Kurio World Spell Suggestions

Zechnophobe

Strategy Lich
Joined
Sep 1, 2006
Messages
1,867
Location
Goleta, California
Currently, the Legends World spell for the Kurios gives a fixed amount of culture in all of your cities and settlements. Unlike many world spells, it doesn't have the elasticity to be used in a variety of different ways, or at different times. Using it later in the game is likely not a very useful strategy, since you really only get much effect on your 3ish cities that you built.

So, I have a bit of a suggestion to perk it up a bit, and make it a little more dynamic.

1) Make the amount of culture given by Legends to be based on the number of Cities and Settlements you own. Say, 100 per city, and 50 per settlement.

2) Have the spell end all revolts in all cities you control.

The first allows you to consider expansion while attempting a cultural victory. It also heightens the impact of pushing your borders out if you have culturally expanded a lot. The second part is where we allow for some more intriguing uses of the spell. The Kurio's aren't generally a warlike civ, but I think if someone were to play it that way, we don't want to leave them without some interesting toys to play with. Having a side light of the spell being that it 'wraps up' a war nicely, seems like a cool effect to have. Centaur blitzkrieg two or three cities, perhaps, and then world spell to 'claim' them quickly?
 
I personally feel it should be kept the way it currently is but have them use their "Legendary" cultural influence to have a high chance of culturally flipping other civs cities on their borders.
 
The Kurio are a civ that welcomes good relations with all other civs. Why not also count the worldspell as a positive event with every other civ they are in contact with at the time? The spell would still not be very powerful (+300 culture in each settlement and +1 relations is still little compared to river of blood or gifts of nantosuelta).

The problem with the end-revolt thing is that I think it would encourage warmongers.

re: a high chance of culturally flipping other civs cities on their borders. -- could work if it was, say, 10 culture x total number of cities on the board x (7 - map size) ?

so on tiny map (2) with 20 cities it would be 10 culture x 20 cities x (7-2) = 1000 per city.
 
The problem with the end-revolt thing is that I think it would encourage warmongers.
Considering that you can have a maximum of 5(?) cities on a huge map i don't think thats such a big problem. For settlements it doesn't matter if they are rioting or not.
That one commerce they provide isn't important.
 
Back
Top Bottom