So, instead of using the thread for the new Life spell, better to discuss city curses here.
The best solution might be to keep the ability to dispel, but redesign the effect into something the human player will want to use despite that. They should likely be spells that can be effective even if not cast on all enemy cities, as casting too many is what causes the AI to do more dispels.
So my idea is the following :
Get rid of Famine. If we want to kill population, there is Pestilence (and Call the Void) for that. If we want to make units starve to death - this isn't going to do it unless it's cast on every single city, but when it does do it, it outright wins the game since everything just starves and disbands. That's too binary. And, Pestilence still does it for us.
Get rid of Evil presence. We already have Eternal Night to halve all religious power, and Warp Node to deny even more power. And Drain Power/Mana Leak for unlimited mana draining potential if the player wants to deny the ability to cast spells to the AI completely.
Instead, we could have :
Drought. Percentage production bonuses have no effect, maximum population is reduced by 8, and if the city exceeds that size, it will naturally shrink (same effect as Doomsday does globally).
Why would the human want this? First of all, this gets rid of those small, bad terrain cities the AI loves to build. With the 5 from granary gone and an additional 3 reduction, those bad spots will actually be really bad. Not even the AI can expect to build much with only 3 people in a city.
Alternately, getting rid of the 100%+ production bonus the best military production centers might have, AI troop production can be slowed significantly.
On the other hand, the effect is nowhere near as crippling as the existing Famine.
Sabotage (needs a better name, maybe even keep "Evil Presence"?) Enchanted city produces troops without levels and with normal weapons only. Adds 5 unrest. (alternately, keep disabling unrest removal from religious buildings?)
Why would the human want this? Well, for starters, it disables adamantium, orihalcon and war college so the units built in the city will be much less of a threat. Next, since they don't have magic weapons, Wraith Form and other sources of Weapon Immunity, which Death has an abundant amount of, become relevant. While Death is generally good at killing things, those high resistance races can be problematic, and this spell can get rid of their capacity to build relevant units.
Fortunately the AI is now good enough in combat spellcasting to know how to deal with lack of magic weapons, so we don't need to worry about that. The sad part of this spell would be the game having one more counter to special ores of course. However unlike Chaos, at least this can be dispelled, and this is relevant even if no ores are present.
I think Pestilence is fine as is, it's very rare. Chaos Rift is also fine, Chaos does wreck all your units and buildings anyway, makes no difference.
Warp Node would likely need to change, but I'm unsure how. Maybe if it simply took control of the node for yourself? The power is transformed by a ghost, and Death should be able to take advantage of that.
That effect isn't too crippling on the human (you can send more ghosts to meld it back), but very useful when cast by a human (you gain additional power and the AI likely can't keep up with sending ghosts if it has many nodes - but it's only effective against strong AI since weak AI won't have that many nodes...)
The best solution might be to keep the ability to dispel, but redesign the effect into something the human player will want to use despite that. They should likely be spells that can be effective even if not cast on all enemy cities, as casting too many is what causes the AI to do more dispels.
So my idea is the following :
Get rid of Famine. If we want to kill population, there is Pestilence (and Call the Void) for that. If we want to make units starve to death - this isn't going to do it unless it's cast on every single city, but when it does do it, it outright wins the game since everything just starves and disbands. That's too binary. And, Pestilence still does it for us.
Get rid of Evil presence. We already have Eternal Night to halve all religious power, and Warp Node to deny even more power. And Drain Power/Mana Leak for unlimited mana draining potential if the player wants to deny the ability to cast spells to the AI completely.
Instead, we could have :
Drought. Percentage production bonuses have no effect, maximum population is reduced by 8, and if the city exceeds that size, it will naturally shrink (same effect as Doomsday does globally).
Why would the human want this? First of all, this gets rid of those small, bad terrain cities the AI loves to build. With the 5 from granary gone and an additional 3 reduction, those bad spots will actually be really bad. Not even the AI can expect to build much with only 3 people in a city.
Alternately, getting rid of the 100%+ production bonus the best military production centers might have, AI troop production can be slowed significantly.
On the other hand, the effect is nowhere near as crippling as the existing Famine.
Sabotage (needs a better name, maybe even keep "Evil Presence"?) Enchanted city produces troops without levels and with normal weapons only. Adds 5 unrest. (alternately, keep disabling unrest removal from religious buildings?)
Why would the human want this? Well, for starters, it disables adamantium, orihalcon and war college so the units built in the city will be much less of a threat. Next, since they don't have magic weapons, Wraith Form and other sources of Weapon Immunity, which Death has an abundant amount of, become relevant. While Death is generally good at killing things, those high resistance races can be problematic, and this spell can get rid of their capacity to build relevant units.
Fortunately the AI is now good enough in combat spellcasting to know how to deal with lack of magic weapons, so we don't need to worry about that. The sad part of this spell would be the game having one more counter to special ores of course. However unlike Chaos, at least this can be dispelled, and this is relevant even if no ores are present.
I think Pestilence is fine as is, it's very rare. Chaos Rift is also fine, Chaos does wreck all your units and buildings anyway, makes no difference.
Warp Node would likely need to change, but I'm unsure how. Maybe if it simply took control of the node for yourself? The power is transformed by a ghost, and Death should be able to take advantage of that.
That effect isn't too crippling on the human (you can send more ghosts to meld it back), but very useful when cast by a human (you gain additional power and the AI likely can't keep up with sending ghosts if it has many nodes - but it's only effective against strong AI since weak AI won't have that many nodes...)