I proposed -1
![Food :food: :food:](/images/smilies/civ4/food.gif)
on hell terrains in respect with their normal terrains once but the consensus in that thread said that loosing health resources is penalty enough. So, I'll be glad if we open another discussion on hell terrains
On topic :
How about several kinds of rituals :
- Light magic : bless your land and removing curses (restore your land to original, before the curse)
- Dark magic : curse enemies land or whole world
- Elemental magic : terraform your land only, terraform enemy land only, terraform the
whole world?
Light magic :
Sanctify : removes hell terrains in the beginning of a player turns. The cost should be increased with high AC and decreased with total life mana a player owns. Shrine of Sirona, Aquae Sucellus can provide discount for the ritual's cost. Evil civs can't do this, neutral can do this with increased cost, good with normal cost. CIvs with
Sanctify active is immune to future
Land of the Damned.
Cost = (XXX-[total life node owned]-[holy wonders])*AC*[alignment modifier]
Upkeep = YYY+[(AC-[total life node owned]-[holy wonders])*[alignment modifier]]
Vitalize : de-activate any
Blight in your land, removes all fallout in your land, x% to transform your tile [desert -> plains, tundra -> plains, swamp -> grass, ice -> tundra], x% to grow forest in plains and grass, x% to upgrade forest into ancient forest. Civs with
Vitalize active is immune to future
Blight.
Cost : XXX-[total nature node owned]-[0.5*total life/creation node owned]+[total death/entropy node owned]+[2*total death/entropy node owned by player(s) targeting you with
Blight].
Upkeep : YYY-[total nature node owned]-[0.5*total life/creation node owned]
Dark magic :
Land of the Damned : add hell terrains to the world (including your own land). Cost decrease with high AC and total entropy mana the player owns. Increased costwith every life mana exists. This will encourage evil players do some life mana raids and discourage them from having a life mana (so the evil Sheaim won't be chanting their Elegy all the way while their Mobius Witches sanctifying some tiles for production/food/resources...)
Cost = (XXX-[AC]-[total entropy node owned]+[total life node in the world]+[total sun/spirit/creation nodes*0.5])
Blight : x% to transform tiles into fallout (or anything that represent dying, unworkable and unhabitable land), x% chance to remove forest, (x/2)% chance to remove Ancient Forest, (x/2)% chance to remove grains and livestocks in enemy lands.
Cost = XXX-[total death/entropy node owned]+[total nature node owned by target]+[0.5*total life/creation node owned by target]
Upkeep = YYY-[total death/entropy node owned]+[total nature node owned by target]+[0.5*total life/creation node owned by target]+[number of tile in target's land]
Shatter Enchantment : Destroy any beneficial enchantment (Sanctify, Vitalize, Blessed Springs, etc) active in one player's land.
Cost = XXX+[2*base cost of active ritual(s)]-[total dimension node owned]-[0.5*total shadow/chaos node owned]
Upkeep = none; one time effect.
So, a player will have spend more mana to shatter a land with 3 enchanment than a land with 1 enchanment.
Elemental magic :
Drowned Land : transform enemy land. Grass -> 75% Swamp, 25% Grass; Plains -> 50% Grass, 50% Swamp; Flood Plains -> 75% Swamp, 25% Grass. Tiles adjancent to water (river/lake/sea) : 100% Swamp.
Cost = XXX-[total water node owned]+[total fire node owned by target]
Upkeep = none; one-time effect
Blessed Springs : transform your land. Tundra -> 75% Plains, 25% Grass; Desert -> 75% Plains, 25% Grass; Plains -> 100% Grass; Ice and Swamps are not affected. x% chance to create river in grasslands.
Cost = XXX-[total water node owned]-[0.5*total nature/enchantment node owned]
Upkeep = YYY-[total water/nature node owned]
Drought : transform enemy land. Grass -> 50% Plains, 50% Desert; Plains -> 75% Desert, 25% Plains (or 50% Desert, 25% Plains, 25% Flood Plains if adjancent to water); Flood Plains -> 100% Desert; Swamp -> 50% Grass, 25% Plains, 25% Desert. Destroy Oasis. x% chance to remove a river, x/4% chance to remove a lake.
Cost = XXX-[total fire node owned]+[total water node owned by target]
Upkeep = none; one-time effect
Glory Radiance : transform your land. Ice -> 75% Plains, 25% Tundra; Swamp -> 75% Plains, 25% Grass; Tundra -> 100% Plains; Grass -> 100% Plains; Desert are not affected.
Cost = XXX-[total fire node owned]-[0.5*total nature/enchantment/sun node owned]
Upkeep = none; one-time effect
Frozen Lands : transform all land. Grass -> 75% Tundra, 25% Ice; Plains -> 50% Tundra, 50% Ice; Desert -> 50% Plains, 50% Tundra; Swamps -> 50% Grass, 50% Tundra; Tundra -> 100% Ice. x% chance to spawn Blizzard. If
Frozen Lands is active, your rivals have to build other terraforming rituals continously.
Cost = XXX-[total ice node owned]-[0.5*total air/water/nature node owned]+[total fire/sun node in the world]
Upkeep = YYY-[total ice node owned]+[total fire/sun node in the world]
Divine
Kilmorph's Bounty (I guess this spell is rather fit here) : increase your chance to discover stone/metals/gems resources.
Cost = XXX-[total earth node owned]-[0.5*total enchantment/force/metamagic node owned]-[Tablet of Bambur]
Upkeep = YYY-[total earth node owned]-[Tablet of Bambur]
Req : Runes of Kilmorph state religion (?)
Bloom : increase forest spawn rate and Ancient Forest upgrade rate. Can spread forest outside your territory if the tile adjancent to a forested tile. If an unowned, forested tile is adjancent to your territory, there is x% chance the tile will be upgraded into Ancient Forest, and your cultural border will be expanded into the tile. (you will control the new Ancient Forest). If the forested tile is owned, the chance for Ancient Forest spawn (and you control the Ancient Forest) is x/4%.
This way, no free Ancient Forest for your rivals.
Cost = XXX-[total nature node owned]-[0.5*total enchantment/creation/metamagic node owned]-[Song of Autumn]
Upkeep = YYY-[total nature node owned]-[Song of Autumn]
Req : Fellowship of Leaves state religion (?)