BeijingCat08
Chieftain
- Joined
- Oct 12, 2008
- Messages
- 12
An ideal worldspell should
a) fit with the theme and style of the civilization
b) be awesome. and by awesome, I mean, totally kewl. As in, have the player giggling with evil glee when he casts it.
c) be very annoying when the AI uses it against you well
So, on these criteria -
Amurites/Arcane Lacuna - Eh. Stopping others casting spells is ... ok, I guess, but it doesn't really float my boat, not least because the AI isn't the most effective spelluser. Also, I think it's generally better/more fun to boost the player. I'd prefer something like giving all Amurite spellcasters TwinCast for the duration (which would obviously need a new name). Nicely annoying when used by the AI as is, mind you.
Baalseraphs/Revelry - OK. I mean, it's useful ... just a little dull. I like to save it for a late casting. AI always pops it early, which seems mistaken to me.
Bannor/Rally - Awesome. Fits the mood of the civilisation, provides gigantic horde of cannon fodder. Best cast, I think, when you've taken over your first neighbour, because the AI tends to cottage up a lot (don't we all?). Haven't seen the AI use it.
Calabim/River of Blood - Kind of dull, I think. FFH is food-heavy, and 2 pop doesn't make that much difference, except to give a nice edge at the start of the game, which the AI does.
Clan of Embers/For the Horde - Close to being awesome, but made un-so by two problems; it's only worth it early on and it cripples your economy as a result. I like the suggestion to make the units Hidden Nationality and/or free upkeep. AI seems to use it ok.
Doviello/Wild Hunt - I haven't tried this post-patch, but the awesomeness looks to have been updated with the new wolf abilities; it was very lame before. AI uses it too early as is, I think, rather than waiting to get a nice horde going.
Elohim/Sanctuary - Awesome. The AI is very fond of the early-game six-axeman assault, in my experience, and this blocks it nicely while giving the civ a chance to grow. Amused to discover recently it blocks friendly units too ... even when I had the Elohim vasselled. AI seems to use it only when a certain number of units are present - I've assaulted/vasselised the Elohim by using small groups of potent units without them popping it, even when I was poised to take Cahir Abbey.
Grigori/Ardor - Awesome. Particularly awesome when you use it a little while before using Blood of the Phoenix and getting to use all those Great People *twice*. AI uses this fine.
Hippus/Warcry - Awesome, especially for early rushes. AI is very nasty with this one.
Ilians/Stasis - Awesome, especially used early (which the AI does). So, you thought the Age of Ice was over, eh? Hello, barbarian hordes! (I wonder; does this stop barbarian cities producing?)
Infernal/Hyborem's Winter - Awesome, and the AI uses this well - i.e. very, very annoyingly to take my biggest second-city as the Sheiam, to the extent that I've become very nervous about map trading until the Infernal have used it already.
Khazad/Motherlode - Awesome, and a nice balance in waiting to use it. AI seems to use this far too early to get max benefit, which may be one reason I've never seen the Khazad do well.
Kuriotates/Legends - Dull but worthy, much like the Kuriotates.
Lanun/Raging Seas - Semi-awesome. Good fit, and very nice because it can, after all, kill people - but normally only if you've damaged them already, so you've really got to have your Tsunami assault going on their coastal cities already. I'm not certain if the coastal purpose reallly fits the mood of the spell, in fact - I'd prefer it if it did less damage on coastal cities, but lasted for several turns on the sea - basically killing any non-Lanun ship that doesn't head straight for shelter, which would seem very appropriate. AI seems to just use it randomly, rather than combining it with Tsunami.
Ljosalfar/March of the Trees - Awesome, and very nicely balanced - costs you your ancient forests for a while, and tricky to pull off for a full on assault, but lethal when you do so. AI can pull this one off pretty well.
Luchuirp/Gifts of Nantosuelta - Awesome, and a nice decision to make between keeping the hammer in city or using it on units. A shame that you can't drop the hammers after you pick them up (or I couldn't in 0.33 anyway). AI uses this ok, but could combo it for the rush it likes to do with the Luchuirp a little better.
Malakim/Religious Fervour - I shamefully admit that right now I can't remember what the hell this does, and have never played the Malakim yet.
Certainly haven't ever felt its impact either.
Mercurians/Divine Retribution - Eh. Haven't played the Mercunians yet, though, so could be ok when used right.
Sheiam/Worldbreak - Not great. If the apocalypse counter is high enough, the sheiam are probably doing ok anyway, and it can't kill, as I remember. Can be nice with Ring of Fire, though.
Sidar/Into the Mist - Awesome, but hard to use well, in my experience. Certainly the AI doesn't, or hasn't against me so far.
Svartalfar/Veil of Night - Heheheheh. Very very nice, especially to exp. up your units. AI uses this annoyingly, which is good.
a) fit with the theme and style of the civilization
b) be awesome. and by awesome, I mean, totally kewl. As in, have the player giggling with evil glee when he casts it.
c) be very annoying when the AI uses it against you well
So, on these criteria -
Amurites/Arcane Lacuna - Eh. Stopping others casting spells is ... ok, I guess, but it doesn't really float my boat, not least because the AI isn't the most effective spelluser. Also, I think it's generally better/more fun to boost the player. I'd prefer something like giving all Amurite spellcasters TwinCast for the duration (which would obviously need a new name). Nicely annoying when used by the AI as is, mind you.
Baalseraphs/Revelry - OK. I mean, it's useful ... just a little dull. I like to save it for a late casting. AI always pops it early, which seems mistaken to me.
Bannor/Rally - Awesome. Fits the mood of the civilisation, provides gigantic horde of cannon fodder. Best cast, I think, when you've taken over your first neighbour, because the AI tends to cottage up a lot (don't we all?). Haven't seen the AI use it.
Calabim/River of Blood - Kind of dull, I think. FFH is food-heavy, and 2 pop doesn't make that much difference, except to give a nice edge at the start of the game, which the AI does.
Clan of Embers/For the Horde - Close to being awesome, but made un-so by two problems; it's only worth it early on and it cripples your economy as a result. I like the suggestion to make the units Hidden Nationality and/or free upkeep. AI seems to use it ok.
Doviello/Wild Hunt - I haven't tried this post-patch, but the awesomeness looks to have been updated with the new wolf abilities; it was very lame before. AI uses it too early as is, I think, rather than waiting to get a nice horde going.
Elohim/Sanctuary - Awesome. The AI is very fond of the early-game six-axeman assault, in my experience, and this blocks it nicely while giving the civ a chance to grow. Amused to discover recently it blocks friendly units too ... even when I had the Elohim vasselled. AI seems to use it only when a certain number of units are present - I've assaulted/vasselised the Elohim by using small groups of potent units without them popping it, even when I was poised to take Cahir Abbey.
Grigori/Ardor - Awesome. Particularly awesome when you use it a little while before using Blood of the Phoenix and getting to use all those Great People *twice*. AI uses this fine.
Hippus/Warcry - Awesome, especially for early rushes. AI is very nasty with this one.
Ilians/Stasis - Awesome, especially used early (which the AI does). So, you thought the Age of Ice was over, eh? Hello, barbarian hordes! (I wonder; does this stop barbarian cities producing?)
Infernal/Hyborem's Winter - Awesome, and the AI uses this well - i.e. very, very annoyingly to take my biggest second-city as the Sheiam, to the extent that I've become very nervous about map trading until the Infernal have used it already.
Khazad/Motherlode - Awesome, and a nice balance in waiting to use it. AI seems to use this far too early to get max benefit, which may be one reason I've never seen the Khazad do well.
Kuriotates/Legends - Dull but worthy, much like the Kuriotates.
Lanun/Raging Seas - Semi-awesome. Good fit, and very nice because it can, after all, kill people - but normally only if you've damaged them already, so you've really got to have your Tsunami assault going on their coastal cities already. I'm not certain if the coastal purpose reallly fits the mood of the spell, in fact - I'd prefer it if it did less damage on coastal cities, but lasted for several turns on the sea - basically killing any non-Lanun ship that doesn't head straight for shelter, which would seem very appropriate. AI seems to just use it randomly, rather than combining it with Tsunami.
Ljosalfar/March of the Trees - Awesome, and very nicely balanced - costs you your ancient forests for a while, and tricky to pull off for a full on assault, but lethal when you do so. AI can pull this one off pretty well.
Luchuirp/Gifts of Nantosuelta - Awesome, and a nice decision to make between keeping the hammer in city or using it on units. A shame that you can't drop the hammers after you pick them up (or I couldn't in 0.33 anyway). AI uses this ok, but could combo it for the rush it likes to do with the Luchuirp a little better.
Malakim/Religious Fervour - I shamefully admit that right now I can't remember what the hell this does, and have never played the Malakim yet.
Certainly haven't ever felt its impact either.
Mercurians/Divine Retribution - Eh. Haven't played the Mercunians yet, though, so could be ok when used right.
Sheiam/Worldbreak - Not great. If the apocalypse counter is high enough, the sheiam are probably doing ok anyway, and it can't kill, as I remember. Can be nice with Ring of Fire, though.
Sidar/Into the Mist - Awesome, but hard to use well, in my experience. Certainly the AI doesn't, or hasn't against me so far.
Svartalfar/Veil of Night - Heheheheh. Very very nice, especially to exp. up your units. AI uses this annoyingly, which is good.