Design: World Spells

I think the very diverging opinions show that the spells work great and offer a lot of varying strategies.
 
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)

I cast this spell and got a regular engineer specialist instead of a Great Engineer specialist. Even so, I really can't see why anyone would give a unit the strength boost when they could get a free engineer specialist or finish a really big building (and I could not figure out how to use this to finish the building. Might have just not seen it).
 
Didn't remember them being able to finish buildings, but random hasn't placed me in the Luichirp game so far since Shadow. If they can, I'd think you have to select the Hammer while it is on a City tile and it should be a big ole' pocketwatch icon like on the Soldiers of Kilmorph.
 
Just as an aside for Council of Esus followers: when the Luchiurp cast Gift, if you have open borders get your steal-capable recon units over there quick as those hammers can be stolen.

And as a note for the Luchiurp, when you cast Gift, keep an eye out for recon units within your borders from civs that apparently follow no religion, for the same reason!
 
agreed. Very annoying to have a fully healed Hyborem sitting in your city die to the Mercurian world spell from the other side of the globe.
 
3rd that. It is practically useless in most games since Hyborem is usually so weak anyways, but it makes it even worse by totally annihilating what there is. I had it kill Mardero and Hyborem both in the game I tried as Hyborem.

I really think this spell should just be changed to something else, since it is very very limited in scope. Maybe upgrade the 5 highest XP angels to the next tier or something like that.
 
I just played a Grigori game and I was very impressed with their world spell. Getting Adventurers was nice, but after the first 3-4, it wasn't going to be anywhere near fast enough to keep pace with my desire for Great People.

I turned a few of my cities into Great People farms and cranked out about a half dozen more Great People (and even managed one more Adventurer by chance) and then reset the Great People counter. One of the neat side effects of this is that any Great People Points that you have past those required for the next Great Person lose their flavor when they are rolled over in your city. I popped 3 Great Sages in my three Great People farms, but two of them had enough Great People points to get a second Great Person on the next turn.

Since I only had my Great Adventurer point generators on in that turn, I got two more Great Adventurers with my overflow points.

I don't think this is an exploit, since that seems to be kind of the point of the Grigori world spell, but it sure was nice. I had 3 Archmages and 3 super-summoners faster than you could say Rumplestiltskin.
 
Agreed, it is a very nice world spell. It saved my bacon in my current game. If only I could find reagents...

Turn on "Balanced Resources" whenever you turn on "lots of bonuses" (Blessings of Aramathea or something like that) in Custom games. This fixes the no-reagents problem.
 
I dunno about "fixes" the problem. I'd say, with blessing and balanced resources, reagents are about 50/50.

To "fix" the problem, go Esus and upgrade 3 combat 5 shadows with your adventurers instead of archmages. With some horses and assassins (stirrups and poison, cheap techs), you have an offensive force to be reckoned (and reconed) with. Cut the resources (with shadows, as army approaches), bounce the horses (max withdrawl), cheap shot the assassins, and clean up with the shadows. Now if only I could manage a healer to go with them...
 
If you are playing as the Grigori (if you have adventurers that can upgrade to shadows, I'll assume you're playing Grigori with unrestricted leaders) then you should have Grigori Medics to do all your healing. (I'm not sure what the other civs of the Esus religion do for healing. They could still try for Life III Summoners to get Lifesparks, but that isn't particularly good easy to get. I think I'd prefer choosing another religion like FoL first and save up extra priests before converting)



Getting back on the topic of World Spells, can anyone tell me why my custom version of the Khazad World Spell isn't working right?

Spoiler :


def reqMotherLode(caster):
iPlayer = caster.getOwner()
pPlayer = gc.getPlayer(iPlayer)
quotPeaks = 0
for i in range (CyMap().numPlots()):
pPlot = CyMap().plotByIndex(i)
if pPlot.isOwned():
if pPlot.getOwner() == iPlayer:
if pPlot.isPeak():
quotPeaks = quotPeaks + 1​
if pPlayer.isHuman() == False:
if quotPeaks < 3:
return False​
return True
def spellMotherLode(caster):
iPlayer = caster.getOwner()
pPlayer = gc.getPlayer(iPlayer)
for i in range (CyMap().numPlots()):
pPlot = CyMap().plotByIndex(i)
if pPlot.isOwned():
if pPlot.getOwner() == iPlayer:
if pPlot.isPeak():
CyGame().setPlotExtraYield(pPlot.getX(), pPlot.getY(), YieldTypes.YIELD_PRODUCTION, 1)
CyGame().setPlotExtraYield(pPlot.getX(), pPlot.getY(), YieldTypes.YIELD_COMMERCE, 2)
iRnd = CyGame().getSorenRandNum(200, "Bob")
if iRnd <= 110:
pPlot.setImprovementType(gc.getInfoTypeForString('IMPROVEMENT_MINE'))​
if iRand <5:
pPlot.setBonusType(gc.getInfoTypeForString('BONUS_MITHRIL'))​
if iRnd >= 5 and iRnd < 15:
pPlot.setBonusType(gc.getInfoTypeForString('BONUS_GEMS'))​
if iRnd >= 15 and iRnd < 45:
pPlot.setBonusType(gc.getInfoTypeForString('BONUS_GOLD'))​
if iRnd >= 45 and iRnd < 70:
pPlot.setBonusType(gc.getInfoTypeForString('BONUS_IRON'))​
if iRnd >= 70 and iRnd < 90:
pPlot.setBonusType(gc.getInfoTypeForString('BONUS_COPPER'))​
if iRnd >= 111:
pPlot.setImprovementType(gc.getInfoTypeForString('IMPROVEMENT_QUARRY'))
if iRand > 180:
pPlot.setBonusType(gc.getInfoTypeForString('BONUS_MARBLE'))​
if iRnd == 170:
pPlot.setBonusType(gc.getInfoTypeForString('BONUS_SHUET_STONE'))​
Getting Indentations to show properly on this forum is so tedious


It is supposed to randomly create mines or quarries on most Peaks, along with creating resources appropriate to the terrain and harvestable by the improvements. (I trouble getting roads to work when I added something similar in .25, but triggered by the completion of a UB instead of a World spell and effecting only the peaks in that city's radius, so I didn't try adding them. I found that if I changed <bWater> for Peaks in the CIV4TerrainInfos.xml from a 1 to a 0 and letting dwarven workers move impassible let dwarven workers build roads on Peaks anyway, although I couldn't figure out a way to let them build anything else there.)

It seems like the for loop is stopping after finding the first Peak in my cultural borders, creating a mine on only 1 peak instead of all of them. It also doesn't tend to create the bonuses like it should.


Edit: Never mind, I just noticed the error. For 2 of the "Rnd"s I wrote "Rand"s. In that case, what do you guys think of this replacement of the spell?
 
Mercurian world spell is too strong, it can kill Hyborem in one shot. Maybe better would be by damaging all units equal to their unholy strength?

Maybe we should give Hyborem (or other demon heroes) the magic resistance promotion to give them a better chance of surviving the spell.
 
In a Barbarian World game, a Clan of Embers AI will cast Horde on turn 1. The converted units will then pillage their cities and the Armageddon Counter leaps by 10+. Is this intentional?
 
Sanctuary can be a very effective offensive spell, it is very nice when performing blitz. ;) It protects your borders but you can attack your enemies without any problem. And if you captured enemy city it can not be attacked when spell is active. Nice place to heal and keep mages. Or just leave city unprotected and go with all your army to another enemy city. And also you may not fear for strike back when all your army is engaged.

Also with unrestricted leaders it is nice with raider trait.
 
with the malakim world spell you get a free priest of your religion plus some xp bonus but what if you are playing the malakim with CoE? I know that kind of goes against the malakims beliefs but i am just wondering if you basically get no world spell if you choose to play that way. i dont think the player should suffer not having a world spell for going that route.
 
I don't like the description of the Sheiam world spell, Worldbreaker. It says it causes destruction in all non-Sheiam lands modified by the Armageddon Counter. I expected it to be a Blight effect but was saddened that it only injured units. It also causes forest fires around the globe randomly which I don't see as beneficial for the Sheiam or negative for any other civs. I can see this spell being beneficial if facing a large enemy stack or used during an offensive war but I don't like it. I would rather see some sort of Blight effect that is modified by the Armageddon Counter. I think maybe a %chance each opponent's worked tile(farm or town) will suffer one pillage equal to or maybe even half the armageddon count would match the description.
 
I protest (yeah, it is an official protestation) against the worldspell of orcs :
It gives you a bunch of units of variable levels (2 to 3 average) spreaded all over the map. Strangely, it is less usefull on big maps, were you won't be able to regroup and attack with these units before you go bankrupt. Anyway, it can only be really significative on tiny or small maps.(with raging barbs)
Ah, I forgot it gave you contact with civs... Will you do much trading with -35% research ? The Monarch AI says to me they've got no use for stuff they already have (what a surprise !).
I think it would be nice for it to give XP to all units, or all close combat units (cavalry + infantry), It would help more this faction which is all about war, but with no outstanding UU, and even some subpar ones.
The only cool thing is the palace, with body, fire and nature and the awesome -40% war weariness (you'll use it, 'cause you'll loose units).

PS : there are some nice UUs, but the day you reach them you'll be dead meat in MP.
 
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