Inspired by philmanny's priest spam thread i had an idea about the Philosopher's Stone...
New Resource: Lead
Revealed with Elementalism?
Lead mine +2 hammers, -0.50 health
When a Lead mine is hooked to a city with a Forge Lead grants units built (or maybe also visiting the city) the Magic Resistance promotion.
When Alchemy is discovered the Philosopher's Stone Wonder can be built, double speed with access to Lead. When completed if the city where the Wonder is built has access to Lead it adds X gold or doubles Gold production. However, you then loose the ability to grant Magic Resistance to new troops as all the greedy alchemists are busy scooping all the Lead up to turn to gold.
Flavor (very rough, off the top of my head): The magic repelling properties of lead-laced armor had been known of for years in the wars devastating the lands. However the metal's full potential wasn't discovered until Luchuirp alchemists stumbled upon the long sought after recipe when working on the enhancements that would eventually yeild the Nullstone golems.
The idea is to make a resource that has a different usefulness both early game and late game and offers a choice late game to warlike civs (keep the magic resistance) or to builder civs (sacrifice the MR for more gold).
Also, the hammer bonus + health penalty on the worked mine square adds something a little different.
- feydras
New Resource: Lead
Revealed with Elementalism?
Lead mine +2 hammers, -0.50 health
When a Lead mine is hooked to a city with a Forge Lead grants units built (or maybe also visiting the city) the Magic Resistance promotion.
When Alchemy is discovered the Philosopher's Stone Wonder can be built, double speed with access to Lead. When completed if the city where the Wonder is built has access to Lead it adds X gold or doubles Gold production. However, you then loose the ability to grant Magic Resistance to new troops as all the greedy alchemists are busy scooping all the Lead up to turn to gold.
Flavor (very rough, off the top of my head): The magic repelling properties of lead-laced armor had been known of for years in the wars devastating the lands. However the metal's full potential wasn't discovered until Luchuirp alchemists stumbled upon the long sought after recipe when working on the enhancements that would eventually yeild the Nullstone golems.
The idea is to make a resource that has a different usefulness both early game and late game and offers a choice late game to warlike civs (keep the magic resistance) or to builder civs (sacrifice the MR for more gold).
Also, the hammer bonus + health penalty on the worked mine square adds something a little different.
- feydras