This is summod, a dominions 4 overhaul mod. 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, Warspirit, 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, it is not the only consideration. The changes to the generic section are conservative, but certain nations with significant underlying flaws, such as LA Pythium, are comprehensively rebuilt.
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 (v0.79)
Table of Contents
Axe of Hate: N2->N1
Bane Blade: +fear 1
Demon Whip: +undead leadership 20
Dragon Sceptre: const 6->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
Faithful: E1S1->S1
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: MR4->5, 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
Wave Breaker: +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
Black Steel 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
Dire Wolf 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
Cat's Eye 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: +autocasts 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
Wound Fend 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, (Torgrin hp 14->30, str 12->15, +invulnerablility 10, +onebattlespell Undead Horde)
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
Prison of Fire: thau 4->3
Rain of Stones: 1->2 gems
Numbness: alt 3->2
Quickness: +scales
Quickening: AoE 9+->9++
Earth Might: 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
Bone Melter: 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
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: +stone fist, +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: conj 8->6, D4S4->D3S2, 50->25 pearls, (baseform: hp 180->210, MR 18->20, +FR5, +SR5, +pierceresist) (secondform: hp 210->260, +acidshield 8, regen 10->12%) (thirdform: hp 260->350, acidshield 8->10, regen 12->15%, +slimer 1) (unfettered: hp 350->500, MR 20-22, acidshield 10->20, regen 15->20%, slimer 1->2 touch->wind of leprosy)
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, +mapmove 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
Contact Forest Giant: (def 9->11, +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 Cemetery: summons 4 carrion beasts instead of two
Flesh Eater's Isle: summons 4 ghouls instead of one
The Slaughterhouse: provides supply, summons some extra foulspawn
Isle of Saos: gives the correct units
*Surveyed armor and 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)
Jingasa: rescost 2->1
Coral Cuirass: prot 10->12, enc 2->1, rescost 7->8 (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->5 (MA Pelagia)
Pearl Shield: def 5->6 (EA Pelagia)
Hoplon: enc 1->2 (this fully offsets the benefits Therodos gets from the cuirass changes)
*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 (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
*Barbarians no longer look like Skwisgaar; they now wield battleaxes.
*Ichtyid, Triton, Merman and Frog Clan poptypes now provide indie scouts.
*Amphibious poptypes now provide better troops and shamans.
*Various amphibious indies given non-ferric equipment.
Hoburg Crossbows: 7->9 gold
Horse Tribe Cavalry/Brother: 25->18 gold
Horse Tribe Chief/Brother(cmnd): 55->50 gold
Jade Maiden 370: 50->45 gold
Nightmare 369: 80->70 gold
Light Cavalry 24, 25, 26: 25->18 gold, (javelin cavalry spear-> light lances)
Heavy Cavalry 19, 21 (3 attacks): 35->25 gold, (base)rescost 20->15
Heavy Cavalry 20 (2 attacks): 30->25
Cataphract 1187: 40->35 gold
Mounted Commander 44, 45: (base)rescost 20->15
Imperial Commander 2117: 65->55 gold
Knight: 35->30 gold, (base)rescost 20->15
Knight Commander: (base)rescost 20->15
Grey Kight, Lord: (base)rescost 25->19
Holy Knight: (base)rescost 30->23
Fire Lord: (base)rescost 20->15
Scoutmod fully implemented for all nations. This will display as a recruitable, STR scout unit in the capital of most nations. On recruiting it, it will become a commander.
Chariot: 45->35 gold, (base)rescost 8->10
Chariot Archer: 55->45 gold, (base)rescost 8->10
Chariot Commander: 75->55 gold, (base)rescost 8->10
Equites: 35->30 gold
Equites of the Sacred Shroud: 50->45 gold
Eponi Knights: 30->25 gold, +hoof attack
Eponi Chieftain: 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
Noble: 50->40 gold, rescost(base) 25->8
Noble Commander: 110->100 gold, rescost(base) 25->8
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: size 5->4, MR5->8, str 11->16, +cost upkeep (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 EA Xibalba changes Bind Beast Bats: (MR15->11, def 13->11, +animal, +undisciplined, -1 siege/defense (total siege/defense of 2.44->1.44 each))
Contact Onaqui: (increase unrest 2->4/month)
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) Children of Rhuax: Abysian version of Rhuax Pact, conj 3, F4E1, 2 gems
(New Spell) Abysian (Improved) Cross Breeding: Abysian-themed version of the (Improved) 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 cuiraiss->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)
Telkhine: +increase death scale (from EA Therodos changes)
*Lances replaced with Stone lances, which are non-iron and +2 resources
Obsidian Dart: ammo 4->6 (Xibalban Dart Thrower)
Xibalban Warrior: 7->8 gold
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 Mother: +can research
Grandmother: +inspired researcher
Mind Lord: 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
Sirens: W2->W1 +1.0AW (A1W1 Sirens will be A2 in landshape)
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 (non-water) provinces they control with high dominion and low population. Marignon can convert these sites into S1 sites by sufficient preaching with an inquisitor.
*Reduced capital income.
*50% more gold cost for all forts.
*Starts at Cold 1.
Knight of the Unholy Sepulchre: att 13->11, lance->light lance, kite shield->rusty kite shield
Dusk Elders: slightly more resistant to magic duel (equivalent to having +S1)
*Sceleria's indie priests have 2.5X upkeep costs. Will not display until turn after recruitment. Indie flavor text changed to reflect this.
Angel of Fury: 35->25 pearls, blood vengeance 4->0, +damage reflection 2, +self-blesses
Angelic Host: S5->S4F1, 50->40 pearls
Heavenly Choir: S7F2->S5F3, 144->88 pearls, (Angels of the Heavenly 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 Sauromatia)
Hydra: 250->180 gold, +recuperation (changes from EA Sauromatia)
Long Spear: scale mail cuirass->chain mail hauberk
Logrian Warrior: 12->11 gold
Logrian Cavalry: 30->20 gold
Warden of Avalon: mapmove 1->2
Lord Warden: mapmove 1->2, +H1
Knight of Man: 45->35 gold, rescost(base) 20->15
(New Unit) Knight Commander of Man, 60 gold
Knight of Avalon: 65->50 gold, rescost(base) 25->19, +recruitable in sufficiently magical forted forests
Knight Commander of Avalon: 126->115 gold, rescost(base) 25->19
*Round Table Implementation (Knights of Avalon and Knight Commanders of Avalon can turn into Knights of the Round Table).
Mother of Avalon: 195->185 gold, N1H1 +2.0AN +.2WE -> A1N2 +1.0AWE +.25N
*Bonding Wardens is a common event; bonds a Warden to a Mother as a 1batstartsummon
Crone of Avalon: 335->325 gold, A2N3H1 +1.1AWEN -> A2N3H1 +1.0AN +1.0WE
*Man gets the Transformation spell at 5 gems (3 gem discount).
(New Spell) Bewitchment: ench 5, N1A1, AoE 1+ confusion effect, range 25, fatigue 20
(New Spell) Hex of Minerva: alt 7, N2, 1 gem, AoE 5+, essentially an AoE Polymorph
(New Spell) Slumber: evo 8, N4, 1 gem, battlefield-wide, dam 30++++(sleep/stun), mr negates
(New Spell) Incantantion of Morgan: alt 6, W1N2, AoE 5, Liquid Body + Weapons of Sharpness
(New Spell) Aegis of Niniane: ench 5, N3H1 AoE 5, Mossbody + Elemental Resistance
(New Spell) Cloak of Ygraine: alt 3, A2N2, AoE 5, Luck + Twist Fate
(New Spell) Fortification of Isolde: ench 3, E1N2, AoE 5, Legions of Steel + Weapons of Sharpness
(New Item) Rowan Staff: const 4, N2A2, MA Man only, usable by Mothers and Crones, +2 pen, +2 prec, allows 5 fatigue casting of Bewitchment.
Fir Bolg: stone spear->bronze spear
Black Knight: 50->40 gold, rescost(base) 25->19
Black Lord: 110->100 gold, rescost(base) 25->19
Flagellant: 10->9 gold
Man at Arms: 14->13 gold
Royal Guard: 45->35 gold, rescost(base) 20->15
Knight of the Chalice: 55->45 gold, rescost(base) 25->19
Paladin: 155->135 gold, rescost(base) 30->23
Witch Hunter: 185->175 gold, +0.1FAES
High Inquisitor: not slow-to-recruit, +0.5S
*Members of the Inquisition (non-witch finders) 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.
*(From MA Ermor changes) Ermor receives a D1 site that spawns in provinces (not water provinces) they control with high dominion and low population. Marignon can convert these sites into S1 sites by sufficient preaching with an inquisitor.
Angel of Fury: 35->25 pearls, blood vengeance 4->0, +damage reflection 2, +self-blesses
Angelic Host: S5->S4F1, 50->40 pearls
Heavenly Choir: S7F2->S5F3, 144->88 pearls, (Angels of the Heavenly Choir: +weak anti-undead/demon ranged attack)
Sun Warriors: 18->14 gold, hp 12->13, mapmove 1->2
Tlahuelpuchi: B2->B2D2, 25->34 slaves
Civateteo: B2D2->B2, (+douse 1)
*From EA Xibalba changes Bind Beast Bats: (MR15->11, def 13->11, +animal, +undisciplined, -1 siege/defense (total siege/defense of 2.44->1.44 each))
Contact Onaqui: (increase unrest 2->4/month)
Eunuchs: 35->75 gold, +foreign recruit, +conscription *Conscription: Eunuchs 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.
Horsemen: 20->18 gold
Heavy Horsemen: 35->27 gold
Imperial Horsemen: 40->30 gold
Red Guard: springpower 50->25, 55->45 gold
Prince General: 240->160 gold, +H1, springpower 50->25
Masters of the Way: W1H1 1.0AWSN->W1H1 1.0AES
Celestial Master: mapmove 1->2
Celestial Servant: 3->2 gems
Internal Alchemy: 10->2 gems
Thousand Year Ginseng: 8->2 gems
(New Spell) Terracotta Warriors: summons national versions of terracotta troops.
*Starting army is 20/20
Pygmies: +forest recruit
Machaka Warriors: 10->9 gold, +furs (the ones without javelins), +foreign recruit
Machaka Archers: 10->9 gold, +foreign recruit
Hoplites: 14->13 gold
Spider Warriors: 25->20 gold, def +1, dagger->poison dagger
Great Spiders(non-sacred mounts): size 5->4, MR5->8, str 11->16, +cost upkeep
Spider Riders: 40->30 gold, size 5->4, spear->light lance
Spider Knights: 55->40 gold, size 5->4, +single-use light lance
Spider Lord: 115->100 gold, size 5->4, +single-use light lance
Hunter Spiders(sacred mounts) MR5->10, str 16->18, +fear weapon, +cost upkeep (Pretender: str 16->18, +fear weapon)
Machaka Chief: +foreign recruit
Bane Spiders: 110->80 gold, str 11->12, att 13->14, def 10->12
Ears of the Lord: 65->50 gold, +foreign recruit
Eyes of the Lord: 90->80 gold, +slow-to-recruit, +foreign recruit
Voices of the Lord: 115->105 gold, +slow-to-recruit, +foreign recruit
Witchdoctors: 80->100 gold, F1D1N1->N1 +1.0FDN +1.0 FED, -4->-6 researchbonus, +forest recruit
Sorceresses: 85->90 gold, 0.1FEDN->0.4, (Great Spider form size 5->4, str 11->16)
Sorcerors: 195->180 gold, F1D1N2 +1.0FEDN -> F1D1N2 +1.0FED +0.25N +0.1FEDN
Demonbred: DV 50%-100%
*Spell changes from EA Abysia
(New Spell) Children of Rhuax: Abysian version of Rhuax Pact, conj 3, F4E1, 2 gems
(New Spell) Abysian (Improved) Cross Breeding: Abysian-themed version of the (Improved) 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.
Spire Horn Archers: short bow->composite bow
Frost Bow: dmg 9->11
(New Unit) Ice Enchanter: 205 gold, W2 +1.0FSD +1.0AWS, cap only, forgebonus 1, iceforging 7
*Shaman Prophetshape gets a pathboost (S/N +1)
Summon Scorpion Man: conj 8->6, 12->10 gems, (+commander, +iron cap, +torso slot)(from Abysia changes-credit to johannes)
Minotaurs: 40->35 gold
War Minotaurs: 50->45 gold
*Spawns occasional N1 sites on sufficiently decayed, templed forest provinces
Minotaurs: 40->35 gold
War Warriors: 50->45 gold
Summon Valkyries: A3D1->A2D1, (from EA Helheim change)
Awaken Draugar: 12->10 gems
Awaken Draugar: 12->10 gems
Awaken Draugar: 12->10 gems
All Vanara Units: -1 gold
Light/Bandar Archers 18->17 gold
Bandar Warriors 18->17 gold, 11->12 attack
Royal Swordsmen: 26->22 gold, att 12->13
White Ones: 24->20 gold
Nagas Warriors: 20->15 gems, (falchion->bronze falchion)
Nagarajas: 30->25 gems, (falchion->bronze falchion)
*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
*Size 2 Bakemono units are now slaves.
Dai Bakemono(both): 30->25 gold
Dai Bakemono(without bow): 11->12 attack
Shuten-Doji: +taskmaster 2
Bakemono General: +inspirational 1
Bakemono Shaman: +0.2F +0.2E +0.2D
Kappa Shaman: +UW recruit
(New Unit) Kappa Mage: W1, 45 gold, UW fort recruit
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
Summon Ko Oni: summons 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, summons 4->4+
Oni General: conj 6->5, 20->14 gems
Dai Oni: conj 8->7, 45->35 gems
Kitsune: 30->23 gems
(New Spell) Hide Heart: ench 5, D2F2, 10 gems, makes the caster into an immortal kizoku.
Supaya: spectral spear mrnegates->hardmrneg
Obsidian Dart: ammo 4->6 (Muuch Dart Thrower)
Poison Dart: ammo 4->6, stun damage 25->50 (same as blowpipe)(Chak Muuch Assassin/Dart Thrower)
Zotz Warriors: 7->8 gold, lance->stone lance(non-iron and +2 resources)
Muuch Jungle Warrior: mapmove 1->2
Muuch Warriors(bronze armor): 10->13 gold, mor 10->11, att 10->11, def 9->10, stone->bronze spear
Chak Muuch Obsidian Warrior: 26->22 gold, +not cap-only
Chak Muuch Dart Thrower: +not cap-only
Ah Itz: stone dagger->knife
Muuch K'uhul: 290->265 gold, W2E1D1H1 +1.0WEDN -> W1E1D1H1 +1.0WD +1.1WEDN), stone dagger->knife
*Ferrous equipment replaced with UW equivalents
Ichtytaurs: 40->35 gold, +gore attack while underwater, berserk 2->3 (berserk change to align with EA)
*Below are changes from EA Oceania
Sirens: W2->W1 +1.0AW (A1W1 Sirens will be A2 in landshape)
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
Morvarc'h Knight, Morgen Champion, Morgen Queen: (base)rescost 20->15
Agema Companion 35->30 gold, (base)rescost 15->12
Agema Commander 105->100 gold, (base)rescost 15->12
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. This functions by prophetizing an appropriate member of that cult. If no cult is active but you can't prophetize, this can be accomplished by ordering that cult leader to sitesearch in the capital instead. All cults have their divine authority increased when endorsed. This might give them priest levels, remove heretic, and/or decrease a research malus.
General changes:
Several units (detailed below) receive the Clipeus in place of the tower shield. This reduces resource cost and encumberance, but provides 1 lower protection. Limitane, Limitane Primani, Limitane Solaris, Primani Solaris, Comitatense, Limitane Standard, and Standard
Several units (detailed below) receive weighted darts in place of javelins. Weighted Darts have 3 more ammo than javelins, have 3 better precision, and do 2 less damage. Limitane, Limitane Solaris, Comitatense, Limitane Standard, and Standard
Limitane receives clipeus and weighted darts. Defense 10->11.
Limitane Primani receives clipeus. Defense 11->12. Gold cost 12->11. Map Move 1->2.
Limitane Solaris receives clipeus and weighted darts. Goldcost 15->14
Primani Solaris receives clipeus. Goldcost 20->17. Mapmove 1->2.
Comitatense receives clipeus and weighted darts.
Palatine gold cost 22->19.
Limitane Standard receives clipeus and weighted darts. Defense 10->11. Gold cost 20->18. Map Move 1->2.
Standard receives clipeus and weighted darts. Gold cost 30->20.
Serpent Cataphracts are 70 -> 55 gold
Hydras are 250->210 gold, recuperate.
Hydra Hatchlings are 35->28 gold, recuperate.
Serpent Cult:
When inactive, Serpent Priests are H2, and Serpent Acolytes are H0. When active, Serpent Priests are H2, and Serpent Acolytes are H1.
When active, Serpent Acolytes and Serpent Assassins are recruitable in all forts.
Spells:
Summon Daughter of Typhon (Conj 7, N4D2, 20 n gems) (cult locations only) Summon Hydra (Conj 4, N3H1, 10 n gems) (cult locations only) Summon Hydra Hatchlings (Conj 3, N1H1, 5 n gems, 3 hydras) (cult locations only) Summon Serpent (Conj 2, N1H1, 1 n gem, 2 serpents) (cult locations only) Serpent Form: (Alt 4, N1H1, 5 n gems) transforms a serpent acolyte into a Large Serpent which can spit poison and casts poison ward (cult locations only) Greater Serpent Form: (Alt 5, N3H1, 10 n gems) transforms a serpent preist into a mighty Great Serpent which can spray poison and casts poison ward (cult locations only) Marshes of Pythia: (Thau 6, N3H4, 3 n gems) Battlefield spell which mimics Howl, but with snakes and hydras.
Item: Enchanted Serpent Staff: (Const 4, 2H, N2). Restricted to active cult members. Transforms into a snake in battle, and protects allies from poison.
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).
Units:
Spells:
Tarboleum: (Alt 3, F1N1, 5 n gems) Transforms a leo into a helioperses (cult locations only)
Summon Heliotaurus: (Alt 3, F1N1, 5 n gems) Summons a magical, sacred, fiery bull (cult locations only)
Sol Invictus: (Thau 8, F2H3, 1 f gem): Sacreds are stronger, faster, have better attack, radiate heat, and are burned severely if not fire resistant.
Second Sun: Remains the same, but generates freespawn cult members and bulls, also provides discounts to recruitable sacreds.
Items: 1 2 3 4
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.
Units Spells Items
*Receive a D1 site that spawns in land (not water provinces) they control with high dominion and low population.
*Reduced capital income.
*Prefers Cold 1.
*Pays 50% more for all forts, but recruits from fortera 2.
*Spectral weapons are now hardmrnegates.
*Chance of spawning Tribunes and Centurions in capital during expansion.
*Starts with a D2 mage.
PD uses Centurions. Acolytes appear at 20 PD.
Acolytes: D1H1->D1H1 +1.0SD
Axemen, Heavy Axemen: mapmove 1->2
Long Spear: scale mail cuirass->chain mail hauberk
Wardens, Lord Warden: mapmove 1->2
Tower Knight: 45->35 gold, (base)rescost 20->15
Judge: 70->50 gold, 0.25F 0.25D->0.45F 0.45D
Magister Arcane: +siege bonus 10, +castle defense 10
Magister: 100->70 gold, 0.5A 0.5E 0.25S->0.40 AE 0.5S, +fixedresearch 5
Black Templar: 70->50 gold, (base)rescost 30->23
Hochmeister: 120->110 gold
Starting Army: City Guard->Pikeneers
Flagellant: 10->9 gold
Angel of Fury: 35->25 pearls, blood vengeance 4->0, +damage reflection 2, +self-blesses
Angelic Host: S5->S4F1, 50->40 pearls
Heavenly Choir: S7F2->S5F3, 144->88 pearls, (Angels of the Heavenly Choir: +weak anti-undead/demon ranged attack)
Rain Warriors: 23->19 gold
Returned/Lord of the Deep: stone spears-> stone glaives (7 damage)
Rain Priest: Dagger->(UW)Knife
Tlahuelpuchi: B2->B2D2, 25->34 slaves
Civateteo: B2D2->B2, (+douse 1)
*From EA Xibalba changes Bind Beast Bats: (MR15->11, def 13->11, +animal, +undisciplined, -1 siege/defense (total siege/defense of 2.44->1.44 each))
Contact Onaqui: (increase unrest 2->4/month)
Barbarian Horsemen: 20->17 gold
Khan: 140->130 gold
*From EA T'ien Ch'i changes:
Celestial Servant: 3->2 gems
Internal Alchemy: 10->2 gems
(New Unit) Ashigaru Archer: 8 gold, Ashigaru yari->short bow/wakizashi
Samurai, Samurai Archer: 9->10 hp
Aka-Oni Samurai 15->14 gold
Sohei, Yamabushi: 26->20 gold
Shrimp Soldier, Shark Warrior, Crab General: full scale mail->laminated mail
Samurai Cavalry: 40->30 gold, +longbow
Mounted Gokenin: 55->45 gold, +longbow
Hatamoto: 85->75 gold, +longbows
Daimyo: 125->115 gold
Monk of the Fivefold Path: 1.00FAWEN->1.20
Earth-touching Sign: +range scales
Welcome Sign: +range scales
Fear-not Sign: AoE 2++->4++
Constact Tatsu: 19->25 gems, 2.0FAWEN->3.0
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
Summon Ko Oni: summons 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, summons 4->4+
Oni General: conj 6->5, 20->14 gems
Dai Oni: conj 8->7, 45->35 gems
Kitsune: 30->23 gems
Blindfighter: str 11->12
Cave Knight: 100->90 gold
Blindlord: 140->110 gold, +H1, goodleader->okleader, +inspirational 1
Servant of Oracles: mapmove 1->2
Newts: 85->70 gold
Anathemant Salamanders 210->195 gold, +0.2FESD
Anathemant Dragons 310->295 gold, +0.2FESD
*Spell changes from EA Abysia
(New Spell) Children of Rhuax: Abysian version of Rhuax Pact, conj 3, F4E1, 2 gems
(New Spell) Abysian (Improved) Cross Breeding: Abysian-themed version of the (Improved) 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.
Summon Scorpion Man: conj 8->6, 12->10 gems, (+commander, +iron cap, +torso slot)(credit to johannes)
Minotaur Soldier: 40->35
Grove Guard: 50->45
Pan: 0.1EDNB->0.4
Summon Valkyries: A3D1->A2D1, (from EA Helheim change)
Awaken Draugar: 12->10 gems
Awaken Draugar: 12->10 gems
Black Hood 25->15 gold
Grid Druzhina 30->25 gold
Malaia Druzhina 45->35 gold
Styag 40->30 gold, AP 23->20
All Vanara Units: -1 gold
Light/Bandar Archers 18->17 gold
Bandar Warriors 18->17 gold, 11->12 attack
Nagas Warriors, Naga Chief, Nagaraja: falchion->bronze falchion
*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
Zebulunite Soldier: stone->bronze spear
Naphtali Spearman: stone->bronze spear
*PD now uses a greater proportion of Light Infantry.
Paighans: 8->9 gold, mor 9->8
Airya Archers, Infantry, Light Infantry: 10->11 gold
Savaran Cataphract, Saravan Guard: rescost(base) 15->13
Turan Infantry 11->12 gold
Turan Heavy Infantry 13->14 gold
Turan Spahbed, Shah: rescost(base) 15->12
Turan War Elephants 100->110 gold
Zhayedans: rescost(base) 31->34, +cost 40 gold each time they lose a rider
Zhayedan Spahbed: rescost(base) 31->34
Karapans: 100->110 gold
Athravans: +coldrec 1 (to reduce flying sacred parties)
Turan Sorcerors: 225->260 gold, heatrec 1->2
Airya Seraphs: 225->260 gold, coldrec 1->2
Obsidian Dart: ammo 4->6 (Zotz/Sak Muuch Dart Thrower)
Zotz Dart Thrower: 7->9 gold
Zotz Warrior: 7->8 gold, light lance->light stone lance (recost +2)
Zotz Guard: light lance->light stone lance (recost +2)
Sak Muuch Warrior: stone->bronze spear
Batab: +slow-to-recruit outside forts
Ah Ha': bronze spear->(UW) knife
Chilan: +slow-to-recruit outside forts -- doesn't currently work
*From EA Xibalba changes Bind Beast Bats: (MR15->11, def 13->11, +animal, +undisciplined, -1 siege/defense (total siege/defense of 2.44->1.44 each))
Contact Onaqui: (increase unrest 2->4/month)
Mournful: Halberd->(UW) Halberd
*Spawns occasional S1 sites on templed, coastal provinces with sufficiently high dominion.
*All freespawn is 0 upkeep.
*Ferrous equipment replaced with UW equivalents.
(New Spell) Sunder Reality: thau 6, S5W2, 10 pearls, ritual that can create a site that allows void-summoning.