Sentience
	
			 
             
			
		
		
		
		Sentience (with CBM in mind) 
 
 
This little mod is a simple attempt to introduce a new aspect that will hopefully change some of the standard pretender choices and game strategies. My idea to achieve this is the introduction of a national Gift of Reason spell called Sentience. The image in my mind is that our powerful demi gods would seek to utilize all resources available to achieve dominance and that would include promoting outstanding subjects for greater service. 
 
This new spell gives pretender designers a new decision to make; the magic path for it is not native to any nations mages, so it is a pretender skill that must be paid for at build time, further competing for the precious points that generally go into good scales or a bless.  
 
Because it is created as fundamentally a pretender skill, its use has all the attendant opportunity costs for the pretenders time per turn. So it is not inherently unbalancing, just another arrow in the quiver so to speak. 
 
The Sentience spell is available at Ench 0 and on average has 3 levels of a particular magic path and cost 5 gems a pop. It is there to encourage further diversification and availability of potential thugs, which provide further custom options for ones armies. It is not meant to supplant the standard thug complement, merely enhance it, but it does mean that all nations have the opportunity to build thugs from early on in the game. 
 
I have arbitrarily assigned a magic path to the spell for each MA nation based loosely on each nation’s natural mage access. (Mictlan was tough!) This could be further tweaked as they may line up with classic favored bless paths for a nation – incurring little relative costs, so any input would be very welcome.  
 
The gem costs could be altered depending on the perceived strength of each nation for a further balance.  
 
Nation		Path		 
Arco		A3			 
Ermor		A4		 
Pythium	        N4		 
Man		E2				 
Ulm		N2		 
Marignon	N3		 
Mictlan	        D4		 
Tien Chi	D3		 
Machaka	        B2		 
Agartha	        B2		 
Abysia		D3		 
Caelum	        E3		 
Ctis		E3		 
Pangaea	        S3		 
Vanheim	        N3		 
Jotunheim	A4		 
Bandar log	A3		 
Shinuyama	B3		 
Ashdod	        A5		 
Atlantis	N3		 
R'leyh		N3		 
Oceania	        S2		 
Eriu		S3		 
 
 
The idea of this mod is to just mix the pot a bit in terms of summons and thug usage and to expand the potential thug pool open to players, inherently opening up new avenues for strategy and scheming.  
 
Hopefully someone will give it a shot and provide some discussion. 
		
	
		
		
			
		
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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