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AOW4 Review (Community)

AOW4 from the point of view of an AOW3 player

An Article by MARKYMARK

After long AOW3 years one could expect a completely renewed AOW4, especially after the unofficial further development AOW Planetfall.
Well, new doesn't necessarily mean better, sometimes the old part is better, how does it play in this new complexity? Pantheon ?



What has changed to AOW3? Since I'm a CIV player myself, I'm also writing the review from the point of view of a CIV
or builder player. The first game was really bad, I actually wanted to play a campaign, but somehow I only found maps with or
no story... so i took the first map and made an elf... to match the map.

What went wrong? The development of the empire was really new and I didn't have an eye on it, but it's a very important element that partly ran through the research tree in AOW3, e.g. B. the property of waters of the units. The Tree....



I was desperately looking for settlers and pioneers, disappeared .... but found out pretty quickly that you can set up outposts and then convert them into cities with empire points, so I did that a few times until I exceeded my limit of cities by far became ... the result was a big minus, and after that my army greatly decreased. Only then did I realize how important Reich development was.
Welcome was the auto-scout mode known from CIV games, finally here! Which was also welcome...auto combat, without the hassle of losing your hero and if you weren't satisfied, you redid the battle manually without having to load the save again.



Two things were particularly annoying: the first, that you can assign a hero to a city, and the second, that you can assign a hero to a city. Why that? Really necessary, certainly a nice feature, but I found it annoying when it should happen automatically without a menu. The second annoying thing was the selection of the magic books, and my effort to click through that quickly, here you should be guided through the starting magic book, here I have actually already decided on an orientation. Okay, nice feature, but is it really necessary? Or does it rather make everything very complicated and couldn't it have been automated?

The building was very pleasant, I love to develop, but it was a bit too much from my point of view... you can even build a lot of special buildings that I never really used because I was mostly looking for a quick game. The fights were pleasant and exciting like in AOW3, it was noticeable that you can do more magic and even more often, clearly a fun factor.

The multiplayer made a buggy impression, the first game was characterized by crashes and various other bugs (games were no longer found), but overall it makes a pleasant and good impression, the separation of PBEM and online has been overcome and makes a fairly simple impression.

Speaking of multiplayer? Does one page make sense? I think yes, it's definitely a game that offers long-term fun and offers very good multiplayer options, but what's the point? I think a tool for creating random games and random fractions makes sense, because the menu is very extensive, and fraction creation and maps would have to be very adapted, you would have to think about a few things in advance. I'll probably finish the site in the fall, since some things have to be redone if I have the time at all.



Player
8 players possible, in AOW4 9 players are possible

Stacks
7 stacks max, in AOW4 6 stacks, more balanced
AOW4 is better because an AI thinks for itself, which means fewer problems with wrong mouse clicks and the advantage of 4 to 3 stacks is eliminated (sometimes had extreme effects)

Races/classes
AOW3 rigidly specified, AOW4 there are significantly more customization options or races/classes are summarized there under factions.

Unit Tier System
in AOW3 only up to T4, in AOW4 it was extended to T5, built in cities but can only be done with T3 (without spellbooks and research)
The maintenance costs have also changed. The expansion to 5 levels makes perfect sense.

Cure
Units heal slower in AOW4 (can no longer be pushed through tactical battles), however units in battle can be healed temporarily (it doesn't carry over on the strategic map)

Map creation
AOW3 classic with map size and/with UG (with a lot of detailed settings), in AOW4 you miss it, but many new options that you have to get to know first

Campaigns
AOW3 campaigns were very extensive and friendly, in AOW4 there is a pantheon but no more campaign, only story cards, I found it better in AOW3

Translation
Translation bad or partially incomplete in AOW4, AOW3 was better there, but there is still room for bug fixes

City screen
are now 2 queues, buildings and units. So you no longer have to decide between a building and a unit.
The negative thing is that he also deducts the costs from the queue, so you shouldn't let the queue get too big

Vassals
Missions now last longer, which also makes missions easier to implement .
Mobilization Instead of recruiting units from the vassals, mobilization waves are now running.
The units gather in the capital and are no longer widely scattered.

Research
Awkward (additional menus pop up) and wild about spell books, it's a little lost

Empire development
New feature, in AOW3 was partly done through research and global spells, you can expand your realm with additional properties, can be very powerful.

Diplomacy
Little new, already largely known from AOW3, but if you build cities too close to an AI empire, the relationship can suffer (border conflicts)

Unity Enchantments
Didn't exist in AOW3, enchanting is very powerful, you can sensitively influence the mana balance.

Global Spells
See also empire development, global spells on units can be very powerful

Conclusion
Altogether successful, for an AOW3 player it is definitely a must to deal with AOW4, both parts have their advantages, I think. Many points of criticism in AOW3 have been cleared up. Personally, AOW4 is a bit too complex for me, but it is definitely a game that will keep you busy for a long time. Beautiful multiplayer events and tournaments are definitely conceivable.






Created on: Friday - 2023-05-19 at 16:19:06
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AOW4 Review deutsche Version (Community)

AOW4 aus Sicht eines AOW3 Spielers

An Article by MARKYMARK

Nach langen AOW3 Jahren konnte man ein runderneuertes AOW4 erwarten, vor allem nach der inoffiziellen Weiterentwicklung AOW Planetfall.

Nun Neu heißt nicht unbedingt besser, manchmal ist der Alte Teil besser, wie spielt es sich in dieser neuen Komplexität? 
Was hat sich zu AOW3 geändert? Da ich selbst CIV Spieler bin, schreibe ich das Review auch aus Sicht eines CIV 
oder Builder Spieler. Das erste Spiel war richtig schlecht, ich wollte eigentlich eine Kampagne spielen, aber irgendwie fand ich nur Karten mit oder
ohne Story...also nahm ich die erste Karte und erstellte einen Elfen ... passend zu der Karte.
Was war schiefgelaufen? Die Entwicklung des Reiches war wirklich neu und hatte ich nicht im Blick, dabei ist es ein sehr wichtiges Element was in AOW3 teilweise über den Forschungsbaum lief z. B. die Eigenschaft von Wassern der Einheiten.

Dazu suchte ich verzweifelt nach Siedler und Pioniere, verschwunden .... fand aber recht schnell raus, dass man Außenposten gründen kann und die dann per Reichspunkte in Städte umwandeln kann, also machte ich das ein paar mal, bis mein Limit an Städten weit überschritten wurde ... die Folge war ein großes Minus und danach hat sich meine Armee stark verkleinert. Erst dann wurde mir bewusst, wie wichtig Reichsentwicklung war.
Willkommen war der schon aus CIV Spielen bekannte Auto-Scout Modus, endlich da! Was auch willkommen war ... Autokampf, ohne lästiges Helden Verlieren und wenn man nicht zufrieden war, machte man den Kampf nochmal
manuell, ohne den Spielstand nochmal laden zu müssen.

Nervend waren vor allem 2 Sachen: die erste, dass man einen Helden einer Stadt zuordnen kann, und die zweite, dass man einen Helden einer Stadt zuordnen kann.  Warum dass? Wirklich notwendig, sicher ein nettes Feature, aber fand ich als störend, wenn dann sollte es automatisch passieren ohne Menü. Das zweite nervende war die Auswahl der Zauberbücher, und mein Bestreben das schnell durchzuklicken, hier sollte man durch das Start-Zauberbuch durchgeschleust werden, hier habe ich mich doch eigentlich für eine Ausrichtung schon entschieden. Okay, nettes Feature, aber wirklich notwendig? Oder macht es doch eher alles sehr kompliziert und hätte man das nicht automatisieren können?
Das Aufbauen war sehr angenehm, ich liebe entwickeln, aber es war doch aus meiner Sicht etwas zu viel ... man kann sogar jede Menge Sondergebäude bauen, dass ich nie wirklich in Anspruch nahm, da ich meist auf ein schnelles Spiel aus war. Die Kämpfe waren wie in AOW3 angenehm und spannend, auffällig war, dass man mehr zaubern kann und sogar öfters zaubern konnte, eindeutig ein Spaßfaktor.

Der Mehrspieler machte einen verbuggten Eindruck, das erste Spiel war geprägt von Abstürzen und diversen anderen Bugs (Spiele wurden nicht mehr gefunden), aber insgesamt macht es einen angenehmen und guten Eindruck, die Trennung PBEM und Online wurde überwunden und macht einen recht einfachen Eindruck.

Apropos Multiplayer? Macht eine Seite Sinn? Ich denke ja, es ist auf jeden Fall ein Spiel, dass längerfristigen Spaß bietet und bietet sehr gute Mehrspieler Optionen an, aber was macht Sinn? Ich denke ein Tool über Erstellung von Random Spielen und Random Fraktionen macht Sinn, weil das Menü doch sehr umfangreich ist, und Fraktion Erstellung und Karten sehr angepasst sein müssten, müsste man doch im Vorfeld schon einiges überlegen. Werde die Seite wahrscheinlich im Herbst fertigstellen, da einiges neu gemacht werden muss, sofern ich überhaupt die Zeit dafür habe. 

Spieler
8 Spieler möglich, in AOW4 sind 9 Spieler möglich

Stacks
7 Stacks maximal, in AOW4 6 Stacks, ausgewogener
AOW4 ist besser, weil eine KI mitdenkt, dadurch entstehen weniger Probleme durch  falsche Mausklicks und der Vorteil 4 zu 3 Stacks entfällt (hatte teilweise extreme Auswirkungen)

Rassen/Klassen
AOW3 starr vorgegeben, AOW4 gibt es wesentlich mehr Anpassungsmöglichkeiten bzw. Rassen/Klassen ist dort unter Fraktion zusammengefasst.

Einheiten-Stufen-System
in AOW3 nur bis T4, in AOW4 wurde es auf T5 erweitert, gebaut in Städten,  kann aber nur mit T3 (ohne Zauberbücher und Forschung)
Auch die Unterhaltungskosten haben sich verändert. Die Erweiterung auf 5 Stufen macht durchaus Sinn.

Heilung
Einheiten heilen langsamer in AOW4 (kann man nicht mehr durch taktische Kämpfe puschen), allerdings kann man Einheiten in Kämpfen temporär heilen (übernimmt er nicht auf der strategischen Karte)

Kartenerstellung
AOW3 klassisch mit Kartengröße und/mit UG (mit viel detaillierten Einstellungen), in AOW4 vermisst man es, dafür viele neue Optionen, die man erst kennenlernen muss

Kampagnen
AOW3 Kampagnen waren sehr umfangreich und freundlich gestaltet, in AOW4 gibt es ein Pantheon aber keine Kampagne mehr, nur Story Karten, fand ich in AOW3 besser

Übersetzung  
Übersetzung schlecht oder teilweise unvollständig in AOW4, AOW3 war da besser, aber ist auch noch Raum für Bugbereinigung

Stadt-Bildschirm
gibt nun 2 Warteschlangen, Gebäude und Einheiten. Somit muss man sich nicht mehr entscheiden zwischen einem Gebäude und einer Einheit.
Negativ ist, dass er bei der Warteschlange auch die Kosten gleich abzieht, damit sollte man die Warteschlange nicht zu groß werden lassen

Vasallen
Missionen dauern jetzt länger, damit sind Missionen auch leichter umzusetzen

Mobilisierung
Anstatt Einheiten bei den Vasallen zu rekrutieren, laufen nun Mobilisierungswellen. 
Die Einheiten sammeln sich in der Hauptstadt und sind nicht mehr weit verstreut.

Forschung
Umständlich (zusätzliche Menüs tauchen auf) und wild über Zauberbücher, verliert man etwas den Überblick

Reichsentwicklung
neues Feature, war in AOW3 teilweise über Forschung und globale Zauber abgewickelt, man kann sein Reich mit zusätzlichen Eigenschaften erweitern, kann sehr mächtig sein.

Diplomatie
Wenig Neues, schon weitgehend aus AOW3 bekannt, allerdings baut man Städte zu nah an einem KI-Reich, kann die Beziehung darunter leiden (Grenzkonflikte)

Einheit Verzauberungen
gab es in AOW3 nicht, verzaubern ist sehr mächtig, kann man den Mana haushalt empfindlich beeinflussen.

Globale Zauber
siehe auch unter Reichsentwicklung, globale Zauber auf Einheiten können sehr mächtig sein

Fazit
Insgesamt gelungen, für ein AOW3 Spieler auf jedenfall ein muss sich mit AOW4 zu beschäftigen, beide Teile haben ihre Vorzüge, finde ich. Viele Kritikpunkte in AOW3 wurden ausgeräumt.
Mir persönlich ist AOW4 etwas zu komplex, aber ist definitiv ein Spiel, dass sehr lange einen beschäftigen wird. Schöne Mehrspieler Events und Turniere sind auf jeden Fall denkbar.






Created on: Friday - 2023-05-19 at 16:19:06
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Tourney won by Player mahimka !! (Tourney)

A great tourney eventually found his earned end!


A tourney ended successfully:

Thanks to all those who participated in this tourney !!
Congrats to the winner(s)! And a big thanks to the organizer myl_supporter!
The following matches were played:
Round 1: Game#1 mahimka beat Zytozid
Round 1: Game#2 marcuspers beat Ezekiel
Round 2: Game#3 mahimka beat Ezekiel
Round 2: Game#4 marcuspers beat Zytozid
Round 3: Game#5 mahimka beat marcuspers
Round 3: Game#6 Zytozid beat Ezekiel
And the winner was mahimka.
He will get an extra place in our Hall of Fame!
Good luck and have fun in the next tourneys!






Created on: Wednesday - 2022-10-19 at 10:45:55

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» Tournament Tree
» To the Player
» Link to the Tournament
» Tourney Overview

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Tourney won by Player keika !! (Tourney)

A great tourney eventually found his earned end!


A tourney ended successfully:

Thanks to all those who participated in this tourney !!
Congrats to the winner(s)! And a big thanks to the organizer myl_supporter!
The following matches were played:
Round 1: Game#1 keika beat Refineus
Round 1: Game#2 El_Lobo beat MARKYMARK
Round 2: Game#3 keika beat MARKYMARK
Round 2: Game#4 El_Lobo beat Refineus
Round 3: Game#5 keika beat El_Lobo
Round 3: Game#6 Refineus beat MARKYMARK
And the winner was keika.
He will get an extra place in our Hall of Fame!
Good luck and have fun in the next tourneys!






Created on: Saturday - 2022-10-01 at 10:06:06

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» Tournament Tree
» To the Player
» Link to the Tournament
» Tourney Overview

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Tourney won by Player Skuns453Lirik902 !! (Tourney)

A great tourney eventually found his earned end!


A tourney ended successfully:

Thanks to all those who participated in this tourney !!
Congrats to the winner(s)! And a big thanks to the organizer myl_supporter!
The following matches were played:
Round 1: Game#1 Moridin beat DrLight
Round 1: Game#2 Skuns453Lirik902 beat DacrioS
Round 2: Game#3 Moridin beat DacrioS
Round 2: Game#4 Skuns453Lirik902 beat DrLight
Round 3: Game#5 Skuns453Lirik902 beat Moridin
Round 3: Game#6 DrLight beat DacrioS
And the winner was Skuns453Lirik902.
He will get an extra place in our Hall of Fame!
Good luck and have fun in the next tourneys!






Created on: Wednesday - 2022-08-24 at 09:17:48

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» Tournament Tree
» To the Player
» Link to the Tournament
» Tourney Overview

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Tourney won by Player mahimka !! (Tourney)

A great tourney eventually found his earned end!


A tourney ended successfully:

Thanks to all those who participated in this tourney !!
Congrats to the winner(s)! And a big thanks to the organizer myl_supporter!
The following matches were played:
Round 1: Game#1 marcuspers beat El_Lobo
Round 1: Game#2 mahimka beat Blad_ua
Round 2: Game#3 mahimka beat marcuspers
Round 2: Game#4 El_Lobo beat Blad_ua
Round 3: Game#5 Blad_ua beat marcuspers
Round 3: Game#6 mahimka beat El_Lobo
And the winner was mahimka.
He will get an extra place in our Hall of Fame!
Good luck and have fun in the next tourneys!






Created on: Monday - 2022-04-04 at 14:18:53

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» Tournament Tree
» To the Player
» Link to the Tournament
» Tourney Overview

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Tourney won by Player Ezekiel !! (Tourney)

A great tourney eventually found his earned end!


A tourney ended successfully:

Thanks to all those who participated in this tourney !!
Congrats to the winner(s)! And a big thanks to the organizer myl_supporter!
The following matches were played:
Round 1: Game#1 Refineus beat Th30n
Round 1: Game#2 Ezekiel beat Sin Arcain
Round 2: Game#3 Sin Arcain beat Refineus
Round 2: Game#4 Ezekiel beat Th30n
Round 3: Game#5 Ezekiel beat Refineus
Round 3: Game#6 Sin Arcain beat Th30n
And the winner was Ezekiel.
He will get an extra place in our Hall of Fame!
Good luck and have fun in the next tourneys!






Created on: Friday - 2022-03-11 at 20:14:41

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» Tournament Tree
» To the Player
» Link to the Tournament
» Tourney Overview

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Tourney won by Player Zytozid !! (Tourney)

A great tourney eventually found his earned end!


A tourney ended successfully:

Thanks to all those who participated in this tourney !!
Congrats to the winner(s)! And a big thanks to the organizer myl_supporter!
The following matches were played:
Round 1: Game#1 Zytozid beat Moridin
Round 1: Game#2 Skuns453Lirik902 beat DrLight
Round 2: Game#3 Skuns453Lirik902 beat Moridin
Round 2: Game#4 Zytozid beat DrLight
Round 3: Game#5 DrLight beat Moridin
Round 3: Game#6 Zytozid beat Skuns453Lirik902
And the winner was Zytozid.
He will get an extra place in our Hall of Fame!
Good luck and have fun in the next tourneys!






Created on: Friday - 2022-03-11 at 18:44:36

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» Tournament Tree
» To the Player
» Link to the Tournament
» Tourney Overview

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Tourney won by Team Dos Equis XX!! (Tourney)

A great tourney eventually found his earned end!


A tourney ended successfully:

Thanks to all those who participated in this tourney !!
Congrats to the winner(s)! And a big thanks to the organizer Skuns453Lirik902!
The following matches were played:
Round 1: Game#1 3 fistfuls of wonder beat Team 1-st
Round 1: Game#2 Dos Equis XX beat Fancy Name Team
Round 2: Game#3 Dos Equis XX beat 3 fistfuls of wonder
Round 2: Game#4 Fancy Name Team beat Team 1-st
And the winner was Dos Equis XX.
He will get an extra place in our Hall of Fame!
Good luck and have fun in the next tourneys!






Created on: Friday - 2021-04-30 at 17:06:27

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PBEM and Single Player Balance Mod v1.3: one of the last few major updates (Community)

v1.3 is the first of the v1.3x update: it significantly changes mobility over Water, altering the relative advantages of Swimming, Floating and Flying units, modifies the costs of strategic spells to make non-summon spellcasting more viable across the board, and pushes the cursor further in favour of production vs mind-control. These change massively impact the game. As usual, it also improves description of skills, abilities, etc. to improve player experience.

An Article by Hiliadan

Three broad areas are affected by this release:

  • Boost to production & defense and further tweaks to Mind-control strategies (50% higher upkeep of Mind-controlled units, Lesser Charm and Lesser Convert for Bards and Evangelists). Several rounds of tweaks had already been implemented to deal with priority #4 of the community directions for balance, but after taking stock of the balance of production vs mind-control strategies reached in v1.29 and previous versions, more was needed.

Mind Controlled units now have +50% upkeep, nerfing mind-control strategies, while production and defense are boosted with cheaper Siege Workshops, Wooden Walls and access to racial defensive building after Builders' Hall

  • Change to mobility: as announced in previous articles (v1.28 & v1.29), a major change is finally there, reducing the mobility of Swimming units on Water (except for Sea Creatures) and making life more difficult for Flying and Floating units (who basically won't regain health when starting their turn above Water). This weakens domineering Flying/Floating doomstacks or harassing strategies (see discussion on the forum).


Non-Sea Creature with Swimming now use 4 MP per hex to move over Water, while Flying and Floating units regenerate a lot less over Water, boosting Sea Creatures and reducing the overpowerness of high-mobility stacks


v1.3 was actually released on the main branch of the balance mod in November 2020 but the article about it is written only now (as v1.31 is about to be released on the main branch, article to come soon!). The release happened about 7 months after v1.29 (against a goal of a release every 3.5 months).


v1.3 is a pretty massive update, even though it still does not include the Racial Governance overhaul in the works for quite some time now: this overhaul was delayed (at least to v1.33, or later) since it represents a very significant amount of work (help welcome on the forum!). This release is probably one of the last few major updates of the balance of the game. The next versions are likely to be more modest. The last three major topics to tackle are Racial Governance, AI and balance of the Shadow Realm expansion.

v1.31 will be a more minor update, bringing some polishing and moving Arch Druid and Theocrat's T3 to their 2nd class building, in line with other classes.


Full changelog of v1.3 (also available on the official changelog of the balance mod)

Bug correction
- Issues/bugs of the balance mod corrected:

  • Domain of the Sun correctly states units and cities like Volcanic
  • Clearing an Item Rack with Very Weak defenders sometimes give no reward. This is due to Item Racks getting +50% defenders due to Strong defenders settings but not getting +50% reward value for some unknown reasons. So the multiplier must be reverted back to 0.7 (from 0.47).
  • "Convert" (actually Lesser Convert) skill for Theocrat Leaders now correctly displays the attack strength of 8 spirit instead display {{ResistValue} in the Leader’s unit panel when Produce Evangelist is not researched
  • Solar Spire can no longer be produced in the Arcane Item Forge (the issue had been fixed earlier but had reappeared)
  • Solid Chain of Coif of Heroes (Strong) is now correctly in the Strong item category for item rewards

- Incompatibilities fixed: Extended Settings - More Game and Map Setting Options - Huge and Gigantic map sizes are available and no longer replaced by Small Square Map and Medium Square Map


General
- True Resurrect costs 40 CP (was 50 CP)
- Wooden Walls cost 90 gold (was 100 gold)
- Siege Workshop costs 130 gold (was 150 gold)
- Builders have a new ability, Repair Wall: touch ability which heals 25 HP to a wall (unused by AI)
- Builder's Hall (was Siege Workshop) unlocks the racial defensive building (e.g. Filth Pit for Goblins)
- Item Rack's item reward rarity depends on the strength of the defenders:

  • Very Weak & Weak Defenders: Common items
  • Average: Strong items
  • Strong and Very Strong: Epic items

(in modding terms, it's split it into 5 different adventure sets)
(was 1 reward set with all items available, and value of items linked to defenders' strength)

- Obsidian Armor of the Black Knight gives 40% Blight, Fire, Frost, Shock, Spirit Protection and +2 Defense (was 60% light, Fire, Frost, Shock, Spirit Protection and +3 Defense)
- Frost Wyvern Egg, Fire Wyvern Egg, Cursed Egg are Legendary (was Epic)
- Draconian Diet Dish is Legendary (was Mythical)
- Swimming now uses 4 MP/hex on the strategic map. Sea Creatures get Natural Swimming and still uses 3 MP/hex.
Sea Creatures never take attack of opportunity (like units using Sprint).
- Flying and Floating units get -12 HP regeneration per turn when starting their turn over water. This means they regenerate 0 HP even with Fast Healing (x1). This does not affect active healing (e.g. from Nourishing Meal). Cannot Regenerate units (Machines, Undeads) are excluded.
- Mind-controlled units cost more in upkeep:+50% gold / turn (was +25%)
- 14 descriptions and Tome of Wonders pages are updated to correct imprecise or incorrect descriptions. Full list.


Arch Druid
- One with the Elements: 50 CP to disjunct (was 60 CP to disjunct)
- Nature's Eyes: 70 CP to cast, 70 CP to disjunct (was 80 CP, 100 CP to disjunct)
- Thorn Hedge Walls: 60 CP to cast, 60 CP to disjunct (was 120 CP, 120 CP to disjunct)
- Fertile Domain: 40 CP to disjunct (was 50 CP to disjunct)
- Insect Plague: 20 upkeep, 50 CP to cast, 50 CP to disjunct (was 15 upkeep, 60 CP, 50 CP to disjunct)
- Poison Domain: 50 CP to cast, 50 CP to disjunct (100 CP, 110 CP to disjunct)
- Wild Growth: tier III, 220 RP, 40 CP to cast (was tier IV, 350 RP, 60 CP)
- The Wild Hunt: 80 upkeep, 450 CP to disjunct (was 64 upkeep, 500 CP to disjunct)


Overall, strategic spells are now easier to cast (Insect Plague at 50 CP instead of 60 CP) but disjunction is also cheaper and upkeep slightly higher, boosting non-summon spellcasting and beginning to address late game mana floods


Dreadnought
- Mana Fuel Cells: 20 CP to disjunct, 15 upkeep (was 40 CP to disjunct, 20 upkeep)
- Suppress Nature: 60 CP to cast, 60 CP to disjunct (was 100 CP, 120 CP to disjunct)
- The Great Mobilization: 100 upkeep, 450 CP to disjunct (was 80 upkeep, 500 CP to disjunct)
- Dragon Oil: 60 CP to cast, 60 CP to disjunct (was 120 CP, 120 CP to disjunct)

Rogue
- Bards have Lesser Charm (was Charm)
- Poison Mastery: 50 CP to disjunct (was 60 CP to disjunct)
- Treasure Raiding: 15 upkeep, 50 CP to cast, 50 CP to disjunct (was 10 upkeep, 60 CP, 60 CP to disjunct)
- Corpse Looting: 20 upkeep, 60 CP to disjunct (was 15 upkeep, 70 CP to disjunct)
- Incite Revolt: 60 CP to disjunct (was 80 CP to disjunct)
- Guild of Shadow Thieves: 60 CP to disjunct (was 70 CP to disjunct)
- Network of Scrying Eyes: 120 CP to cast, 120 CP to disjunct (was 150 CP, 170 CP to disjunct)
- Night Wish: 350 RP, 25 upkeep, 60 CP to cast, 60 CP to disjunct (was 400 RP, 5 upkeep, 100 CP, 110 CP to disjunct)
- Age of Deception: 100 upkeep, 450 CP to disjunct (was 80 upkeep, 500 CP to disjunct)

Sorcerer
- Mend Magical Being is once per battle for Apprentices (was 2 turn cooldown in the balance mod and once per battle in the official game)
- Glyphs of Warding: 40 CP to disjunct (was 50 CP to disjunct)
- Enchanted Walls: 60 CP to cast, 60 CP to disjunct (was 120 CP, 140 CP to disjunct)
- Summoner's Aura: 25 upkeep, 60 CP to cast, 60 CP to disjunct (was 15 upkeep, 100 CP, 110 CP to disjunct)
- Dome of Protection: 30 upkeep, 60 CP to cast, 60 CP to disjunct (was 20 upkeep, 100 CP, 120 CP to disjunct)
- Spell of Return: 80 CP to cast (was 100 CP)
- Age of Magic: 100 upkeep, 450 CP to disjunct (was 80 upkeep, 500 CP to disjunct)

Theocrat
- Evangelists have Lesser Convert (was Convert)
- Paid Absolution - 70 CP and 70 CP to disjunct (was 80 CP and 90 CP to disjunct)
- Prayer for the Hurt - 80 CP, 25 upkeep and 80 CP to disjunct (was 100 CP, 30 upkeep and 90 CP to disjunct)
- Beacon of Faith - 120 RP and 30 CP, 30 CP to disjunct (was 130 RP and 40 CP, 50 CP to disjunct)
- Sanctified Sites - 20 upkeep, 100 CP to disjunct (was 15 upkeep, 110 to disjunct)
- Armageddon - 100 upkeep, 440 CP to disjunct (was 80 upkeep, 550 CP to disjunct)
- Hallowed Domain - 80 CP, 80 CP to disjunct (was 80 CP, 90 to disjunct)

Warlord
- The Draft: 40 upkeep, 100 CP to cast, 100 CP to disjunct (was 30 upkeep, 120 CP, 130 CP to disjunct)
- Conqueror's Feast: 80 upkeep, 120 CP to disjunct (was 40 upkeep, 140 CP to disjunct)
- Hero Slaying: 20 upkeep, 80 CP to cast, 80 CP to disjunct (was 30 upkeep, 100 CP, 110 CP to disjunct)
- Global Assault: 100 upkeep, 440 CP to disjunct (was 80 upkeep, 600 CP, 500 CP to disjunct)
- Inspire Loyalty: 30 upkeep, 90 CP to cast, 90 CP to disjunct (was 20 upkeep, 100 CP, 110 CP to disjunct)

Earth
- Domain of Earth costs 160 RP and 40 CP (was 180 RP, 60CP)
- Earth Elemental has Regeneration (was Regrowth)
- Earth Elemental has 60% Fire and Frost Protection (was 100%)

Air
- Domain of Winter costs 160 RP and 40 CP (was 180 RP, 60CP)
- Arctic Empire costs 310 RP and 60 CP (was 350 RP, 80CP)

Fire
- Domain of the Sun costs 160 RP and 50 CP (was 180 RP, 70CP)
- Tropical Empire costs 310 RP and 60 CP (was 350 RP, 80CP)

Creation
- Domain of Life costs 160 RP and 40 CP (was 180 RP, 60CP)
- Temperate Empire costs 310 RP and 60 CP (was 350 RP, 80CP)

Destruction
- Domain of Corruption costs 160 RP and 40 CP (was 180 RP, 60CP)
- Blight Empire costs 310 RP and 60 CP (was 350 RP, 80CP)

Water
- Freeze Water: 25 CP to cast (was 40 CP)
- Drench the Land: 40 CP to cast (was 60 CP)

Wild Magic
- Warp Domain: 90 CP to cast (was 100 CP)

Shadowborn
- Seed of Distrust: 10 upkeep (was 5 upkeep)
- Embrace Darkness: 10 upkeep, 50 CP to cast, 50 CP to disjunct (was 5 upkeep, 60 CP, 120 CP to disjunct)
- Entwined by Shadows: 40 upkeep, 100 CP to disjunct (was 30 upkeep, 150 CP to disjunct)

Grey Guard
- Scales of Fortune: 10 upkeep, 50 CP to cast, 50 CP to disjunct (was 5 upkeep, 60 CP, 120 CP to disjunct)
- Shield of Dispassion: 40 upkeep, 100 CP to disjunct (was 20 upkeep, 150 CP to disjunct)

Keeper of Peace
- Rally of the Populace: 80 CP to disjunct (was 120 CP to disjunct)
- Keeper's Creed : 40 upkeep, 100 CP to disjunct (was 30 upkeep, 150 CP to disjunct)
- Spiritual Freedom: 10 upkeep, 50 CP to cast, 50 CP to disjunct (was 5 upkeep, 60 CP, 30 CP to disjunct)






Created on: Saturday - 2021-04-24 at 00:05:25

Related Links

» Official forum thread of the PBEM balance mod (for announcements)
» Beta branch of the PBEM balance mod on Steam Workshop
» Main branch of the PBEM balance mod on Steam Workshop
» Dropbox folders with latest balance mod files (for non Steam users)

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