Every civilization gets a world spell in "Shadow". This spell can only be used once per game and has far reaching effects. Some are available from the begining of the game and some have a tech prereq before they can be used. In all cases some AI logic has been written to get them to use the spell at an appropruate time.
We will need a little help balancing here. The effects are significant and are incrediably varied, so as you can understand balance is going to be an issue. As always remember that we balance by the Civ (are the Calabim equal to the Luchuirp) not by the feature (so we aren't attempting to make the Calabim world spell equal to the Luchuirp world spell).
We will need a little help balancing here. The effects are significant and are incrediably varied, so as you can understand balance is going to be an issue. As always remember that we balance by the Civ (are the Calabim equal to the Luchuirp) not by the feature (so we aren't attempting to make the Calabim world spell equal to the Luchuirp world spell).
Amurites- Arcane Lacuna: All the players Arcane units gain 1xp per upgraded mana node in the world, all mana nodes revert to raw mana.
Balseraphs- Revelry: Initiaties a Golden Age that lasts twice as long as normal.
Bannor- Rally: Creates a Demagog in every Bannor city and on every Bannor Town improvement, only usueable during a crusade
Calabim- River of Blood: All Calabim cites get +2 population, all non-Calabim cities get -2 population (to a minimum of 1 population)
Clan of Embers- For the Horde: 50% of the barbarian orc units convert to the Players control
Doviello- Wild Hunt: Creates a wolf unit for every combat unit the player controls, the wolfes strength is based on the matching combat units strength
Elohim- Sanctuary: Kicks all non-team units out of their borders and makes all non-team unable to enter the players lands for 30 turns
Grigori- Ardor: Resets the players Great People counter
Hippus- Warcry: Grants all combat units +1 strength, blitz, +1 movement and has a 5% chance per turn of wearing off
Illians- (won’t be added until “ice”
Infernal- Hyborems Whisper: Allows Hyborem to take control of a city with the Ashen Veil religion
Khazad- Motherlode: Gives the player 10gp per mine they control
Kuriotates- Legends: Gives a huge culture boost to all the players cities and settlements
Lanun- Raging Seas: Acts as a Tsunami for the entire world, but it won't damage Lanun ships or improvements
Ljosalfar- March of the Trees: All forests in the players empire turn into Treants for 3 turns, when the Treants die they return to forests in the plot (if it can support a forest)
Luchuirp- Gifts of Nantosuelta: Create a Golden Hammer equipment in each of the players cities (Golden Hammers can be picked up by a unit to boost his strength, used to finish a building, or given to a citizen to create a great engineer specialist)
Malakim- Religious Fervor: Creates a priest of the players state religion in each of the players cities with that state religion, these priests start with +1 xp for every city the player has with that religion
Mercurians- Divine Retribution: Does damage to all Undead and Demonic units in the world
Sheaim- Worldbreak: Does damage to all units in cities, forest fires start around the world
Sidar- Into the Mist: All the players combat units become Hidden (aka: invisible until they attack or cast a spell)
Svartalfar- Veil of Night: All the players combat units gain Hidden Nationality
Balseraphs- Revelry: Initiaties a Golden Age that lasts twice as long as normal.
Bannor- Rally: Creates a Demagog in every Bannor city and on every Bannor Town improvement, only usueable during a crusade
Calabim- River of Blood: All Calabim cites get +2 population, all non-Calabim cities get -2 population (to a minimum of 1 population)
Clan of Embers- For the Horde: 50% of the barbarian orc units convert to the Players control
Doviello- Wild Hunt: Creates a wolf unit for every combat unit the player controls, the wolfes strength is based on the matching combat units strength
Elohim- Sanctuary: Kicks all non-team units out of their borders and makes all non-team unable to enter the players lands for 30 turns
Grigori- Ardor: Resets the players Great People counter
Hippus- Warcry: Grants all combat units +1 strength, blitz, +1 movement and has a 5% chance per turn of wearing off
Illians- (won’t be added until “ice”
Infernal- Hyborems Whisper: Allows Hyborem to take control of a city with the Ashen Veil religion
Khazad- Motherlode: Gives the player 10gp per mine they control
Kuriotates- Legends: Gives a huge culture boost to all the players cities and settlements
Lanun- Raging Seas: Acts as a Tsunami for the entire world, but it won't damage Lanun ships or improvements
Ljosalfar- March of the Trees: All forests in the players empire turn into Treants for 3 turns, when the Treants die they return to forests in the plot (if it can support a forest)
Luchuirp- Gifts of Nantosuelta: Create a Golden Hammer equipment in each of the players cities (Golden Hammers can be picked up by a unit to boost his strength, used to finish a building, or given to a citizen to create a great engineer specialist)
Malakim- Religious Fervor: Creates a priest of the players state religion in each of the players cities with that state religion, these priests start with +1 xp for every city the player has with that religion
Mercurians- Divine Retribution: Does damage to all Undead and Demonic units in the world
Sheaim- Worldbreak: Does damage to all units in cities, forest fires start around the world
Sidar- Into the Mist: All the players combat units become Hidden (aka: invisible until they attack or cast a spell)
Svartalfar- Veil of Night: All the players combat units gain Hidden Nationality