Dean_the_Young
King
- Joined
- Aug 2, 2009
- Messages
- 811
I like these ideas alot, and I'll comment more when I have the time to read through them all, but I think this could be a good time to introduce a lot more summons, to give summoning leaders* a better flavor feel. Basically, give the option of an increasingly powerful summon at every appropriate spell level. Level 1 summons start as weaker than warriors, Level 2 could be around axemen strength, and so on.
*If summons seem too widespread, perhaps always allowing them to the appropriate leaders naturally, and introducing a trio of new techs branched from the various mage levels that can be researched to allow summonings for that tier to other civs? So the Sheaim, for example, wouldn't have to bother researching Basic Summoning for the tier 1 summons, but Luchirp mages would.
So for example, fire could be...
Tier 1
Summon Fire Birds: re-colored Hawk unit with +2 fire strength, and can cause collateral (max 30%) and have a chance for starting smoke on a forest tile attacked.
Tier 2
Summon Salamander: A recolored lizardman with flame effects. +4 fire attack, +15% against forests, cities, 45% collateral max, and the pyre zombie effect when destroyed.
Tier 3
Summon Fire elemental: Same, though possibly also with pyre zombie effect. Doesn't make sense for it not to be there.
Water might be...
Tier 1:
Summon Kappa: Green-skinned frostling, 2 strength +1 water attack, starts with amphibious, similar desert/fire penalties.
Tier 2:
Summon Sea Beast: Summon a Sea Serpent with weaker stats but possibly Mobility 1 and 2. Can only be cast on coast tiles, and allows for you to pillage fist resources/blockade an enemy city without a navy.
Tier 3:
Summon water elemental. Same.
Wind:
Tier 1
Summon Faeries: Fairies with +2 holy strength and medic 1 appears. Faerie can also do the scouting mission command like a hawk.
Tier 2
Summon Lightening Elemental? I seem to remember those being appropriately weak.
Tier 3:
Summon Air Elemental
etc.
Think summoning deserves a comeback?
*If summons seem too widespread, perhaps always allowing them to the appropriate leaders naturally, and introducing a trio of new techs branched from the various mage levels that can be researched to allow summonings for that tier to other civs? So the Sheaim, for example, wouldn't have to bother researching Basic Summoning for the tier 1 summons, but Luchirp mages would.
So for example, fire could be...
Tier 1
Summon Fire Birds: re-colored Hawk unit with +2 fire strength, and can cause collateral (max 30%) and have a chance for starting smoke on a forest tile attacked.
Tier 2
Summon Salamander: A recolored lizardman with flame effects. +4 fire attack, +15% against forests, cities, 45% collateral max, and the pyre zombie effect when destroyed.
Tier 3
Summon Fire elemental: Same, though possibly also with pyre zombie effect. Doesn't make sense for it not to be there.
Water might be...
Tier 1:
Summon Kappa: Green-skinned frostling, 2 strength +1 water attack, starts with amphibious, similar desert/fire penalties.
Tier 2:
Summon Sea Beast: Summon a Sea Serpent with weaker stats but possibly Mobility 1 and 2. Can only be cast on coast tiles, and allows for you to pillage fist resources/blockade an enemy city without a navy.
Tier 3:
Summon water elemental. Same.
Wind:
Tier 1
Summon Faeries: Fairies with +2 holy strength and medic 1 appears. Faerie can also do the scouting mission command like a hawk.
Tier 2
Summon Lightening Elemental? I seem to remember those being appropriately weak.
Tier 3:
Summon Air Elemental
etc.
Think summoning deserves a comeback?