Sorcery Tech Tree Suggestion

Zechnophobe

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So, I've been thinking a lot about how the spell system and tech tree are working, currently somewhat at odds with each other.

Things to consider for this:

1) The summoning trait gives +2 turns to summons.

2) The arcane trait increases the rate of units gain XP.

3) Palaces provide some mana for each civ, and differently for each.

4) Not all mana has static benefits.


A few more things involving these 4 basic truths:

Summoning trait has no effect until you achieve two criteria. Firstly, you must have Sorcery to get use of this trait. This is because there are no level 1 summoning spells. Secondly, you must have an arcane unit with Channelling two. For the same reason as above. Most times this will be a mage, an adept that has accrued 10 xp some way or another, and been upgraded.

In regards to 1) and 2) taken as a whole. What is the value of having summoned units last more than one turn? Answer is that they persist, and a single summoner can juggle more than one summon each. However, consider if you will, the difference between having one summoner with three summons each, vs three summoners with one unit each. Very little change, besides a slightly greater turn to turn cost of upkeep. Also consider that the arcane trait will produce mages much much faster than the summoner trait, and is useful as soon as you have a single arcane unit, likely with knowledge of the Aether.

A potential pattern could emerge here, wherein Arcane traited civs have a lot of weaker casters, while summoner trait civs have a few much stronger ones, however this pattern is not supported by the current model, because Arcane units advance both faster to the level of Mage (And higher) and in so doing, also pick up more upgrades. Further more, A summoner picking up more upgrades will have his advantage pertain to fewer of them, mainly because duplicate summon spells aren't generally useful. The arcane unit will have his advantage (XP and overcoming resistence) be consistently effective.


In regards to 3) and 4). The mana types a faction starts with do, to a certain extent, define them, or act as a part of that definition. The method for this definition comes from whatever static effects the mana provides, and the spells available to adepts when you first build them. However, the limit of this, in regards to arcane units, varies wildly based on the exact mana you have. Many have little to zero effect at the adept level. For these you generally need Sorcery Level magic for any additional definition.

But if you have Sorcery, you already have the option of getting other types of mana!

In fact, you have the option of getting Any other mana besides what you start with, meaning that the value of the starting mana as a defining charateristic is sharply curtailed by the smoothing effect that occurs previously to Sorcery on the tech tree. That is, when you choose which prerequisite of Sorcery to research, you can always choose the mana type you like the best.

Another final point to add to the discussion portion of this, is the Bulbing of Great Scientists. Currently, to bulb to Sorcery, or use a bulb to help you get sorcery, you must first get each of Alteration, Divination, Necromancy and Elementalism. Rather useless, given only the ToM victory condition generally has you wanting all 4 of these.


Conclusions:

I believe first and foremost that all of these taken together point at Summoner as being a significantly worse trait than Arcane. This may be considered 'ok', because of the three summoners, one is also Arcane, and another is in a faction that has a lot of other perks to it.

Secondly, the faction definition we are hoping for via starting mana is majorly lacking, the most in the mana that provides little or no static benefit. (Spirit, for example, but not Enchantment.) In fact, very few starting mana's give a noticeable boost to anything. Enchantment, Life, and Law are about the only ones. There are then a few others with truly great first level spells (Enchant weapon, which is an overlap, and perhaps Inspiration and Spring).


So, based on these conclusions, I have One major suggestion:

Sorcery requires Knowledge of the Ether to research.
Alteration, Necromancy, Divination and Elementalism require Sorcery.
Arcane Lore requires one of "Alteration, Necromancy, Divination and Elementalism."

This decreases the total cost of Sorcery by about 20%, and puts it before the techs that would otherwise give a person access to any given level 2 spell. (Note I'm not saying ALL level 2 spells, since that would require a significant number of mana nodes). I am also not suggesting changing the exact cost of Sorcery. Let it remain expensive as it is, but now you can get it one tech earlier, and not quite as far up the tech tree.

This accomplishes:

A) The summoning trait becomes relevant slightly earlier during a game, as Sorcery isn't as far off.

B) The starting mana of a civ will remain exclusive for a longer duration both in absolute turns from start of game, but also compared to the things you are able to achieve with it.

C) The Bulb order will now require you to attempt to 'reach' for Sorcery via sage specialists, making a sage based economy (Where you generate a large number of sages via elder council/great library more viable).

D) This makes the collection of mana for static effects a more tech intensive goal. Divination to turn all your nodes into -5% maintenance isn't something you 'do on a lark'. It now requires a large amount of tech to do.

E) World improvements that grant mana become much more impressive. Same with Holy Cities, especially those from early game Religions.
 
I like this. A lot.

One small quibble with something you mentioned, though: Life Mana does not have a tangible effect in the early game because you will never reach the Health cap before the Happy cap until at least mid-game, probably late game.
 
I like this. A lot.

One small quibble with something you mentioned, though: Life Mana does not have a tangible effect in the early game because you will never reach the Health cap before the Happy cap until at least mid-game, probably late game.

Unless you are resource-poor...
 
If you did this I would up the cost of each mana research a bit and lower sorcery so as to be appropriate.
 
It makes those fire-ball casting golems a bit more expensive too which, in my opinion, is a good thing.
 
I disagree with some of your premise, agree with your proposal and so not wish to nitpick.
 
Could someone wrap this up as a Module, please ? :king:

It should be quite easy and I was actually trying it myself, but right now my tech tree gets messed up graphically every time when I change just 1 variable in my yyy_CIV4TechInfos.xml and I don't know why :(
 
I agree.
Changes to starting mana importance are very elegant.
Changes to bulbing are also very nice.

These two changes alone make this idea worthwhile to me.
I never consider downloading a mod mod or changing files but if someone figures out how to change this, i would definately finally some game changes to implement these ideas.

I would like to hear Kael's response.
 
One question on this - would Metamagic be moved? It seems kind of strange that it would be the first buildable node as opposed to the last.

I also think perhaps there should be a tech in between KotE and Sorcery that reveals mana resources (make them hidden like horses, copper, etc.) and maybe grants a building (move herbalist? I don't even know where it is now...) or +1:commerce: from reagents or something. Its just that there is at least one tech between every T2 and T3 unit, going directly from one to the other might be a bit overpowered.

On the other hand, mages have to be upgraded from Adepts, so there would be a natural limiting mechanism...
 
I kind of like the idea of hiding mana resources until a tech like mineral resources, say KotE.
 
Originally I didn't like the idea, but it is kinda growing on me.



I'd probably say that Metamagic Mana (and Dimensional Mana) should probably be moved to Arcane Lore.


Requiring all 4 arcane branch techs seems a little much. Could it be possible to require any 2 or 3 of the 4? (I was thinking that I'd block Good civs from getting Necromancy, which would be a problem in this version.)


Not making Raw Mana visible until Knowledge of the Ether makes sense. I'm thinking that the mana from Unique Features should still be visible/available sooner though.




I also still think that the Summoning Trait should be removed, and the extra Duration to summons should be moved to being a bonus of the Dimensional Sphere promotions. Only the Sheaim could get these promotions for a long time. I changed Os-Gabella to Arcane/Spiritual and Tebyrn Arbandi to Aggressive/Arcane (and extended aggressive's free combat promotion to most unitcombats, and gave all the summons a unitcombat so they get combat 1 and can get other promotions). (I'm not sure how I'd changed Keeyln though. I'm tempted to just remove her.)
 
so you could reveal raw mana with KoTE, but still reveal all other manas, even if other empires have built nodes over other raw manas, thus revelaing them to you as well. Since built mana nodes no longer revert to raw when borders change I like that idea.
 
so you could reveal raw mana with KoTE, but still reveal all other manas, even if other empires have built nodes over other raw manas, thus revelaing them to you as well. Since built mana nodes no longer revert to raw when borders change I like that idea.

Yeah, kind of like when you see a mine on flatland or a pasture with nothing in it, you know there is a resource there, even if you can't see it.
 
I just realized there is one problem with this: You aren't allowed to build cities on top of mana, and (redundantly) mana sources are removed if a city is (somehow) built on top of it. Kael added these parts of the code because he doesn't want people to actually be able to use the raw mana resource. I'm sure that not knowing why you can't build a city would irritate people, and you would be able to use settlers to locate mana before it is visible. Having mana destroyed before it is found would also be bad.


I'm wondering if maybe it should be handled like incense and iron, where one tech reveals and another makes it availible through improvements/cities on top of the source. Raw mana could be merged with metamagic mana, which would be visible at KotE, but Arcane Lore would be required to actually use it.
 
There is also the problem of 'specializing' the raw mana (with mana nodes) and metamagic itself needs raw mana.

I don't know about the rest of that idea though.
 
If metamagic and raw mana were merged, then all the mana nodes would naturally require either their type or the metamagic/raw mana. Of course, cities built on mana would then provide that type of mana, which could be changed to metamagic but not to anythign else.


What I'd really like would be if cities were made so that they did not provide bonuses for free, if workers/adepts could build improvements on the same tile as the city (in order to get the resource, like gold or mana), and if building a city did not clear an improvement from its tile. This would also mean that we could allow Citadels to act as cities (for defense/cannal purposes) again without making them provide mana. I wonder how much SDK work would have to be done to allow that...
 
There is also the problem of 'specializing' the raw mana (with mana nodes) and metamagic itself needs raw mana.

I don't know about the rest of that idea though.

You could just have Dispel Magic turn any node into a metamagic (formerly raw) node, and let any other node type be built on top of a metamagic one. Kind of like white light versus light through a prism, metamagic represents the fusion of all mana into one. You couldn't get the effect of a metamagic node until you have Arcane Lore anyway, and by then most of your mana will most likely be specialized.

This brings up the issue of a resource not needing an improvement, which might or might not cause trouble.
 
I'm actually somewhat fond of the summoning trait. I know, very little benefit for a long time, definitely could use some boosts, but I just love having nine tier three summons attacking on one turn. Scary...
But yeah, takes a lot of specialization to get there and any loss of a mage/arch mage is a very sad thing.
Switching around the techs as mentioned would be a great idea, I think, and not just for the summoners. It would allow magic to become for versatile early on. Half the time I play, mages end up being an afterthought. A good row of iron weilding axemen and a few priest of the right type and I'm set to take over my corner of the world. Hopefully this could make it into the official game. Your great analysis should help to sell it.
 
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