Iceciro
Special Ability: Decimate
Allright, two open questions to the community.
1) I know for a lot of civs, grasslands are good. But are they so good that they need to be restricted to Vitalize, a tier three nature spell?
You can do all sorts of terraforming with other spells. Scorch turns useless snow all the way past Tundra to plains. Spring turns Desert to plains. Scorch turns Grassland to Plains (good for the scions or for plains hills for other civs.) All of these are good.
But is the change from one food, one hammer to two food, no hammers worth sending all the way back to Nature III when all the other terraforming is done at Water or Sun I?
Nature to me is kinda a black sheep of a spell line - Treetop defense is... good, but highly situational. Poisoned Blade is great for already strong high recon civs, but poor if you've got axemen.
And then Vitalize, which is two tier one spells and the missing Plains-to-Grass spell. I don't know what I'd do about Nature, but I find it odd this one change to the land is locked deep away in a tier three spell.
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2) Why are marshes in the random map generator now, and why can't my workers drain them over time like they can cut down jungle?
Marshes are annoying. No tech makes them workable, and they often cram their way right into my grasslands. This wouldn't be nearly as aggravating if my workers could drain them over time - perhaps 15 turns before a tech, 4 turns after a tech? Like cutting down jungles or other things that otherwise get in the way of things. While I'm aware you can scorch them away, should getting rid of marshes really ONLY be something you can do with magic? I find myself often going to Sun I just to get rid of marshes in my starting area. It wouldn't be so bad if they'd clump or stay in high jungle areas, but they can appear rather checkerboard like through any grassland or plains tile near a river.
1) I know for a lot of civs, grasslands are good. But are they so good that they need to be restricted to Vitalize, a tier three nature spell?
You can do all sorts of terraforming with other spells. Scorch turns useless snow all the way past Tundra to plains. Spring turns Desert to plains. Scorch turns Grassland to Plains (good for the scions or for plains hills for other civs.) All of these are good.
But is the change from one food, one hammer to two food, no hammers worth sending all the way back to Nature III when all the other terraforming is done at Water or Sun I?
Nature to me is kinda a black sheep of a spell line - Treetop defense is... good, but highly situational. Poisoned Blade is great for already strong high recon civs, but poor if you've got axemen.
And then Vitalize, which is two tier one spells and the missing Plains-to-Grass spell. I don't know what I'd do about Nature, but I find it odd this one change to the land is locked deep away in a tier three spell.
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2) Why are marshes in the random map generator now, and why can't my workers drain them over time like they can cut down jungle?
Marshes are annoying. No tech makes them workable, and they often cram their way right into my grasslands. This wouldn't be nearly as aggravating if my workers could drain them over time - perhaps 15 turns before a tech, 4 turns after a tech? Like cutting down jungles or other things that otherwise get in the way of things. While I'm aware you can scorch them away, should getting rid of marshes really ONLY be something you can do with magic? I find myself often going to Sun I just to get rid of marshes in my starting area. It wouldn't be so bad if they'd clump or stay in high jungle areas, but they can appear rather checkerboard like through any grassland or plains tile near a river.