For the planar gate spawns of the Sheaim. Below is what must be done (imho).
iAC = CyGame().getGlobalCounter()
iMax = 1.1 + 0.03 * iAC + ( iAC / 70 )**3
iMult = 1 + 0.02 * (iAC - 5) + ( iAC / 90 )**6
This is the best course of action in terms of both functionality and processing speed. Its only slightly slower (I never noticed it), but it gives far greater functionality for the Sheaim.
These are the only changes 'technically' needed. But I would also suggest certain changes to the Spawnlist Roster
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Suggestions to the spawn list Roster
Tar Demon -> move from Temple of Veil to 'Walls'
"Furie"(Using Art_def_unit_Assassin_Infernal) replaces Chaos Maurader, move spawn building to Torture Chamber (instead of Carnival)
Furie gets 8/4, 1 move, crazed, and 10% chance to create a Chaos Maurader through combat (melee type)
Torture Chamber (Dungeon UB), in addition to earlier suggestions ... use the 'breeding pit' art for now perhaps, and also, at least in my version, it gives a 50% chance to give 'Tortured Souls' promotion to living Sheaim units newly built within the city. (Which gives a strength bonus equal to AC/2 like Stigmata)
'Demon' racial promotion could require ...
1) Corrupted Spirit tech (the first Ashen Veil tech)
2) level 3 (allowing purchase at level 4+)
3) Tortured Souls promotion
--------> Alternatively you could require the Sundered promotion, which is given to all Sheaim arcane units, as well as a level req.
Additionally I would propose to give Marksman to the Revelers unit. Making them both a revealer of 'shadows' AND a decent unit in their own right.
---> 'see magical invisibility' has always been a part of the Reveler unit, coming directly from their lore. I feel as though adding the Marksman promotion would be both a thematic buff and to give the unit a special niche (that comes up more often).
At gambling houses, they are a bit more expensive tech wise than assassins, and the hammer req. is definitely higher, at least for initial set up. Once the thing is set up, unit availability, as with all spawned units, are rather sporadic, and max units spawned is, as always, limited by the AC (as well as by the number of cities with planar gates).
This suggestion changes them from a See-Invis 'Ranger' into a See-Invis 'Assassin' without a city attack penalty, and without a lower defensive strength.
And that ends my Spawnlist suggestions
