Design: World Spells

Luchuirp- Gifts of Nantosuelta

Ok, tell me why you would EVER NOT use this on turn 1?? PLEASE make this spell available say with Construction. By getting a specialist on turn 1, the cumulative effect on any game is mind-numbing. Lets see, which early wonder do I want...Since the hammer adds a specialist and not a great specialist, you can keep getting great engineers...which is never a bad thing.
 
Because you only have 1 city at that point and so does every one else.

Yes, it puts you ahead a little at the start, but you aren't behind at that point. True, an early use is a shade better than a late one, but personally unless I have no good production tiles on the first city (in which case I'd not likely settle there) I might do it for a production boost, but my preference for an early use world be after a second city So I con beef up my scout with more strength.

Overall though, I wait to use this until my empire is vast and I am building the ToM or final Altar.
 
I am sorry but I cannot remember wich civ has the World Spell able to control another civ. I have searched in the civilipedia but I have found nothing! Anyone could help me, please?
 
Resurrect only works on National, not Religious, Heroes; you cannot resurrect Gibbon.

Back in .25 I almost got it working so that you could resurrect the religious heroes of your religion if you still had your national hero. For a while it seemed to be working, then it got kind of weird. I lost everything on my hard drive so I don't have the changes I'd made then in order to see what the problem was, but I'm thinking I may eventually try to set it up so that the spell triggers an event that lets you choose which dead hero to resurrect. Still, that is probably a long way off.
 
March of the Trees kicked some serious ass for me in my current game. :D

I was at war with the Svart to my north. It was a largely defensive war, neither of us much able to take any cities. But I was building a stack of units and sending them north to prepare an invasion. Whether they'd all suicide themselves or actually bust through I didn't know.

Anyhow as most of my forces are committed in the north the Sheaim declare war and invade from the south. Ugh. They had a big stack of Pyre Zombies that was approaching my city and would have surely taken at least one of mine, probably two before I could muster units to respond. So I cast March of the Trees....

I razed two Svart cities and captured one. I destroyed the Sheaim stack and exacted punishment by razing three of their cities and capturing one. :goodjob:

I wasn't expecting the treants to last for 5 turns though, I thought it was 3. 5 might be too much, I was able to penetrate pretty far into my enemies' lands with the units and do quite a lot of damage.
 
Luchuirp- Gifts of Nantosuelta. Love it, really makes them effective as you need that extra production to make up for the high resource costs of units. PLaying Luchiurp I started on a smallish island. I settled it with 4 cities as quickly as I could reasonably do so, then cast Gifts. An engineer in each city is massive, especially when they in time result in Great Engineers and you rush to engineering to get the Guild of Hammers. That start absolutely made my game. I think if you can hold out until your first expansions that's the ebst time to use them. 3 or 4 cities is a great core of productive cities to base your game around.
 
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.

It's a good point, though I doubt it'd be wasted. Most likely by the time you have CoE, another religion will have spread to you or been researched by you; you can pick up some priests freely for healing etc. without ever needing priesthood, then switch to CoE 10 turns later, or when you get it.
 
The Clan world spell still works after the barbs declare war on you, and can be stronger then; you can automatically capture several cities with barbarian orcs in them.

I'm thinking of making it reestablish a peace treaty with them just before giving you the units.


As I told jimi12 earlier, CoE Malakim will get free assassins from their world spell.
 
March of the trees:

Just had to use it and got x-hundred bloody treents was way to much to go through. Did me much good tho - however from game mechanics its to much works.
 
Using it on turn one is fairly good. However, it's often much better after you've popped your first few settlers: the Engineers you get from it are almost better for bulbing up to Iron or Clockwork golems relatively quickly, rather than building some (somewhat lame) early wonders.

Though if you want an early rush, you can't really argue with Pact of the Nilthorn.

-- ACS
 
Revelry+Random spiritual+Bone Palace+GP makes it so playing Perpentach never has anarchy. Ive played several games with him like that.
 
Using it on turn one is fairly good. However, it's often much better after you've popped your first few settlers: the Engineers you get from it are almost better for bulbing up to Iron or Clockwork golems relatively quickly, rather than building some (somewhat lame) early wonders.

Though if you want an early rush, you can't really argue with Pact of the Nilthorn.

-- ACS


I settled the early Great Engineers that I got and I was very glad for having done so. God King with settled Great Engineers is simply amazing. Having each Great Engineer give me 4.5 hammers before any other bonus from forge, etc? I'll take that in a heartbeat! I also built the Great Library and I did happen to get a single Great Sage for the Academy. The +3 beakers each from the Great Engineers were also a great help to my economy. It's a shame that those weren't multiplied by the God King civic as well (only commerce and hammers are multiplied, not raw beakers or gold from specialists).

I paired it with National Epic for faster Great People and Heroic Epic for +100% unit production and I pumped out units like there was no tomorrow. That was the only city that I used to produce miltiary units, so I could build all of my appropriate buildings once (Blasting thingie that gives fireballs to Golems, Your-Golems-Defend-Better building, etc.).

It was a lovely thing to see. Just make sure that you have a scout in each of your cities to run the hammers over to the capital so that all of your settled Engineers are together.
 
actually god king multiplies gold, not commerce (unlike Bureuacracy in vanilla)
 
Resurrect only works on National, not Religious, Heroes; you cannot resurrect Gibbon.

Back in .25 I almost got it working so that you could resurrect the religious heroes of your religion if you still had your national hero. For a while it seemed to be working, then it got kind of weird. I lost everything on my hard drive so I don't have the changes I'd made then in order to see what the problem was, but I'm thinking I may eventually try to set it up so that the spell triggers an event that lets you choose which dead hero to resurrect. Still, that is probably a long way off.

Personally I think this makes sense thematically. National heroes would, (you hope) be possessed of a strong patriotism. Therefore when you violate the laws of nature, rend the veils and call to them in the afterlife they would be glad to return to the service of the motherland. Religious heroes now, they are driven by faith or even fervor. They (should) be loath to depart their great reward.

Also of note, from reading up on D&D resurrection, it points out that the soul must be willing to depart the afterlife, and implies that Clerics and Paladins would be unlikely to leave their deities side. Though I am biased, in my D&D games I make Raise Dead a 9th level spell,(and resurrection is right out) because I like death to be a meaningful loss, not a minor inconvenience.

Still, it would be handy.
 
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