2. Ice Crafter 140g, W1 50% A 50% S 50% D. Caelian Seraph W2 100% AWSD. High Seraph A2 W3 100% AWSD 10% AWSD. Gem income 2A 3W. New national global "Ice Age" evo 8, W5, 60 gems, puts up Grip of Winter in ALL battles globally.
-Ice focused magic instead of air makes for a very different feel. Still has the same troop changes (Spire Horn shock troops, Caelian cheapos)

MA C'tis (39) - EA C'tis troop changes (see EA C'tis). Added scout. Swamp Guard 100% PR, patrolbonus 2, castledef 2, armor downgraded so they cost 13g 18r. Marshmaster W1 D1 N1 200% WSDN 100% WD 10% WSDN. Militia removed. Militia in PD replaced by Light Infantry. New global "Endless marsh" ench 8, W5 N3, 60 gems, Quagmire in ALL battles globally.
-Marshmasters are a lot more versatile

MA Pangaea (40) - EA Pan troop & Dryad changes (see EA Pan). Satyr Hoplite 11g 20r. War Minotaur 35g, 12 att. Minotaur Lord 40g, 12 att. Centaur Warrior 30g 12r, 4 enc. Centaur Cataphract 30g 20r, 6 enc. Centaur Commander 40g 20r, 6enc. Pan sacred. Pandemoniac sacred.
-Similar changes to EA Pan & Centaurs a huge amount cheaper

MA Vanheim (41) - Changes as per EA Van (see EA Van). Einhere mapmove 2. Van get spare mounts. Fay Boar noncap, Fay Boar Herder noncap. +1B to all mages.
-Similar changes to EA Van; blood focused nation

MA Jotunheim (42) - All giants size 3. Wolf Rider light lance. Moose Riders 2x Raider Bow. Jotun troop changes as per EA Niefel. Jotun Woodsman 12 att, 12 def, 14 mor. Jotun Herse 50g.
-All size 3 means troops are much more viable. Should have more of a troop game and less of a thug, with wolf cavalry and moose raiders

MA Bandar Log (43) - Markata, Atavi Infantry, Light Bandar Warrior combined bow+sticks&stones as per EA Kailasa. Vanara Infantry combined 4 AP Chakram & Short Bow 11r. Vanara Swordsman 12r. Bandar Warrior added Long Bow 17r. Royal Swordsman 25g 17r. Tiger Rider 90g, tiger hp (21 hp), white one permanent secondshape. Vanara Captain 30g 15r with Short Bow & 4 AP Chakram. Bandar Commander 40g 17r. Bandar Noble changed to elephant rider 180g 33r, elephant stats, 10 mr, 15 mor. Brahmin H2. Yogi H1. Guru S1 N1 H2 100% WE, mapmove 2. Rishi H2, mapmove 2. Markata Archer, Atavi Archer, Vanara Archer, Vanara Chakram Thrower, Light Bandar Archer, Light Bandar Warrior removed. PD 6/point Markata, 1/point 20+ Light Bandar Warrior, Brahmin @ 20, similar to EA.
-Similar to Kailasa; lots and lots of projectiles. Thuggable elephant riders. Battle-communion capable Gurus

MA Shinuyama (44) - Patrol bonus bandit & size 1 bakemono as per EA. O-Bakemono 35g. Dai Bakemono 30g 27r. Dai Bakemono (long bow) 30g 31r. Bakemono General 40g, summon allies 2 club+claw bakemono-sho. Kappa Chief 30g. Mujina 50g. Shuten-doji 40g. Bakemono Shaman 2x100% FWED. Starting commander Bakemono General, starting scout bandit leader.
-Similar to CBM; size 1 bakemono, cheaper dai bakemono, and a little bit of freespawn

MA Ashdod (45) - Kohen H1 D1. Emite D1 S1. Zamzummite changed to "Zamzummite Sorcerer" nonsacred E1 D2 100% ED 100% FS. New "Zamzummite Priest" H2. Dirge for the Dead D3 (no holy). Banquet for the Dead D4 (no holy). Adon 450g, 3 enc. Talmai Elder 3 enc. Human Slave 5g. New "Gadite Skirmisher" 12g 14r, 11 ap humans to combine with giants. Gildeadite 12 att. Gileadite Archer 45g 23r, mapmove 2, armor smash & cripple bow. Bashanite 12 att & Gore attack. Sheshai & Ahiman Anakite enc increased to 3. Rephaite Commander 60g.
-A decent size 2 human to fill size 4 gaps, skellyspam capable zamzummites, and affordable archers

MA Atlantis (46) - Initiate of the Deep S1, noncap. Seer of the Deep W3 S2 D1, noncap, fortune teller 5. King of the Deep W3 200% FWES 100% FWES. Gem income 4W 1S. Carryover from EA Atlantis troops (see EA Atlantis). All troops mapmove 2. Atlantean Light Infantry named "Atlantean Skirmisher" get Coral Darts -8 dmg + str 2 prec strong poison. Reef Dweller get Harpoon. Coral Guard (glaive) 15g 15r. War Lobster Amphibious. Mother Guard fear +0. Consort fear +0. Coral Queen fear +0.
-Underwater projectiles, amphib lobsters, hugely improved astral, fear sacreds and an extra random on the kings help both the early and midgame

MA R'lyeh (47) - Carryover from EA R'lyeh (see EA R'lyeh). Meteorite Guard 13g 20r. Illithid Soldier 50g 20r, life drain added. Traitor Prince 50g, 10 magic leader. Hybrid (coastals) 10g. Freespawn upkeep reduced.
-Illithid soldiers and Meteorite Guard are cheaper, some carryover from EA

MA Oceania (48) - Siren W2 A1 (A2 W1 on land). Capricorn 300g, sacred, loses 1W gains 1E on land. Merman Priest 40g, H2. Wave Warrior 11g. Ichtysatyr 8g. Ichtysatyr Soldier 10g, stealthy +0. Mermidon 15g. Ichtycentaur 30g, mapmove 2. Trident Knight 80g, Pearl Trident + Lance, mapmove 2. Trident Lord 80g H1, Pearl Trident + Lance, mapmove 2. New spell "Siren's Storm" A2 W1, 1 gem, 0 research, Storm.
-Much better mages on land and a national Storm help you leave the pond. Cheaper Ichtycentaurs and Lance Trident Knights help you dominate it

MA Eriu (69) - Enc normalized: milesians 3 enc, fir bolg & tuatha 2 enc. Bean Sidhe noncap, A1 W1 N1 100% AWEDN. Sidhe Lord A2 N2 H2. Tuatha A3 N2 F1 H2 100% FAWEN 10% FAWEN, onebattlespell Twist Fate. Milesian Swordsman 10g 14r. Fir Bolg 11g. Daoine Sidhe Golden Spear with False Fetters. Fir Bolg Champion 25g.
-Recruit-anywhere Bean Sidhe for research, cheaper res milesians for blocking, fire magic for flaming slings, and golden weapons sacreds for the early game
------------- Change Log for 0.09 & 0.10 -------------

0.09
-New Epithets for most EA and MA nations
-EA Ermor great augury gemcost typo fixed
-EA Yomi starting scout now a Demon General, Hannya now F1D1N1 2xFD (25% F1D3N1, 25% F3D1N1, 50% F2D2N1), kuro-oni 60g, aka-oni 20g, demon general summon allies 2 units
-EA Hinnom chariot reduced to buckler
-EA Atlantis starting army now no longer contains nonexistent units
-EA C'tis Recruitable scout added. PD Milita replaced with Light Infantry. PR spell battlefield 99 fat. "Constrict" weapon reduced to -3 dmg from 0 (Sacred Serpent), Serpent Dancer reduced to 25g from 30 & def increased to 15 to compensate for new weapon
-EA Ulm Throwing Axes reduced to 2 attacks
-EA Caelum All troops 3 enc. 8g caelians, res costs reduced. Iceclad 12g 20r. Temple Guard 20g 20r. Caelian Seraph A2 100% FAWE. EKs F1.
-EA Agartha Oracle's Vision 30 fat, added Paths of the Deep & Avatar of Darkness from CBM (gateway and darkness statue)
-EA Pan maenad gets 2 attack claw with -2 damage, -1 att, rather than 2 claw attacks with 0 damage, 0 att.
-EA Nief Jotun giants all size 3.
-All Caelum units enc 3.
-Mother of Serpents now summons 5 Sacred Serpents, Father of Serpents now summons 5 Naga
-Monster Toad trample removed
-MA nations nowhere near finished
-Dragon Master increased to 24 gems
-dt_raise added to Death Weapons (will happen extremely rarely unfortunately)
-Giant Constrictor weapons fixed
-Watcher now summons a commander version, now A2 E2, sacred
-Spice Soul 20D from 30
-Send Lammashatas 5D from 3
-Blindness gemcost experimentally removed, now 80 fatigue
-Summon Water Power now Conj 3, W2, works on land
-Strangling Vines damage reduced to 14 from 16, AoE reduced from 1+ to 0+ (3 at N3)
-Troop Long Spears are +1 def instead of -1
-Troop Pikes are +1 def instead of -1

0.10
(in progress)-Updated descriptions for EA and MA nations
-Hannya paths fixed
-MA TC eunuch fixed
-MA Ulm starting army fixed
-MA Ulm super troop costs adjusted a LOT
-Storm Maiden commander
-Ulm Grenadiers decreased to AoE 1
-Grapeshot is 2 damage, -5 prec, AP
-Marignon Grenadiers decreased to 2 damage
-MA TC Rockets added
-Hunter Lord slots fixed
-Bandar Noble slots fixed
-Daughers / Mothers magicboost fixed
-Astrologer random fixed
-Kailasa/BL/Patala Ambush of Tigers 99fat, 1+2/level
-Zmey removed from the game (still wishable)
-Desert Dragon takes place of AE Zmey. 80hp, single life, size 5, AoE 1 fire breath, Conj 6 30 gems F4
-indep Mounted Commanders get 80 leadership
-EA TC Master Warrior of the Five Elements added, 100g, H1, 75% resist all, 13 str, 15 att, 15 def, 14 mr
Troop Battle Buffs Adjusted:
-Keen Blades 80fat 20aoe, Weapons of Sharpness E5 5gems, Revenge of the Soul S4 F4 5gems, Heroism 80fat 20aoe, Mass Heroism F5 5gems, Quickening 40fat 10+aoe W3 alt7, Swiftness 40fat 10+aoe A3 ench7, Celerity W6 6gems, Aurora Warriors S7 7gems, Divine Providence S5 5gems ench9, Mirage Warriors A6 6gems, Reality S3 A1 2gems

NATIONS
MA Arco - Carcades 8g 8r, Hoplite 14g 16r standard +0 8enc, Hypaspist 16g 10r +3ap 8enc, one-shot charge spear then short swords, Chariot 35g, spear #bonus bugfix, perm secondform, Heart Companion 20g 16r standard +0, Mounted Commander removed, Hoplite and Hypaspist commanders 30g & standard, new Strategos unique to MA 50g & sailing, new Mystic unique to MA 100% FAWES 50% each F/A/W/E & sailing, noncap Astrologer 4S 100% FAWE & sailing, Tower of a Thousand Stars inc luck, noncap Engineers & sailing, cap-only philosophers & mage engineers & sailing, starting commander Strategos
-It has sailing! And much lower-res troops, and engineers and philosophers, and super-mystics and super-astrologers.

MA Ermor (28) - Shadow Vestral commander "Shadow Walker" 55g, fear +0, 12 hp, 18 mr, H2, leads 40 undead. Lictor and Censor noncap, Censor H1. Thaumaturg gains 100% WASD random. Standard 40g, fear +5, standard +15. Centurion copied for ermor-only version, Legatus standard 30
-Sacred thugs and noncap sacreds extend the non-longdead-horse options, and randoms on Thaumaturgs improve their communion utility
MA Pyth (29) - Serpent Cataphract gains serpent stats (28 hp), permanent troop secondshape, 60g 29r. Serpent Lord gains serpent stats (28 hp) 90g 29r. Vestals 13 att, 14 mor, 14 mr, 13g. Standard standard 20. Legatus standard 30. Emerald Lord 35g, Emerald Guard 20g.
-Few changes

MA Man (30) - Wardens noncap. All mages A2 N2 200% AWEN. Daughter of Avalon noncap, magicboost -2 (50% have no magic), stealthy +0, seduce 10, evolve into Mother of Avalon in 12 turns. Mother of Avalon Air & Nature magicboost -1, stealthy +0, evolve to Crone of Avalon in 12 turns. Crone of Avalon no magicboost, evolve to Stormbringer by aging 12 turns, then surviving 6 battles with a self-suicide onebattlespell, then surviving a self-suicide mr check onebattlespell. Stormbringer Air magicboost +3 (75% A5, 25% A7), 12 hp, 10 str, 10 att, 10 def, 13 prec, 15 mor, 18 mr, stormpower 3, mapmove 3, flying, 100% SR, onebattlespell Storm, Staff of Storms weapon, no longer old. PD 1/point Longspear, 1/point Longbowman. Starting army 15 Longspear, 10 Longbowman. Axeman replaced with Woodsman (stealthy short bow mapmove 2 axeman) 13g 13r. Militia 6g. Spearman 8g. Longspear mapmove 2. Tower Guard mapmove 2, 12 mor, 12g. Light Cavalry gets Raider Bow. Knight 35g 36r. Lord Warden mapmove 2, 50g 29r, H1, 14 att, 14 def, 16 mr, 15 str. Knight of Avalon Sacred, 13 str, 13 att, permanent secondshape as Warden, 75g 37r. New cap-only Knight Commander of Avalon, copy of Knight of Avalon, H1, 20 hp, 15 str, 14 att, 14 def, 16 mor, 15 mr, 80g 37r. Forester patrolbonus 10, stealthy +20, 20g as per CBM. Monk stealthy +15, 25g. Bard stealthy +35, seduce 10.
-Noncap wardens provide a bless option, evolution from Daughters to Mothers to Crones to Stormbringers gives long-term mage potential

MA Ulm (31) - Gem income 2E 1F 1A 1S. PD 1/point Morningstar/shield Black Plate, 1.5/point Crossbowman, Iron Rain commander @ 20, 0.4/point 20+ Black Knight. All non-mounted enc 2. Arbalest every 2 rounds. All Tower Shields replaced with Tower Shield of Ulm, 7 parry, 0 enc. All non-black-plate removed. All Black Plate Infantry removed except Battleaxe, Pikeneer, Morningstar/Shield, and Black Knights. This includes commanders. Black Plate Infantry (battleaxe) 10g 23r, 9 mr. Black Plate Pikeneer 10g 22r, 9 mr. Black Plate Infantry (morningstar/shield) 10g 23r, 9 mr. Black Knight 55g 35r, 10 mr, spare mounts. Black Lord 80g 35r mr 10. New "Iron Rain" siege engine 200g 200r, fires 60x 2 ap nostr at 5 prec, 35 hp 10 prot 30 mor 14 mr -50% fr inanimate, mapmove 1, 4 ap. New "Ulmish Grenadier" 15g 30r broad sword black plate, fires AoE 1 10 ap nostr fire firebomb, prec -2. New "Ulmish Aqualung" 10g 25r black plate amphibian, uses "Ulmish Aquaspear" 2x attacks 3 dmg, 1 att, 2 def, 2 len. New "Death Guard of Ulm" 40g 40r, item-blacksteel, mapmove 2, 50% CR, 50% DV, 30 mor, 14 mr, wields "Sun Blade" 12 dmg 2 att 2 def 2 len effectalways "Small Area Holy Purge" 4 ap nostr aoe 1 3x vs undead and demons. New "Slayer of Ulm" 40g 42r, wears 15 prot dragon helmet & 8 prot boots of long strides, 12 hp, 11 str, 12 att, 11 def, 18 mor, 12 mr, mapmove 2, 26 ap, 50% FR, 50% CR, Standard +1, wields Axe of Hate & Duskdagger. New "Storm Maiden" 30g 25r, wears Iron Cap & Copper Plate, 12 hp, 11 str, 12 att, 11 def, 13 mor, 12 mr, flying mapmove 3, 100% SR, wields Short Sword & "Lightning Bow" 10 AN Shock Magic 3 prec. New "Spellbreaker of Ulm" 40g 40r, wears Starshine Skullcap & Rainbow Armor, 12 hp, 11 str, 12 att, 12 def, 14 mor, 20 mr, reinvig 3, mapmove 2, wields Moon Blade. Guardian 20g 25r, 12 mr, mapmove 2. Lord Guardian 55g 25r, mapmove 2, 12 mr. New "Aqualung Commander" 40g 25r, stats as Commander of Ulm plus Amphibian. New "Crusader of Ulm" commander 80g 40r, similar to Death Guard but stats of Black Knight, 30 mor, 14 mr, wields Flambeau. New "Storm Commander" 80g 25r, equiped as Storm Maiden, 14 hp, 11 str, 12 att, 12 def, 12 prec, 14 mor, 12 mr, flying mapmove 3, 100% SR. Siege Engineer 10 mr, can shapeshift to a "Ballista" mapmove 0, 12 prec, 14 mr, that fires 2 prec 100 range unparryable bolts that do 25 AN + 10 AN AoE 1, has 35 siege strength. New "Archivist of Ulm" 100g, copied from Philosopher, 11 rp at prod 0, mr 10, mapmove 2, drainimmune, not old. Master Smith E1 100% FASN 100% AS 100% DN, hammer weapon, -1 research. Black Priest E1 H2 100% FAES, -1 research. Priest Smith F1 E1 H1 100% FAESDN, hammer weapon.
-TROOPS. Troops with magic weapons. Troops with magic armor. Perpetual motion siege machines in your PD. Cheap Black Steel. Magic higher than 1 is rare.

MA Marignon (32) - Flagellant not recruitable, Pikeneer 1 castle def, Halberdier removed, Man at Arms mm2, new "Holy Grenadier" 14g 22r with Holy Water Satchel aoe 5, 2 damage ranged holy attack, Royal Guard have perm secondshape as Man at Arms 35g 30r, Knight of the Chalice have temp secondshape 80g 35r, holy levels removed from mages, Initiate F1S1, Witch Hunter F2S1 100% FAES, Grand Master F3S2 100% FAES 100% AE, Paladin 90g 35r Awe +1, Flagellants upkeep-free, Friar spawns 5 Flagellants, Inquisitor spawns 10 Flagellants, High Inquisitor spawns 10 + domsummon Flagellants, PD changed to Man at Arms + Crossbowman, starting army changed to Man at Arms + Crossbow. Mages less old.
-Marignon's mages are vastly improved, units are better at anti-unholy, Flagellants don't require holy resources, Paladins can be used as thugs

MA Mictlan (33) - Sling Warriors 7g. Feathered Warrior 14g. Moon Warrior upgraded to cap-only sacred "Dream Warrior" 17g 14r, ethereal, 100% DV, darkpower 2, mapmove 2, magic "Obsidian Dream Sword". Sun Warrior removed. Mictlan Priest 50g. Sky Priest A1 H1 100% FWSN, flying. Priest of the Moon remade to High Priest of the Moon, 200g, S3 H3 10% SDNB, 100% DV, darkpower 2, maxage 70. Temple of the Moon renamed "High Temple of the Moon", recuits High Priest of the Moon, Dream Warrior, & Couatl. High Priest of the Sky A3 H3 100% FWSN 10% FAWSN. Priest King N2 H2 150g. Couatl 350g, S3 N1 H2 200% ADN 10% ASDN, ethereal, 100% DV, darkpower 2. High Temple of the Land renamed Temple of the Land. Starting army's ea warriors replaced with ma versions.
-Dream & Darkness theme added: ethereal 100% dv sacreds, couatl with darkvision & death magic, mages with darkvision.

MA T'ien Ch'i (34) - Ministry Footman 10g. Ministry Guardsman 10g. Imperial Archer removed. New "Cho'Ko'Nu" 25g 30r, size 4 operated by 2 man repeating crossbow, 3 attacks 8 dmg ap, -2 prec30 range, secondaryeffect strong poison, 18 hp, 8 prot, 10 str, 10 att, 10 def, 10 mr, 14 mor, mapmove 1, 6 ap. New "Fei Huo" 100g 65r, size 6 fire arrow rocket launcher, launches every 3 rounds a -2 prec parryable 10 dmg AP rocket that has effectalways (unparryable) 15 dmg AP aoe 1 fire & 15 dmg AP aoe 1 normal shrapnel, 30 hp, 8 prot, 30 mor, 14 mr, inanimate, mapmove 1, 6 ap, siegebonus 8. Imperial Footman mapmove 2. Imperial City Guard mapmove 2, castledef 1. Imperial Guard mapmove 2. Horseman 30g, get Raider Bow. Heavy Horseman 35g 21r. Imperial Horseman 40g 29r. Red Guard wield 2x Lance, 55g 26r, get spare mounts. General 60g 27r standard +20. Eunuch 55g comes with 5 Ministry Guardsman. Ceremonial Master removed. Minister of Rituals 50g comes with 1 Ministry Footman. Master of the Way W2 100% AESN. Apothecary healer 30. Alchemist of the Five Elements 80g. Prince General 75g 26r, 2x lance, H1. New cap site "The Imperial Throne" generates Order & Prod scales. PD now 2/point Footman (shield), 1/point Archer, 0.4/point 20+ Cho'Ko'Nu, General @ 20.
-Raider bows and the Cho'Ko'Nu are dangerous, W2 mages allow better battlemagic, and Eunuchs are a cheap way to mass troops.

MA Machaka (35) - Machaka Spear +1 def from -1. Militia 5g. Machaka Warrior (no javelin) 7g. Machaka Hoplite mapmove 2. Machaka Commander Standard +20. Great Spider size 4. Spider Rider 30g, lose Short Bow, size 4, spider stats (26 hp), 12 mr, 8 prot, secondshape Machaka Warrior. Spider Knight 50g 26r, size 4, spider stats (26 hp), 12 mr, 0 prot + armor, secondshape Machaka Hoplite. Spider Lord 80g 26r, size 4, spider stats (26 hp), mr 12. Hunter Spider mr 12. Black Hunter 80g 36r, spider stats (55 hp), 15 mr, 0 prot + armor, permanent secondshape into new dismounted sacred. Hunter Lord 150g 36r, fear +0, spider stats (55 hp), H1, 14 att, 13 def, 16 str, 16 mr, lose secondshape. Spider Warrior noncap 18g 28r. Bane Spider noncap 50g 28r 10 undead leader. Voice of the Lord 80g, H3. Witch Doctor F1 A1 D1 N1 3 rp. Sorceress 190g, noncap, no spider form, F1 A1 D2 100% FAED. New "Black Sorceress" 250g, cap-only, spider form, F1 A2 D2 100% FAED. PD 2/point Warrior (shield+jav), 1.5/point Archer, 1/point 20+ Hoplite, 0.5/point 20+ Spider Rider, Voice of the Lord @ 20. Starting army 15 Machaka Warrior (shield+jav), 15 Archer. New national spells modified from CBM "Forest of a Thousand Eyes" Ench 3, 0 gems, N2 D1, scrying, "Swarm of Spiders" alt 6, 2 gems, A2 D1, 30+10/level spiders at battle edges, "Send Hunter Spider" hunter spider assassin N3, 2 gems, conj 8.
-Size 4 spiders, cheap spiders, and Hunter Lords are SC-level recruitables. Air magic gives you a second blasting path and buffs your ranged, and death 3 gives you bane fire.

MA Agartha (36) - Heat preference 1. 350g labs. Gets national spells Oracle's Vision (earth+holy eagle eyes), Avatar of Darkness (autodark statue summon) & Paths of the Deep (earth gateway). Medium Infantry mapmove 2. Argathan Crossbowman 10g 19r added. Pale Ones ressize 2. Pale One Soldier Trident+Net 10g 15r from CBM added. Ancient Stone Hurler cap-only added. Pale One Sentinel cap-only recruitable 20g 150r. Granite Ancient with H1 noncap commander 50g 350r. Attendant of the Oracles 30g, 10 magic leader. Earth Reader E1 H1 100% FWD, mapmove 2, fortune teller 5, 10 magic leader. Golem Crafter comes with one Attentive Statue, 5% forge bonus, F1 W1 E2 H1 100% AS, mapmove 2. Oracle of the Ancients 350g, fortune teller 10, E3 D1 H3 100% FWED 10% FWED, mapmove 2. New national spells "Living Stone" gives 10% regen to all magic beings + sacred + friendly, works on inanimates, works UW, E3 H2, 3 gems, alt 6, "Reconstruction" 50 AN heal for magic beings + sacred + friendly, works on inanimate, works UW, H3, 60 fat, ench 6. Attentive statue sacred. Attentive Statues E2, 2 effects, 3 gems, ench 0. Enliven Sentinels E3, 5 effects, 15 gems, ench 2. Enliven Granit Guard 30 gems, 5 effects, ench 4. Marble Oracle H3, spreads dom like prophet. Enliven Marble Oracle 20 gems, ench 5.
-Two lab-centric spells (darkness & gateway) and 350g labs give an excellent defensive network, and you can add Watchers (now sacred & commander). Recruitable statues for super high res cost, plus golem attendants with golem crafters hold you over until your gem income picks up.

MA Abysia (37) - EA Abysia's best stuff moved to MA. MA Warlock Apprentice removed, EA Misbred cap-only added, MA Warlock & Demonbred kept. Lava Warrior removed, EA Burning One & Annointed added. MA noncap troops kept. MA Anathemant Salamander & Dragon removed, EA Anathemant Salamander & Dragon added (cheaper). EA Warlock Apprentice noncap added. PD is approx EA Aby PD: 0.6/point Flail Abysian, 0.5/point Battleaxe Abysian, 0.3/point 20+ Flail Abysian. Starting army is 10 Battleaxe Abysian, 10 Flail Abysian, as per EA.
-Take ea abysia, add ma abysia's two types of humanbred and their high-astral high-blood warlocks, and throw in recruit-anywhere B1 blood hunters.

MA Caelum (38) - EA Caelum troop changes (see EA Caelum) notably all units enc 3. Storm Guard 15g 18r, 100% SR. Storm General 35g 25r, 100% SR. Iceclad 12g 28r. Temple Guard 20g 28r, mapmove 2. Ice Crafter 140g, W1 50% A 50% S 50% D. Caelian Seraph W2 100% AWSD. High Seraph A2 W3 100% AWSD 10% AWSD. Gem income 2A 3W. New national global "Ice Age" evo 8, W5, 60 gems, puts up Grip of Winter in ALL battles globally.
-Ice focused magic instead of air makes for a very different feel. Still has the same troop changes (Spire Horn shock troops, Caelian cheapos)

MA C'tis (39) - EA C'tis troop changes (see EA C'tis). Added scout. Swamp Guard 100% PR, patrolbonus 2, castledef 2, armor downgraded so they cost 13g 18r. Marshmaster W1 D1 N1 200% WSDN 100% WD 10% WSDN. Militia removed. Militia in PD replaced by Light Infantry. New global "Endless marsh" ench 8, W5 N3, 60 gems, Quagmire in ALL battles globally.
-Marshmasters are a lot more versatile

MA Pangaea (40) - EA Pan troop & Dryad changes (see EA Pan). Satyr Hoplite 11g 20r. War Minotaur 35g, 12 att. Minotaur Lord 40g, 12 att. Centaur Warrior 30g 12r, 4 enc. Centaur Cataphract 30g 20r, 6 enc. Centaur Commander 40g 20r, 6enc. Pan sacred. Pandemoniac sacred.
-Similar changes to EA Pan & Centaurs a huge amount cheaper

MA Vanheim (41) - Changes as per EA Van (see EA Van). Einhere mapmove 2. Van get spare mounts. Fay Boar noncap, Fay Boar Herder noncap. +1B to all mages.
-Similar changes to EA Van; blood focused nation

MA Jotunheim (42) - All giants size 3. Wolf Rider light lance. Moose Riders 2x Raider Bow. Jotun troop changes as per EA Niefel. Jotun Woodsman 12 att, 12 def, 14 mor. Jotun Herse 50g.
-All size 3 means troops are much more viable. Should have more of a troop game and less of a thug, with wolf cavalry and moose raiders

MA Bandar Log (43) - Markata, Atavi Infantry, Light Bandar Warrior combined bow+sticks&stones as per EA Kailasa. Vanara Infantry combined 4 AP Chakram & Short Bow 11r. Vanara Swordsman 12r. Bandar Warrior added Long Bow 17r. Royal Swordsman 25g 17r. Tiger Rider 90g, tiger hp (21 hp), white one permanent secondshape. Vanara Captain 30g 15r with Short Bow & 4 AP Chakram. Bandar Commander 40g 17r. Bandar Noble changed to elephant rider 180g 33r, elephant stats, 10 mr, 15 mor. Brahmin H2. Yogi H1. Guru S1 N1 H2 100% WE, mapmove 2. Rishi H2, mapmove 2. Markata Archer, Atavi Archer, Vanara Archer, Vanara Chakram Thrower, Light Bandar Archer, Light Bandar Warrior removed. PD 6/point Markata, 1/point 20+ Light Bandar Warrior, Brahmin @ 20, similar to EA.
-Similar to Kailasa; lots and lots of projectiles. Thuggable elephant riders. Battle-communion capable Gurus

MA Shinuyama (44) - Patrol bonus bandit & size 1 bakemono as per EA. O-Bakemono 35g. Dai Bakemono 30g 27r. Dai Bakemono (long bow) 30g 31r. Bakemono General 40g, summon allies 2 club+claw bakemono-sho. Kappa Chief 30g. Mujina 50g. Shuten-doji 40g. Bakemono Shaman 2x100% FWED. Starting commander Bakemono General, starting scout bandit leader.
-Similar to CBM; size 1 bakemono, cheaper dai bakemono, and a little bit of freespawn

MA Ashdod (45) - Kohen H1 D1. Emite D1 S1. Zamzummite changed to "Zamzummite Sorcerer" nonsacred E1 D2 100% ED 100% FS. New "Zamzummite Priest" H2. Dirge for the Dead D3 (no holy). Banquet for the Dead D4 (no holy). Adon 450g, 3 enc. Talmai Elder 3 enc. Human Slave 5g. New "Gadite Skirmisher" 12g 14r, 11 ap humans to combine with giants. Gildeadite 12 att. Gileadite Archer 45g 23r, mapmove 2, armor smash & cripple bow. Bashanite 12 att & Gore attack. Sheshai & Ahiman Anakite enc increased to 3. Rephaite Commander 60g.
-A decent size 2 human to fill size 4 gaps, skellyspam capable zamzummites, and affordable archers

MA Atlantis (46) - Initiate of the Deep S1, noncap. Seer of the Deep W3 S2 D1, noncap, fortune teller 5. King of the Deep W3 200% FWES 100% FWES. Gem income 4W 1S. Carryover from EA Atlantis troops (see EA Atlantis). All troops mapmove 2. Atlantean Light Infantry named "Atlantean Skirmisher" get Coral Darts -8 dmg + str 2 prec strong poison. Reef Dweller get Harpoon. Coral Guard (glaive) 15g 15r. War Lobster Amphibious. Mother Guard fear +0. Consort fear +0. Coral Queen fear +0.
-Underwater projectiles, amphib lobsters, hugely improved astral, fear sacreds and an extra random on the kings help both the early and midgame

MA R'lyeh (47) - Carryover from EA R'lyeh (see EA R'lyeh). Meteorite Guard 13g 20r. Illithid Soldier 50g 20r, life drain added. Traitor Prince 50g, 10 magic leader. Hybrid (coastals) 10g. Freespawn upkeep reduced.
-Illithid soldiers and Meteorite Guard are cheaper, some carryover from EA

MA Oceania (48) - Siren W2 A1 (A2 W1 on land). Capricorn 300g, sacred, loses 1W gains 1E on land. Merman Priest 40g, H2. Wave Warrior 11g. Ichtysatyr 8g. Ichtysatyr Soldier 10g, stealthy +0. Mermidon 15g. Ichtycentaur 30g, mapmove 2. Trident Knight 80g, Pearl Trident + Lance, mapmove 2. Trident Lord 80g H1, Pearl Trident + Lance, mapmove 2. New spell "Siren's Storm" A2 W1, 1 gem, 0 research, Storm.
-Much better mages on land and a national Storm help you leave the pond. Cheaper Ichtycentaurs and Lance Trident Knights help you dominate it

MA Eriu (69) - Enc normalized: milesians 3 enc, fir bolg & tuatha 2 enc. Bean Sidhe noncap, A1 W1 N1 100% AWEDN. Sidhe Lord A2 N2 H2. Tuatha A3 N2 F1 H2 100% FAWEN 10% FAWEN, onebattlespell Twist Fate. Milesian Swordsman 10g 14r. Fir Bolg 11g. Daoine Sidhe Golden Spear with False Fetters. Fir Bolg Champion 25g.
-Recruit-anywhere Bean Sidhe for research, cheaper res milesians for blocking, fire magic for flaming slings, and golden weapons sacreds for the early game
------------- End Change Log -------------
Last edited by Avoraciopoctules on Wed May 02, 2012 5:25 am, edited 4 times in total.
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Post by Avoraciopoctules »

Wow. I actually care about Hunter Lords now.

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Post by Username17 »

Other than making random fiddly changes all over the place so that people who haven't stared at the .dm file for hours have no hope of making a coherent strategy, what the hell are you tring to accomplish with all this?

-Username17
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Post by Avoraciopoctules »

I haven't even opened the dm file for this mod. I am one of the people staring at the code for hours in an attempt to develop coherent strategy.
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Post by Kaelik »

FrankTrollman wrote:Other than making random fiddly changes all over the place so that people who haven't stared at the .dm file for hours have no hope of making a coherent strategy, what the hell are you tring to accomplish with all this?

-Username17
It's Av, do you really believe he actually thinks about anything before acting?
DSMatticus wrote:Kaelik gonna kaelik. Whatcha gonna do?
The U.S. isn't a democracy and if you think it is, you are a rube.

That's libertarians for you - anarchists who want police protection from their slaves.
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Post by Avoraciopoctules »

Kaelik wrote:It's Av, do you really believe he actually thinks about anything before acting?
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Post by Avoraciopoctules »

I almost want to play Ulm now that all of these new units have been added to it. But some of the other nation changes appeal more.

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Post by Username17 »

OK, seriously: what the fuck? What the fuck is the reasoning behind any of that? I know Ulm sucks, but at what point did someone think it was a good idea to allow Ulm to pay 140 gold to search for seven flavors of magic? Really, that is insane.

There is no possible justification of all of this. You're not even playing Dominions, you're playing Calvinball.

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Post by Akula »

FrankTrollman wrote:OK, seriously: what the fuck? What the fuck is the reasoning behind any of that? I know Ulm sucks, but at what point did someone think it was a good idea to allow Ulm to pay 140 gold to search for seven flavors of magic? Really, that is insane.

There is no possible justification of all of this. You're not even playing Dominions, you're playing Calvinball.

-Username17
The mod features a spell that lets anyone with S3 or B3 summon a F1 A1 E1 W1 mage, and anyone with W3 or E3 to summon a S1 D1 N1 B1 mage. Admittedly these spells do cost gems, but every nation can get that kind of searching diversity with a little bit of research and expenditure. Overall, the ulmish units are running with the existing theme of ulm. They have weak and difficult to use battlemagic and superior forging. It is just that the military is pretty sweet instead of sucking hard.
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Post by Username17 »

Akula wrote:
FrankTrollman wrote:OK, seriously: what the fuck? What the fuck is the reasoning behind any of that? I know Ulm sucks, but at what point did someone think it was a good idea to allow Ulm to pay 140 gold to search for seven flavors of magic? Really, that is insane.

There is no possible justification of all of this. You're not even playing Dominions, you're playing Calvinball.

-Username17
The mod features a spell that lets anyone with S3 or B3 summon a F1 A1 E1 W1 mage, and anyone with W3 or E3 to summon a S1 D1 N1 B1 mage. Admittedly these spells do cost gems, but every nation can get that kind of searching diversity with a little bit of research and expenditure. Overall, the ulmish units are running with the existing theme of ulm. They have weak and difficult to use battlemagic and superior forging. It is just that the military is pretty sweet instead of sucking hard.
The overall theme of Ulm is indeed supposed to include them having a good military, which they do not actually have. But the overall theme of Ulm does not include having submarines and jetpacks. They are supposed to be Eastern European Knights with great steel, not steam punk Buck Rogers.

The entire mod appears to be full of completely crazy bullshit, almost none of which is balanced against anything in the game. I am completely at a loss as to what the point of the mod is. Winning or losing the game would have essentially no bearing on your skill at the game as everything (and I do mean everything) is now converted into a crazy crap shoot of crazy.

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Post by Korwin »

Kaelik wrote:
FrankTrollman wrote:Other than making random fiddly changes all over the place so that people who haven't stared at the .dm file for hours have no hope of making a coherent strategy, what the hell are you tring to accomplish with all this?

-Username17
It's Av, do you really believe he actually thinks about anything before acting?
For the record, Av did not write this mod, he only formated the changelog.

Thanks btw!
FrankTrollman wrote: The entire mod appears to be full of completely crazy bullshit, almost none of which is balanced against anything in the game. I am completely at a loss as to what the point of the mod is. Winning or losing the game would have essentially no bearing on your skill at the game as everything (and I do mean everything) is now converted into a crazy crap shoot of crazy.

-Username17
Now you made encouraged me to sign up for another game, thats not fair!
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Post by Avoraciopoctules »

TheDemon's mod has reinvigorated my enthusiasm for Dominions 3. Much like it reinvigorates Atlantis's Living Pillars.

Also, apparently all of Abysia's cool Burning ones and such are getting moved to MA to make room for a bigger, cooler, more giant Fire nation called Muspelheim in EA. Annointed of Rhuax should be pretty cool (haha) MA battle mages.
Last edited by Avoraciopoctules on Mon May 21, 2012 5:15 am, edited 1 time in total.
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Post by Avoraciopoctules »

Hey Frank, hey Frank:
Wands:
-F1 const 0 Sceptre of Authority (flame bolt, 25 ldr)
-W1 const 0 Ice Pebble Staff (numbness, 100% CR)
-N1 const 0 Summer Sword, (tangle vines, 100 supply)
-D1 const 0 Skull Talisman (animate skeleton)
-S1 const 2 Herald Lance (solar rays, standard +8)
-F1 F1 const 2 Wand of Wild Fire (aoe 3 fireball)
-W2 const 2 Winter Bringer (falling frost)
-F2 const 2 Wand of Purging (holy pyre) (from Flambeau)
-W1 F1 const 2 Staff of Corrosion (acid bolt)
-N2 const 2 Skull Standard (panic, fear +0)
-D1 const 2 Rod of Death (control the dead, 20 undead ldr)
-S2 B2 const 2 The Oath Rod of Kurgi (horror mark, feeblemind on hit, feebleminds units in same province)
-S2 E1 const 2 Crystal Shield (auto-pots)
-F2 const 4 Rod of the Phoenix (incinerate)
-D3 const 4 Standard of the Damned (drain life)
-A4 const 4 Staff of Storms (lightning bolt, auto-storm)
-D3 const 4 Crown of Ptah (control the dead, fear +10, cursed)
-E3 N3 const 4 Crown of Overmight (charm, regen 10%, 100 ldr, awe +0, cursed)
-S2 B2 const 6 Twin Spear (call lesser horror, luck, 50 ldr)
-A4 A1 const 6 Tempest (thunder strike, auto-storm)
-D4 const 6 Sun Slayer (drain life, aoe death attack)
-F2 W2 const 6 Rune Smasher (+2 pen)
-S3 S1 const 6 Banner of the North Star (auto-lotns)
-F2 const 8 O'al Kan's Sceptre (aoe 3 fireball, AN, 50 ldr, 50% CR, small area stun on attack)
-S5 D4 const 8 The Horror Harmonica (call horror, auto-wailing winds, -2 mor, chance of horror mark)
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Post by Username17 »

Yeah the ability to spend 30 gold and 10 water gems at Construction 2 to get a battle mage that can spam Falling Fucking Frost is completely nuts. But I think the most perfect example of the complete contempt the mod authors have for, well, everything is this:
N1 const 0 Summer Sword, (tangle vines, 100 supply)
Summer Swords are actually awesome. They are decent enough magic swords and also let you spam tangle vines. But they make one hundred supply. If they can be made by Wolf Tribe Shamans at Construction 0, then supplies are basically not a problem for any faction. They are twice as good as Bags of Wine and they are independently useful in battle. With that on the table, the entire supply economy might as well not exist.

-Username17
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Avoraciopoctules
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Post by Avoraciopoctules »

-N1 const 2 Pocket Ship
-N6 const 8 The Chalice
-S6 const 8 Nethgul (added weapon: gaze of death)
-D6 const 8 The Ankh
-D6 const 8 Carcator the Pocket Lich (D15 mage in battle)
-N6 const 8 Holger the Head (50 hp, 50% regen, gloves of the gladiator + shortsword 3x vs larger, equipment)
-E6 const 8 Percival the Pocket Knight (100 hp, all-immune, 30 mr, fire brand + herald lance, equipment)
Last edited by Avoraciopoctules on Mon May 21, 2012 5:35 am, edited 1 time in total.
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Post by Avoraciopoctules »

Want to summon a fire monster?
Ember lords are in, I think. But also:
Summon Fire Snakes now 6 gems, 6 effects. Fire Snake gets new Flame Lance (physical with secondaryeffectalways Fire AoE) and Fire Fang (physical with fire then poison secondaryeffects) attacks
New summon "Ashes to Ashes", Conj 9, F6, summons 100 Fire Snakes, 80 gems
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Post by Akula »

You still have to spend nature gems to make summer swords, the fact that more factions can get them doesn't mean that supplies don't exist, it just means that the part of the game where that concerns your average faction is shorter. Besides, supplies really mostly serve as a dick move to blindside people with against LA ermor.

Also, man those 4 assassins will be hardcore.
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Post by Avoraciopoctules »

New spell "Mindfyre" fire damage Soul Slay, F3, Thau 6
EDIT:
New spell "Crab Battle" Creeping Doom but with crabs and underwater, Conj 6, W3 E1, 2 gems
Last edited by Avoraciopoctules on Mon May 21, 2012 5:45 am, edited 1 time in total.
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Post by Avoraciopoctules »

New battlefield Charge Body "Electric Boogaloo" Evo 7, A5, Battlefield, 300 fat
Added all AwesomeGods 1.4 pretenders
GWB and GBB incur 30 unrest in their province, GWB cost decreased to 150
Many pretenders (gearless SCs and tramplers) gain natural shields or recuperation
All dragons cost 50, gain melee breath weapons, Red Dragon gets heat, Blue Dragon gets chill, Green Dragon gets poison armor, Dracolich gets disease cloud, Carrion Dragon gets entangle
New Lightning Dragon pretender with onebattlespell Quicken Self
UW Archmage experimentally fixed with firstshape trick
Manticore gets Swallow attack
Mother of Serpents summons 5 Sacred Serpents a turn
Father of Serpents summons 5 Naga a turn
Colossal Fetish reduced to 10 reinvig
Some nice awake SC potential
Last edited by Avoraciopoctules on Mon May 21, 2012 5:53 am, edited 1 time in total.
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Post by Avoraciopoctules »

EA Agartha (12) - Heat 1 preference. Wet Ones get harpoons. All Pale Ones res size 2. AoE 1 Boulder Throwers. New "Olm" Mind Blast troop at 50g. New "Olm Mage" W2 2x100% FED 200g. Earth Readers E2 H1 1x100% FWD. New national spells: "Oracle's Vision" E1 H1 Thau 0 30fat,= eagle eyes, "Paths of the Deep" E4 H3 thau 0,=gateway, "Avatar of Darkness" summons autodarkness statue, E3 D1 4 gems Ench 5. Oracles 350g. Oracles & Earth Readers get Fortune Telling. Pale One Warrior #1464 removed
- The new Agartha: AoE Boulders, Mind Blasts and Harpoons let you ignore enemy defense. Prec buff and a W mage give new battlemagic options but need research to pull off.
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Post by Avoraciopoctules »

Woah. In MA, Agartha keeps their awesome national rituals, and they can spam more because labs only cost 100.
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Post by Username17 »

Avoraciopoctules wrote: Some nice awake SC potential
Not really. One of the things about the guys who spam really big armies is that they completely invalidate Super Combatant gods. No matter how awesome a Red Dragon is, he's still going to - at best - conquer one province a turn. A god who freespawns 175 gold worth of sacred troops every turn will conquer an extra province a turn every three turns or so.

It is certainly biased towards awake divinity (and also imprisoned divinity, since some of the blesses you can afford are insane), but not towards gods who are personally thugs. You can simply conquer too much with freespawn nagas and crap.

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Post by Avoraciopoctules »

Sad. Oh well, I'll have plenty of SC potential in my Machaka game anyways. I should probably aim for a good bless instead. I hear the bull pretenders may keep the ridiculous Earth/Nature bless potential of AwesomeGods. That may be a good starting point.
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Post by TheDemon »

FrankTrollman wrote:Yeah the ability to spend 30 gold and 10 water gems at Construction 2 to get a battle mage that can spam Falling Fucking Frost is completely nuts. But I think the most perfect example of the complete contempt the mod authors have for, well, everything is this:
N1 const 0 Summer Sword, (tangle vines, 100 supply)
Summer Swords are actually awesome. They are decent enough magic swords and also let you spam tangle vines. But they make one hundred supply. If they can be made by Wolf Tribe Shamans at Construction 0, then supplies are basically not a problem for any faction. They are twice as good as Bags of Wine and they are independently useful in battle. With that on the table, the entire supply economy might as well not exist.

-Username17
This is actually something I was very concerned about when I made the change, and I have a note in my design document about it (and there's a good chance it'll either be increased in gemcost or research in a later version). But the thing is, the entire supply economy might as well not exist in the base game since as it barely ever comes up. Ignoring it in a mod, while not ideal, I don't feel is particularly is hugely detrimental.

There's no need to skim the .dm file. I've documented every single change I've made outside of the mod code, and while the full change log is in fact massive and not really skimmable, that's a function of the number of changes, not the documentation. e: Eventually I will see about documenting everything in a wiki, which should improve the ability to see changes "at a glance".

As for the point of the mod? You pretty much nailed it, I'm piling on the crazy for everything. I completely understand if that's not your thing.
DE Foreword wrote: Mod Compatibility: NONE

This mod is by TheDemon but ideas and code and art assets have been copied wholesale without permission from CBM by qm/llamabeast and EDM by llamabeast and Mytheology by Psientist/Soyweiser and UWGIM by Burnsaber and CPCS by Burnsaber and AICIM by Calahan and the Awesome series of mods by NinjaDebugger and AwesomeUlm by Feinne.
Thanks to PlagueDynasty for the logo design.

The idea behind this mod is to give units and spells that are not useful a niche use, and to make gameplay generally more interesting. If it's hard to find a good niche, they are removed.
Balance tweaks go this way as well; I will add units that fill the niches a nation is missing, or if a unit/spell dominates so it overshadows other similar units it may be nerfed so that its niche is more restricted.
Basically, the end goal is that every remaining unit and spell should be useful in some actual game situation.
I do not like cost balancing as the primary method of balancing. I do not intend to strictly follow the lore; I will change the background flavor if it is not useful.

If you have feedback on the changes, please find me on IRC (#dom3goons on irc.synirc.net) and deliver it. I am interested in hearing:
a) Do the changes work? As in, are there bugs?
b) Are the changes effective? As in, do the new units/spells fill a niche such that you would use them an actual multiplayer game situation?
c) Are the changes balanced?

Alternately this mod is the "Whatever TheDemon Wants" mod. You can think of it as a mod where every nation has been made into Mary Sues.
Like I said in my goal statement, I don't care about the initial flavor of Ulm greatly. DE Ulm is purposely no longer themed the same as vanilla Ulm. And eventually there will be internal balance, but that's really far away. Internal balance, I note, compares the mod to itself rather than the vanilla game or another mod.
Last edited by TheDemon on Thu May 24, 2012 10:12 pm, edited 1 time in total.
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Post by Akula »

Oh, I have a question. When the crone starts to throw around the first suicidal #onebattlespell, what are the things I should try to do to survive it? It says the second spell is MR negates so I was thinking an AMA for that might help, but the text doesn't say how the first spell goes about trying to kill the crone.
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