March of the Trees

Well my Hyborem camped a hill and butchered every ent that came his way (Thessa was my last remaining enemy). He also had 500 xp so I guess he was supposed to.
 
Treants or Trecants?

Late use of the World Spell gives your slow-moving Treebeards an opportunity to slooowly make their way to the crisis point where powerful stacks await them. Sadly many of our leafy brothers never make it to the party to be turned into firewood and die en route, victims of a 5 turn life limit, leaving a broken hearted Ljosalfar nation without a single ancient forest.

Early use of the World Spell, tempting because of the Treant strength advantage over early units, sees our few Treants ('cause our nation is relatively small) creep at the lightning pace of one or two tiles a turn to take out a city. We cross our fingers to take out that level 2 city before sleepy time arrives for Treebeard.

The dreaded Trecant defender of individual ancient forest tiles? After the March of Trees, new forests will eventually become ancient forests and our Wooden friends will again make their occasional rescue.

( I see my FoL forests filled with Hyborem champions, Clan Wolf-Riders, Sheaim pyre zombies, etc. who swat away the Trecants who answer one-in-twenty 911 calls, and then I hear comments elsewhere about how the WoodPolice need to be reduced even further because some player remembered a bad encounter or two. ;) Try freakin' playing the Forest Elves and see how helpful relying on Trecants is... :) Sorry, I digress...it's the Treant Union that calls the shots anyway...
 
As the Ljosalfar cannot use the World Spell March of the Trees until they have spent nearly 2000 beakers in research [ Ancient Chants (210 beakers), Mysticism (336), Hunting (604), Ways of the Forest (840) ] I would say the Elves' World Spell better be powerful or why bother?

You talk as if all these techs are dead-end useless ones. As an elf you're almost always going to be wanting to get Way of the Forest irrespective of the worldspell, so it's not a significant cost at all.
 
Having a great defensive force for 5 turns is alot less than having 30 turns of cultural borders immunity as the Elohim get. So, you should be able to something within these 5 turns besides defending. The spell is cool, fits the theme of Ljos and does his job well, but not overpowered in any way. In addition, the elven empire forfeits the defencive bonuses of their Ancient forests for many turns(until all these new forests turn back to ancient forests again). It is one of the most balanced world spells in the game IMO.
 
and even an enemy 6 tiles away fears the awesome might of your super treants! (you can demand pretty much anything, or even get a capitulation i you're lucky)
 
It would be nice if you could make all treants start in fortified mode though. It's a hassle to press F over 100 times.

If you gave all treants Nature I by default (Automatically fortifies all your units) would this problem go away?
 
I think it's underpowered, personally.

changes I'd like to see:

Give them 2 movement. They may be naturally slow, but they can be bloody fast when the need calls for it.

Make them all start fortified, to save the micromanagement hassle.

give them no maintenance cost.

Make them "settle" wherever they end. IF they end their turn in a non forested square, make a new forest there. if they end it in a new forest, upgrade it to a normal forest. If they end in normal forest, upgrade it to an ancient forest. (no benefit for ending in an ancient forest, you probably won't have any anyways). This would negate the annoyance of losing your AFs, and even enable you to effectively move ancient forests around, gathering them from farther away to bring them to cities that need them more.

I don't think it's fair that their worldspell cripples their economy, by losing the Ancient Forests and having ridiculous maintenance. What other world spell causes negative effects for the user? I can't think of any. Even Sheiam's worldbreak only affects non-sheiam civs.
 
Make them "settle" wherever they end. IF they end their turn in a non forested square, make a new forest there. if they end it in a new forest, upgrade it to a normal forest. If they end in normal forest, upgrade it to an ancient forest. (no benefit for ending in an ancient forest, you probably won't have any anyways). This would negate the annoyance of losing your AFs, and even enable you to effectively move ancient forests around, gathering them from farther away to bring them to cities that need them more.

IMO, this would be great. My last play as Ljosalfar I never used the wordspell because of the side effects.
 
I changed their <PythonPostCombatLost> to do that a long time ago, but that doesn't run if they die from duration running out. I believe FF now has a tag that would work even for that, but I haven't tried moving to that base code yet.
 
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