Luchuirp World Spell Needs Tech Requirement

So by this logic, if I pop the dwarven smith event early, that's also imbalanced?
I'm pretty sure they changed the dwarven smith event in the latest version, as I have not seen it since. And yes, there were quite a few complaints about this being imbalanced.

You used to be able to pass equipment around, but people would use Orthus's Axe for an entire stack so it was modified so as to be impossible IIRC.

And I do understand the entire concept behind the early settling for better production and an Engineer GP. I just don't value them nearly as much as I value an extra point of strength. 7 :strength: adepts do tend to learn spells oh so very quickly.
Just tried it. I don't know about orthus's axe but it certainly works for the golden hammers. I had one hammer work for a stack of 3 warriors to take a barbarian city.
[Edit: I just realized that two of the three attacking warriors died in th process, upon further testing it does appear that you can use an item/weapon multiple times only if the unit in question died in the attack. So, its still a ridiculously good choice to give the item to canon fodder units.]

So from now on, I guess I'll cast the world spell after my second city, thus capitalizing on the world spell by getting an early free engineer and a shareable hammer for my stack of doom:hammer:. Best of both worlds, heh.
 
The Luchuirp's and Clan's worldspell are the only two I'm actually eager to cast. It's a nice change from the other worldspells you either forget about or are very dependent on settings or just very late in game. Luchuirp's spell is very powerful, for a civ that's already very efficient (once you know how to handle them). I wouldn't mind seeing the Luchuirp's spell pushed back a little, to Construction or some other fitting early tech.
 
You used to be able to pass equipment around, but people would use Orthus's Axe for an entire stack so it was modified so as to be impossible IIRC.

And I do understand the entire concept behind the early settling for better production and an Engineer GP. I just don't value them nearly as much as I value an extra point of strength. 7 :strength: adepts do tend to learn spells oh so very quickly.

I don't know about hammers but for the axe it can only be used for multiple units if the first unit to attack with it is defeated...
 
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Techniques for Achieving Play Balance said:
Sometimes, some choices will become unquestionably the only choice, or definitely not a valid choice. If there is only one valid choice at some point, but the game hasn't ended, there is a play balance problem.

Is using the Spell at turn 0 the only viable option for this spell? My answer is no. Sure it is a powerful option. But if you wait till you have some more cities instead you will have many more hammers. There is also the choice between using it as a weapon or an engineer.

The question here is then, is using the spell on turn 0 always the Best choice? or even; will using the spell on turn 0 basically always turn your game into an eventual win? I can't answer those questions.
 
It definately seems pretty unbalanced in duels. Don't know about anywhere else. I'ts like having a free second cities prod in your main city from turn 1
 
That's a bit of an edge case isn't it? I mean, I'd say a lot of things are 'pretty unbalanced' in duels. Given the size of a duel map, things that effect the early game are going to be tilted in balance.
 
Well, It doesn't seem like the mod as a whole is balanced for duels at all. Granted, the Luchuirp world spell is powerful, but so are early Grigori adventurers, clan Warrens, and the like.
 
for duals, the doviello warrior count at the start is the most imbalanced of all imho :p. I recon most civs are balanced for standard size maps.
 
Equipment can change hands once per turn?

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If you really want to see Luch world spell gone wild, try advanced start. Cast it, run all of the hammers to your cap, delete the carrying scouts, and start with 5-6 free engineers in cap. Now, that puts an end to competition quicklike.
 
Unless the unit carrying the equipment dies. This can be exploited rather easily with cannon fodder during a city siege.

Perhaps people would be less likely to perform that exploit if there was a risk of losing the item. Remember how Orthus's Axe used to go to whoever killed the Barbarian King? Perhaps, when a unit carrying an item dies, there's a 50% chance that the unit spawns in the tile of its killer, under their control, to represent the opposing side recovering the item during the battle.
 
I tend to favour rushing to 3 cities, then casting Gifts and settling the great engineers. If i was in a quick paced aggressive multiplayer game I would probably cast it straight away.

I generally find the engineers are better than using them for combat, however thinking about it saving one for barnaxus to make his xp growth easier wouldn't be a bad thing.. I think I'd still settle it once he was up to combat 5 though
 
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