--Gods--

CB gods changes are primarily geared towards opening up niches for pretender that niether provide good paths and dominion for blessing, nor the needed features to help expantion. Additionally, it tweaks some pretenders with a pure blessing niche in the hopes of giving a reason not to be taken always imprisoned.


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At a glance change log:

*Titan pretenders (those size 6, and completely human in form) 25-50 points cheaper, some with added paths, gem generation, or free troop summoning.

*Rainbows (those with pathcost 10) have added paths, research bonuses, and most 20-30 points cheaper.

*Moloch, Prince of Death, Gorgon (as very easy expansion chassis) cost more.

*Cylops (both very easy to expand with and an easy bless chassis) higher new path cost.

*Phionix is reborn in battle with pheonix pyre.


--------------------------


Detailed Log:

Change: CB setting (defualt setting)

--Pretenders--

Expanders - Chassis that are extremely well suited to expanding, scaled back to allow other pretenders a chance at the niche.

-Cyclops-
New magic paths cost: 80 (50)

-Gorgon-
Point cost: 100 (50)

-Moloch-
Point cost: 125 (100)

-Prince of Death-
Point cost: 125 (75)

-Agathan oracle-
Point cost: 150 (100)

Imprisoned - Chassis normally taken imprisoned, often with a bless, given incentives to choose awake or sleeping status instead.

-Oracle-
Fortuneteller: 50 (0)

-Fountain of blood-
Douse bonus: 8 (5)
Produces blood slaves: 3 (0)

-Mother of Rivers-
Produces water gems: 6 (2) 
Autocasts rain in battle 

-Father of Winters-
Air magic: 1 (0) 
Point cost: 100 (75)

-Lady of Springs-
Water magic: 1 (2)
Point cost: 0 (125)
New magic paths cost: 80 (50)
Added forest survival


Rainbows - Fragile and usually expensive, rainbows are made a cheaper option.

-Great Sage-
Researchbonus: 15 (10)
Point cost: 10 (35)
Fire Magic: 1 (0)

-Arch Mage-
Researchbonus: 5 (0)
Point cost: 0 (30)
Air Magic: 1 (0)

-Arch Mage (underwater)-
Researchbonus: 5 (0)
Nature Magic: 1 (0)

-Freak Lord-
Point cost: 0 (40)
Nature Magic: 1 (0)

-Crone-
Nature magic: 1 (0)
Astral magic: 1 (0)
Leadership: 10 (80)

-Frost Father-
Researchbonus: 5 (0)
Point cost: 10 (55)
Death Magic: 1 (0)

-Enchantress-
Researchbonus: 5 (0)
Point cost: 20 (55)
Air Magic: 1 (0)
Added ethereal

-Divine Emperor-
Point cost: 0 (35)
Astral Magic: 2 (1)
Fire Magic: 1 (0)
Auto-casts fanaticism in battle

-Master Druid-
Researchbonus: 5 (0)
Point cost: 10 (55)
Earth Magic: 1 (0)
Added entangle when struck

-Serpent King-
Point cost: 0 (55)
Death Magic: 1 (0)

-Master Alchemist-
Researchbonus: 5 (0)
Point cost: 10 (50)
Fire Magic: 1 (0)

-Great Warlock-
Point cost: 0 (30)
Blood Magic: 2 (1)
Douse bonus: 5 (0)

-Arch Druid-
Point cost: 15 (35)
Air Magic: 1 (0)

-Partholonian Sorceress-
Point cost: 10 (70)
Nature Magic: 1 (0)

-Bitch Queen-
Point cost: 0 (60)

-Lawgiver-
Point cost: 0 (50)
Astral magic: 2 (1)
Dominion: 3 (2)
New path cost: 40 (50)

-Fomorian Sorceror-
Point cost: 25 (50)

Monsters - Most monsters tend to be overshadowed by the Wyrm, with its regeneration, fear and good starting protection. Trampling monsters also have severe issues with quick fatigue gain, so their encumbrance and point cost have been reduced.

-Great White Bull-
Encumberance: 2 (3)
Point cost: 25 (75)
Reinvigeration: 2 (0)

-Great Black Bull-
Encumberance: 2 (3)
Point cost: 25 (75)
Reinvigeration: 2 (0)

-Shedu-
Encumberance: 2 (3)
Point cost: 75 (100)

-Son of Fenrer-
Point cost: 25 (100)
Auto casts Howl in battle
Summons dire wolves in dominion

-Green Dragon-
Bile area of effect: 10 (3)

-Red Dragon-
Fire Breath area of effect: 3 (1)

-Blue Dragon-
Fire Breath area of effect: 6 (3)

-Dracolich-
Defense: 11 (10)
Bile area of effect - 15 (10)

-Manticore-
Fear - 5 (0)
New magic path cost: 40 (50)
Protection - 7 (6)
Attack - 14 (12)
Defense - 14 (12)
Added bite weapon

Titans - Most titans can't pull off an effective expansion role due to lack of protection and fear, and many don't even have the paths for a good bless. Most are given lower cost or other indirect advantages.


-Titan (male)- 
Point cost: 75 (125)

-Titan (female)-
Point cost: 75 (100)
Research bonus: 25 (0)

-Father of Serpents-
Point cost: 100 (125)
Death magic: 2 (1)
Attack: 16 (15)
Defense: 15 (12)
Generates horned serpents

-Lord of the Summer Plague-
Nature magic: 1 (0)
Attack: 15 (14)
Defense: 14 (13)
Fear: 0 (none)
Point cost: 100 (125)
Added heat aura
Improved ranged attacks

-Nataraja-
Point cost: 25 (0)
Astral magic: 2 (0)

-Lady of Fortune-
Point cost: 50 (100)

-Lord of Plenty-
Point cost: 50 (75)
Astral gems 2 (0)
Earth gems: 2 (0)

-Lady of Love-
Point cost: 50 (125)

-Lord of Fertility-
Point cost: 50 (75)
Nature magic: 3 (2)
Awe: 1 (0)

-Lord of the Forest-
Point cost: 50 (75)
Generates animals

-Lord of Rebirth-
Point cost: 100 (125)
Nature gems: 2 (0)
Death gems: 2 (0)

-Forge Lord-
Point cost: 75 (100)
Forge bonus: 50 (25)
Added apron armor

-Lord of the Gates-
Point cost: 0 (50)
Dominion: 4 (3)
Changed flail for divine flail, with small area fear and magic weapon
Generates shades

-Lord of War-
Point cost - 0 (50)
Generates troops

-Son of the Sun-
Point cost: 0 (50)
Produces fire gems: 2 (0)
Dominion: 4 (3)
Changed flail for divine flail, with small area fire and magic weapon

-Lord of the Wild-
Nature magic: 3 (2)
Hit points: 95 (90)
Attack: 13 (12)
Point cost: 50 (125)
Added antlers attack

-Lord of the Sky-
Air magic: 4 (3)
Awe: 1 (0)
New path cost: 40 (50)
Point cost: 100 (150)
Changed lightning for divine lightning, with three attacks per turn, and more range and ammunition
Generates hawks

-Son of Heavens-
Fire magic: 2 (1)
Awe: 1 (0)
Point cost: 100 (150)

-Mother of Tuatha-
Point cost: 50 (125)

-Fomorian God King-
Point cost: 75 (100)

-Daughter of the Dawn-
Air magic: 2 (1)
Awe: 1 (0)
Point cost: 100 (150)

-Destroyer of Worlds-
Death magic - 2 (1)
Attack - 14 (11)
Defense - 15 (13
Changed lightning for divine lightning, with three attacks per turn, and more range and ammunition

-Mother of Serpents-
Point cost: 100 (125)
Death magic: 2 (1)
Attack: 15 (14)
Defense: 13 (12)
Generates horned serpents

-Mother of Lions-
Point cost: 0 (50)
Produces nature gems: 2 (0)
Dominion: 4 (3)
Changed flail for divine flail, with entangle and magic weapon

-Son of the Sun (astral)-
Point cost: 0 (50)
Dominion: 4 (3)
Awe: 1 (0)
Changed flail for divine flail, with small area fire and magic weapon

-Celestial General-
Point cost: 50 (100)
Generates troops

-Lord of the Desert Sun
Nature magic: 2 (1)
Attack: 15 (14)
Defense: 14 (13)
Point cost: 100 (125)
Added heat aura

-Asynja-
Point cost: 25 (75)
Gained chainmail of displacement

-Son of the Sea-
Point cost: 75 (100)

-Keeper of the Bridge-
Castle defense - 150 (0)
Patrol bonus - 100 (50)
Point cost: 50 (75)

-Lord of the Night-
Death magic: 2 (1)
Attack : 13 (12)
Defense: 13 (12)
Point cost: 100 (125)

-Jade Emperor-
Point cost: 50 (100)
Reduce bad events: 66% (33%)
Auto lower unrest: 10 (0)


Misc


-Old Man of the Sea- 
Point cost: 50 (100)

-Vampire Queen-
Point cost: 100 (175)
New magic path cost: 40 (50)

-Master Lich- 
Point cost: 75 (100)

-Lord of the Waves- 
Point cost: 50 (75)

-Drakaina- 
Point cost: 25 (75)
Dominion: 2 (1)
Fear: 0 (none)

-Ageless Olm- 
New magic path cost: 30 (50)
Point cost: 25 (75)

-Divine Serpent-
Nature magic: 4 (3)
Dominion: 4 (3)
Point cost: 25 (50)

-Phoenix-
Awe - 1 (0)
Added auto phionix pyre

-Solar Disc-
Point cost: 25 (75)
Added fire shield

-Sphinx-
Earth magic: 1 (0)
Point cost: 0 (25)

-Mother of Monsters-
Point cost: 75 (100)
Generates crossbreeds

-Virtue-
Astral magic: 1 (0)
Air magic: 1 (2)

-Monolith-
Nature gems: 2 (0)

-Nerid-
Point cost: 25 (50)

-Bakemono Kunshu-
Point cost: 25 (100)

-Colossal Head-
Blood magic: 2 (1)
Nature magic: 2 (1)
Point cost: 0 (40)
