Race Specific Global Spell

coko

Prince
Joined
Aug 9, 2006
Messages
366
Moving on from a post I made about Religion, are there any plans to add maybe a global spell or some action that can be done by a specific race. Beyond hero's, something a little more random that can have good/bad affects for the player's race.

It could add some more unique feel to each race, especially if it mixes well with spell/religions. No clear ideas of my own on it yet, but could be something to think about for really adding an extra kick, maybe timing the global spell well to use it correctly.
 
Good idea (if I understand you correctly). Did you have something like this in mind (random examples I come up with as I type):
-Ljosalfar: Gain control of 25% of all animals OR spawn forrests on 10% of all plains/grassland/deserts/whatever
-Amurites: Reveal each mananode on the map with 25% chance OR create a new mananode of a random type in the city limits of the capital
-Clan of Embers/Dovielle: Convert Archon to your civ including the city OR all existing units get a one time XP boost
...

If these abilities are implemented through a civ-specific wonder (only buildable by that civ, when an appropriate tech is discovered) or some kind of "master-spell" (only castable by a tier 3 arcane/divine unit with level 3 of an appropriate sphere, only once) is both a good way IMO.
 
-Amurites: Reveal each mananode on the map with 25% chance OR create a new mananode of a random type in the city limits of the capital

This is so very bad. Remember that even if the mana node doesn't overwrite an existing bonus, the improvement needed to access the node itself would mean no cottage/farm/mine. Thus reducing your capital's production or food.
 
It is a good idea, but i don'tthink every one should get one. It would be good to give a new toy to Doviello so:

Emissary:
Substitute to Great Prophet. Keeps all the other powers, but can sacrifice himself to cast the End of Progress spell.
This spell empty all the research pools of all civilizations.

It is a way to Doviello slow the tech race and delay the late game. It's a motive to want to wipe out the doviello as soon as possible, but they are so strongin the late early game / early mid game ...
 
There might be room for 21 race specific spell-like things. It might be that there's already a list of them waiting for deyployment in a future phase. Remember that "Fire" is less than halfway to the complete Mod. :)

While we're wishing, I'd love to see Elohim get a toy that let them seal their borders for a while. It sounds darned powerful, but proper costs and restrictions could be devised.
 
i really agree that spells for civs should exist as this will add lots of flavor and help the civs become more unique but these should be handled as rituals instead of spells for a few reasons:

for spells your civ can just go on as normal and suddenly you cast a special spell but with rituals, you have to cut off one or more of your cities and it also allows the possibility of sabatoge and a early warning

also if it was a spell, then a civ would have to specialise down the magic branch to unlock them instead of trying to take advantage of what your civ does best with

having it be a ritual allows for technological or recource requirements for it further encouraging moulding your economy towards your specialty another alternative is it could be sped up with different manas that arent provided by your palace or recources

another thing is that rituals dont stop working if the sity that built it was captured or razed

and a somewhat less prevalient reason, it would be much easier to look up what the spell would do becuase the spell section in the civilopedia is crowded while the rituals is not
 
If anybody remembers the All Time Great Game: Master of Magic, you'll also remember that they had some neat global spell, similar to the ones suggested.

What they also had was Global enchantments that was in effect until the caster or other player dispelled them. :cool:

I don't know if this is possible to achieve in Civ4, but it would add tons of flavour and strategy to an already excellent mod! :goodjob:
 
Master of Magic was teh best :)

Such global enchantment would need support so it would eat your mana resource till you disband it or lose the mana source.

Enchant mana could be use to add the enchant blade to all your units.
Air mana for Lunan could give you the new 'wind spell' on all your ships.
+2XP for your units...
The Sheiman could have cause that there is a chance for a Hell rift to open randomly on the world and spawn demons[the chances depending on AC], additional negative diplo bonus.

Some could be rase specific, some mana specific as you can see. Some kind of access system would be needed thou. Building the mage tower and preparing the spell[like a ritual] + some teh requirement.
 
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