This is not official. Just providing an opportunity for discussion. Keep the entirety of it in mind, rather than pick at any one point.
The forum software doesn't work well with Word, so the formatting is a little off, but you'll get the gist.
Proposed Changes to The Choosing for January, 2017
To be Effective January 31, 2017
Setup Changes:
o Amazons gain a Veteran Amazon brigade to 1AM;
o Lizardmen gain a P2 and a Saurus Veteran brigade to 1LI;
o Rangers gain Charisma trait, and a Veteran Zamoran brigade in 1RA;
o Wizard capitals gain an additional 3k defense;
o Dwarven defense build bonus consumes no food and increases 4k defense for 10k gold invested;
o Cimmerians start with 1 additional brigade in 1 CI as Veteran.
o Black Dragons start with +5k to capital defense and gold, and 2 additional Fore Knowledge artifacts (random).
o Sacred Order starts with a veteran Northmen brigade with its 1SA.
o Lizardmen also gain a P1 wizard in LI2.
o Atlantians gain an Atlantian veteran brigade in 1AT.
o Both starting Halfling villages are hidden.
Trait Changes:
· Devout Kingdoms can have their fanatics train two levels higher than their agents
· Non-Magical kingdoms retain the same cost per power level of research and spell lists, but the maximum power assured moves from 2 to 3. Currently this only affects the Dwarves.
·
· The Halflings move from Magically Disadvantaged to Sub-standard. This reflects that some Halfling wizards have joined from a more magical race, not the magic of Halflings themselves. Halflings retain their earlier than trait spells (so those obtained a power level earlier than sub-standard).
· Military Tradition kingdoms gain a 5th group.
Rule Changes:
· A High Priestess in good health (not weary or exhausted) of a Devout kingdom who is located in a PC with a temple can summon a Guardian Angel that deters an attack on an owned PC with a temple in the same region like a Wall of Flame was around the PC. Not effective against flying attackers, only 50% effective against a bombardment assault. This is a new order for a HP numbered right after Wall of Flame.
· Magic Research cost goes up after P3. So normal Research Costs through P3, but then at P4 and above, cost is (base + powerx$1k) x Power. So a Magic Supremacy kingdom going to P5, would pay (7 +5) x 5 = 60k gold, instead of the current $35k.
· Wizards may only summon a brigade in the wild (not at PC’s). Does not apply to Instant Summon Phantoms or to accumulating Zombies.
· Only one summoned brigade can be summoned per turn, per group, excluding Phantoms or Zombies which retain their spell descriptions.
· Summoned troops will have upkeep representing ng magical materials consumed to sustain the summoning).
Upkeep for Summoned brigades:
· Type: Gold Food
· Minotaurs 2000 2000
· Wights 1000 500
· Ghouls 700 500
· Zombies 300 300
· Rock Golems 2000 500
· Skeletons 300 -
· Specters 1000 500
Combat Changes:
· Barrage only against PC’s (not groups) and at 150% long range (instead of 200%) and remain 150% short range missile phases.
· Successful Flank tactic increases the group’s charge values by 175% instead of 200%.
Spell Effect Changes:
· Combat Density spell effect against divisions+ reduced:
o vs. Divisions becomes 125%
o vs. Armies becomes 150%
o vs. Army Groups becomes 200%
· Many spells don’t stack. One spell per group per target:
o All battle spells
o Dire Wolf
o Summon Death
o Fear
o Valor
o Shield
· Does not apply to Dispel, Familiars, etc. Is for spells that affect combat. As well as the previously mentioned.
· Increase the benefit of HP Heal and spell Heal by 50%. Trait Healing remains as is. Revise setup/spell list to reflect new values.
Spell List Changes: Various revisions to the required power level for spells, such that some that are unattainable now become a possibility for the less magical kingdoms. .
o Heal is available to all kingdoms one power level earlier
o Teleport Patrol has been added
o Teleport Army Group has been reduced 1 level for Magic Supremacy and Mastery kingdoms
o The reduction to the casting wizard’s group strength in effected phases by Wind Storm and Flash Flood are reduced by 50% (so a 50% reduction to caster group – not target – becomes a 25% reduction).
o Dispel Dome of Invulnerability will drop in required power 1 level and 2 power levels for Devout kingdoms via special ability (AM, LI, NO, SA). Add that to the “spells gained earlier” section to the dossiers of Devout Kingdoms.
Artifact Clarification/Changes:
· Fine weapon artifact increases group attack damage by lesser of 10% or 2000 after missile phases, except for bows and spears which also effect missile phases but not combined phases;
· Excellent weapon artifact increases group attack damage by lesser of 20% or 4000 in charge, melee and combined phases;
· Superior weapon artifact increases group damage by lesser of 30% or 6000 in charge, melee and combined phases.
· Fine weapon has a chance to kill one enemy leader or wizard, chosen at random and subject to traits, protection, etc., of 20 points (a 20% chance becomes 40%) which is an additional roll to normal leader / death chances.
· As per above, Excellent weapons have a 40 point, Superior weapons a 60 point increase in chance of killing a randomly selected character of the enemy.
· Weapons also reduce the chance of their wielder (not all characters) being killed by the related % (not points). So facing a 20% chance of death, a leader with a Fine weapon has a 16% chance, an Excellent wielder has a 12% chance, a Superior weapon reduces chance of its leader dying by 60%, so net 8% in this example.
· Armor artifacts reduce death chance of the possessing leader (not all leaders) by 50% for Fine, 70% for Excellent, 90% for Superior.
The forum software doesn't work well with Word, so the formatting is a little off, but you'll get the gist.
Proposed Changes to The Choosing for January, 2017
To be Effective January 31, 2017
Setup Changes:
o Amazons gain a Veteran Amazon brigade to 1AM;
o Lizardmen gain a P2 and a Saurus Veteran brigade to 1LI;
o Rangers gain Charisma trait, and a Veteran Zamoran brigade in 1RA;
o Wizard capitals gain an additional 3k defense;
o Dwarven defense build bonus consumes no food and increases 4k defense for 10k gold invested;
o Cimmerians start with 1 additional brigade in 1 CI as Veteran.
o Black Dragons start with +5k to capital defense and gold, and 2 additional Fore Knowledge artifacts (random).
o Sacred Order starts with a veteran Northmen brigade with its 1SA.
o Lizardmen also gain a P1 wizard in LI2.
o Atlantians gain an Atlantian veteran brigade in 1AT.
o Both starting Halfling villages are hidden.
Trait Changes:
· Devout Kingdoms can have their fanatics train two levels higher than their agents
· Non-Magical kingdoms retain the same cost per power level of research and spell lists, but the maximum power assured moves from 2 to 3. Currently this only affects the Dwarves.
·
· The Halflings move from Magically Disadvantaged to Sub-standard. This reflects that some Halfling wizards have joined from a more magical race, not the magic of Halflings themselves. Halflings retain their earlier than trait spells (so those obtained a power level earlier than sub-standard).
· Military Tradition kingdoms gain a 5th group.
Rule Changes:
· A High Priestess in good health (not weary or exhausted) of a Devout kingdom who is located in a PC with a temple can summon a Guardian Angel that deters an attack on an owned PC with a temple in the same region like a Wall of Flame was around the PC. Not effective against flying attackers, only 50% effective against a bombardment assault. This is a new order for a HP numbered right after Wall of Flame.
· Magic Research cost goes up after P3. So normal Research Costs through P3, but then at P4 and above, cost is (base + powerx$1k) x Power. So a Magic Supremacy kingdom going to P5, would pay (7 +5) x 5 = 60k gold, instead of the current $35k.
· Wizards may only summon a brigade in the wild (not at PC’s). Does not apply to Instant Summon Phantoms or to accumulating Zombies.
· Only one summoned brigade can be summoned per turn, per group, excluding Phantoms or Zombies which retain their spell descriptions.
· Summoned troops will have upkeep representing ng magical materials consumed to sustain the summoning).
Upkeep for Summoned brigades:
· Type: Gold Food
· Minotaurs 2000 2000
· Wights 1000 500
· Ghouls 700 500
· Zombies 300 300
· Rock Golems 2000 500
· Skeletons 300 -
· Specters 1000 500
Combat Changes:
· Barrage only against PC’s (not groups) and at 150% long range (instead of 200%) and remain 150% short range missile phases.
· Successful Flank tactic increases the group’s charge values by 175% instead of 200%.
Spell Effect Changes:
· Combat Density spell effect against divisions+ reduced:
o vs. Divisions becomes 125%
o vs. Armies becomes 150%
o vs. Army Groups becomes 200%
· Many spells don’t stack. One spell per group per target:
o All battle spells
o Dire Wolf
o Summon Death
o Fear
o Valor
o Shield
· Does not apply to Dispel, Familiars, etc. Is for spells that affect combat. As well as the previously mentioned.
· Increase the benefit of HP Heal and spell Heal by 50%. Trait Healing remains as is. Revise setup/spell list to reflect new values.
Spell List Changes: Various revisions to the required power level for spells, such that some that are unattainable now become a possibility for the less magical kingdoms. .
o Heal is available to all kingdoms one power level earlier
o Teleport Patrol has been added
o Teleport Army Group has been reduced 1 level for Magic Supremacy and Mastery kingdoms
o The reduction to the casting wizard’s group strength in effected phases by Wind Storm and Flash Flood are reduced by 50% (so a 50% reduction to caster group – not target – becomes a 25% reduction).
o Dispel Dome of Invulnerability will drop in required power 1 level and 2 power levels for Devout kingdoms via special ability (AM, LI, NO, SA). Add that to the “spells gained earlier” section to the dossiers of Devout Kingdoms.
Artifact Clarification/Changes:
· Fine weapon artifact increases group attack damage by lesser of 10% or 2000 after missile phases, except for bows and spears which also effect missile phases but not combined phases;
· Excellent weapon artifact increases group attack damage by lesser of 20% or 4000 in charge, melee and combined phases;
· Superior weapon artifact increases group damage by lesser of 30% or 6000 in charge, melee and combined phases.
· Fine weapon has a chance to kill one enemy leader or wizard, chosen at random and subject to traits, protection, etc., of 20 points (a 20% chance becomes 40%) which is an additional roll to normal leader / death chances.
· As per above, Excellent weapons have a 40 point, Superior weapons a 60 point increase in chance of killing a randomly selected character of the enemy.
· Weapons also reduce the chance of their wielder (not all characters) being killed by the related % (not points). So facing a 20% chance of death, a leader with a Fine weapon has a 16% chance, an Excellent wielder has a 12% chance, a Superior weapon reduces chance of its leader dying by 60%, so net 8% in this example.
· Armor artifacts reduce death chance of the possessing leader (not all leaders) by 50% for Fine, 70% for Excellent, 90% for Superior.

