Just what is the Tower of Mastery?

Fetus4188

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We all (presumably) know what the ToM is in game play terms, as the wiki elegantly puts it: build it and you win. But it's a testament to the work that Kael and his crew have made that lately I haven't been satisfied with just knowing the game play mechanics of the ToM. Fall from Heaven has lots of interesting flavor and backstory for the various civs/leaders/units/etc. As far as I am aware there is no "story" for the ToM, however. So, I want to hear your ideas about what the ToM actually is and what it does that warrants its position as a "build and win" wonder. Hopefully we can get some interesting ideas and if Kael doesn't already have some story in mind he could draw some inspiration.



Perhaps it allows the builders to transcend to a god-like omnipotent state? Or maybe it unleashes an overwhelming powerful spell to cast down the builders' enemies? Does it grant the builders' absolute "mastery" over magic: can they deny their enemies the ability to cast the most simple of cantrips?
 
I'd always thought that it was a bit of homage paid to Master of Magic where one of the win conditions was to cast the spell of mastery. In that game it wasn't really clear what the spell did either.

My thought is that it gathers all of the magic in the world to one place and the owner becomes the only one able to cast spells.
 
I see it as the tower gives the player control over all magic giving them the ability to change the world at a whim.
 
Why not? Anyone who has all the towers can build it.
 
My theory is that of mass mind-control through magic. That would earn anyone global rulership in a picosecond :king:
 
i always assumed it meant transcendance... all of your people become one with "magic," and are ifinitly wise and powerful, but all united into one being, perhapes brought to a level above the angels, being united with the One, having transcended the "Fall From Heaven." a spell this powerful would naturaly require insane amounts of power, for little or no real immediate gain.
 
one thing about the tower of mastery that i am disapointed with is that you dont have any affects other than to win the game, i think after you build the tower of mastery you should be given 3 types of every mana, since the game is over(i like to play on and beat the pulp out of every thing that is left).
 
one thing about the tower of mastery that i am disapointed with is that you dont have any affects other than to win the game, i think after you build the tower of mastery you should be given 3 types of every mana, since the game is over(i like to play on and beat the pulp out of every thing that is left).

It might be a good idea to give the tower of mastery some nice benefits for games where the vic condition is off.
 
It might be a good idea to give the tower of mastery some nice benefits for games where the vic condition is off.

I second this motion. The concept of giving it strong benefits would tie into a strategy promoting diversification of magic. This strategy would naturally lean towards the amurites due to their cave of the ancestors. As such I would lean towards a synergistic effect that would be particularly helpful to the Amurites, seeing as when this victory condition is off, civilizations might prefer to specialise in magic due to Mana Effects and Affinities; the Amurites want to diversify to give their adepts extra experience.

Suggestion A: Gives each arcane unit built in any city +2 experience.

Suggestion B: Allows creation of a new unit, the Avatar of the [Civilization Name]. This unit would not be built through conventional means. Each civilization could have only one at a time, and it would be cast through a meta-spell (ala Sirona's Touch), appearing in the city where the Tower of Mastery is. If it dies, the next turn you may summon another, assuming you have control of the Tower of Mastery. New ones of course do not retain the old unit's experience/promotions. Theoretical Stats: Arcane Unit. Strength 8. Affinity: 1, all. (Yes, it gets +1 strength for each mana of any type you control). Movement 2.
 
I would rather see a spell that, once per turn, let you capture any single unit on the map that is adjacent to one of your units.

So it operates like Sirona, with a 100% capture effect. Too strong?
 
Wasn't Tebryn doing something (like bring about armageddon) with a Tower in one of Kael's D&D campaigns?
 
Wasn't Tebryn doing something (like bring about armageddon) with a Tower in one of Kael's D&D campaigns?

Yeah, casting the spells of winter. Bascially causing armageddon effects, eclipsing the sun, causing the dead to be raised as undead, killing all creatures of one race, etc.

I think we need a cool bik movie from Hex for the Altar and ToM victories. The Altar would be acendance (in fact we've talked about if an Ai player wins by the Altar victory we just have their civ dissapear from the map entirely and allow you to play on).

But the ToM victory should be supreme power.
 
The Altar would be acendance (in fact we've talked about if an Ai player wins by the Altar victory we just have their civ dissapear from the map entirely and allow you to play on).
That would be really cool. Like the OP's issue with the Tower of Mastery, I haven't been able to reconcile with the Alter. Since I treat all of my FfH games from a role-play angle, if I'm a good civ and another civ is creating the Alter, I was wondering if there were any reason for me to not want that to happen. With your suggested result, there would be no worries about it (unless you're trying to build it yourself, I suppose).
 
If I play an evil civ, and they just disappear, that would mean I got no incentive to stop them. Hell I would help them if I could.
 
If I play an evil civ, and they just disappear, that would mean I got no incentive to stop them. Hell I would help them if I could.

Except you lose.

And from a flavor perspective, you know that there was once a civilization there and begin to wonder why it is that they left. You wonder how did they even manage to leave this world. It leaves you with a strange, uncomfortable feeling that they may be up to something, or perhaps they have achieved something greater than you. Or perhaps you are just trying to cover your thoughts from the truth that you know of, that they do indeed have more than you will ever have and jealousy sets in and destroys you until you realize there is nothing left for you in this world. That no worldly pleasure will ever satisfy you. Then you choose to descend to whatever hell awaits you for leading a life of evil.
 
I was thinking about it as they didn't win, since he said "let the player play on". It already lets me play on if someone wins. But I never do. But rereading it, Kael just meant that they are removed from the game when they win by the altar, but they still win. So I guess I got confused.
 
But I never do. But rereading it, Kael just meant that they are removed from the game when they win by the altar, but they still win. So I guess I got confused.
I had read it the same way.
 
in fact we've talked about if an Ai player wins by the Altar victory we just have their civ dissapear from the map entirely and allow you to play on

What if all their cities are reduced to half size and switched to barbarian? As in all the good people in the civ ascended to heaven and the only people left were thugs and murderers. Then there wouldn't just be some huge empty territory up for grabs.
 
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