Earth II should have been earthquake

Neomega

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Feb 9, 2002
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damaging up to RNG 1 - 9 tiles around the caster, but no pillage money gain. It would have been awesome. Stoneskin is hella lame.
 
Stoneskin is often what lets me bring my Mages up to Archmages.

a 4/6 unit with two first strikes has a lot more survivability than a 4 strength unit by itself.

Heck, with Stoneskin and Nature 1, Mages actually can make decent chokepoint garrison units. :)
 
I'm pretty sure Earthquake is a Runes of Kilmorph Spell.
 
Earthquake seems a bit much for a level 2 spell, considering it can destroy wonders.



I think that the Earth sphere should have a spell that represents it metaphysical meaning of hard work. A spell that grants workers a promotion that boosts their work rate seems appropriate.

Stoneskin seems more like a Body-Earth cross-sphere spell to me.


Stoneskin Ogres should really get the Stoneskin promotion from combat instead of just starting with it, as it it easy to loose.
 
aye ... I agree about the stoneskin ogres. Perhaps even the worker spell too, I think it could be added easily by requiring earth II and Dwarven race, and being a spell which grants workers in the stack 50% extra workspeed, or 100% extra workspeed. This would also be useful to civs with the diverse, conqueror, or tolerant trait.

The only thing is that I would imagine it suits better for Khazad, although they already have repair. Either way I think they should be available for the Khazad *somehow* around the time other civs start using tier II spells.
 
What would you think if arcane units with the dwarven promotion could get Earth II for free based on mana without needing Channeling 2?

It seems a waste to limit a worker boosting spell to dwarves, as they already have a work rate bonus from their racial promotion.

(In my version, I moved Repair to be a second Stonewarden spell.)
 
Earthquake seems a bit much for a level 2 spell, considering it can destroy wonders.



I think that the Earth sphere should have a spell that represents it metaphysical meaning of hard work. A spell that grants workers a promotion that boosts their work rate seems appropriate.


A worker-haste would be very powerful, but also very micromanagement intensive. If you're talking about something to boost work speed that can be granted to workers permanently, that seems better suited to a building/wonder.

Hmmm. Maybe Earth II spell can grant Guerilla II to workers (and only workers) so that they can move through hills and still work on the same turn. Perhaps an additional Nature II spell for the same?

...or maybe the Dimensional/Creation/Force/Whatever could be saved for that. Seems like a neat idea to me. I don't necessarily think Workers need their work speed boosted, but having them get into weird places to build roads/mines/whatever more easily could be fun.
 
Well ... I'm using stoneskin mages - it makes them harder target for assassins especially when mage is in city and assassin has -50% str ... maybe applying stoneskin for whole stack could make it more interesting...


[..] In my version [..]

i hate you! ... xDD
i doubt if your version even exist, since nobody has seen it ... :D
 
I wasn't saying to boost the speed workers move, but the speed at which they work. Those are independent of each other in Civ IV, unlike Civ III. I suppose it could do both though. Maybe it could boost work speed and give a move discount of 1 so they can move into forests or hills as if unobstructed but still lose extra movement if both are present on one tile and not be able to move faster when such obstructions are present than when they are not?


Dimensional/Force/Creation don't really have anything to do with hard work like Earth does, and so it isn't as thematically appropriate for them. Maybe it could work for Creation, but that sphere is about creating something new out of nothing, from shear genius and innate talent rather than honing one's skills.


Stoneskin to a whole stack seems too strong for a level 2 spell. It would probably work at earth II, or maybe at Body2+Earth2. Buffing only the caster seems more like a Body1+Earth1 spell.


I actually have several versions, as I often break them before completing a merge to bring all my old features up to the latest FfH version. I recently deleted a lot of the older ones though, so save disk space. I did release a modmod once, about a year and a half ago. Some people on this forum have played it. It doesn't have that much in common wht my current versions though.
 
I like stoneskin for the reasons stated above, but I tend towards more offensive spells. I prefer spells that help me win, as opposed to spells which help me not lose.

I rarely choose earth when building a node anyways, unless I want to base a strategy around the earth elemental, which I've never done.
 
stone skin is fine as an Earth II imo, but maybe an Earth III body II cross over to give stone skin to the entire stack, woulid be a cool addition. The worker thing, I think would be nice for Earth I + dwarven, just cause they are supposed to embody the earth sphere.

OF course, it could be available to other races if you use a different mechanic, but I prefer stoneksin trememdously as an Earth II exclusive.
 
Well ... I'm using stoneskin mages - it makes them harder target for assassins especially when mage is in city and assassin has -50% str ... maybe applying stoneskin for whole stack could make it more interesting...




i hate you! ... xDD
i doubt if your version even exist, since nobody has seen it ... :D


In my version, the Earth II spell shrinks enemy mages into miniature statues which we then place in terrariums where they are guarded by turtles.
 
Yes, it does, but that is double-edged sword - I had to nerf it a bit as it was really powerful to get all bonuses for the whole stack.

Regarding stoneskin ogres, I just took the easy way - they can cast their own version of stoneskin, so it can be renewed once per turn.
 
aye ... I would rather have it to protect my casters, heheh.
 
Regarding stoneskin ogres, I just took the easy way - they can cast their own version of stoneskin, so it can be renewed once per turn.

How is adding a new spell easier than just giving the unit <PromotionFromCombat>PROMOTION_STONESKIN</PromotionFromCombat>, so they get the promotion again as soon as they lose it from combat? (Well, technically my way they don't get it back until they fight a living unit.)
 
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