[NWO]_Valis
A bad kitty!
Some glitch in the martix. Sory for the double-double-double post. Dono what happened.
Just to set my cat amongst the pigeons, how about if Motherlode put a commerce yield (say 3, just to pluck a number out of the air) on all peaks within the Khazad's cultural borders. This may entail a new terrain type though, to make them workable by citizens. I've long wanted some mechanism by which the Khazad could make use of peaks.
Amurites seems the weakest. +1 xp per node, of which there can sometimes be only 6 in the world, is pretty weak. I guess you can use that one ritual to create some, but by the time you can build it you are probably unlikely to need the +10 xp from this spell. Plus they already have an xp-node mechanic, this seems repetitive. Would prefer something like all mages learn a random spell, or straight free level, or something.
so far have tried 3 games, all with no special options selected except no tech brokering and have seen The Clan Of Embers cast For The Horde on turns 11, 14 and 12. This is very disappointing as all they have a chance at are a few animals and when looking at the map in all 3 games there was never a goblin on warrior to be seen. Maybe this spell needs to be tied to a tech as toslow down its casting and give them a better shot at more uniys.
They can't get non-orc units, they were probably going for lizardmen from ruins, but I doubt it helps them all that much.
Feel free to see how badly you can break the game with any given world spell when it is released; that's what you're all there for. Over the next few versions they'll be brought under control if found to be ill-concieved.
Since you get a research bonus for every civ you encounter that already knows what you're researching, this could give a slight counter to the barbarian research penalty. It's minor, admittedly, but it all helps.
The obvious use for the Amurites spell is to win a tower victory with only 1/2 the required nodes.
Really? I've never heard of this bonus before.