*This mod is for me to do, because I just love TA:K so much. When i need to go to my happy place, I think about TA:K*
No time to finish this right now

Current Version
http://kingdomszone.com/Downloads/Mods/Equinox%20Mod.zip
Next Release-A) Balanced mana system including mana jars + new lodestones.(similar to sages)
B) New attacks/ a few new units per race
Each race is to be unique in its own way with its own playstyle and characteristics.
Aramon Aramon in my eyes is the most renaissance of all the races. They always made me feel they fit that category because their buildings and defenses resemble castles. Their units consist of humans, mixed in with siege equipment and just for fun a little bit of magic. I feel there are only a few units that are missing to make them almost perfect. I am going to try to keep additional units to a minimum and just add several new attacks to the units that exist to fill in the other gaps.
1) A priest like unit; I've added a holy bolt to the knight which will have bonus damage modifiers vs undead. Tho I strongly feel a priest like unit would be really cool. Will it attack, and what will its uses be, will be a whole different discussion.
2) An additional siege unit. I think Aramon should be better off at sieging defenses. They are already strong at defending, but I think they're key playstyle should be fierce at breaching defenses. (Trebs, Catapults, Rolling Towers, and Cannoners)
I think I have an idea or two that will work nicely. But in the same sense will be risky to build.
CreonCreon on the other hand gives me that mechanical feeling. I like to think of Creon by their Tiers. I feel Creons 1st tier is on the low tech side of things. Where as its 4th tier should be pretty epic technology wise. (fire wagons seem primitive, juggernaught is full of power) I always felt they had a lack of units, but still could hold their own. I imagine adding a few units to Creon, but not alot. I like the feeling you get when you play them like you're the "underdog." Of the few I add, they will be a huge improvement.
Each of the monarchs have their own unique ability. Thirsha can fly, Lokken cloak, Kirenna swim, and Elsin res. What does Sage have? Sage will be able to transport 1 unit. Barnstormers can also transport 1 unit. Maybe it doesn't appear like much, but you never know when this may come in handy!
I changed the way a few things worked as well. These changes will help change gameplay as Creon slightly when defending.
Gatling Crossbow shoots faster, but still weak as ever.
Bomb Sprinkler, can now target flying units as well as ground.(compare to strongholds)
Prismatic Mirror, can now only target ground units. (compare to treb)
Beast Rider, can now only target ground units. Builds quicker. Cannon does less damage vs buildings and forts. Claws do double damage to buildings and forts. This puts the Beast Rider is melee range where he can be damaged if he wants to siege. Or he can be played by afar as support with his cannons. He is also weak to air attacks, which puts more use on Shock Troopers. (compare to mae archers)
Neo dragon needs to become veteran to use third spell. You will need to babysit him.
Juggernaught has 3 spells now, which can be selected. Again you need to babysit it to get your 3rd spell.
NEW UNITS
1)Observer- a cheap, weak hot air baloon that adds some sight, and more radar.
2)Sentinel- I plan to add this robot to the mod as a tier 4 unit. He is a killing machine that will probably be compared to the Fallen Angel in strength.
TarosEverytime I looked at Taros I always felt that sinister feeling; Dark, demonology, the ones who experimented with Mogrium the most (as the Chronicles of Darien stated.) They lived in a gloomy wasteland where death and undead were common things to see and experience on a daily basis, where if you saw a human walk by there was something wrong. Because Taros are the ones who experimented with magic the most, I do believe they should be the ones with the most arcane units. By this I mean, they should have multiple attacks that can be used in differently ways. I also feel they are the sneakies out of all the races. (not to be confused with mobile) And because of this many of their units can cloak.
In my mod, you will see (or won't see) Taros bases capable of vanishing in the blink of an eye. Mage Towers, Cabals, Abyss', Temples, and even Dark Masons that can cloak! Granted if something walks nearby they will appear, but this helps them remain hidden when they need to be! Also gargoyles can cloak to make it easier to spy on the enemy! Darkhands too, also try to think of Darkhands as improved executioners. I increased their area of effect(yes they had aoe attacks) and now they can hide when they need to! Sneaky! Also they add titan defense aura! Much more useful! Another thing, Taros has always been missing ranged units that attack quickly. So I added a 2nd spell to the firespout that does more damage and attacks quicker. This should help out alot. The other units you will have to see for yourself because there are a ton of other things I didnt mention. P.S if ships ever piss you off, remember your Kamikaze rats can swim.

I have ideas for new units for Taros but won't go into details yet. Stay tuned.
1) Volcano- defensive structure
VerunaI have to say, Veruna was always one of the races that I never caught an eye for. They already dominate the sea, they have so many ships and can actually make a base in the sea if they needed to! I've always imagined them as the average race between all of them. Pretty mobile, efficient but tend to fall off as the game goes on. They have a great defense, and some of their units have pretty good range, but they are not the best at defending, nor are they the best at sieging. Zhon is more mobile, but Veruna always seemed to the the 'cheap' race. They can pull off some pretty quick rushes, and I was thinking of expanding on the idea of Veruna being 'cheap'. Maybe the more economy efficient of the races. They also tend to be mostly water based which is one of the reasons they fall off late game by not having units that can tackle land and protect their mana. So a few ideas I have for Veruna, will be listed below. They will probably be the last race of the 5 I work on.
1) Multiple units that will be able to cross water/land.
2) Units that will provide that mystical feel I get when I think of Veruna.
3) "The Economy Race" - cheap & efficient units
4) Durable end game changing mechanics.
ZhonOld units + new spells = awesome
New Units
1) Treeant- melee walking tank, capable of transporting units, then cloaking(maybe)
2) Werewolf- new resurection system. Werewolf -> Spirit Wolf -> Risen Wolf
3) Giant Spider- not to be fucked with
