Worldspells - a review

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.
 
Malakim's world spell is pretty basic. Gives you a single priest of your religion in each city with the religion, and gives them 1xp for each city that has the religion in it too. It's probably most effective when you want to start bulking up on the number of priests you have with them, since building them before you are 'set up' isn't always too productive.

As for the Mercurians- It certainly makes short work of Pyre Zombie stacks.
 
The Malakim spell grants a State Religion Priest unit in every city, with XP equal to the amount of cities with that religion.


Moderately useful, in my opinion. It's never exactly strong, but it can be nice to have in a lot of situations - to boost defense, reinforce an attack, or spread religion. Very flexible. I can't remember the AI ever using it, but it's not flashy enough to be really noticable if they did.
 
The Malakim spell grants a State Religion Priest unit in every city, with XP equal to the amount of cities with that religion.


Moderately useful, in my opinion. It's never exactly strong, but it can be nice to have in a lot of situations - to boost defense, reinforce an attack, or spread religion. Very flexible. I can't remember the AI ever using it, but it's not flashy enough to be really noticable if they did.

I can see that being particularly useful in 0.34, where, as I've complained before, the AI seems to badly neglect religion founding. I'm playing on a Pangaea map at the moment and just about everyone has gone Kilmorph (which I founded - then switched to Order as the Bannor, meaning I'm now crusading against those dirty dwarf worshippers)
 
I used to wonder about the point of the Balseraph world spell, but since it's saved my hide a few times and... wow. They've got enough fancy toys as it is, and it's nice to have at least one thing that works the first time, every time. And oh boy, does it work. I generally treat it as an "in case of emergency, break glass" thing. Doviello decide to eat you? Party time! Economy crashing around your ears from over-expansion? Party time! Four horsemen in seven turns, all gunning for you? Party time!
The more I think about it, the more fittingly Balseraph it becomes.
 
I'll leave the discussion about For the Horde! in its own thread.

about the others, well using Blood of the phoenix to use great people twice is definitely a bug but I thought it was fixed in a 0.34 patch?

Stasis definitely needs a tech requirement cuz it's lethal when cast at the very beginning.
 
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 -



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.
I was wondering if perhaps it should create a "longer golden ages from now on" effect.
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.
Cheat :
Spoiler :
If you have RoK, just pick them up with Soldiers of Kilmorph, move to city of choice, use Soldier to add to production (maybe of Mines of Gal-Dur) and when they "die" they will drop the hammer, so you can use it to add another engineer to the city.
 
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.

Wait a little. Just a little until the orcs start to swarm, then shoot it off and grab all the huts since you now have units on every continent.. wait .. that don't work anymore does it?
 
Revelry IS very good. I use it after I built Bone Palace, just to research Drama for another Golden age. 48 turns of golden age in a row is just insane.

I think in general you're estimating too many worldspell as awesome. For example I think Svartalfar, Khazad, and Sidar Worlspells are quite rubbish, as they do nothing really significant for the game, while Luchuirp, Ilians, Bannor and Elohim play style are - if you do it well - centered around their world spell.
 
For the golden Hammer:

Just take it with a 0exp warrior, move him to your capital and delete the warrior. then you have the hammer back again and can use it in the city
 
You're supposed to be able to move hammers like that, BTW - Kael just hasn't figured out a way to give them a drop command.
 
You're supposed to be able to move hammers like that, BTW - Kael just hasn't figured out a way to give them a drop command.

Maybe just make them a little bit heavier?

...

I am sure this can't be that hard, isn' it essentially the same as splitting from a great commander? lose promotion, create a unit?
 
Apparently there's some other function of the hammers that messes with the ability to do that. It's an either-or situation.
 
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.

...and any overflow GP points are flavor-neutral, so you can use your GP farm to generate a zillion overflow points after you get your post-ardor Great Scientist/Merchant/Whatever. Turn off all of your specialists and enjoy a while of seeing an adventurer appear each turn. You can even do this in multiple cities. :)

Very fun to have warrior/scout adventurers running around and then pump out the required 3 archmagi just before you discover Strength of Will.


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.

not quite broken in a multi-city Advanced Start, but nearly so. :) I like playing this kind of game occasionally.

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.

I've been very happy casting it early in the game after I build my first two workers. Being able to send a pair of workers out without worrying about an escort is a very nice bonus that lets me build routes to future city sites and to future conquests without worrying about barbarians. Having a scout or two invisible is also quite nice for allowing me to get ruins and goodie huts without worrying about the consequences.

Svartalfar/Veil of Night - Heheheheh. Very very nice, especially to exp. up your units. AI uses this annoyingly, which is good.

Absolutely the strongest spell in the game in my opinion. Being able to harrass my neighbors in peacetime is an amazing ability and being able to pillage the lands of my allies while I continue to trade with them is a delight that I cannot even begin to measure. Best on pangea maps where you can always reach the score/tech leader to bring him/her down a peg or two while you continue to build.
 
For the golden Hammer:

Just take it with a 0exp warrior, move him to your capital and delete the warrior. then you have the hammer back again and can use it in the city

I tend to use soldiers of Kimorph to carry it and hurry production in my Kilmorph holy city, to get tons of great engineer points. Or one can carry it with Thane and do great works, which also drops the hammer. Nothing wrong with deleting a warrior, it just feels a bit silly to me.
 
Can a summoned creature pick it up? Then the item would drop when the summoned creature expired.

Also - Basium's worldspell is pretty good. Wiped out dozens of my Sheaim units before.
 
I'd like to see World Spells turned into Civ specific rituals. Flavorwise i just can't wrap my head around the world spells. Whose casting them?
 
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