Function of Bane Divine

JeffSteel

Warlord
Joined
Jun 21, 2008
Messages
158
As I have never used this ritual, and is not discussed that much, what it does is quite mysterious to me. Its civilopedia says it turns all disciple units in play into level one prophets, but those haven't been around since vanilla civ. Is it even useful to build (i.e. insta morph Sphener or something)? Enlightenment on this issue would be appreciated.
 
Has anyone ever found a use for this? I can't imagine spending 10,000 hammers on something that's going to kill all my disciple units. In fact, it probably would hurt me more because generally, I have more high level units than my opponents by late game.
 
I think it's one of those things that works in a theoretical game where you aren't using priests and whatnot but the rest of the world is. Be great for an agnostic Civ to use, I guess...
I really don't see the AI using the units that much though. Even when they do, they are never in great enough numbers to warrant such an expenditure. Each civ can have...what, four great priests? Yay, huge number of hammers spent to take out four powerful units on all teams and the support staff. A few turns later, everyone's rebuilt a few and, with a little help from the occasional altar and civic, might even be popping their great priests in a turn or two.
Really doesn't seem that worth it....
If it had a more lasting effect, it might be worth. Still rather expensive.
 
You could probably use it to really screw over the Illians now (since they can't get more priests if they die, IIRC).

Although whether this is a good thing or not... I'm inclined to say no, just because of what I'd do if that happens to /me/ since there's no defense.
 
agreed, this ritual looks kinda useless right now. probably setting the cost a lot lower would be the easiest solution to make it look appealing.
 
Lorewise, I could actually see this as being Cassiel's master plan. Bring the world to the edge of destruction to free it, and all that.

I've never actually USED it, though. But then again: most games are decided before Bane Divine even becomes an option.
 
This would be pretty useful for the Grigori, who don't have disciple units.

Before you lower the cost too much, think about how insanely annoying it would be to instantly lose all your carefully grown high level disciple units (including high priests, paladins, stygian guards, etc.) when the AI builds the ritual. Not fun!
 
Just got bane divine and it did NOT kill the Ice Priest, they ended up back in my capital. Apparently Kael gave them the Immortal trait :) or somethink like that anyway..

:(
Are you sure you didn't build blood of the phoenix first?

It certainly killed my priests of winter. :(
 
Bane Divine is something to disable, which I do (same for glory everlasting). Yes rituals should have strategic use but losing four 1k exp high priest units because somebody decided to play nasty. They can't even fight back. Got a bone to pick with my handful of uber units? Bring a 300 superstack and kill them!

My injured Alazkan alone (>700 exp) killed some 20 units in defense in one turn and then withdrew (I had blood of phoenix as a backup though).
 
Bane Divine is something to disable, which I do (same for glory everlasting). Yes rituals should have strategic use but losing four 1k exp high priest units because somebody decided to play nasty. They can't even fight back. Got a bone to pick with my handful of uber units? Bring a 300 superstack and kill them!

My injured Alazkan alone (>700 exp) killed some 20 units in defense in one turn and then withdrew (I had blood of phoenix as a backup though).

How would one go about disabling it?
 
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