I think Dimensional should have an unsummon spell. Or it could create a Ring of Warding.
While I was designing my general and specialized versions of the
Dimensional sphere I had a similar idea. However, an
Unsummon spell would have to be 2nd level at most because it, like
Destroy Undead, has such a narrow application. How often do you encounter summons from the AI (Treants spawned by worldspells and Ancient Forests not withstanding)? That's why I opted for a building spell (
Dimensional Gate for the general version) or a buff spell (
Phasing for the specialized version). I could see
Unsummon be the Dimension 2 spell for the specialized version of the sphere but I think that would weaken the sphere further. To compensate we'd either have to ratchet up the passive benefits (increased summon duration AND heroic attack/defense promotions) or make the other spells better (
Escape and
Dimensional Summon). I like
Unsummon for it being thematic and simple but I'd need the aforementioned balance issues addressed before I'd advocate it further.
Creation II: Summon Sprite
Creates a Strength 3 Sprite for 1 turn. This sprite can engage in combat as normal, but can also perform normal worker actions.
I'm thinking "sprites" should be weaker (0 str, +1 creation mana affinity maybe?) but be permanent summons with a high work rate, similar to mud golems.
In previous threads I had considered spells which created worker units. Having given the matter further thought I think the concept of the "worker-summons" is flawed... to a point.
The concept of a summoned super-worker is boring in that it brings nothing special or new to the game. By the time we have reached the
Sorcery technology necessary to unlock a Tier 2 spell, we should have no problem expanding our workforce. Heck, I often times find myself disbanding workers mid-game because the early work (chopping down trees, clearing jungle, mining, farming, cottaging and building roads) has already been done and the late work (windmills, lumbermills, improving around new cities) can already be handled by a core of 4 to 6 workers. That plus conquering other civs leaves you with so many workers it makes me wish they became slaves so I could sacrifice them instead of just disbanding them on the spot. Generally speaking, a civ would be better off investing in an extra worker or two rather than investing in worker-summoning magic.
Now, having summons which have worker abilities as a side benefit are fine. I kind of miss having dwarven units which could build mines. Allowing a Fire Elemental to destroy forests/jungles or Hosts of the Einherjar to build roads in addition to being a tough tier 3 summon is fine and flavorful. Conversely, if the summon lets you do something you couldn't otherwise do (like have Earth Elementals build mines in peaks) then suddenly you have a valuable idea. But let's not make a spell which is effectively
Summon Mud Golem...
--- MC
I really think that Ice needs a summon. I'd prefer summon Frost Giant (although I guess that Ice Golem could be ok) be the level 2 spell. These should be strong for the level and/or have ice affinity, but be only summonable on ice(snow) or tundra and unable to enter any other terrain (they melt quickly. Wilboman would have melted already if he weren't always accompanied by ice mages keeping him cool).
--- Me
Now, I think the game is lacking in direct damage spells overall but we're also really short on Tier 2 summons. Any thoughts? A summon could be the tundra-equivalent to the Sand Lion: powerful for it's tier but only castable from cold terrain. That would further encourage use of the Frost spell.
--- Compare
I still like Blizzard for Ice III. I would be Ok with Kael adopting the AoI version, but I believe that the AoI way is largely hardcoded, and it would be difficult to determine how they should move on a random map. I think I would prefer a ranged direct (cold) damage spell that also causes Frost on nearby tiles.
--- Contrast
I'm inclined to move Blizzard up to the Tier 3 slot. I think it shouldn't damage units with the racial promotion that the Illians or Doviello start with because...
...If so it could be neat if the temporary terraforming this spell did included...
--- Take 1
I'm thinking that a "Frostbitten" promotion might be nice, which slows (even immobilizes?) units and gives them negative healing. I'm thinking it might be good for Blizzard to give this to units without enough cold resistance, and/or to randomly apply it to units on snow/tundra tiles without enough resistance.
--- Take 2
I'll have to think more on a direct damage spell; I'd like it to be in some way more than just damage dealing. Maybe it could confer some sort of debuff promotion (like "frostbite" which decreases cold resistance or defensive strength or something)...
I need to try out your modmod because you and I seem to have similar ideas on what to do. If i decide to make a modmod of my own I'll be sure to ask you for pointers.
Basically moving Blizzard to Ice 3 has the effect of limiting it to a maximum of 8 casters per civ. Can an improvement (like the AoI Blizzard) be linked to a civ? In that case we could limit it to one per unit with Ice 3 and be done. A lot of its balancing issues came from the fact that you could create them limitless. If not make it stationary and affecting less tiles (1 or 4) . In that case we would create a spell that turns tiles into hostile threatening environment. In addition, if the Blizzards can't move the AI could not be crippled that badly. Casting it in another civ's territory would be considered an act of war and at war time the AI can understand that it has to stop your mages from moving in. So you would basically use it to create a wall around your territory that weakens invaders.
I still have my reservations about your proposed blizzards. Let me enumerate my concerns so that you and I can address them; a really good idea is in here, I'm convinced of that.
1) The AI can't adequately terraform it's domain so permanent, sweeping terraforming effects (like the AoI blizzards) would be very damaging to the AI.
I'd prefer it if the spell's terraforming was only temporary that way the AI wouldn't be so screwed over. You, the Illians, invade and the blizzards roll in, turning the land white. If you are repelled the land thaws in twenty or so turns. If you succeed then you send in the adepts to cast Frost over the landscape to make the cold settle in permanently.
2) The AI can't adequately handle foes or effects that can't be "killed" through combat.
Sure, a human will learn to Scorch the incoming blizzards but the AI would have a hard time reacting to that even if it did know how (i.e. wouldn't scramble to get a Sun 1 trained adept on anti-blizzard duty). The same human player knows they can use Life 1 trained adepts to keep out Hell Terrain AND know they will ultimately need to beat up the AV worshipers if they ever want to end the sanctify-casting-picket-line. The same holds true for dealing with the Illians and their encroaching winter terrain. The AI would not handle this appropriately without major improvements.
3) The AI doesn't handle terrain-based damage (aka attrition effects) well. This is why the changed the passive effect of Entropy mana.
The AI has a tendency to stop and heal when their units get too weak, which is a real bad idea if the terrain they're stopping to heal in is causing the weakening. Plus I'm not convinced the AI would know to circumvent the stationary blizzards even if the terrain permitted it.
If you really have your heart set on summoning a blizzard unit fine. I actually like that better than my really-cold-
Maelstrom-knock off. But make sure it isn't going to disproportionately harm the AI. My suggestion is to make the spell create a unit which is either permanent and not under your control or lasts several turns and is controllable. If uncontrolled, the unit should exit your borders and not return (like the animal AI) then wander around more or less at random from there. The unit should be unable to attack, should not heal and have a relatively low defense score for a tier 3 summon (like 5 + ice affinity). It should inflict ice damage to all adjacent units like
Crown of Brilliance and cause all land within a 1 or 2 tile radius to temporarily become tundra and snow (like the End of Winter option). If it moves uncontrollably you can set the AI that moves it to mostly move horizontally to give it a similar feel to the AoI blizzards.
Summon frostling archer, frostling wolf rider or Ice Golem? One of them could be used for Ice II.
An interesting and appropriate effect for an Ice spell could be a negative equivalent of the mobility promotion, limiting the victims movement rate. Perhaps it could be the second effect of your direct damage spell, or for units moving through a Blizzard. If the promotion negates the commando promotion it could be extremely powerful.
Ice Golem/Ice Giant summons keep getting mentioned. I like the concept. Aside from being the cold equivalent to Sand Lions (summonable only in cold terrain, extra tough for it's tier), what if they inflicted a minor amount of collateral, cold damage (2 units tops). Then we can go two directions with this. One is to make all cold damage have a chance of conferring the
Frostbitten promotion to harmed units unless the units have a non-negative amount of cold resistance (like the old
Poisoned promotion). The other is to make only the Ice Golem/Ice Giant inflict the promotion. I prefer the former but I suspect the poisoned mechanic was removed for a reason (why was that, anyway?). Regardless,
Frostbitten should increase movement costs like the
Heavy promotion or negate all
Mobility and
Haste promotions. Maybe have it lower heal rates or give a modest strength penalty (-10%, perhaps) as well. Then give the promotion a 40 - 50% chance of vanishing each turn AND allow
Scorch and
Blaze to remove the promotion from all units in the stack. With the promotion spread by cold damage you could add a new tactical option for any units which have cold strength (an Illian catapult UU able to spread the
Frostbitten promotion would make a very effective anti-calavary measure, for example).