No such modifier.I believe (and will stand corrected if others know better) that the vanilla research mechanism gives you a small beaker discount for every civ you've met that already has the tech. I assume this remains the same.
No such modifier.I believe (and will stand corrected if others know better) that the vanilla research mechanism gives you a small beaker discount for every civ you've met that already has the tech. I assume this remains the same.
I believe (and will stand corrected if others know better) that the vanilla research mechanism gives you a small beaker discount for every civ you've met that already has the tech. I assume this remains the same.
As for nabbing the lion's share of goody huts, I didn't even think of that! Seems obvious now you've pointed it out.
[NWO]_Valis;6272279 said:You know what would be wicked for Balseraphs as a world spell?
Upon casting it would switch randomly the names of cities on the whole world
If it had to be something useful [who said it did?] then maybe every player would get a negative diplo modifier "-2:you stole our capitol!" with the player who got its capitol name.
I think the problem with the clan spell is the way the ai is set to use it. Basically, the ai won't use it untill there are 60 barbarian units. but considering that at that time, about 50% of barb units are animals and about 25% are skeletons, they only get about 1/8 of the total barbs, and they will only get about 7 or so, and if you factor in the fact that barrows are more common than ruins then they probably get around 3
Ah, that is important... the ai on the spell was set to fire when they thought they could get 20 units, but maybe it accidently takes non-orcs into consideration...
I think the guess is pretty far off though, considering that he's casting it on turn 8-20 in most games on normal speed, well before orcs really start spawning.It does. It waits for the barb player to have 60 units, regardless of what they are. Having it go through and count the amount of units that are orcs would add significant processor cost (where just pulling the unit count is already available).
Not to mention that its kinda cheating for the AI player to know how many orc units are available (a human player wouldnt know that). So the Ai player just has to estimate and hope for the best, just like a human player would do.
Balseraph randomly shifting all world diplomacy would be an awesome mechanic I'd say have it break all Vassal, Defensive Pact, Open Borders and whatnot, but not be able to force new ones. Then reset all Diplo mods to 0 and apply a new modifier "Hey, I saw a Play about you! <Apply Random value from -30 to +30>"
Not to mention that its kinda cheating for the AI player to know how many orc units are available (a human player wouldnt know that). So the Ai player just has to estimate and hope for the best, just like a human player would do.
We're not exactly suggesting that you cheat for the AI...Though maybe you should, since they do badly enough, as it is. But is there a way to code it so that they don't cast the spell until they've seen barbarian warriors, at the very least?
On a semi-related note, I used the "Righteous Cause" spell last game. This isn't a world spell but just a regular spell available to high level Order Priests. But it brings you units at the cost of the caster's life. I've always been reluctant to use it because who wants to sacrifice a high level unit. But I desperately needed more troops so I tried it -- I ended up with 24 Crusaders. Those aren't low level unit they are strength 7 infantry. That saved my bacon and I think that sacrifice was ultimately responsible for my win. Not sure what controls how many units show up -- it would be nice if it was based on the caster's experience level. Civilopedia says something about units coming from your opponent's unhappy citizens so maybe Tebryn was just not treating his citizens well ;-)I wasn't sold on For the Horde until I randomed Sheelba in my current game. I got about 20 warriors, 20 goblins, and 2 lizardmen with it (used a few turns before Orthus spawned).
try the Ljos for economy wrecking spells . It'll win you a war easily enough, but at the cost of -1 food on almost every tile in your empire for quite a long time. Not to mention bringing your science to a standstill for 5 turns.As far as World Spells go, I'm a bit worried that some of them can temporarily unhinge your economy. I was playing Doviello, and there World Spell creates a Wolf for each of your units, so it basically doubles the number of units you have. I can imagine if you're already paying high support costs for units that could really send you over the edge.