Sent a short answer ingame as turns moved fast and I simply had no time in the week to think about it. Simply told him that Mist did change his civis.
In other news, I had promised to give an overview about the Balseraphs but never got to do it till now. Sorry for that but my life got more hectic when I thought I would get to relax a bit. Hasn't changed, but whatever, at least I have some time today.
So, what do the Balseraph and Perpentach bring with them? I realized now that I - even when traits changed - never talked about Perpentach:
He is interesting as being the only leader with 4 traits (I think) and with Insane you do have to adapt to what the game throws at you. That can be really good - as it happened to me with Fin, Phi and Exp - or pretty bad. For example you might be in builder-mode and suddenly get traits which do ask for military build-up. Or you play 100+ turns without any change and when you finally have accepted that your traits will never change - they do. Especially in MP that can change your whole game. For example, you might get Raiders and if one of your neighbours did not anticipate that and has build roads like crazy, you might be able to really hurt them. But that also means that none of your plans should rely on your traits, as you never know how much longer you will have them.
Right now as stated above I am Fin, Phi and Exp. Fin does not that much for me, I simply have not that great terrain for it. Phi is used in conjunction with Pacifism to get a Great Person out - something I probably wouldn't have done if I would not have gotten Phi as trait. And Exp simply does let me expand faster by giving me a bonus when building settlers. Thats the reason why I am at 3 cities now, whereas all my neighbours only have 2 I guess.
That trait-change is also the reason why I feel that I still have chances at this game. Honestly after seeing my initial starting spot I did not have any idea what to do. I still feel not comfortable with this starting spot because it sucks. I could not get vision of the full starting spots of the others, but I have the feeling that they have much better starting spots then I do, especially the vampires. Anyway, I didn't want to bitch about my starting spot but tell you about the Balseraph:
[SIZE="4"]1.: Specials of the Civilization [/SIZE]
1.1: World Spell: Revelry - You can start a Golden Age as soon as you have Festivals
I don't feel like this is the greatest of World Spells. Yes a GA whenever I want it is surely not bad. I can either speed up war preparations, get to important techs quicker and so on. But it is something which is also doable within the game with GP. There are a bunch of World Spells which you cannot reproduce in any other way - this is none of them. What I do not know is if it does count against your GP-number needed for a GA. Will I need 2 GP if I start my first GA with this spell? I guess not but I haven't tested it.
1.2: Puppets
Every Arcane Spellcaster starts with the spell "Puppet". Now, what it does is create a unit for one turn (or more turns with Summoner-trait) with the same promotions as your spellcaster has them, including all the spells. Unfortunately it seems that creating the puppet does count as casting for the spellcaster so you cannot cheaply cast twice each turn. Nevertheless there are spells which profit from not casting them with your spellcaster (Domination for example which we come to in a second).
I also tried in WB to give an unit the spellstaff promotion. Idea being to cast with the puppet, break the spellstaff with the puppet and cast again. Unfortunately it seems that doesn't work. But as I could not find out how to get the Spellstaffpromotion anyway I guess I wait till PB looks in here, reads this post and tells me a) how to get spellstaffpromotion and b) if it can be cast by puppets.
[SIZE="4"]2.: Palace: [/SIZE]
So we get 1 Hammer, 8 Commerce, 2 Culture, 1 Happy. As everyone else except Grigori (who get +2 Adventurer-GPP additionally) and Mercurians (who get +2 Beakers, +2 Gold, +2 Culture additionally). More interesting are the different manas we get:
2.1: Mind Mana
+3% to research is nice. It is also needed for one of the towers. I guess thats it. Lets look at the Mind spells:
2.1.1: Mind 1
Allows Adepts to cast Inspiration
![[Image: 5e8zcpM]](http://db.tt/5e8zcpM)
The caster has to stay in the city for this spell to work. If you are at the free unit limit this probably means to give up ~1 gold for 2 research? Anyway it at least means that if you give that to your Adepts they always have something to do.
2.1.2: Mind 2
Charmed means that the charmed units cannot attack - they can still move. Still sounds good for me. I tested in Worldbuilder and it seems to work on all tiles around the one the unit casting it is standing on. It can be resisted and works only against living targets. I have not yet thought about what this means for this game, but generally I guess this can be quite strong in an offensive war when you reach a city of your enemy and can make sure that he cannot attack out of it with his units. Unfortunately I am not sure if this "promotion" can be dispelled by the enemy or not. It does have a 20% chance to wear off each turn but other then that I don't know. Somebody with more knowledge around?
I think the enemy also can still use spells - somebody knows that for sure?
2.1.3: Mind 3
Now, that is kinda fun. You try to dominate one of the units of your opponent, meaning if you are successful he does not only lose it but you get it. Again it only works against living targets. Like Vampires.
Anyway. Normally if you attempt to use this spell and fail, you cannot use it ever again. That is bad. But we are the Balseraph. That means our arcane units can instead cast puppet and let the puppet cast this spell.
Now, will I get Mind 3? I do not know but probably not. It does sound like fun but I guess there are better spells which do hurt several targets. And if I understood the magic system correctly I can have only 4 units capable of casting this spell. As it is randomly decided which unit I get I think that this is not enough. Looking at normal endgame-stacks I would have to get extremely lucky to get one of the few extremely strong units of the enemy instead of one of the standard units. Except for if I can find a way to first kill off all of the "standard" units so that my chances of getting the strong one are much higher...
Ah no clue. I probably wait for PB or somebody else who does know better then myself to tell me if that spell makes sense or not
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Ok, enough for now. I am working on this posting since more than 2 hours. I will go on with the other mana my palace gives me as well as with the unique units for the Balseraph sometimes later.