
Turning a Sci-fi GUI into a fantasy theme can't be too easy?
Very few Scraft mods stray from the sci-fi universe and the ones that do seem to still feel very much like Starcraft. A lot of energy was put into the small details that make up the PEAI universe. The changes are insignificant in themselves, but as a whole, they help convey a total new mood.
Planar Erratus Buttons
One of the first attempts to alter this sci-fi mood, was to allow for a more colorful GUI. PEAI buttons still possess on/off characteristics (represented by a red background), but better convey a fantasy world than the default monotone yellow. PEAI buttons are also categorized. Green, yellow, and blue frames for instance represent buildings, units, and spells respectively. There are other combinations as well.

NEW! Hotkey letters added to all cmdicons.
Cmdnicons now have their respected hotkey letter integrated into the button's graphic. No longer do you need to memorize or hover over the button to pick up the tooltip. Using hotkeys is now a breeze even for the 1st playthrough newcomer.
Colorful wireframes
PEAI uses colorful wireframes to complete the new look. Sci-Fi Monotone just doesn't fit the fantasy theme.

Warning: these vibrant colored buttons may take a little getting used to!
Game Creation

You may notice the absence of race selection drop down boxes in the image to the right? There's nothing to choose, nobody to wait on, and yet 3 races to choose from. Similar to "random", your race selection is hidden from the game creation menu and fellow competitors. Only once the game has launched, do you select your race. Just gogogogogo!
Sounds interesting. So how do I choose my race?
Upon game's launch, you will be greeted by the Boki's Great Vault. The vault and its underlying buttons aren't accessible due to the Dawn of Consciousness aura that clouds the monument. Clicking on this aura reveals that you must align with one of the 3 races, select 2 of 3 available doctrines, as well as choose an AI difficulty (vs. comp only). Race selection is straight forward while doctrine combinations may require some decisions. Doctrines represent special skills and additional game options accessible throughout the game. The 3 race choices are: Elerans, Gorgons, and the Undead. Doctrines are represented as Salvations, Oracles, and Sacrifices. The 3 AI choices are Neophyte, Adept, and Extreme.
NOTE: Because the actual race selection is an additional unit that hovers above the Vault, the underlying base can sometimes be selected, but not very easily. By design, nothing is available to you should you inadvertently select the underlying vault, but it can be a little confusing in those rare instances. Simply focus your clicking on the globe if you find yourself in this position.
How many races are there?

There are 3 playable races and one computer only race, the Erratum, led by Lord Erratus. Each race is composed of a unique melee fighter, ranged unit, rogue, shapeshifter with 2 forms (cleric & fighter), mage, and 3 planars.
Erratum? Sounds like an evil and dark race?

The Erratum began with an idea called
Zbath Heros for Clan[MM]'s Summer Modding Contest II. The mod would be based entirely on the Diablo universe and show off extensive use of the now perfected M.U.A.I. concept. This mod would feature a 4th computer only demon race. However the talented modder IskatuMesk has since expanded on that theme with the spectacular light show that is AO and so PEAI changed courses. PEAI consists of 3 playable races + a 4th computer race instead of one gigantic computer force. The Erratum however is still demonic, chaotic, and of dark intent as it should be!
My race and doctrine selections took no time at all. In fact a lot of things in PEAI don't require much time?
Yes, PEAI is designed to be fast paced. Unit training and base construction times have been sped up considerably. Times are about half that of Starcraft's counterparts. Not all things come quick though. Schools of magic that allow advanced units increase in research time as you progress along the tech tree.
There appears to be more than one supply type?
You will be controlling 3 supply types with each game; Neutral, Military, and Planars. Neutral supply consists of all buildings, Doctrine Uniques, Doctrine Drones, and common units such as Boki, Wanderers, and Familiars. Wanderers and Wanderer Chambers supply all military units and Familiars allow for the creation of Planars.
What is the total supply then?
You are allowed 150 of each for a total of 450 supply. It must be noted that every building supplies full neutral supply. Supply depots are not used for the production of neutral units. At the same time, nearly every building in PEAI requires a caretaker and thus eats up a bit of supply. This is by design and puts a ceiling on how many buildings you can build. One must decide whether another barracks, more workers, or tower will be worth the supply costs.
So Wanderers and Familiars are similar to Overlords?

Familiars are very much like thier SCraft counterpart in that they fly, detect, transport, and can be upgraded. Wanderers on the other hand are wild permacloaked entities that have a mind of thier own. Wanderers have changed significantly since the demo release. Players now have limited control (hold position). Additionally, their duty as providing sole supply for your military has been relieved with the introduction of Wanderer Chambers.
Occasionally my units display an icon above their heads when attacking?


PEAI units employ random attack loops designed to represent the D&D combat system. Units have a random chance to land a critical strike represented by the combat icon or a critical miss represented by the doom icon. Critical strikes are typically a second weapon or some kind of improved attack resulting in considerably more damage dealt to the target. The unit's animation will very often be very different as well. Critical misses on the other hand do no damage and typically last one attack cycle. Units suffering from a critical miss are stunned and suffer a small delay before resuming normal tasks. Critical misses occur less frequently than critical strikes.
My vampire died in battle, but nothing seemed to kill it?
Vampires, Shadow Thieves, and Widowmakers are rogues and represent the gambling that is common in the every rpg. Rogues typically have an attack or some attribute that makes them extremely powerful. Vampires being especially boding with their lockdown effect. Similar to Planars, such powerful units must not be allowed free reign and so all rogues suffering a critical miss are penalized by immediate death as a balance check. This may happen on the first attack or the 60th attack. The random chance a rogue will roll a critical miss is also considerably higher than the standard unit.
How do player colors work for units like the Shapeshifter Bear or Diablo?
There are a lot of creatures in PEAI that would look silly with player colors added to them. That, plus a shit load of extra work which in the end would probably only do more damage than good. Diablo, Bears, Claw Vipers, Dolgars, Pixies, and Firkraag are good examples of units that will not have player color schemes integrated into the physical unit.
Won't units without player colors be confusing tho?

No, a special multipurpose shadow disk makes its debut in PEAI. The PEAI shadow disk is integrated directly into the .grp similar to an underlay of sorts and boldly displays the player's color. This disk also voids the need for a second shadow sprite which means more units available before the sprite limit maxes out. As with anything NEW, these disks will take some serious getting used to. Without them however, the game would be unplayable.
What are planars?
Planars are gods or heroes. They represent the final tier of the tech tree and are noticably larger in size than their standard counterparts. These titans do considerable damage, have larger hitpoints, and are everything you would expect from a superunit. Naturally their production is limited.
How many planars am I limited to?

The planar tech tree consists of 3 tiers and each race controls different planars. Tier1 planars typically are melee in nature and require 32 planar supply each. Remember, there is a 150 supply cap for each supply type, so 4 tier1 planars would max out planar supply. Tier2 planars are always fliers AND represent your only air force. At 42 supply each, this equates to a max of 3 tier2 planars at any given time. Finally, Tier3 planars are Super Planars! Super Planars cost a whopping 76 supply and you are thus mathematically restricted to a single tier3 planar. Planars rely on Familiars (provides 50 supply) for their existence both in terms of mobility and support. Familiars can ferry 4 of any ground unit including the massive T3 Planar.
And Doctrine Drones and Uniques?
Doctrine Uniques are made up of Pixies, Fanatics, and Fiends. While these 3 units are distinctly different, they share a common attribute in that they all possess a unique Wanderer hunting skill. Doctrine Drones are a descendent of Antithesis Rising. They have no movement ability and must be transported via Familiars. Each combination has its own perks and experimenting with different doctrine choices never gets old.
What about Economy?
As mentioned, PEAI doesn't deviate too far from the standard mode as there is Gold and Ferillium (minerals and gas) to mine. For added spice, a currency cylce similar to Ad Astra's has been woven into PEAI. All players receive a base bonus of $1500 Gold and 750 Ferillium per 1:30 min cycle for the entirety of the game. Don't get too excited tho. This extra income is taxed based on the number of key structures you own. Some structures are more cost effective than others and generally speaking military buildings are levied the most. The idea is that a player with a large income can afford the taxing of more military buildings, while a weaker player will benefit from the added income. Smaller empires will of course receive more bonus cash and can stockpile income, but will be vulnerable and at risk of attack. Heavy fortification (Tesla Sentrys) will be the most taxing and will nullify your bonuses if too many are built. Additionally, various civics buildings can be built depending on the doctrine path you choose. Some doctrines will reduce your taxes as well as those of your allies. Other doctrines can actually penalize your foes. Civics also act as a market place and one can trade Gold for Ferillium or even give money to an ally in need. Yes, you can reduce your enemies Gold stockpile as well.