kumquatelvis
Prince
- Joined
- Feb 27, 2007
- Messages
- 310
I really like that the level 2 spirit spell, Hope, automatically grants units in the city the level 1 spirit spell, Courage. It's almost the exact same effect as your mage manually casting courage every time you get a new unit, but with a lot less upkeep. It would be nice to see this effect spread to other enhancement types spells.
For example, you could add a second level 2 enhancement spell, Enchant Forge (requires a forge in the city). All melee units in the city automatically gain enchanted weapons, and all archers gain flaming arrows. No more powerful than just clicking on those spells when your army wanders through, but a lot less annoying (especially since it allows you to use waypoints - right now I have to move my units manually or they'll wander out of the city before they get magik'd).
Suggestions
Spirit - Hope (already in place) - grants Courage
Enchantment - Enchant Forge (requires forge) - grants Enchanted Weapons, Flaming Arrows
Body - Font of Vigor - grants Haste, maybe Regeneration
Air -Trade Winds - grants Fair Winds
Shadow - Cave of Shadows - grants Blur
Law - Citizen's Watch (requires courthouse) - grants Loyalty
Chaos - Blade Dancers (requires theater) - grants Dance of Blades
If it's too complicated to program or too weak the building dependencies could be dropped. Alternatively, some of the spells could have another effect, the way Hope does. This would be too powerful for some spheres (Body is awesome enough as it is), but for other, less popular spheres it might be nice. For example, the Chaos spell could also make the theater provide extra happiness or culture or money or somesuch. Maybe the Law spell could make the courthouse lower crime even further. Air spell could increase trade, etc...
For example, you could add a second level 2 enhancement spell, Enchant Forge (requires a forge in the city). All melee units in the city automatically gain enchanted weapons, and all archers gain flaming arrows. No more powerful than just clicking on those spells when your army wanders through, but a lot less annoying (especially since it allows you to use waypoints - right now I have to move my units manually or they'll wander out of the city before they get magik'd).
Suggestions
Spirit - Hope (already in place) - grants Courage
Enchantment - Enchant Forge (requires forge) - grants Enchanted Weapons, Flaming Arrows
Body - Font of Vigor - grants Haste, maybe Regeneration
Air -Trade Winds - grants Fair Winds
Shadow - Cave of Shadows - grants Blur
Law - Citizen's Watch (requires courthouse) - grants Loyalty
Chaos - Blade Dancers (requires theater) - grants Dance of Blades
If it's too complicated to program or too weak the building dependencies could be dropped. Alternatively, some of the spells could have another effect, the way Hope does. This would be too powerful for some spheres (Body is awesome enough as it is), but for other, less popular spheres it might be nice. For example, the Chaos spell could also make the theater provide extra happiness or culture or money or somesuch. Maybe the Law spell could make the courthouse lower crime even further. Air spell could increase trade, etc...