Design: World Spells

I've read this whole thread. Unfortunately there was only one mention at Basium's Shieety world spell. It truly is horsehockey.
I'm pretty sure that spell actually insta-kills Hyperborian, which is pretty handy, although admittedly almost exclusively targeted toward one specific enemy. I know I was playing a game with the Infernals sitting on my border looking all nasty with their hero Hyperborian in particular looking unassailable, Basium showed up and shortly thereafter Hyperborian was gone. Others have also reported insta-killing him with Basium's world spell. So if your objective in bringing in Basium is to stop the infernals that spell actually seems to work fairly well. Definitely not as general purpose as the other spells though.
 
I'm pretty sure that spell actually insta-kills Hyperborian, which is pretty handy, although admittedly almost exclusively targeted toward one specific enemy. I know I was playing a game with the Infernals sitting on my border looking all nasty with their hero Hyperborian in particular looking unassailable, Basium showed up and shortly thereafter Hyperborian was gone. Others have also reported insta-killing him with Basium's world spell. So if your objective in bringing in Basium is to stop the infernals that spell actually seems to work fairly well. Definitely not as general purpose as the other spells though.

So that still supports the theory that the spell is bad....

If the spells only real use is to kill Hyborem then it is serverely overpowered and can get very annoying if you are playing as Hyborem, but if Hyborem is never summoned the spell is almost pointless. And with Hyborem rarely spawning and if he does he has a bad enough start that he can easily be killed with conventional means anyway.

So in effect the spell is bad becuase it has one specific target which could also be accomplished by any other civ through conventional means.

A better solution for the spell would be to target all ashen veil civs or maybe evil civs in general by damaging their units and maybe cuase unhappiness in all cities belonging to evil civs....
 
"For the Horde" effectively breaks Terra maps; for me, at least. The AI Clan gets lizardmen and other units in the 'New' World, giving them decades or centuries to explore it. Part of the allure of this map is being among the first to find and explore (and settle) the New World.

Along these lines, I feel it illogical for this world spell to be effective on continents where the Clan has no presence. Perhaps this spell should be limited to those landmasses where the Clan either has cities or, at least, has a unit.
 
Basium's world spell kills roughly half of the liches, demons etc. It single handely stopped my shieam army and forced me to GIVE gold to make peace to avoid a counter attack that would have crushed me.
 
perhaps basium's world spell could give all his units blessed, and another promotion with +20% str, +30% vs demons
(having a counter for sheaim units would not be fun, just like playing hyborem and fighting basium in previous versions, a hopeless battle)

or have it work vs AV civs, and once more vs demonic units, at half strength
 
"For the Horde" effectively breaks Terra maps; for me, at least. The AI Clan gets lizardmen and other units in the 'New' World, giving them decades or centuries to explore it. Part of the allure of this map is being among the first to find and explore (and settle) the New World.

Along these lines, I feel it illogical for this world spell to be effective on continents where the Clan has no presence. Perhaps this spell should be limited to those landmasses where the Clan either has cities or, at least, has a unit.

While a good suggestion to limit the spell, i don't think that would work. It would make the spell very underpowered on smaller landmass maps such as islands...
 
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.
How about just not counting animals (using the counter in CvArea)?
 
Admittedly this is based off 0 games of Shadow, but how about making the Khazad Motherlode DOUBLE the gold of the Khazad civ?

I think this way it scales better - it gives an incentive to wait in order to reap more return, and doesn't constrict the player's build choices.
 
Admittedly this is based off 0 games of Shadow, but how about making the Khazad Motherlode DOUBLE the gold of the Khazad civ?

I think this way it scales better - it gives an incentive to wait in order to reap more return, and doesn't constrict the player's build choices.

If you double their gold it would be a little too powerfull, they wouldn't have anything to spend that much gold on except rushing any wonders they wanted even the ones that would allow them to win the game.
 
Game balance is greatly overrated :crazyeye: glad to see the FfH team agree. Here are some random thoughts of mine.

Spoiler :
Amurites- Arcane Lacuna: Seems particularly weak to me, if they have been unlucky finding nodes its doubly weak. How about have it randomly create new nodes within the Amurites borders.

Balseraphs- Revelry: Feels OK.

Bannor- Rally: Fits in with the Bannor theme, should probably be cast as soon as possible.

Calabim- River of Blood: Fairly subtle, is this powerful enough?

Clan of Embers- For the Horde: This can range from completely overpowered to totally useless depending on map options. But fits in nicely with flavour.

Doviello- Wild Hunt: Feels fairly balanced with Rally.

Elohim- Sanctuary: Nice flavour, should scale to game speed.

Grigori- Ardor: I like it, I assume only the Grigori’s counter gets reset.

Hippus- Warcry: Could be devastating in a quick crowded map. Should the ware off rate be lower on slower maps?

Illians-

Infernal- Hyborems Like it, you give Mercurians a city but Hyborem just takes it. It can be irritating if playing Sheaim, however Hyborem is your ally you should be happy for him to have a nice city.

Khazad- Motherlode: Not sure this is good enough and should scale to game speed. How about mines +1 Gold, or create earth elementals form mines which turn into hills after three turns :crazyeye:

Kuriotates- Legends: Should scale to game speed. If your playing Kuriotates your likely going for a cultural victory so... Maybe should be a percentage increase with a floor that ensures reaching the third ring.

Lanun- Raging Seas: Need to see this in action. Could insist on sailing or something, but I don’t think killing a few cives on turn one is that unbalancing. Its equally beneficially to all the reaming civs. You could after all have just started with less opponents when setting up the map.

Ljosalfar- March of the Trees: Interesting, nice flavour. Motivates elves to stay true to their heritage, but is it too strong for the Ljosalfar?

Luchuirp- Gifts of Nantosuelta: Knock up four or five wonders in a couple of turns, looks ok.

Malakim- Religious Fervor: Compared to the other unit spamming spells, less units but better. Favours bigger maps.

Mercurians- Divine Retribution: This should not kill Hyborem outright, but it should make Hyborem be cearful. If so it looks under powered compared with the other spells, but what is Basium here for - clue its not to win the game.

Sheaim- Worldbreak: Nice flavour but does the AI have any chance of using this sensibly?

Sidar- Into the Mist: I guess we should take the sidar and svartalfar as baseline spells?

Svartalfar-

 
If you double their gold it would be a little too powerfull, they wouldn't have anything to spend that much gold on except rushing any wonders they wanted even the ones that would allow them to win the game.

Well they need 500 gold for every city in their empire for overflowing vaults.
 
about the calabim worldspell: does anyone use this other than gaining an early advantage? (pushing your first city to the happiness limit 20 turns early, while pushing the other civs back to 1 pop). Mid to endgame, the spell is underpowered imho
 
about the calabim worldspell: does anyone use this other than gaining an early advantage? (pushing your first city to the happiness limit 20 turns early, while pushing the other civs back to 1 pop). Mid to endgame, the spell is underpowered imho

Yeah, that was mentioned somewhere. It may be strong and my be not. In any case it is better to move it later and empower. E.g. doubles pop of your cities and halves others.
 
A funny thing happened in my current Hyborem game. I'd used the Sheaim solely to beeline Infernal Pact, so they were pretty weak by the time I abandoned them, and immedieatly became vassals of Alexis. As Hyborem, I was going along nicely with my war against the Calabim, when the Sheaim used Worldbreak. At the conclusion, I got a few Manes weakened, and the Calabim had the final defenders of a city killed off. To top it off, there was nobody near enough to my lands to take advantage of my injuries: The spell did nothing more than help me fight the Sheaim's master.
 
edited out..nevermind
 
Just a little suggestion for a Balseraphs world spell. Hearsay: Gives one Tourist specialist (2 commerce; 0 commerce and 3 hammers when running slavery; +1 culture with freak show) per wonder (separately calculated for each city). Tourists may become mutated (1% chance per 3 chaos mana; the tourist gains random-ish bonuses or penalties), lose limbs (just a random event; an amputated tourist gives +1 happiness and +1 commerce) or die (this one's pretty simple).
 
I think Arqane is right with his comment.
The Ljosalfar spell is way to strong. I had 6 Forests at my starting city. These gave me 6 Treants on turn 2. This was enough to wipe out 3 Ai players.
 
I think Arqane is right with his comment.
The Ljosalfar spell is way to strong. I had 6 Forests at my starting city. These gave me 6 Treants on turn 2. This was enough to wipe out 3 Ai players.
That just sounds nuts to me. What size map were you playing and how many AI players did it have on it. I suppose I can see it happening if you're on a small map with 18 civs or something. The furthest a Treant can get is 5 squares, unless you've got roads or something in place.

My experience with the spell is that the Treants can't get further than one city into enemy territory. On a standard size map with the standard number of Civs, there should not be 3 starting players within 5 squares of you. I suppose if you're really lucky they could use forest for pathway, but even then.

That's also a huge risk you're taking because now you have blown your only opportunity to use the world spell. On turn 2, there's no way you can now how close your opponents are. There's a good chance there's nothing close enough for your Treants to take out.
 
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