Took a while to get a game rolling.
Did a bit of testing and the problem appears to be that freeing Dimensional Mana does not add the Infusion promotion, the "spell" is working when you add it using WB (except on the Voice itself).
Huh, probably a typo somewhere. Easy to fix at least.
And yeah, i noticed too, that the voice itself can't use escape, while testing the bug. Hoped that it would work like i want it too, but seems that "PromotionInStack" requirements ignore the unit that actually has the promotion. Will simply add another version of escape for him. Else the ability is kind of useless, if you can bring your whole army back home and leave the "mage" undefended
I assume it's impossible to make Plant forest an work order (like Build Cottage) since forests are features, not improvements?
Yes, that was the original intention. It kinda irks me that this is a spell (well an ability technically, since arcane lacuna can't block it), since i want to avoid spells as much as possible. But, you guessed right, features can't be created via buildorders. Else i would have done that.
Used the Worldspell 2 or 3 times, I didn't have more than ~15 units on the first cast, but they should have increased to ~25 by the time I cast for the third time, mostly due to captured Scion workers and (possible exploit!) animals captured by my hunting high level recon units.
I think it's mostly a problem caused by the distribution of Barbs on the map. A large stack of Goblin Archers hiding in a fort can give you 2 or 3 Cajar promotions as can 3 or 4 Lairs surrounding a Barbarian city. Especially since these locations are prone to accumulate more prey promotions which each Great Hunt they "survive" (hence aren't found and destroyed by your hunters): Not only do they retain promotions from previous hunts, the shrinking number of barbarians and the increasing number units under your control work in favour of your hunters and turn long lasting barbarian hotspots into a Cajar paradise. No Idea what you could do against that though...
Well, Valkrionn originally planned to confine stronger barbs to their own borders or leash them. I would then have the worldspell target only those, that way ensuring that all prey is at least on the stronger side of things. Sadly, he changed his mind. Leash is still in, but that are way too few units to target. So that doesn't work
There are a few ways this could be solved.
1) Easiest way: increase delay between worldspell casts. May do that anyway. 50 turns was just a blind guess that sounded ok. Do you feel the delay is okay? Too short? Too long?
2) Allow the worldspell to target other civs. You'd have to go to war to get a larger number. Still would target barbs. Just not exclusively.
3)My original idea to limit it: Make the prey stronger. The first cast of the great hunt would be the normal one. the second time you cast it, the prey promotion (that the prey gets) gives +1/+1 strength. second time +2/+2, etc. Or some similar buff. the exact effects are not that important yet until i decide what i do. would not work that well with idea 2, since you have a good chance to make your enemies stronger.
Also, I don't think I've said this yet, you have done an
excellent job on this civ, it's certainly become one of my favourite civs by now.
Thanks.
Mmmhhh..praise feels nice
