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The Harmony mod will partially change all cities, introduce changes to hero progression, unit abilities, affect battle tactics and make the game more beautiful. The basis is balance and adherence to the lore of Axanar (ideas and suggestions are welcome).
Probabilities of primary and secondary skills appearing

Magic of Destruction
The main concept is to divide the elements into subgroups based on their dependence on magic and the level of mastery of the "Magic of Destruction" skill (the idea was taken from Nargott)
The elements are divided as follows:
Earth - strongly depends on magic and strongly depends on the skill level
Water - strongly depends on magic and weakly depends on the skill level
Fire - weakly depends on magic and strongly depends on the skill level
Air - weakly depends on magic and weakly depends on the skill level

Thus, the following connections between races and elements are achieved:
Earth - Warlock (they live in Dungeons, before becoming Dark Elves they worshiped the goddess of Earth, hence the natural predisposition to this element);
Under certain conditions, this element will be preferable for Necromancer, Dwarfs, Demons, Elven and Mages. It is not very promising for Humans.
Water (ice) - Necromancer (cold lifeless corpses whose bodies are vulnerable to fire magic);
Under certain conditions, this element will be preferable for Warlocks, Mages, Elven, Dwarfs. Not very promising for Humans and Demons.
Fire - Demons (they live in hell - that says it all), as well as Goblins (they worship the god of Fire);
Under certain conditions, this element will be preferable for Humans (hello Inquisition), Warlocks (when using a chain of elements), less often interesting for Elven, Mages. Not very promising for Necromancers.
Air - Humans (they worshipped the god of Air before becoming the Holy Empire and their transition under the protection of the god of Light), as well as Elven - like the wind, fast and elusive.
Under certain conditions, this element will be preferable for Demons, Mages, Dwarfs, less often for Necromancers. Not very promising for Warlocks (unless when using elemental chains)
A controversial point: with an increase in the spell circle, its cost and effectiveness increase; in the case of spells acting on a single target, increased effectiveness means increased damage; in the case of area-of-effect spells, increased effectiveness means increased area. The problem arose with the Armageddon spell - from a mathematical point of view, everything suits me, but the damage is not commensurate with the epicness of the concept of "Armageddon".
The problem lies in the low dependence on magic; perhaps it is worth reconsidering the concepts of "strong" and "weak" dependence on magic. Currently, for the second circle of spells (it is there that the formulas of different elements intersect due to the convergence in terms of the affected area), the following coefficients are adopted: 12 - strong dependence, 8 - weak. The average value of magic (from which one can assume that the level of magic is high) was taken equal to 10 units.
In general, if the game goes into the late game, earth and water will be promising; in the case of normal game durations (up to 2 months), balance is maintained. Also keep in mind that impact magic should be weakened as all ranged attacks need to be reduced due to the overall reduction in unit speeds.
Probabilities of primary and secondary skills appearing
Magic of Destruction
The main concept is to divide the elements into subgroups based on their dependence on magic and the level of mastery of the "Magic of Destruction" skill (the idea was taken from Nargott)
The elements are divided as follows:
Earth - strongly depends on magic and strongly depends on the skill level
Water - strongly depends on magic and weakly depends on the skill level
Fire - weakly depends on magic and strongly depends on the skill level
Air - weakly depends on magic and weakly depends on the skill level
Thus, the following connections between races and elements are achieved:
Earth - Warlock (they live in Dungeons, before becoming Dark Elves they worshiped the goddess of Earth, hence the natural predisposition to this element);
Under certain conditions, this element will be preferable for Necromancer, Dwarfs, Demons, Elven and Mages. It is not very promising for Humans.
Water (ice) - Necromancer (cold lifeless corpses whose bodies are vulnerable to fire magic);
Under certain conditions, this element will be preferable for Warlocks, Mages, Elven, Dwarfs. Not very promising for Humans and Demons.
Fire - Demons (they live in hell - that says it all), as well as Goblins (they worship the god of Fire);
Under certain conditions, this element will be preferable for Humans (hello Inquisition), Warlocks (when using a chain of elements), less often interesting for Elven, Mages. Not very promising for Necromancers.
Air - Humans (they worshipped the god of Air before becoming the Holy Empire and their transition under the protection of the god of Light), as well as Elven - like the wind, fast and elusive.
Under certain conditions, this element will be preferable for Demons, Mages, Dwarfs, less often for Necromancers. Not very promising for Warlocks (unless when using elemental chains)
A controversial point: with an increase in the spell circle, its cost and effectiveness increase; in the case of spells acting on a single target, increased effectiveness means increased damage; in the case of area-of-effect spells, increased effectiveness means increased area. The problem arose with the Armageddon spell - from a mathematical point of view, everything suits me, but the damage is not commensurate with the epicness of the concept of "Armageddon".
The problem lies in the low dependence on magic; perhaps it is worth reconsidering the concepts of "strong" and "weak" dependence on magic. Currently, for the second circle of spells (it is there that the formulas of different elements intersect due to the convergence in terms of the affected area), the following coefficients are adopted: 12 - strong dependence, 8 - weak. The average value of magic (from which one can assume that the level of magic is high) was taken equal to 10 units.
In general, if the game goes into the late game, earth and water will be promising; in the case of normal game durations (up to 2 months), balance is maintained. Also keep in mind that impact magic should be weakened as all ranged attacks need to be reduced due to the overall reduction in unit speeds.