H.GrenadeFrenzy
Laughing Demolitionist
- Joined
- May 14, 2006
- Messages
- 220
After being on the religion thread definitely SandStorm for AIR
TheBoatman said:There's been a lot of discussing on the religion thread about deserts lasting no longer than 400 turns, because they are always being terraformed. I would like to see terraforming taking more turns, like building improvements. Maybe 4 for desert->plains, 6 for plains->grassland and 4 for a new forest. I is too powerful for an adept to change the are of many square kilometers in one turn.
There is another thing I'm not sure if it's intentional. When I build an arcane golem with fireball promotion, it is able to summon sand lion. Or at least it was, I played Lurchuip v12 for the last time.
TheBoatman said:There's been a lot of discussing on the religion thread about deserts lasting no longer than 400 turns, because they are always being terraformed. I would like to see terraforming taking more turns, like building improvements. Maybe 4 for desert->plains, 6 for plains->grassland and 4 for a new forest. I is too powerful for an adept to change the are of many square kilometers in one turn.
According to notes I remember reading somewhere, Culture-affecting spells/units are under review.JuliusBloodmoon said:How does the spell Consecrate works ? (The one that increases culture) Or is it broken in this version ? Cause im using it and seeing no change...
vorshlumpf said:According to notes I remember reading somewhere, Culture-affecting spells/units are under review.
Consecrate does work, though. Being a culture freak, I played around with Consecrate quite a bit - the best result was when I was in a 'corner' (a new city of mine built near someone else's borders). I placed the unit in the corner and cast the spell every turn. I first checked the influence percentages for every square around me to verify that I was actually doing something. And I was - on average 2 of the 5 squares I was monitoring lost a percentage point of foreign influence.
Of course, this got tiring pretty quick, and I stopped as soon as I had a single turn with no noticeable effect (but I had already helped to 'capture' two of the squares near my new city).
- Niilo
I don't know if it's cheap, but I sure find that great strategy-wise. In times of war, I always keep craking up priests and disciples exactly for that: every captured city immediately gets out of disorder AND religion delivered with a temple. The way I see it, it becomes part of the strategy: instead of only devoting half of my cities to military production, I also want to make sure I won't run out of disciples and priests.BeefontheBone said:On a related note, the effect of having disciple units able to do miniature culture bombs is that they become essential in warfare more than in peacetime not only to push borders but to instantly end unrest. Not sure how deliberate that was, but it feels a little cheap to me.
loki1232 said:Another try for Life Sum II: White Hart.
Summons a deer (cavalry type?) unit with medium strength and woodsman II. If used on a space with deer or furs, then two White Harts are summoned instead.
z00t said:I have a question, how do the summoned imps spells get determined? I did a bit of testing and it seems fairly random.
Also i noticed u can tsunami or contagion on the AI units without it triggering war...
Deathling said:It seems you've accidentally cut the first post in half, Kael ^^