Palace Mana

Charybdis

Scion Doomgiver
Joined
Dec 10, 2001
Messages
290
Location
Australia
Was a discussion in base ffh2 forums, figure I'd bring it here to see if warkirby wants to mod it ;)

On destruction of a civilizations final city, spawn their mana as lootable items, which you could then settle (but not pick up if thats possible) back in your capital.
 
Possibly easier to do it as promotions granted to the unit who captures the city which allow him to cast a spell which creates a mana node of the appropriate type (and removes the promotion of course). Then you can set up 21 promotions with 21 spells and you are set (or 24 if you count Iron/Horses/Gold). Could be more complicated for the Supplies type of unit to ensure it is capable of only the Civ's palace mana.
 
Dude this idea is awesome! That would give you a choice, gun for a civ so pawn their mana via vassalage or just go the extra mile...
 
Would not the simplest thing be to retain the civs palace or a similar building where it stands?
Or to spawn a monument in the destroyers capital that provides the mana types of the destroyed?
 
Keeping the palace in place is impossible since every Civ uses the same BuildingClass for their palace. Using monuments begs the question of what happens when the capital you destroyed had some monuments in it? As well as what to do if you destroy 2 seperate players who were using the same civ.
 
1. You copy the ones he already had.
2. You replicate the same building over again, but in a diferent city, preferably forbiden palace if not largest city.
 
Yes yes please Yes!

I've been wanting something like this for a looong time. Some suggestions:

1. Have it occur the first time you capture their capitol. Makes defending the premier city much more important.
2. Have it be a random one of the three mana sources. Any new capitol building that is autospawned would then only have two sources. Capture the new one, and you get one of the two and a third capitol would spawn only one mana type.
3. Have a check so that if they cannot move the capitol, it will grant all remaining mana types.
4. These mana types drop equipment that can resettled as national wonders ala Dragon's Horde.

This would place far more emphasis on protecting the capitol and if possible recapturing the equipment. Have a large negative modifier diplomatically. "You have relics of our past!"

Downside- You'd need 5 additional capitol buildings per civ. Perhaps function like a revere AoL? You'd also need a piece of equipment for each civ for each mana type.

Pros- More emergent gameplay, more variety, more FF-y.
 
In all honesty, I saw it more as.

Last city is burnt.
Equipment is made (each equipment is a unique item that matches whatever mana source)
Equipment can be settled in city to create a national wonder (like infernal grimoire/perfect lyre/that anti magic crown), with an empire limit of 2/3.

So you can either vassalize (in whatever state you choose to leave) or burn to the ground and steal their shinies.
 
I'd set it to allow you just ONE shiny, of the three. So you can go the easy route and take it, or vassalize and attempt to demand all three.

Wussy. To the victor goes the spoils baby! One way or another you should get these tasty mana-morsels.
 
I'm with deadliver personally. I find it frustrating that warfare is gimped in so many ways already, like being unable to steal techs on conquest, or most of the buildings in a city vanishing on capture. how hard is it to give your troops orders to NOT burn everything in sight? ok, maybe hard if you're Orcs. but the Bannor are known for discipline.
 
Hell yeah!
This idea rocks.
TOWER OF MASTERY, HERE I COME!
And I agree with deadliver and WarKirbeh. More loot!
 
Hell yeah!
This idea rocks.
TOWER OF MASTERY, HERE I COME!
And I agree with deadliver and WarKirbeh. More loot!

So do I.

Speaking of ToM, any plans on making it yield some sort of bonus for people going for another victory condition, but still build it 'cause they can?
 
I for one like having it provide a source of Metamagic mana, and more importantly grant Channeling III to unitclass_adept units onMove. That means your adepts gain xp faster and have slightly better odds of not be resisted, and more importantly that all your Mages can learn Archmage spells. (You may still want to upgrade to Archmages for the free promotions based on how much mana you have though.)


Also, in my version the Tower of Mastery and the Tower of Necromancy combine to be insanely overpowered. I changed Lichdom to be castable only by living units with Death III in the city with the Tower of Necromancy, but removed the python block only letting you cast it when the unitclass isn't maxed out. I removed UNITCLASS_LICH and made Liches an Archmage UU, so they can't be used to get around the limit on the number of caster's anymore unless you can get non-archmage units to get Death III. (Hmm...I just realized I hadn't played the Amurites lately...) More importantly though, my Liches start with Combat I-III, Extension I, Potency, Vile Touch, and are Immortals (intrinsically, not through the immortal promotion). Having the Tower of Mastery and Necromancy in one city mean an essentially infinite supply of very powerful, immortal casters.

(I'm starting to think I need to put the python block back. I think there is actually a call that counts the number of a specific unit instead of unitclass, so I guess I'll use that. I may also need to only let living units use the Cave Trials (in my version the Cave of the Ancestor's lose their normal effect, and instead grant +1 sage slot plus much more importantly the ability for any arcane unit to cast this spell that will randomly either kill the unit or let it pick a free promotion. The chances of the unit dieing are pretty low of Adepts, but get higher for stronger casters. There is also a smell change that a Channeling III caster could get the Caswallawn promotion, granting +1 affinity for all mana but being unable to cast the spell again and being instantly killed if another unit manages to get the promotion.) spell, as Liches can who fail the trial are resurrected and can just try again the next turn.
 
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