Design: World Spells

each of the effects individually has a 5% chance per turn, or the spell as a whole? Kinda sucks to be a Hippus player whose world spell wears off after 1 turn
It gives a one promotion with all the effects to each unit. Each turn, each unit may lose the promotion. But it won't wear off all units at once!

edit: basically what xienwolf said.
 
The Veil of Night could be problematic. You would probably end up declaring nationality with half your units so that your allies didn't destroy your defences, and even the ones that you didn't declare nationality with would be constantly attakced if you moved them too far away from a unit to hide behind. I can only see it being useful to get huge amounts of XP really quickly for already powerfull units, or living out its usefulness too early in the game.
Of course, if you were alone on a continent with only one other civ that you planned to attack, it would be a great way to weaken their defences, other than that, it doesn't seem like it would be very helpful.
 
The Veil of Night could be problematic. You would probably end up declaring nationality with half your units so that your allies didn't destroy your defences, and even the ones that you didn't declare nationality with would be constantly attakced if you moved them too far away from a unit to hide behind. I can only see it being useful to get huge amounts of XP really quickly for already powerfull units, or living out its usefulness too early in the game.
Of course, if you were alone on a continent with only one other civ that you planned to attack, it would be a great way to weaken their defences, other than that, it doesn't seem like it would be very helpful.

The Svartlafar don't have allies. If a player does this spell, he must remeber to close borders, or be ready to declare nationality for his defenders.
 
The Veil of Night could be problematic. You would probably end up declaring nationality with half your units so that your allies didn't destroy your defences, and even the ones that you didn't declare nationality with would be constantly attakced if you moved them too far away from a unit to hide behind. I can only see it being useful to get huge amounts of XP really quickly for already powerfull units, or living out its usefulness too early in the game.
Of course, if you were alone on a continent with only one other civ that you planned to attack, it would be a great way to weaken their defences, other than that, it doesn't seem like it would be very helpful.

It is definitly of little to no defensive use but great on the offense. Unlike the March of the Trees which is exactly the opposite. The Ai will never use Veil of Night when at war (only when its doing well on fighting units and has wants someone to tear into), I assume human players will do the same.
 
Not to sound critical but, the Khazad spell seems a bit weak, and even if it was something like 100 gold per mine, it would still feel like it's missing something... all the other spells seem to do something completely diffferent. Just getting a gold bonus is like getting a great Merchant.

How about something like this:
When they cast their spell, the Khazad gain a few new gold and gem resources scattered around their cities. It is called Motherload afterall ;)
 
Not to sound critical but, the Khazad spell seems a bit weak, and even if it was something like 100 gold per mine, it would still feel like it's missing something... all the other spells seem to do something completely diffferent. Just getting a gold bonus is like getting a great Merchant.

How about something like this:
When they cast their spell, the Khazad gain a few new gold and gem resources scattered around their cities. It is called Motherload afterall ;)

That's not anything "new" either...

Here's a proposition:

How about we get the Khazad to actually spend some gold...

Khazad could use their gold to get a chance to disband (smaller chance to turn to their cause) living units currently within their border. They should be able to do this everytime they have the prerequisite gold reserves.(maybe this could increase each time.) Of course, loyalty can defend against it. Also, they shouldn't be able to effect any adherent of an opposing religion...
 
Amurites: I like this one. Xp is always handy, though I don't like how this is so tied to map size. Also of note here, if you happen to have raiders throughout their land, you could cripple their arcane military production, particularly if they don't start with a decent offensive mana.

They already start with mind mana. That's practically unstoppable.
 
Honestly Khazad is strong enough that I see no problem with them getting a weak world spell.
I totally agree here. Plus the spell accomplishes one thing that is significant for me: promoting the creation of mines everywhere, not just in the city radii. That's what a dwarven realm should look like!
 
Have the requirement to cast motherlode be that you have overflowing already, so the sooner you get there the sooner you get to cast the spell. After it's cast it doubles your current gold. So if you hold off on casting it, you get more for your spell. This scales alot better with the size of the map and the space per civilization.
 
Have the requirement to cast motherlode be that you have overflowing already, so the sooner you get there the sooner you get to cast the spell. After it's cast it doubles your current gold. So if you hold off on casting it, you get more for your spell. This scales alot better with the size of the map and the space per civilization.

That is good. Don't know that you need the requirement of having overflowing though, the fact that it doubles already forces a choice in whether to wait or not.

If this is deemed overpowered it could be a different percentage, such as 50% increase. Its a lot better than the original though!

Hmmmm here's a kind of combination if we still want to promote all the mines - player gets +X% of current treasury, where X is the number of mines he controls.
 
That's not anything "new" either...

If you're gonna flame just to flame, take it to the troll boards.
You could've easily given your suggestion without your useless sarcasm.
Not that it made sense anyways.

Can you point to any mechanic,spell, whatever that suddenly adds 5-6
resources in your territory?
Yeah, that's what I thought.
 
Have the requirement to cast motherlode be that you have overflowing already, so the sooner you get there the sooner you get to cast the spell. After it's cast it doubles your current gold. So if you hold off on casting it, you get more for your spell. This scales alot better with the size of the map and the space per civilization.
In my current game as the Khazad I would end up with well over 100,000 gold with a spell like that :eek:. With that I could rush buy an army to take over the entire world while keeping overflowing vaults the whole time.
Ok, with the 50,000+ gold I have the game's already over, the AI just doesn't know it yet. But still...
 
Suggestion on Khazad spell: let it first create a mine on each hill tile within Khazad borders and then take gold from mines as it is now. It will give more strategy to play IMO.
 
Suggestion on Khazad spell: let it first create a mine on each hill tile within Khazad borders and then take gold from mines as it is now. It will give more strategy to play IMO.
I don't like this idea at all. I don't think I even need to state the reason.
 
why ??
automatic construction of some mines ??
that's not a lot, even with the 10g per mine...

or even better : 5g per hill and peak, 5g per mine in the whole civ.
thus : 10g per mined hill, 5g per flatland ressource mine and 5g per peak or un-worked hill or forested hill.
that would be fun :)
 
Or you could have it give an amount of gold equal to the total amount of gold you will have after you cast the spell. That should give the CPU some troubles. ;)
 
lol

(10char)
 
The World Spells seems all very good for gameplay and flavour-wise i have only one doubt for Clan of Embers/For the Horde.
Wouldn't it be unbalanced on raging barb games at the early stages?I would expect Clan of Embers getting tens of units, while other AI struggles building their 4th-5th unit........wouldn't be better if the % of Orcish Barb units becoming CoE units would increase with turns, so that it is not too powerful at the early stages, while not useless at mid/late game.
 
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.

My 2p.
 
The World Spells seems all very good for gameplay and flavour-wise i have only one doubt for Clan of Embers/For the Horde.
Wouldn't it be unbalanced on raging barb games at the early stages?I would expect Clan of Embers getting tens of units, while other AI struggles building their 4th-5th unit........wouldn't be better if the % of Orcish Barb units becoming CoE units would increase with turns, so that it is not too powerful at the early stages, while not useless at mid/late game.
But don't forget unit & city maintenance. You're probably going to end up disbanding most of those units, when as barbarians they would have helped more.

As for it being useless late game... yeah, it will. Some are like that.
 
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