A thread for small ideas

The only way to get death mana that early is starting next to the Broken Sepulcher. Otherwise, you need to wait until necromancy, which is well past KotE

And even a skeleton summoning adept isn't that hard to deal with. I've fought against the sheiam using several of them. You just treat them like you would barbarians. Stand in forested hilltops, let them suicide against you for xp, level up and kill the adept.

Skeletons stop being even a nuisance once you get hunting.
 
I've always found skeletons far too weak. They're like free warriors, but as you noted, defense bonuses are so strong that they're just free experience to most anything they attack.

It's kinda weird that death mana is entirely a summoning line. It'd be nice if there were some spells to blight nearby cities or some such.

One thing I'd like to see is more things for workers to do late-game.
 
I've toyed with the idea of allowing workers to "work" a tile, by standing there and providing a buff of say, 1 hammer, 1 commerce, OR 1 food to a tile already producing that type of income.

Just a way to occupy workers in the endgame.
 
I've toyed with the idea of allowing workers to "work" a tile, by standing there and providing a buff of say, 1 hammer, 1 commerce, OR 1 food to a tile already producing that type of income.

Just a way to occupy workers in the endgame.

I had that same idea, but with slaves. They give a boost thematic with the tile's improvement (food for farm, hammer for mine, coin for village), and couldn't buff a mill-type improvement.
 
I've always found skeletons far too weak.

I thought they used to be too strong overall. Handy on defense and still good for offense against any lower-tech foes you might have lying around. "used to" because of the newish master/slave system for summons - Now skeletons can't be re-deployed en mass given just a few turns.
 
The only way to get death mana that early is starting next to the Broken Sepulcher. Otherwise, you need to wait until necromancy, which is well past KotE

And even a skeleton summoning adept isn't that hard to deal with. I've fought against the sheiam using several of them. You just treat them like you would barbarians. Stand in forested hilltops, let them suicide against you for xp, level up and kill the adept.

Skeletons stop being even a nuisance once you get hunting.[/QUOTE]

But it CAN happen.

A skeleton summoning Adept could sit out side a Civs Capital and spam skeletons until it wins. No need for a warrior rush, 1 Unit you got for free on turn one. /cheer. Skeletons are not hard to deal with By time your opponents have Necromancy you should have some way of defending yourself. Before you could even build a Hunting Lodge?

And that doesn't even bring up how much easier that adept found your capital so got there PDQ.

In the hands of the AI? Meh big deal... I say give EVERY AI a adept at turn one.

In the hands of a Human is ENTIRELY different.
 
Isn't the collection of most manas enabled by their school tech? As in Fire mana requires Elementalism to be collected from a node.

When I think about it, I suppose not, since unique improvements allow new spells for adepts at Knowledge of the Ether.

Adding Knowledge Of The Ether as a requirement to collect mana would at least stop early adepts from getting spells other than their palace mana.
 
meh it doesn't really matter, I am just trying to point out that a "small" change can have huge implications.

Kinda reminds me when I traveled back in time, stepped on a butterfly...came back and found barbarians got nerfed. :mad:

I still don't see what the big deal with an adept with floating eye is but the other mana types I suppose could get a little out of hand.
 
Yeah... a Gosling (or what ever Kahdi get from the gate) would be better than an adept if you ask me.

Amurites need "something" not sure that is the best route to go tho. I like Fall Flats stuff better.
 
A gnosling would be a good idea. Maybe Kahdi should start with one of these?
 
Could always start them out with an adept which is already level 6, has 0 XP and no (or semi-useless) promotions to start. Then you have FOREVER till you can choose a promo, since the higher level will result in lower XP gains should the player risk any combat. Would require python scripting to handle it though.
 
I coulda swore I posted this already. So I'll try again.

I'd like to see more building spells. Spells like wall, hope, and inspiration. Requires the adept to sit in the city, provides them with more utility, etc.

Spring (and possible the nature 3 spell vitalize) should take several turns to cast. It's currently too easy to terraform an entire desert with one adept. I'd also like to see some earth spells for removing/adding hills and possibly even mountains.
 
I'd like to see more building spells. Spells like wall, hope, and inspiration. Requires the adept to sit in the city, provides them with more utility, etc.

I agree, I love those spells and having village mages.
 
As far as what the Amurites have/need from Fall Flat, pretty much all of Fall Flat is in Fall Further as of the most recent patch.

EDIT: as far as the amurites go.
 
A skeleton summoning Adept could sit out side a Civs Capital and spam skeletons until it wins. No need for a warrior rush, 1 Unit you got for free on turn one. /cheer. .

No it couldn't. If you've got even one warrior, their 25% city defence bonus plus 25% for being fortified means they'll generally be able toi kill skeletons one after another. Skeletons might wear down one warrior eventually.

But if yoiu build a second, game over. A single skeleton summoning adept is NOT going to kill two fortifies warriors, ever. Period.

What would happen, is that skeletons suicide against the walls repeatedly, until one of the defenders has combat III or somesuch, then after a skeleton suiciding, one of the lv4 and barely injured waarriors just walks out and beats the adept to death with a stick.

Skeletons are only useful against cities in large numbers. And starting any civ with just one adept makes large numbers impossible.
 
Raise skelleton would probly be less useful for rushing then enchanted blade or haste. 1 enchanted blade adept = free aggressive trait, sortof.

Spring/Scorch would be incredibly powerful. Can you still turn flood plains into flood plains/plains for 4 food and 1 hammer?

Anyway, I noticed that the AI doesn't understand the healing - from entropy mana. 1 Entropy mana means enemy units will not heal inside your lands without a medic. The AI keeps units parked at the edge of my land forever because they are damaged and never heal.
 
Spring/Scorch would be incredibly powerful. Can you still turn flood plains into flood plains/plains for 4 food and 1 hammer?

No, you can't

Also, the Mazatl and Jotnar effectively start with adepts with those spells.
Mazatl Shapers (their worker) have them, and the Jotnar Hero Egrass (buildable from the start) has them too.
 
Anyway, I noticed that the AI doesn't understand the healing - from entropy mana. 1 Entropy mana means enemy units will not heal inside your lands without a medic. The AI keeps units parked at the edge of my land forever because they are damaged and never heal.
I believe that that effect of Entropy mana was remove a long time ago. However, I think they added the same effect for razor weed.
 
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