Vehem
Modmod Monkey
- Joined
- Nov 22, 2005
- Messages
- 3,219
I'm going to use this post to just quickly explain how the "cooldown" Xienwolf added for 042 Patch N works, as sooner or later people are going to wonder about the exact mechanics.
Certain rituals have an unlimited number of uses, but can only be used so many times within a certain time period. For instance, a ritual might have 3 "uses", and a 200 turn cooldown.
Imagine a player uses the ritual on Turn 75, then again on Turn 125, then again on turn 150. He has now used the ritual 3 times, so his "Team Instances Available" for the ritual is now 0 (the same display you see when another city is building the wonder you want to build). However, in turn 275 (200 turns since the first use) he will get 1 instance back. On turn 325 (200 turns since the second use) he will get another, and the third use is available again on turn 350 (200 turns after the final use).
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There is now also a very cheap ritual that causes a "mana surge", disrupting all rituals belonging to the casting player and any other player with whom they are at war. That will reset the ritual production to 0.
The strategy comes from the fact that the ritual has limited uses and a long cooldown - so you must try to time the use of the ritual to disrupt hostile rituals such as "Curse the Land" when they are almost complete (causing the most production and time to be wasted by the opponent). Casting it too soon might mean that your opponent has chance to complete the ritual before your cooldown is over, which would be bad.
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This is still an early version of the ritual mechanics - we've also discussed options for cities to be affected individually by hostile rituals and to allow cities resistance against the effects of the rituals (so that you could build a decent defense against Curse the Lands or others in certain cities - Pagan Temples for instance could grant a small amount of resistance, as might larger cities or other religious structures - agnostics would have a different mechanic of course). There's likely to be a lot of change to this area over the next few versions, until we can stabilize it into something that is fun and potent.
Certain rituals have an unlimited number of uses, but can only be used so many times within a certain time period. For instance, a ritual might have 3 "uses", and a 200 turn cooldown.
Imagine a player uses the ritual on Turn 75, then again on Turn 125, then again on turn 150. He has now used the ritual 3 times, so his "Team Instances Available" for the ritual is now 0 (the same display you see when another city is building the wonder you want to build). However, in turn 275 (200 turns since the first use) he will get 1 instance back. On turn 325 (200 turns since the second use) he will get another, and the third use is available again on turn 350 (200 turns after the final use).
===
There is now also a very cheap ritual that causes a "mana surge", disrupting all rituals belonging to the casting player and any other player with whom they are at war. That will reset the ritual production to 0.
The strategy comes from the fact that the ritual has limited uses and a long cooldown - so you must try to time the use of the ritual to disrupt hostile rituals such as "Curse the Land" when they are almost complete (causing the most production and time to be wasted by the opponent). Casting it too soon might mean that your opponent has chance to complete the ritual before your cooldown is over, which would be bad.
===
This is still an early version of the ritual mechanics - we've also discussed options for cities to be affected individually by hostile rituals and to allow cities resistance against the effects of the rituals (so that you could build a decent defense against Curse the Lands or others in certain cities - Pagan Temples for instance could grant a small amount of resistance, as might larger cities or other religious structures - agnostics would have a different mechanic of course). There's likely to be a lot of change to this area over the next few versions, until we can stabilize it into something that is fun and potent.