Earlier magic suggestion

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Chieftain
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Jan 24, 2010
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Those are personal impressions. I'm just thinking aloud, without a deep understanding of the gameplay balance. It would be nonetheless enlightening to refute me.

Magic occurs too late technologically. In a fantasy world, prophets should have channel I and 3 random magicks, only usable once, making them invaluable ressources.

Any builder should be able to build a primitive mystic harness on mana ressource (ie stonehenge) yielding, according to alignment:
- evil gets power (+1 hammer)
- good gets well being (+1 happy, +1 health)
- neutral gets enlightment +1 tech
 
I'm just thinking aloud, without a deep understanding of the gameplay balance. It would be nonetheless enlightening to refute me.
FfH2 is in feature lock, meaning that anything new would require a very strong case in its favor. Refuting the whimsical musings of those without an understanding of the balance of the mod is unnecessary and pointless. The burden of proof is upon those who would suggest a change. Can you explain the purpose your change would serve, and why it is vital to the mod?
 
Hrm, Adepts don't seem all THAT deep in the tree really. I would suggest Classical start if you dislike the boring early parts also. Basically you start with all the worker techs (aka the boring techs).
 
I would prefer no such disqualifications as "whimsical" and "no understanding"; I'd rather keep the debate, if any, in the respect zone.

Unless I'm using them wrongly, mana resources have no significant impact until end of midgame. By the time level 2 spells are available most of my games were decided anyway (huge maps, monarch, no multiplayer).

If not playing with a magic specialized civ on a huge map, the magic seems unimportant.
On the other extreme, on a small map with a common civ, magic is directly a bad strategy.

Early but rare magic using units like the improved Great prophet would allow earlier strategies resting on spells.
Seizing mana nodes should be significant too.
 
It looks like you're completely disregarding level 1 spells, for some reason. Why? You might not be getting Sorcery until the late midgame, but Knowledge of the Ether is an early and relatively cheap tech.
 
My games usually last till the endgame, then again, I play large land-heavy maps and don't usually do early rushes, unless playing a rush-intended civ.
 
I'd agree, theoretically stuff like inspiration or whatever that spirit spell you cast in cities for the culture boost or that mind spell with the research and gp boost should be great, but they never get used in my experience because magic comes too late. Either move initiates down as low as like ancient chants or education or have the game start you out with an initiate in addition to your warrior/scout/settler, so you can use your civ mana types right away
 
I would prefer no such disqualifications as "whimsical" and "no understanding"; I'd rather keep the debate, if any, in the respect zone.
I didn't specifically mean disrespect. My words "the whimsical musings of those without an understanding of the balance of the mod" were a direct reference to your own words "I'm just thinking aloud, without a deep understanding of the gameplay balance.". I was trying to suggest that you should seek out a deeper understanding of the balance of the mod, and consider your ideas carefully, before you make suggestions for changes to the mod. (Your choice of phrasing implies that you have not thought your ideas through, and states that you do not understand gameplay balance.) If you don't, then it may be difficult for some people to take your suggestions seriously.

If you find my choice of wording offensive, please ignore that sentence. The rest of my post is the important part: "FfH2 is in feature lock, meaning that anything new would require a very strong case in its favor. The burden of proof is upon those who would suggest a change. Can you explain the purpose your change would serve, and why it is vital to the mod?". (Underline added to key concepts for emphasis.) I'm not trying to insult you, but rather trying to suggest what you need to do in order for your ideas to be understood and considered.

When you make statements like:
"Magic occurs too late technologically."
"In a fantasy world, prophets should have channel I and 3 random magicks, only usable once, making them invaluable ressources."
"If not playing with a magic specialized civ on a huge map, the magic seems unimportant. On the other extreme, on a small map with a common civ, magic is directly a bad strategy."
"Seizing mana nodes should be significant too."

... you are making unsupported claims, or suggesting changes without demonstrating that they are necessary. It's not enough to say "I think ____." or "____ should be changed to work differently." (You can say those things, of course, but should not expect that saying that alone will be enough to bring about a change.)

To take one example, you say that "Seizing mana nodes should be significant too.", but you do not demonstrate the fact that seizing mana nodes is not currently significant (I would say that it is, considering the potential value of mana nodes.), nor do you define what you mean by "significant". Furthermore, you do not state in detail (or at all) why this change is necessary to the mod.
 
Maybe magic seems unimportant because you're playing on monarch? Because of all the tricks humans can use that the AI doesn't get, FFH is easier than BTS. If you kick up the difficulty you may find that you can't win without magic.

Also, let's look at Adepts, those dudes you can get pretty early:
-plus 20% str to all your melee units
-1 first strike to all your units
-immune to first and defensive strikes to all your units
-1 extra movement to your units
-Medic I on all your units
-Skeletons
-Rust: ability to remove enemy weapons

All very useful level 1 spells that will win you battles.

I think your assertion that magic comes 'too late' is an impression, not sure how you came about it, but Knowledge of the Ether is early in the tech tree. I seriously recommend classical start also, since you can tech Knowledge like...1 tech in I believe. It doesn't change the balance or flow of the game much at all, unless you wanted to do a warrior rush or something.
 
The first step should be to get a shallow understanding of game play balance shouldn't it? First of all look up what established mana nodes actually do. Life mana +1 :health:, enchantment mana +1 :). You're suggesting both those boosts combined at a lower tech level. Mind mana +3% :science: your proposition is to just drop a free tech (never mind how to prevent people from dispelling that node and getting every tech in the game from it)

Have you played basic Civ enough to know how prophets actually work in the game? They arn't units that cast spells, they are people in cities that never appear on the map. Great prophets might appear on the map, but it is completely unsuitable to arbitrarily give them spells as they aren't a combat\support unit of any type.

I'll narrowly refrain from saying something rude in this last paragraph.
 
your proposition is to just drop a free tech (never mind how to prevent people from dispelling that node and getting every tech in the game from it)

To be fair, he obviously meant one beaker.
 
I'd agree, theoretically stuff like inspiration or whatever that spirit spell you cast in cities for the culture boost or that mind spell with the research and gp boost should be great, but they never get used in my experience because magic comes too late. Either move initiates down as low as like ancient chants or education or have the game start you out with an initiate in addition to your warrior/scout/settler, so you can use your civ mana types right away

I use them all the time. Inspiration only requires an adept, for the cost of a promotion, you get the equivelant of another elder council. If you have a city with library temple of the veil, even better. Lets also not forget that little great sage point boost, which many times is the reason I play pacifist. A couple of early great people can really accelerate your power.

Hope is great if you need to quickly get a new city to grow 1 more culture ring. It is also great to give my "weapon mages" something else to do... and since you cna cast it, then get its effects while you poison blades and enflame arrows, I think it;s great, and usually give it to my mages. :/

So, yah... you need a deeper understanding. :)
 
Lets also not forget that little great sage point boost, which many times is the reason I play pacifist.
Yeah. A sage is 3 :gp:; a sage in Pacifism is 4 :gp:, not much better. A sage + Inspiration in Pacifism = 6 :gp:, which is significant.
 
@Emptiness: no offense taken. I understand your need for a precise protocole and paradigm for a clear analisis. But I'm too fresh to know it, so would you guide me on an as-needed basis?
I'll try to answer your questions about the "Seizing mana nodes should be significant too." as an example of set of answers, and you tell me if it's detailed enough, OK? If you need more structure you'll give me more with more specific questions.

a) you do not demonstrate the fact that seizing mana nodes is not currently significant
b) nor do you define what you mean by "significant"
c) you do not state in detail (or at all) why this change is necessary

Let's start with b.

b) nor do you define what you mean by "significant"
Is significant a thing by two ways:
- If it has an impact on the gameplay (comparing to other options of similar cost)
i) balance between building time / warmonging time for example, that is the influence on the psychic personnality of the game, "the gameplay at large";
ii) fluid interface, or annoying? Defines how much outgame reality will interfer with the interactivity.
iii) strategic advantage (ingame).
iv) etc.
- If it means something in this virtual world of FfH; if it's helping immersiveness, credibility, background, coherence.

a) you do not demonstrate the fact that seizing mana nodes is not currently significant
So yes, I think the current significance of mana crystals is low in the first half of the game.
Arguments:
- the player expects an advantage for seizing them because they are shown as resources among the other ressources, all of them giving immediate ressource advantages. Many mana node types don't (or are very subtle). The ressource rules are incoherent and disminish credibility thus immersiveness.
- The only current strategical impact is not credible: it is anachronical to seize future strategic resources if their power isn't even historically and technologicly suspected yet.
- The first unit able to harness mana nodes is the adept, a weak unit (low strength) with level I spells that require tier 4 technologies; this is usually not a top priority strategy since the crystals are long and perillous to obtain, the level I spells only give minimum advantages. In comparison, bonze working, tier 3, cheaper, gives stronger units than boosted or boosting adepts. So adepts arrive usually late in the game because rushing for them would be a waste of efforts on the short term.


c) you do not state in detail (or at all) why this change is necessary
- I think the "magic feeling" is underrepresented in the startgame. There are too few succesful strategies oriented on magic rush, and they're too costy to be worth accelerated. They usually are researched when they've become cheap, which is too late.
- It's weird to play an heroic-fantasy game and find the inhabitants not interacting early with magic, even if they can detect and seize mana nodes. Don't they feel there is something there? Can't they foresee their use, and can't they harness some of their power? If the mana resource is known early, there must exist an early way to chanel it. That's the core belief of a world filled with magic and gods, the main difference with vanilla BtS, as a mechanism reflecting a fact (magic exists) and a cultural trait (people can feel it... and use it).
- By taking into account the mana nodes early, they would explain why this parallel ancestor dimension of ours became heroic-fantasy instead of our real world: in FfH they gave true advantages, so the fittest societies were the mana-sensitive ones, thus justifying the alternative evolution towards Heroic Fantasy. This would also convincingly recreate the era of miracles and prophets and saints similar to the world before Christ.

- At start, even a hammer or a bulb more than the other civs can mean a war won or a wonder completed first. Currently, it's rather the starting area that shapes our initial advantages, and sometimes the whole strategy for the firt half of the game. Adapting to the context is a good exercise, but the player should also have tools to develop a personnality. With the Kromlech enhancement (mana node harnessing unlocked at Ancient Chants), a substantial advantage - linked to your alignment - would be achieved, but you'd have to invest in it. More control, choices and tactic to the player.
- Allowing Kromlechs at Ancient Chants and random powers to great prophets at Mysticism, magic would be present sooner with a limited but appreciable impact. There could even be a one-time ritual, Prophecy (unlocked by Mysticism), that would create a Great Prophet unit.

Emptiness, tell me if you my words make more sense now.

@aimlessgun: which level do you recommend then? Deity?
Each of the benefits you mention come late (tier 4 tech + build mage guild + build adept + build node AND seize node) and at a serious cost (production, research and territorial decisions): they don't seem that great if you compare them with other alternative investements. Bronze rush can lead you to conquering a neighbour, for example. Life-node-harness will give you +1 Health only. Not a priority (there are cheaper ways).

@Tlalynet: You misunderstood the proposition. Sorry for confusing tech with :science:.
(I played the game by the way... :-) Prophets could be categorized as Disciple, if it helps you to consider them as magic casting units. Remember all the miracles real prophets claimed to be able to do.


@Neomega:
Inspiration only requires an adept, for the cost of a promotion, you get the equivelant of another elder council.
Exactly! Elder Council is a tier 2 tech, low cost building. Adept is a tier 4 units, costing 1.5 times the council, requires a harnessed node, and it gives the same as an Elder Council! So Adept are relatively expensive at the beginning.
 
@Neomega:
Exactly! Elder Council is a tier 2 tech, low cost building. Adept is a tier 4 units, costing 1.5 times the council, requires a harnessed node, and it gives the same as an Elder Council! So Adept are relatively expensive at the beginning.

and they grow into mages
and they can cast a whole bunch of other spells, while casting inspiration.
 
I know what you're getting at. I felt the same way when I came to this game after having played a lot of Age of Wonders 2, where you can't spit without hitting something magical.

Magic in FFH is very powerful in the game, so much so that it has to be limited - pushed a ways down the tech tree so that you have to seriously consider other options. For there to be spellcasting early on - say, mysticism - there would need to be something preceding the current tier 1 spells. Then there'd have to be more mana nodes accordingly, which will necessitate retuning the Tower of Mastery victory condition. However, given the game mechanics of Civilization IV and the flexibility of a living moving spellcaster, it's difficult to conceive of "tier 0" spells that will be on a level with similarly placed techs, but still relevant.

I suppose the ideal answer would be to have access to the tier 0 spells spread out across all the early techs. Along with Warriors and Scouts, Hedge Wizard is an option, 2:strength: 1:move:, starts with Channeling 0. Then add promotions like...

Mind 0, requires Education, allows unit to cast Focused Mind (giving units promotion that increases XP gains by +1 for 1 turn)

Nature 0, requires Hunting, allows unit to cast Hibernate (barbarian animals within 1 plot radius are unable to move for 1 turn)

Entropy 0, requires... uhhhhhh.... erm.
 
to my mind KoTE comes pretty early, and i normally nab it fast if im planning a magic using game. Not only is this becuase of some fairly useful lvl1 spells (all mentioned above) but also to start growing my mages so that when i hit sorcery i can have ~6 adepts ready to upgrade and use. Doing it this way i really dont feel they are late game, and are central to a lot of my midgame and useful in the early game.
 
People would go for KoTE earlier if the Catacomb Librarius actually had more use. At the moment it's my least desirable wonder and I wouldn't reseach the technolcogy just so that I could build the wonder (unless I'm sheaim). Having a mage guild built in each city isn't as good as having a forge built in each city.
 
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