Another idea that was sitting on my todo list for a while.
What?
A passive ability for units that makes the tile they are standing on untargetable by hostile overland spells.
(definitely not in combat though, that would be almost as good as magic immunity)
Why?
Because it's difficult to protect ores or other resources as is. Your only options are diplomacy (not go to war with anyone that has chaos books), denial of scouting, and corrupting your own resource until the end of the war then cleaning it up.
Why not?
Because it could also protect armies from Fire Storm, or cities from city curses. However we can easily circumvent this if we make the ability only affect "terrain altering spells".
Which unit?
I see several possible viable routes.
1. None. It would be a mod exclusive ability that's not on units by default.
Otherwise, Life benefits by far the most from the spell (as it relies on normal units a lot) and Nature the second most (as it can create them by Trransmute) which means...
2. Fire Giant. Chaos is already kinda assigned to be the realm to protect resources through Corruption and an uncommon creature in the same realm makes sense, this being the only one that wields magic already (fireball spell).
And finally the not so good options :
3. Unicorns. Traditionally associated with protection and being reliant of clean, pure environments. However this is bad for game balance, and should be avoided as it's a Life spell.
4. Water Elemental. Makes very little sense why they'd do it but it's the only uncommon Sorcery creature and Sorcery is the "protection from bad magic" realm.
Of course, not implementing this ability is also a possible outcome as we've already discussed many times that the destruction of these resources is intended to happen frequently as an indirect balancing mechanic (ultimately the ores are a major luck factor in the game, they shouldn't be too reliable and should require effort to keep protected)
What?
A passive ability for units that makes the tile they are standing on untargetable by hostile overland spells.
(definitely not in combat though, that would be almost as good as magic immunity)
Why?
Because it's difficult to protect ores or other resources as is. Your only options are diplomacy (not go to war with anyone that has chaos books), denial of scouting, and corrupting your own resource until the end of the war then cleaning it up.
Why not?
Because it could also protect armies from Fire Storm, or cities from city curses. However we can easily circumvent this if we make the ability only affect "terrain altering spells".
Which unit?
I see several possible viable routes.
1. None. It would be a mod exclusive ability that's not on units by default.
Otherwise, Life benefits by far the most from the spell (as it relies on normal units a lot) and Nature the second most (as it can create them by Trransmute) which means...
2. Fire Giant. Chaos is already kinda assigned to be the realm to protect resources through Corruption and an uncommon creature in the same realm makes sense, this being the only one that wields magic already (fireball spell).
And finally the not so good options :
3. Unicorns. Traditionally associated with protection and being reliant of clean, pure environments. However this is bad for game balance, and should be avoided as it's a Life spell.
4. Water Elemental. Makes very little sense why they'd do it but it's the only uncommon Sorcery creature and Sorcery is the "protection from bad magic" realm.
Of course, not implementing this ability is also a possible outcome as we've already discussed many times that the destruction of these resources is intended to happen frequently as an indirect balancing mechanic (ultimately the ores are a major luck factor in the game, they shouldn't be too reliable and should require effort to keep protected)