New World Spell Ideas

Aoleleb

Warlord
Joined
Jun 30, 2007
Messages
160
I like world spells, I really do. The Warcry of the Hippus turns their badass horse army into a REALLY badass horse army. The "For the Horde" of the Clan gives you more orcs to pillage and ransack with. The "Revelry" of the Balseraphs gives you a free golden age!

But there's three that drive me (and probably some other people, judging from the recent "For the Horde" thread) bonkers. The Elohim, Amurite, and ESPECIALLY Illian worldspells. I'm all for world spells with big effects, but for the sanity of the player, they should probably be limited to big boosts for the civilization, not horrendously dibilitating effects ala Stasis that make it so you just hit "end turn" fifteen times just to get it over with.

So, I have made this thread for people to suggest new world spells to replace ones they feel are unthematic, or just plain don't like.


My Suggestions:
Elohim: I'd say a boost to disciple xp, ala Malakim "Religious Fervor", but that's too much like religious fervor :D Most definitely something for Disciple units.

Elohim (The Santuary Version): A boost to all units' defensive strength for 30 turns, like Sanctuary, but not quite.

Amurite: Boost to Arcane units xp, reverts all mana nodes back to raw mana, and adds a mana node in your borders for every 2 or 3 cities you control. (Might need rebalancing)

Illians: I'm not quite sure what to do for them, but I hate Stasis with a passion, and really would like to see a change here. Maybe some sort of Terrain effect, like spreading Crystal Plains. The Illians are already quite strong, they don't need a spell like Stasis (power-wise)



So what does everyone else think? Any worldspells you'd like to see changed?
 
Seconded
 
The Illian one. I too hate it, to the point of turning off Illians.

Maybe grant Fallow for a while... Thirty or forty turns. Keeps the stasis theme, allows greater production thanks to no food being used.

It would require careful planning in order for it to be good, mines to work, no growth needed for the duration... Something to help with that would be nice. Unlimited specialist slots for the duration?

I also don't like any that deal damage to units. Mercurians, Shearim, Lanun... Mostly because they randomly kill units, forcing me to replenish them in a micromanagement hell and occasionally randomly killing an important unit. Also, if they don't kill the units, any effects they have disappear in a turn or two.

Mercurains could apply a promotion to all Demons and Undead, giving -50% strength for 10 turns.
Lanun could hold units for 3 turns.
Shearin could become more of a city spell by destroying buildings rather than units.
 
Yeah, but reseting everyone else can be used with good effect. Yours being reset at the same time is a side effect that you can work around by having a group of adapts in place ready to rebuild you vital mana.
 
I like world spells, I really do. The Warcry of the Hippus turns their badass horse army into a REALLY badass horse army. The "For the Horde" of the Clan gives you more orcs to pillage and ransack with. The "Revelry" of the Balseraphs gives you a free golden age!

But there's three that drive me (and probably some other people, judging from the recent "For the Horde" thread) bonkers. The Elohim, Amurite, and ESPECIALLY Illian worldspells. I'm all for world spells with big effects, but for the sanity of the player, they should probably be limited to big boosts for the civilization, not horrendously dibilitating effects ala Stasis that make it so you just hit "end turn" fifteen times just to get it over with.

So, I have made this thread for people to suggest new world spells to replace ones they feel are unthematic, or just plain don't like.


My Suggestions:
Elohim: I'd say a boost to disciple xp, ala Malakim "Religious Fervor", but that's too much like religious fervor :D Most definitely something for Disciple units.

Elohim (The Santuary Version): A boost to all units' defensive strength for 30 turns, like Sanctuary, but not quite.

Amurite: Boost to Arcane units xp, reverts all mana nodes back to raw mana, and adds a mana node in your borders for every 2 or 3 cities you control. (Might need rebalancing)

Illians: I'm not quite sure what to do for them, but I hate Stasis with a passion, and really would like to see a change here. Maybe some sort of Terrain effect, like spreading Crystal Plains. The Illians are already quite strong, they don't need a spell like Stasis (power-wise)



So what does everyone else think? Any worldspells you'd like to see changed?

First off, at least one worldspell has already been changed for the next version. Actually one mentioned in this thread. No, I will not say which one. :mischief:

Anyway, on with the reply:

  • Your first Elohim version is far too similar to Religious Fervor. The second idea is rather boring. Quite honestly, I like Sanctuary as it is; It's never given me much trouble.
  • The current spell already does boost xp. ;) Honestly, I'd prefer something they could use a bit more offensively... How about this?
    • When cast the spell has a chance to remove spell spheres from non-Amurite arcane units. Chance scales based on number of that mana the Amurites own, and are ran for each step of the line (Can lose Death 1 and 3, but not 2)... So specializing in Death would give them a good chance to prevent others from using it against them, but would leave all the other spell spheres open.
    • This is, of course, 'temporary' in that they could repromote along that spell line.

The Illian one. I too hate it, to the point of turning off Illians.

Maybe grant Fallow for a while... Thirty or forty turns. Keeps the stasis theme, allows greater production thanks to no food being used.

It would require careful planning in order for it to be good, mines to work, no growth needed for the duration... Something to help with that would be nice. Unlimited specialist slots for the duration?

I also don't like any that deal damage to units. Mercurians, Shearim, Lanun... Mostly because they randomly kill units, forcing me to replenish them in a micromanagement hell and occasionally randomly killing an important unit. Also, if they don't kill the units, any effects they have disappear in a turn or two.

Mercurains could apply a promotion to all Demons and Undead, giving -50% strength for 10 turns.
Lanun could hold units for 3 turns.
Shearin could become more of a city spell by destroying buildings rather than units.

Your Illian idea is actually rather interesting. Say, grant Fallow to all civs for 30 turns, along with 1 engineer? Lets you continue to build and wage war, but for most you won't be growing.

Ideally, the Mercurian spell would vary based on whether the caster is an Angel or Fallen Angel. (Good or Evil)

Lanun could flood terrain temporarily, potentially taking out improvements but not cities or units.

The Sheaim idea I like.
 
Lanun could flood terrain temporarily, potentially taking out improvements but not cities or units.

Isn't Mazatl worldspell already doing this ? For Lanun I'd prefere something more connected with their pirate flavour - for example spawning some treasure chests on map or free boarding party for every ship they have ;)
 
Isn't Mazatl worldspell already doing this ? For Lanun I'd prefere something more connected with their pirate flavour - for example spawning some treasure chests on map or free boarding party for every ship they have ;)

No, Mazatl worldspell is currently one of the most pointless in the game; Grants a free Wyvern building in all cities, but you have to max out all your wyvern guardians first. :lol:
 
Doesn't the sheaim worldspell already hit buildings? I swear someone was flipping :):):):) over losing wonders to it.
 
Doesn't the sheaim worldspell already hit buildings? I swear someone was flipping :):):):) over losing wonders to it.

Maybe. At least I think it has in the past. The suggestion was more removing the killing damage to units.
 
As the sheiam spell also destroys certain buildings how would it be if all enemy cities lose a few population points (1,2 maybe 3),destroy non wonder buildings and raise the AC for every 5(?) pop lost via worldspell.Maybe that's too much and take only 2 of 3 efects or something I hope that was helpful.
 
@Gaga1111, make it affect your own cities too and you might be on to something!

- Decrease, population in all world cities by 10% [floored - so a city will loose 1 pop if over 10, 2 if over 20, etc.]
- Give a 5% chance that each non-wonder building in each city world-wide is destroyed
- Raise the counter by the average population lost per civ in the game. So if you have "x" number of civs including yourself and a total of "y" total population is lost in the world, the counter is raised by "y/x" rounded to the nearest whole number? Could even take a percent of that number if the total is too high, But it shouldn't be unless you're end game and even then that number sounds about right.

Powerful, but it hurts you too. Sounds very flavorful, I didn't think their world spell should directly benefit them.

Edit: Call it "Armageddon's Breath" or "Call Forth the End" or something of that ilk
 
Great that you like my idea as I play the sheiam very often a new world spell would be great (but I didn't dislike the old one because the A.I. never used it but I did :) ) still the new idea sounds even better.
 
@Gaga1111, make it affect your own cities too and you might be on to something!

- Decrease, population in all world cities by 10% [floored - so a city will loose 1 pop if over 10, 2 if over 20, etc.]
- Give a 5% chance that each non-wonder building in each city world-wide is destroyed
- Raise the counter by the average population lost per civ in the game. So if you have "x" number of civs including yourself and a total of "y" total population is lost in the world, the counter is raised by "y/x" rounded to the nearest whole number? Could even take a percent of that number if the total is too high, But it shouldn't be unless you're end game and even then that number sounds about right.

Powerful, but it hurts you too. Sounds very flavorful, I didn't think their world spell should directly benefit them.

Edit: Call it "Armageddon's Breath" or "Call Forth the End" or something of that ilk

I actually really like this one... Think I may have to work on it. After Worker's Paradise. :p
 
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