| 
				 Cohen Mod 0.2 
 I want to make this post because I don't want that someone later tells me that I stole ideas from someone else, since there's something equal to Zen Pretender mod.I've already done some Unit modifies, and Spell modding, but I lacked the time to write down the modifies in the readme file (this is a copy/paste, so formattation here isn't as in the file).
 Thanks for PvK and Tapani Antilla for graphic.
 Any suggestion will be appreciated, I've tried to justify/explain most of my modifies. The Mod File will be attached as soon as the Readme and some Pretender description will be completed.
 Even I'd appreciate a native English speaker that will be so patient to correct my gramms and syntax mistakes in the descriptions since I'm not an English native speaker. Some volounteer(s)?
 I'm seeking too testers for my mod. Please PM me or email me at cohen[at]libero[dot]it.
 __________________________________________________  _________
 Greetings
 
 This is the list of modifies that my MOD applies to default Dominions 2, and an explaination of why I did that.
 Somewhere there're balance issues, in other places there're flavour modifies. Sorry for the grammar mistakes,
 I'm not a native English speaker. There're written only the final result. All that is not written, is the same as
 in Dominion 2 default game.
 
 So on let's start:
 
 ---------------------------------------------SCALE MODDING: ----------------------------------------------------
 Growth Scale: 		+/- 3% Gold.
 +/- 0.4% Population.
 Production Scale:	+/- 20% Resources
 +/- 4% Gold.
 Fortune Scale:		+10% Events.
 
 Why I've done this?
 Simply because many players exploited those scales to get "free" design points. And effectively they weren't
 worthing to get taken. I hope now they're worthing, or if you want to take them in negative, you've to pay a price for
 40 design points for a scale point.
 
 ---------------------------------------------ITEM MODDING: -----------------------------------------------------
 S stands for Astral, A for Air, F for Fire, and so on.
 A number before the letter is the level of the mage now required to forge that item. (ie, 2S means you need a
 level 2 Astral Mage).
 Multiply for 5 the number in front of the Magic Path to determine the new gem cost (ie an item 2S1F will require
 10 Astral Pearls and 5 Fire Gems to get forged).
 I add that many items were rarely used, if never. I tried to make them more viable lowering their price.
 
 Wraith Sword: 3D1S. Construction Lvl 6.
 Hell Sword: B3F1.
 Blood Thorn: 3B*
 WHY: 	Well those are the Drain Life weapons. They've an higher cost, and perhaps the HellSword will have another increase
 of cost. They should be more rare, and if this is insufficient, better to raise again the cost. The Blood Thorn
 hasn't suffered cost modifies because it's a Blood Path Booster, but the weapon itself has changed stats: now is
 -6 Damage, -5 Attack and Defence, so it isn't so good to give it to an SC because it risk to get hit easily, and to
 miss more, thus not replenishing his HP and Fatigue.
 
 Clam of Pearls: 3W
 Fever Fetish: 2N1F
 WHY: 	Those items are damn strong in the long run. Blood Stones are needed as Earth Enhancer, and
 usually blood has more uses of them, and more maluses to get than magic gems.
 
 Wand of Wild Fire: 2F
 WHY:	Incinerate is better than Fireball, and the Rod of Phoenix is still 20 Fire Gems. Even,
 if you've an F2 mage that could cast Fireball of it's own, to forge that Wand, probably you can forge
 4 Sceptre that fires Fire Bolts ... a better use for 20 Fire Gems, and there're many others. So, 10 Fire Gems.
 
 Crystal Shield: 2S2E
 WHY: 	Given that it adds Encumberance to spellcasting, and his bonus in in battlefield only, a small
 reduction should be fine. It's too not so used.
 
 Lantern Shield: 1D1F
 WHY:	Due to Corpse Candle spell reduction of fatigue and removed the gem cost of 1, this shield has
 been reduced in price.
 
 The Aegis: 5E
 WHY: 	It's damn good. Making it more difficult is correct, considering if you can afford an E5 item,
 probably you've a Dwarven Hammer.
 
 Staff of Storms: 4A, Construction 6.
 WHY: 	This is an awesome item, better in Major Artifact. 4A because a Mage needs 4A to cast storm
 in battle, so he needs to be 4A to fill the staff with the power of the Storms. (and 20 Gems were too
 few for the gain you've from Storm, considering the Storm stays in the battle even if the bringer of the
 staff retreats bringing the item into safety).
 
 Wall Shaker: 2A.
 WHY: Gate Cleaver is 3E. And gives the twice of Siege Bonus. I'm not so sure of this, since Earth should
 be more powerful in sieging.
 
 Manual of Water Breathing: 2N1W
 Barrel of Air: 3A
 WHY: Making the Underwater less secure before, at least you can go in with troops a little more easily.
 
 Champion Skull: 1D
 WHY: 3 pts of Experience aren't so much, considering a human commander die too easily, and an SC can earn
 them with ease.
 
 Magic Lamp: 4A4F
 WHY: More difficult to forge to obtain the awesome Djinn, but even more difficult to steal the Djinn, giving
 more importance to that articaft often forgot due to that weakness.
 
 Winged Shoes: 2A
 WHY: Too easy to forge, giving a good advantage in strategic map move.
 
 Stone Idol: 1E1S
 Crystal Hearth: 1E1S
 Elixir of Life: 1N1F
 WHY: Not so used, those items. Stone Idol is often easily detected due to the drop of Dominion, and the
 enemy start patrolling. Crystal Hearth and Elixir of Life weren't never used, yes they restore your life
 but priving your guy of another item makes him more easy to kill.
 
 Ice Pebble Staff: 2W
 WHY: Not so used for a not so great spell.
 
 Copper Plate: 2E1A
 WHY: Too easy to get Lightning immunity for 1A. Earth component heavily added because copper is however
 a mineral from earth, that should absorb the lightning, Air component kept to assume the mage should give
 lightning resistance and shocking grasp in. This could be modified in 2A1E or 1A1E, I'm not sure about
 this new price, but I'm sure 1A is too cheap compared to the 1A ring that protects only from lightnings.
 
 --------------------------------------------PRETENDERS: --------------------------------------------------------
 Note: I've liked many of Zen changes, but not all of them. Someone are there too, because I find them right,
 and probably I've put myself in if he didn't released his mod before me.
 WHY: In Default Dom2 many players take Ghost King, unless they can take a Vampire Queen with Caelum or Abysya,
 thanks to the heat/cold points, or a nation specific Pretender, like Allfather and Carrion Dragon. My aim is to
 bring more pretenders as a viable choice that could lead to victory.
 Humans and some Immobiles are granted with more magic or other skills, to supply the fact they cannot take indy
 in solo. Some other pretenders have more magic even if they're good ... don't forgot with the Scale change, it's
 more "costy" to take negative scales.
 There're too new pretenders, I invite you to try them directly. There's one for each of the following:
 Abysya, Atlantis, Marignon, Ulm, Ermor and C'Tis.
 There're too some new weapons, that however won't make the difference, like a Fiery Staff for Abysyan Great Warlock
 (you'll dare to send him in hand to hand?) or Boulders that the Cyclop could throw at enemies (probably he'll cast
 spells however).
 Things listed here are changes or addenda.
 NPC = New Path Cost
 
 RED DRAGON: 		Prot 23, Prec 12, Def 14. More "weapons".
 BLUE DRAGON: 		Prot 23, Prec 12, Def 14. More "weapons".
 GREEN DRAGON: 		Prot 23, Prec 12, Def 14. More "weapons".
 MANTICORE: 		Prot 15, Att 15, Def 15. More "weapons".
 GHOST KING: 		NPC 40.
 CYCLOP: 		Forge Bonus 25.
 GOLDEN NAGA: 		Cost 80, Enc 3, Mounted, +body slot.
 NAGA: 			Cost 80, Enc 3, Mounted, +body slot, Stealthy.
 LORD of the GATES:	Cost 65, Death 2.
 MOLOCH: 		Cost 110, Fire 4, Hp 72, NPC 80, Imps Removed.
 SCORPION KING: 		Mounted, +body slot.
 SHEDU: 			Astral 2, Earth 2, Recuperation, Def 18, Enc 1. More "weapons".
 GREAT BULLs: 		NPC 60, enc 1.
 LORD OF FERTILITY: 	Nature 3.
 ARCH-LICH: 		2 D.Gem prod/turn, Disease Cloud.
 DRACOLICH: 		Prot 12, Prec 13, Recuperation. More "weapons".
 VOID LORD: 		StartDom 5.
 SON of the SUN(F):	+2 F.Gem prod/turn.
 SON of the SUN(S):	Cost 75, Astral 1.
 ANCIENT KRAKEN: 	PoisonRes 100, ColdRes 100.
 ***** QUEEN: 		Stealth, HP 40, Prec 10.
 MOTHER of LIONS: 	Nature 2, Fear 2, Def 16.
 ASYNYA: 		Glamour, Recuperation, Stealth, NPC 40.
 DAUGHTER of the LAND: 	Water 1, Recuperation, Cost 75.
 DIVINE GLYPH: 		Cost 75, Immortal, Fire 2, Startdom 5.
 MEDUSA: 		HP 30.
 DIVINE SERPENT: 	NPC 30.
 MASTER ALCHEMIST: 	Named "Arcane Blacksmith", Forge Bonus 40, Fire 2 Earth 2, HP 19, Enc 1, Prec 12, Cost 60.
 FOUNTAIN of BLOOD: 	NPC 30, HP 30, Douse Bonus 12.
 ORACLE: 		NPC 30, HP 30, 2 W.Gem & 2S.Pearls prod/turn.
 TITAN-FEMALE: 		Nature 2.
 WYRM: 			Cost 60.
 GREAT MOTHER: 		Earth 2 Nature 2, Recuperation, Cost 80.
 MONOLITH: 		2 N.Gem prod/turn.
 LORD of the WILD: 	Cost 125.
 COLOSSAL HEAD: 		Nature 2, Blood 2.
 PRINCE of DEATH: 	PoisonRes 100, ColdRes 100, NPC 80, Death 4.
 TITAN-MALE: 		Att 14, Def 13, Prec 13, Cost 110.
 LORD of the DESERT SUN: Def 15, Prec 14, StartDom 4, Machaka only.
 FATHER of SERPENTS: 	Prec 14, Def 15.
 PHOENIX: 		Cost 75, Air 2, Fire 2.
 JADE EMPEROR: 		Stardom 4, Prec 13.
 FREAK LORD: 		Nature 2, Astral 2, HP 21, Enc 2.
 ARCH MAGE, land: 	Cost 25, HP 21, Enc 2, Startdom 2, added 2 Misc Slot.
 CRONE: 			Named "Hag", Cost 25, Heal Troop, HP 12, Prec 13.
 GREAT SAGE: 		ResearchBonus 16, HP 18, Enc 1, added 1 Misc Slot.
 MASTER DRUID: 		Cost 50, Nature 3, Recuperation, Enc 1, StarDom 2, SwampSurv, HP 18.
 GREAT ENCHANTRESS: 	Cost 50, HP 16, Enc 1, Ethereal, 2 S.Pearls prod/turn.
 MOTHER of TUATHA: 	Enc 1, Recuperation.
 ARCH MAGE, sea: 	Cost 25, Water 3, HP 21, Enc 2
 SMOKING MIRROR: 	Nature 1, HP 19, Enc 1.
 DIVINE EMPEROR: 	Air 1, Water 1, Enc 1, HP 18, StartDom 3.
 ARCH DRUID: 		Nature 4, Swampsurv, Hp 21, Enc 2.
 BAPHOMET: 		Startdom 5, Fireshield 10.
 GREAT SEER of the DEEP: Cost 45, Water 2, Astral 2, HP 18, Enc 1, StarDom 2.
 FORST FATHER: 		Named "Ancient Mariner", Astral 1, Death 1, Sailing, Cost 45, HP 18, Enc 1.
 GREAT WARLOCK: 		Fire 2, Blood 2, StarDom 3, HP 24, Enc 1, Douse 4, changed weapon.
 ARCH SERAPH: 		Cost 50, Air 3, HP 17, Enc 1, StarDom 3.
 SERPENT KING: 		StartDom 4, Att 15, Def 17, HP 25, Enc 1, Stealthy.
 VIRTUE: 		Cost 100, Air 1, Astral 1, Fire 1, Att 16, Def 17, HP 45, Str 16, FireRes 100.
 SKRATTI: 		Named "Elder Skratti", Blood 3, HP 40, Enc 2.
 LORD of the NIGHT:	Cost 125.
 NARID: 			Mounted.
 DAGON: 			Def 12.
 
 ----------------------------------------------SPELLS: ----------------------------------------------------------
 General Note and Explaination: 		Here many spells have been reduced in price of Gems. Perhaps some battlespells
 were properly priced before as "spell itself". But if you assume the number of things that should happen before
 you have the battle where you wanted to use that spell, AND that the Spellcasting AI make usually a stupid use of
 your precious gems, here some battle spells reduced in gem cost. Some spells to supply the fact now the doesn't
 cost gems anymore have been raised in path to mantain balance.
 Some rituals were depriced too, because they weren't worthing all those gems. Especially the early summons
 were usually avoided to keep gems for forging, summoning commanders and mages. An example ... who casted Pride of
 Lion, or Spirits of the Wood, when those gems could be worthing a Lamia Queen for example
 Then there was the reduction of gem cost of those battle spells that are powerful, but so rarely casted.
 Most of the spells now cost around 2-3 gems unless the effect is very good (like Darkness).
 Some spells have been raised, like Wrathful Skies, that has been brought to the level (now reduced) of Astral Tempest
 and Fire Storm; and False Horror.
 Many astral spells have a reduced price because Clam of Pearls now have incresead price.
 To know how many gems are used, pick the hundreds number (ie a 200 fatigue spell, costs 2 Gems. A 1550
 fatigue spell will cost 15 gems, for example).
 
 Wrathful Skies:		Evocation-7, A5, 300 Fatigue
 Fire Storm:		300 Fatigue
 Astral Tempest:		300 Fatigue
 Solar Brilliance:	300 Fatigue
 False Horror:		A2, 20 Fatigue
 Summon Lesser X Elem:	80 Fatigue
 Will o' the Wisp:	F2, 80 Fatigue
 Corpse Candle:		D2F1, 80 Fatigue
 Summon X Elem:		100 Fatigue
 Howl:			100 Fatigue
 Summon Sprites:		50 Fatigue
 Living X:		X5, 100 Fatigue
 Soul Vortex:		80 Fatigue
 Quickening:		W4, 80 Fatigue
 Polymorph:		N4, 80 Fatigue
 Will of the Fates:	S5, 200 Fatigue
 Army of Gold/Lead:	200 Fatigue
 Arcane Domination:	200 Fatigue
 Flare:			40 Fatigue
 Acid Storm:		300 Fatigue
 Heat from Hell:		F5, 90 Fatigue
 Grip of Winter:		W5, 90 Fatigue
 Life after Death:	200 Fatigue
 Unraveling:		200 Fatigue
 Soul Drain:		300 Fatigue
 Master Enslave:		400 Fatigue
 Undead Mastery:		400 Fatigue
 Sabbath Master/Slave:	10 Fatigue
 Hell Power:		100 Fatigue
 Holy Pyre:		2F2H
 Hellfire:		40 Fatigue
 Bloodletting:		200 Fatigue
 Blood Vengeance:	20 Fatigue
 Harm:			20 Fatigue
 Leech:			B5, 20 Fatigue
 Hellbind Heart:		B4, 20 Fatigue
 
 Summon Fire Drake:	5 	Gems
 Ghost Riders:		8 	Gems
 Bind Scorpion Beast:	4 	Gems
 Summon Wyvern:		4 	Gems
 Summon Ice Drake:	5 	Gems
 Summon Sea Serpent:	5 	Gems
 Summon Cave Drake:	5 	Gems
 Summon Animals:		5 	Gems
 Summon Horned Serp:	7 	Gems
 Revive Wight:		4 	Gems
 Revive Bane:		6 	Gems
 Pride of Lions:		10	Gems
 Summon Summer Lions:	20	Gems
 Spirits of the Wood:	6	Gems
 Summon Fall Bears:	20	Gems
 Acashic Record		20	Pearls
 Summon Fire Snakes:	4	Gems
 Contact Draconians:	20	Gems
 Sea King's Court:	30	Gems
 Troll King's Court:	30	Gems
 Contact Herbinger:	20	Pearls
 Ether Gate:		40	Pearls
 Locust Swarms:		4	Gems
 Angelic Host:		35	Pearls
 Earth Attack:		4	Gems
 Baleful Star:		3	Pearls
 Wish:			150	Pearls
 Volcanic Eruption:	8	Gems
 Watcher:		3	Gems
 Enliven Gargoyle:	4	Gems
 Enliven Statues:	10	Gems
 Melancholia:		4	Gems
 Telestic Animation:	3	Pearls
 Astral Travel:		15	Pearls
 Bowl of Blood:		1	Slave  (there're so few blood magic sites)
 Bind Succubus:		33	Slaves
 Reascendance:		55	Slaves
 Bind Ice Devil:		77	Slaves
 Blood Rite:		20 	Slaves (now Vampire Lords haven't Summon Allies).
 Three Red Seconds:	100	Slaves
 Crusher Construction:	5	Gems
 Clockwork Horrors:	10	Gems
 Wooden Construction:	3	Gems
 Mechanical Men:		10	Gems
 
 
 ----------------------------------------------TROOPS CHANGES: -------------------------------------------------
 This section is widely incomplete. Many National Heroes belonging to the fighter class have been improved in
 skill (att & def).
 Even I want to improve more some elites that aren't so used due to the high res cost. This will raise the value
 of taking Production scale instead of Sloth. Attack, Defence and any other value are pre-equipment. Armor/Weapons
 can change them.
 
 ABYSYA:
 Slightly Improved Abysyan Infantry (not humanbred).
 Slightly Improved Abysyan Sacreds (both)
 Price Changes:
 Warlock Apprentice:  	140 Gold
 Anthemath Salamander: 	170 Gold
 Anthemath Dragon:	+1? Magic
 Substituted: Salamder with Abysyan Heavy Cavalry (elite units, costing however 90 Gold and 90 Res)
 
 ULM:
 Slightly Improved Ulm Infantry, for 12 gold now.
 Improved Black Plate Infantry, for 13 gold now.
 Improved Guardians, and Black Knights/Templars.
 BF Zwaihanders, gone Elite, for 12 gold now.
 Improved all fighting commanders.
 
 MARIGNON:
 Slightly Improved Royal Guard and Man-at-Arms (for 15 gold now).
 Improved Knight of the Chalice and Paladin.
 Grand Master: 250 Gold
 CotS:
 Royal Navigator, 290 gold, +2 Water.
 Chartmaker, 150 gold, +1 Water.
 Captain, +1 Water.
 Admiral, 110 gold, +2 Water.
 
 TIEN CHI:
 Slightly Improved Imperial XXXX troops.
 Improved Imperial, Red Guard and Prince General.
 Supply bonus to Eunuch.
 Celestial Master now: 2A, 1E, 1F, 1W, 1S, 1?, 290 gold.
 M. of 5 Elements now: 1A, 1E, 1F, 1W, 1N, 2? (elemental), 250 gold.
 National spells reduced in cost. (10 Divine Soldier, 2 Divine Servant, 2 Fire Demon, 3 River Demon).
 Tien Chi needed some battle mages, AND mages that were able to cast National Spell like Divine Soldiers
 without wasting turns of the Prophet.
 
 PYTHIUM:
 Theurg: 	180 Gold
 
 CAELUM:
 Seraph: 	130 Gold
 Arch Seraph:	250 Gold
 
 C'TIS:
 Lizard King:	180 Gold
 
 ERMOR:
 Thaumathurg:		now 2 Death magic. Sacred.
 Gran Thaumathurg:	now 4 Death magic. Sacred.
 
 INDEP/MAGIC SITE REC.
 Militia:		Mountain and Forest Survival (they could be enlisted sheepherd and woodsmen).
 Grey Knight/Lord:	Improved Stats. Grey Lord now has 2 Astral Magic.
 Fire Lord:		Improved Stats.
 
 Blood Slave:		Fire Resistance 100%
 
 SUMMONS:
 Fallen Angel, Angel of the Host, Harbinger, Arch Angel:
 Stat Improvement.
 Vampire Lord:
 Summon Allies removed.
 Ice/Arch Devils:
 Someone of them now has a new default weapon. It was pretty strange that many of them come out with
 a quarterstaff that does the same amount of damage than a quarterstaff wielded by an human sized creature (I
 suppose a Demon brandish a sort of Demonic weapon of his size). My will is to change to almost all of them the
 default weapon except someone.
 
 Plan for next releases:
 Balance a little the Elemental Lords (Air Queens seems to be stronger than some others).
 National troops and mages balance. (something is still missing for sure!!!)
 Apply good suggestions and improve the balance of the mod.
 
 0.2 Changes:
 Moloch: back to every nation before could get it. Lost Fire Shield, and Ambidex, Cost to 110.
 G.Warlock: lost Fireshield.
 
 Tien Chi and Mary CotS: Modified Mages.
 Abysya: Raised slightly the cost from 0.1 of the Warlock App and Ant Salam. Dragon back to 360 but added 1 random.
 Ulm: BF Zweihanders now improved in stats.
 Many Nations Heroes improved.
 
 More cost to Wraithsword and Hellsword.
 Copper Plate and Ice Pebble Staff modified.
 
 Tien Chi National Spells lowered in cost.
 __________________________________________________  ________
 
				__________________- Cohen
 - The Paladin of the Lost Causes
 - The Prophet of the National Armyes
 - The Enemy of the SC and all the overpowered and unbalanced things.
 
 |