iamjooish
Chieftain
- Joined
- Apr 27, 2007
- Messages
- 76
It might be interesting to let Creation 3 + Sorcery create any mundane resource, but only so long as the caster stands on the plot.
Say, cast once to create Wheat, again to convert it to Corn, all the way through all plants and animals. When the caster finally moves, whatever resource was on the tile is removed again. This shouldn't be much more powerful than Unyielding Order for the Law-casters.
Maybe the caster could duplicate any resource he stepped on during the game by casting his level 3 creation spell. Though by itself this could get very powerful anyways when you think a caster could duplicate cows indefinitely. It would need to be limited in some way. Once per resource or 1/5 of the cities you own.
I like these both a TON up until the part about 'duping' resources already in the game (and on the map). The reason I suggest creating a new terrain aspect not already in the current mod is because it allows the modteam to maintain the resource balance already present, and because even though you have mithril or a bunch of iron inside your territory, it wouldn't do to carbon copy as much of such a thing inside the radius of you capital city. You'd have players able to build every type of wonder or national unit in just one turn, while still producing enough commerce and food to sustain a leading empire with just one heavily 'bonused' city. I don't think it should be limited to grains and livestock either.. how many times have you looked at a fully revealed map and thought "i wish I had my starting location there instead." because of gold, silk, gems, dye, et cetera?
Also, such a spell should produce the same benefit whether it's placed under a farm, mine, a mill of some sort, or a town, just like how vitalize works now. It helps to streamline these things as much as possible, especially to code for use by the AI. Which is why I suggested it come in the form of terrain feature/elevation/resource/flatlands not already in the game. The "Features" terrain layer (forests, floodplains, oases) especially, since you could enhance almost any tile you wanted to that way without being hindered by the improvements, flatlands, or hills already there.(it should work on water tiles too, yar matey?). Still mucks with other terrain features, including oases and floodplains, and would unbalance elven improvements, since they're supposed to benefit from forests.
Like the part about it working like unyielding order (or inspiration/hope/WoS), but then shouldn't it be a divine spell, not a sorceror's spell. Tier3 Sorcery is capable of so much more not to be somewhere besides a few select tiles.
Most fellowship divine units can do their job most of the time and not have to be 7 different places at once.
i believe it would be hard to program and kind of buggy.
actually, I'm no python guru, but I believe it would be almost as easy to program as transmute or vitalize, whether you are referring to Bcalchet's, Alex's, or my ideas.
The rest of what you said makes no damn sense whatsoever, though...