[Gameplay] New Sovereign and Champion abilities
These should seem familiar to most people.
***** Sovereigns *****
-Strengths-
Merchant: City Income Bonus dependant on city size.
Constructor: City production bonus dependant on city size.
Conqueror: More XP gained when killing enemy units.
Survivalist: Lower unit upkeep.
Scholar: Lower research costs on technological research
Summoner: Lower essence cost and research point required for summoning spells.
Casting Specialist: Adds additional Essence points.
Archmage: Increased Essence pool, harder to dispell buffs.
Famous: Increased prestige in cities and reduced hire cost for champions.
Mana Focusing: Higher mana/essence return from shards and buildings.
Sage Master: Lower research costs on spells.
Charismatic: Halved penalty from negative diplomatic effects, lower cost for hireing champions.
-Weaknesses-
Decadence: Higher unit upkeep
Pacifist: Less XP from killing enemy units
Bureaucrat: City gold income penalty
Technophobe: city production penalty
***** Champions *****
Cause Fear: Allows the unit a chance of inflicting paralyzing fear with any successful melee strike.
Charge: Inreases damage of a unit's first melee strike when attack.
Air/Earth/Life/Fire/Death/Water Protection: Reduces MagicType-based attacks damage by by 50%.
Air/Earth/Life/Fire/Death/Water Strike: Infuses melee strikes with MagicType-based attack damage.
Desert concealment: Allows the unit to travel unseen in desert terrain.Dragon Slaying: Extra damage vs Dragons.
Extra Strike: Gives the unit an additional strike during melee.
Fearless: Renders the unit immune to fear-based attacks and effects, as well as low morale.
Forestry: Allows the unit less restricted movement through forests.
Grass concleanment: Allows the unit to travel unseen in grassland terrain.
Ignition: Lets the unit set fire to the ground underneath them as they move.
Life Stealing: Allows the unit to absorb HP for each successful attacking strike.
Marksmanship 1-4: Gives the unit increased proficiency with ranged attacks.
Mountaineereing: Enables the unit to travel over mountains.
Parry: Reduces the attack power of an enemy's first strike against the unit.
Regeneration: Gives the unit an increased rate of healing.
Round Attack: Allows the unit to strike out at all around them.
Snow concealment: Allows the unit to travel unseen in snow-covered terrain.
Trail of darkness: Adds Fog of War where the unit travels.
True seeing: Allows unit to see concealed and invisisble units.
Vision 1-4: Increased visual range.
Swamp concealment: Allows the unit to travel unseen in swamp terrain.