Lord Yanaek
Emperor
- Joined
- Aug 15, 2003
- Messages
- 1,664
Mhh, since i knew there was a new victory for good players only (Altar) it bugged me there was nothing for evil players. I thought about it and came up with an idea for an evil, armaggedon related victory. I will add some other ideas i have as well. Use them or not, it's your mod. I hope there will be some things that will help you.
Evil Victory : The Three Rituals of Armaggedon
OK, i know you told me there wasn't an armaggedon victory for evil player because you can't track who helped the counter the most, and when AC goes very high Ashen Veil players are nearly assured to win, through military victory. In fact, i fell like a high armaggedon will only really help infernals, also i think there whould be a victory related to armaggedon if only to turn the "Save or Destroy the world" in real possibilities. I imagined a system i called "The Three Rituals of Armaggedon" that would end up in a victory when the last ritual is cast. The rituals would be national wonders, but unrushable (as nature's revolt and other rituals are currently), and they would require both a high AC and presence in the city of high level evil mages-priests. The units would have to stay in the city during all the building time, if they leave, the ritual would stop and have to be restarted. Maybe interrupting the ritual could have some negative effects too! Those rituals would actually replace the current "apocalypse" effect that occurs at 100 AC (there could still be a smaller effect at 100 AC maybe)
Dimentional Spells
As it is currently, the dimentional sphere is hardly implemented with only a level 1 spell. Here are some ideas for level 2 and 3 sorcery spells.
Sorcery 2 : Town Gate. This spell would put a Town Gate building in the city as long as the mage would stay there. This building would act like an obsidian gate without the commerce bonus!
Sorcery 3 : Mass Teleport. This spell would act like an Escape spell, but for the entire stack! Maybe it could allow to teleport to another town than the capital if possible.
Sorcery 2 : Mass Escape (escape for whole stack)
Sorcery 3 : Instant Travel : This spell would bring a stack located somewhere on the map to the tile where the caster is located.
I'm not sure if those would imbalance the game, or whether the AI will be able to use them or not.
Other Ideas
in semi random order


Evil Victory : The Three Rituals of Armaggedon
OK, i know you told me there wasn't an armaggedon victory for evil player because you can't track who helped the counter the most, and when AC goes very high Ashen Veil players are nearly assured to win, through military victory. In fact, i fell like a high armaggedon will only really help infernals, also i think there whould be a victory related to armaggedon if only to turn the "Save or Destroy the world" in real possibilities. I imagined a system i called "The Three Rituals of Armaggedon" that would end up in a victory when the last ritual is cast. The rituals would be national wonders, but unrushable (as nature's revolt and other rituals are currently), and they would require both a high AC and presence in the city of high level evil mages-priests. The units would have to stay in the city during all the building time, if they leave, the ritual would stop and have to be restarted. Maybe interrupting the ritual could have some negative effects too! Those rituals would actually replace the current "apocalypse" effect that occurs at 100 AC (there could still be a smaller effect at 100 AC maybe)
- First ritual : The Ritual of Undeath. It is required for the civilisation to "survive" the later rituals. It would require the presence of 3 level 3 death mages in the city during all the process. Upon completion it would give the "Fallow" trait to the civilization, and the "undead" promotion to all the curent and later units. It would also give a nice diplo boost with Hyborem. Requires AC 100! When a civ start building it, all civs will be notified. Basium and Order civs will dogpile him.
- Second ritual : The Ritual of Destruction : It will bring destruction to the world, in order to allow hell to enter it later. It would require the presence of 3 level 3 entropy mages and an AC of at least 115. Once built an apocalypse effect would hit the world, destroying many non demon, NON UNDEAD units, and halving the cities of NON FALLOW civs. Thus the rite of undeath would protect a civ that built it. When started basium and all good civs (and possibly neutral once) will dogpile the civ building it.
- Third ritual : The Ritual of Merging Requires both previous rituals, AC 130 and presence of Entropy level 3 mages and priests. When built the civ is made a permanent ally of infernals, then the civ and Hyborem wins the game! Of course, when started, every non evil civ (possibly every non Ashen Veil civ) will dogpile the civ building it.
Dimentional Spells
As it is currently, the dimentional sphere is hardly implemented with only a level 1 spell. Here are some ideas for level 2 and 3 sorcery spells.
Sorcery 2 : Town Gate. This spell would put a Town Gate building in the city as long as the mage would stay there. This building would act like an obsidian gate without the commerce bonus!
Sorcery 3 : Mass Teleport. This spell would act like an Escape spell, but for the entire stack! Maybe it could allow to teleport to another town than the capital if possible.
Sorcery 2 : Mass Escape (escape for whole stack)
Sorcery 3 : Instant Travel : This spell would bring a stack located somewhere on the map to the tile where the caster is located.
I'm not sure if those would imbalance the game, or whether the AI will be able to use them or not.
Other Ideas
in semi random order
- Forts : they NEED to be improved, they are so underused. I think they could use a better defense bonus (forests give a better bonus than forts currently). Additionally they could give some other benefits :
- Sentry Tower promotion
- Fort promotion that would act like a march promotion and increase healing rate. Thus units inside a fort could attack units outside and heal if they can go back in the fort by the end of the turn.
I also like the ZoC system Maniac used in his mod-mod, but i'm not sure how it would impact the game without the rest of the mod-mod - Mage's Towers : They would be fort-like improvements, but for Mages. They would give a defensive bonus to arcane units (and maybe a smaller bonus to other units). They would also give those promotions to arcane units inside :
- Lookout Tower
- Mage Tower : would act like a spell extension, but be different and thus stack with. - Spell Extension should work for Spring and Sanctify spells, at least within the players cultural borders
- Some automation for Spring and Sanctify spells would be nice. Either those spells could be automated on normal adept units, or some special units like Sureshot did, or even those spells would auto-cast when a mage inside a tower would notice fires-hell in his spell radius (increased by Spell Extansion). It would make fighting back hell and fires much less tedious without making it an easy task (you would have to build adepts, build towers around your empire and station adepts inside those towers.
- Bloom should make burned forests re-grow to normal forest directly without going to new forest.
- Make a "bodyguard" promotion. This promotion would make the unit fight against assassin type units instead of the weaker unit of the stack.
