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Caster of Magic II Brainstorming Megathread

I'll post some thoughts about the 30 ideas from the opening post that don't have green or red text on them yet.

1) I Don't know about this one. It does make the tech tree more clear for new players, but it also feel a little strange since it doesn't follow the rules and conventions of most spells. Maybe as a low cost, dispellable city enchantment that converts fighters guild to armories and stables to fantastic stables while in effect?

2) Love fossils as a resource. Maybe something for the ocean tiles as well?

5) I like this idea a lot. I suggest adding either a flying, ranged or casting creature to the Life realm at around unicorn power level, to make the pre-angel Life nodes have more diversified and capable defenders. Maybe cherubs/cupids with a ranged bow attack? Both Death and Life may be too powerful at the upper end of possible defenders. You usually need spells from a realm other than Life or Death to properly deal with archangels or demon lords. Buffed shadow demons and wraiths will also be extremely scary, figure counts for late game death creatures may need to be revised. I definitely think it would all be worth it however.

6) I'm ok with this change. Maybe at -3 to resist, but higher spell cost to compensate?

7) I agree with this. Maybe it shows just a select few tiles and then scouts points of interest such as nodes and cities in a wider range?

8) I would very much like to see artificer opponents in particular adapt a proper hero strategy. Just don't make it too common, maybe the AI needs to have the right kind of personality. Base it off a defensive threshold where the AI will tailor the initial wave of items until the Hero has enough armor, resist and spell immunities to reliably survive against neighboring wizards. If that threshold is too high for their current power level, the AI goes for a different type of strategy.

9) Agree with all those numbers. If desert movement penalties are implemented, nomads should have pathfinding on deserts.

10) Wouldn't come into play until very late, so it shouldn't take the same slot as a regular hero ability. But certainly a welcome and unique hero power.

11) If it's getting split, I'd like to see different races receive only certain parts of the set. It may become an interesting addition to the identity of the various races in regards to how they interact with the wizard's spells.

13) Expanded diplomacy in general is a good addition. I am very much in favor of new treaty types to start getting into a diplomatic relationship with a neighbor.

14) Yes, definitely.

16) I've had a lot of "wars" where no hostile action was taken by the "attacking" wizard until a peace treaty was proposed. I think that borders should be taken into consideration in regards to military action.

17) Great idea, I was actually going to propose this myself. Could even be a part of losing a town to rampaging monsters. Rather than 2 chaos spawn and a gargoyle guarding 20 gold, the game will pick an appropriate treasure to the encounter. Random events that senselessly punish or reward a player can also be moved to this category. Pirates steal 30% of gold reserves from all players and hide it in a lair. The gods seal away an artifact of unimaginable power in a new temple. A wealthy merchant's mansion is plundered by monsters and falls into ruin.

18) Maybe the cost reduction effect is only for the player who cast the spell and the cost penalty only impacts the opposing player in combat?

19) That's actually the behavior I expected when normal unit casters were added to the game. I entirely agree as long as the scaling is not too high. Recruits should probably have a pool below the current standard to compensate.

20) Big penalty for dwarves, who rely on roads to move steam cannons around. Maybe dwarven engineers can build magic roads (regardless of which plane they're in) and the rest cannot? I don't think Myrran roads should glow if they don't provide any benefit, it will confuse returning players.

21) Anything that further elaborates on racial identities is a very welcome addition.

22) I think I prefer the vague way it's currently set up.

23) Seems like a fair change.

24) I think there should just be a diplomatic penalty to having too many allies. Every new alliance past the first would increase tension with existing allies and be harder to form.

26) I'm in favor, but this is very much related to how #1 on the list gets implemented. Also, wizard's guild shouldn't increase experience for shamans and priests, that's Cathedral's job.

27) Wouldn't miss it if it went away entirely. Any place it goes that's farther out of sight and out of mind is a welcome change.

28) Cute plays from the AI warm my heart. Maybe for a certain personality of wizard?

29) I never had issues with Warp Node, but it does unnerve me that the AI immediately charges at every empty node with a magic spirit regardless of their knowledge of the map. Welcome change, but not something I'm particularly concerned about.

30) I like the idea of being able to capture outposts. Other than that, I think that every spell that destroys building should be able to destroy outposts.



My own wishes and ideas in no particular order:

1. Nodes should be something that the AI recognizes in treaties. Taking over a node should be a hostile action.
Wizard Pacts are nearly impossible to maintain. If you don't already have a spearman stationed on a node on another wizard's land, they will build on outpost right next to your node and complain endlessly. They will also take over nodes regardless of diplomatic relationships and put troops on them like it's no big deal. I would like for Wizard Pacts to exclude nodes and for the act of taking another wizard's node to be seen as a major diplomatic event.

2. Chaos should have better early game options.
Chaos is the weakest realm when it comes to taking your first node or even so much as the 100 gold lairs.
  • Hell Hounds, while powerful in packs are a drain on your mana reserves when compared to what other realms can do.
  • There are a lot of very situational spells like disrupt, warp wood, corruption and shatter. Even warp creature, a spell I really like, doesn't start being useful until mid to late game. Some of the more niche spells can be combined to make room, for example shatter can be merged with disrupt into a spell that can break weapons or walls.
  • Fire Elementals are inferior to all of the other common combat summon options. I'd like to see them gain non-corporeal and have part of their attack split into fire breath to give them a bit of their own flavor. Zombies make undead, Wild Boars have good stats, Phantom Warriors phase through walls and deal unblockable damage, Fire Elementals attack first and can engage air units.
  • I would love to see a relatively cheap common spell that gives and improves fire breath attacks. It would have a ton of interactions with later spells and summons and give hell hounds the competitive edge they need to stay relevant in the opening turns.
3. Flee replaced with "Disengage" while fighting outmatched neutrals.
A quality of life improvement to reduce time spent running around or holding down the "D" key. When the opponent is neutral, has no way to engage your flying units, has no ammo or mana, has below 5% chance to deal any damage at all, cannot see your invisible units or has less speed than your slowest combatant, the flee button turns into a green disengage button with a 100% guaranteed survival chance of all fleeing units.

4. More evenly distributed map resources.
The layout of the map currently plays a massive role in how the game is going to progress. I'd like to see each player given a guaranteed easy node within 12 spaces from their starting city, at least 2 easy encounter locations within 6 spaces and an easy neutral city within 16. This will give at least a small chance of victory even on very unlucky map layouts and give a more natural curve of progression to all players.

5. More control over offered mercenaries, heroes and artifacts.
A lot of my games have been greatly decided by being given a very lucky merc or hero. On the other hand, even more games have been decided by being unable to get any sort of half-decent hero and never receiving a decent item offer despite hording thousands of gold for just that purpose. I would prefer to receive offers on a set schedule rather than random intervals, so that I can plan for them. In addition, having a schedule on this event will prevent confusion with units popping in at the opponent's Fortress in large numbers on random turns. Most of all I want to be given some sort of choice beyond that of buying or skipping an offer.
  • For example, a caravan arrives at the start of the year containing heroes, mercenaries and merchants selling artifacts. There's four choices but you may only visit one (2 if Charismatic). This would give a lot more agency to both players and AI as far as deciding their fate. The non-hero centric AI players can focus on getting strong mercenaries and caster heroes to improve their overland skill. Both the player and hero-centric AI can pick and choose the heroes they need or the ones they already have gear for. The player will be able to shop for artifacts that they cannot craft naturally or if going for a macro unit strategy, they can buy mercs and utility heroes. This is just one way to implement this sort of change, but as far as desired features go, this is the one I want to see more than any other.

6. Air travel for more races.
This is somewhat related to my comment about mercenaries in regards to how certain mercs have decided entire games for me. Nightmares and Pegasi with their high speed, strong ranged attacks and most importantly flight, are capable of utterly crushing neutrals you would otherwise be unable to even approach. The king of all mercenaries however is the Airship and the king of heroes is the Wind Mage. Having access to air travel for my troops is usually the deciding factor in the mid to late game for me. I think that the power spike of access to travel by flight can be reduced by giving access to a weaker form of air travel to the more industrious races. Dwarves, high men, nomads, beastmen and halflings might be able to build a flying machine that can transport troops. Weaker than a trireme and with no ranged attacks, but with 3-4 speed and the all-important ability to carry other units. Late game army logistics bottlenecks should no longer be an issue for either AI or human players as they are certain to have at least one of those races by that point. It will provide a natural way to group troops together for uniform movement over any terrain regardless of how unlucky the offers for heroes and mercenaries have been to a non-Sorcery player.

7. Alternative win condition.
I always wanted some sort of a "friendly" victory condition where you don't betray all of your allies one after the other and toss them into the abyss. What I have in mind is something along the lines of fighting the Antarans at their homeworld in Master of Orion 2. In Master of Magic terms it would be an insanely difficult encounter location somewhere on the map (Maybe the polar caps or mid ocean). A forgotten fortress of an ancient wizard guarded by the most powerful creatures, units and heroes in the game with a full set of enchantments and covered in protective area spells. Though not an actual player in the game as far as unit movement, global enchantments and diplomacy are concerned, this encounter would have an opposing wizard with access to every spell in the game. Perhaps the location could also be made into a multiple floors type of event where the area will need to be cleared several times to fully destroy the fortress. Defeating this wizard would be an alternative win condition for human players who either don't want to betray their friends, want a challenge at the end of their game, don't want to bother with a drawn out war or have no chance to win against their final opponent and want to try throwing their remaining troops at this location as their last desperate chance. AI players should not be able to interact with the fortress, it would be an incredibly lame way to lose the game for a human player.
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(May 4th, 2020, 15:51)Impy Wrote: 2. Chaos should have better early game options.
Chaos is the weakest realm when it comes to taking your first node or even so much as the 100 gold lairs.
  • Hell Hounds, while powerful in packs are a drain on your mana reserves when compared to what other realms can do.
  • There are a lot of very situational spells like disrupt, warp wood, corruption and shatter. Even warp creature, a spell I really like, doesn't start being useful until mid to late game. Some of the more niche spells can be combined to make room, for example shatter can be merged with disrupt into a spell that can break weapons or walls.
  • Fire Elementals are inferior to all of the other common combat summon options. I'd like to see them gain non-corporeal and have part of their attack split into fire breath to give them a bit of their own flavor. Zombies make undead, Wild Boars have good stats, Phantom Warriors phase through walls and deal unblockable damage, Fire Elementals attack first and can engage air units.
  • I would love to see a relatively cheap common spell that gives and improves fire breath attacks. It would have a ton of interactions with later spells and summons and give hell hounds the competitive edge they need to stay relevant in the opening turns.


5. More control over offered mercenaries, heroes and artifacts.
A lot of my games have been greatly decided by being given a very lucky merc or hero. On the other hand, even more games have been decided by being unable to get any sort of half-decent hero and never receiving a decent item offer despite hording thousands of gold for just that purpose. I would prefer to receive offers on a set schedule rather than random intervals, so that I can plan for them. In addition, having a schedule on this event will prevent confusion with units popping in at the opponent's Fortress in large numbers on random turns. Most of all I want to be given some sort of choice beyond that of buying or skipping an offer.
  • For example, a caravan arrives at the start of the year containing heroes, mercenaries and merchants selling artifacts. There's four choices but you may only visit one (2 if Charismatic). This would give a lot more agency to both players and AI as far as deciding their fate. The non-hero centric AI players can focus on getting strong mercenaries and caster heroes to improve their overland skill. Both the player and hero-centric AI can pick and choose the heroes they need or the ones they already have gear for. The player will be able to shop for artifacts that they cannot craft naturally or if going for a macro unit strategy, they can buy mercs and utility heroes. This is just one way to implement this sort of change, but as far as desired features go, this is the one I want to see more than any other.

6. Air travel for more races.
This is somewhat related to my comment about mercenaries in regards to how certain mercs have decided entire games for me. Nightmares and Pegasi with their high speed, strong ranged attacks and most importantly flight, are capable of utterly crushing neutrals you would otherwise be unable to even approach. The king of all mercenaries however is the Airship and the king of heroes is the Wind Mage. Having access to air travel for my troops is usually the deciding factor in the mid to late game for me. I think that the power spike of access to travel by flight can be reduced by giving access to a weaker form of air travel to the more industrious races. Dwarves, high men, nomads, beastmen and halflings might be able to build a flying machine that can transport troops. Weaker than a trireme and with no ranged attacks, but with 3-4 speed and the all-important ability to carry other units. Late game army logistics bottlenecks should no longer be an issue for either AI or human players as they are certain to have at least one of those races by that point. It will provide a natural way to group troops together for uniform movement over any terrain regardless of how unlucky the offers for heroes and mercenaries have been to a non-Sorcery player.

Chaos has one of the strongest early game treasure hunting capabilities already...Flame Blade on any bowmen unit is extremely strong, and it's much easier to spam than Heroism. Chaos isn't supposed to have strong combat summoning either, the realm specializes in turning normal units into strong fantastic units, and having good offensive regular summons. With Chaos being a strong late-game Realm as well, any further boosts to the early game would bad for balance.

I'd agree with having more ways to interact with merchants and mercs. An option to "call for heroes/merchants/mercs" would be good.

Agree with air travel. Flying ships in Sorcery is a ridiculously powerful advantage. However, this will likely require very substantial and complicated changes to AI.
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1.
Quote: If you don't already have a spearman stationed on a node on another wizard's land,
I think that's self-explanatory. It's not your territory so the AI rightfully tells you to leave.
If human players can say "this node is mine because it's on my continent" and kill the AI's incoming stacks before they clear the node, I don't see why the AI needs to think otherwise. It wouldn't be fair.
That said, there is a workaround, I have explained it a million times. Put a nonmilitary unit on the node and then they can't claim it and also won't complain about the pact being violated.

This is a recurring problem where players either don't read the documentation to realize there are units they can put on the node, and/or are hypocrites who want the AI to stay off their continents but treat the AI's lands as their own anyway.

Diplomacy is about patience and coexistence, for a future benefit. Players who can't handle this minor inconvenience don't deserve to be good at using diplomacy - it wouldn't be realisitic.

Quote: They will also take over nodes regardless of diplomatic relationships and put troops on them like it's no big deal.
This one makes more sense but is a bit questionable. If you have no units on the node, is it really yours? You are obtaining power from it, but can you say it's actually your territory? Cities are safe because they have civilians living there so you can point at them and say "this is mine" even without soldiers. But that doesn't really work for nodes.
Either way, troops can move onto the tile - for all intents and purposes it is an unoccupied tile so units might simply end their turn on it when moving through using the automatic pathfinding mechanism. Once the other player has troops on the tile, they will rightfully say "this is mine" because they have people there, and you don't, even if they ended up there as an accident.

I see very little value in this as a gameplay feature because even if the Wizard's Pacted other player ignores the node, if I didn't do as much as placing a spearmen on it, everyone else will still claim it.

2.
No, Chaos is good enough. I was considering this for a while but truth is Chaos is not that weak at all in the early game, it just plays differently from other realms.
-Hell Hounds aren't that great indeed, but you can have Gargoyles, which are.
-The situational spells are better than it seems. Or perhaps we could say if you don't need them, you are winning anyway. No City Wall to disrupt? Then my units will deal more than enough damage to conquer it - Chaos is excellent at dealing damage. Nothing to target with Warp Wood? Well if the enemy has no ranged units, they are sitting ducks, and magical ranged doesn't really exist this early in relevant quantity. Nothing to corrupt? Good, that means my first enemies has no extra minerals, so they don't have the advantage to overwhelm me.
The thing is, Chaos does fairly well using just a few staple spells : Fire Bolt deals the best direct damage in the early game, Shatter is as good at disabling any normal unit as Black Sleep for half the price, and Gargoyle hard counters every common creature in the game with the poison immunity, while Wall of Fire guarantees I'm never losing a city if I already conquered it.
In general, Chaos can pretty much cover all bases using only 3-5 of their best spells while other realms do not.

3. This is a good idea, assuming we can precisely define what activates the feature.

4. 3 Easy lairs are guaranteed for each player (in CoM I only the human player). I'm not sure about the need for an additional node or neutral city and there is no guarantee the map even allows placing one. (islands might not have a nearby landmass to place a neutral or there might be nodes already covering the area fully.)

5. More control over...
Mercenaries : No to this, as it makes the troops you build and races you control less relevant if mercenaries are too easily available.
Heroes : The game was already changed to offer heroes more frequently than the original. While luck is still involved, it's not a significant factor unless the player is overly picky in what hero they are willing to use. I don't think any further increase in hero offer rate are necessary, 1/6 chance per turn is high enough.
Artifacts : The primary source of these is treasure hunting and casting item creation spells and again they would be less relevant if items could be bought for gold.

The idea of the player being able to choose from one of the three options is good for gameplay but bad for flavor and implementation. It's hard to justify why 3 different offers always appear at the same time and it's even harder to justify why I cannot look at all three when I have an entire city of people to work for me. The artifact might need a wizard to recognize but even a normal soldier can report about the mercenary or hero... the implementation problem is the lack of compatibility with the existing hero system where missing an offer grants the hero extra levels.

6. No.
Ships move at a speed of 3-4 and land movement isn't relevant on overall travel time for a longer distance.
What land (or sky) movement does and sea movement does not, is reaching the next city and conquering larger continents quickly using one stack - a strategy exclusively used by the human player, and one that's in need of reduced effectiveness the most. Even with razing cities gone, this is one thing we shouldn't make easier.

7. I don't understand why players should win a game they've lost or why the game should have a win condition the AI has no access to.
Not even Master of Orion (1) had this - conquering Orion didn't win the game outright, it merely gave you same really good and OP tech. MoO 2 did but 1 was a better game overall. (I don't remember if the victory condition had anything to do with that though, probably not.)

An alternate win condition like the council votes might be more reasonable but then we need to make the rules for it very strict so only games where the victory of one player is unavoidable leads to triggering it.
... but then what makes it different from the existing "all enemy players surrender" feature? Nothing. So might as well simply keep that. If you are strong enough to win through it, you don't need to betray allies, and if you aren't then you haven't yet won the game so it makes sense you have to continue.

Enabling an "allied" or "diplomatic" victory sounds bad to me as it diverts players from the core gameplay and is also redundant - making allies already win the game by providing a major military (and indirectly economic) advantage compared to not having them, or having wars instead. If it was a thing then making allies would need to become significantly harder as well in which case the above "allies are a military advantage" gameplay would suffer.
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(May 5th, 2020, 07:38)Seravy Wrote: 1. That said, there is a workaround, I have explained it a million times. Put a nonmilitary unit on the node and then they can't claim it and also won't complain about the pact being violated.

This is a recurring problem where players either don't read the documentation to realize there are units they can put on the node, and/or are hypocrites who want the AI to stay off their continents but treat the AI's lands as their own anyway.

That's very outside the box. I've been playing this game for many years and never knew that's how it works. I did find it mentioned in the documentation after some searching, but can there be a message of some sort in the game about this interaction? If that's the intended solution, I suggest including Magic Spirits as a non-military unit. It's something everyone has access to and can realistically be stationed on a node in a faraway land. It's also something that can have the description expanded to say that it can move through another wizard's territory without being seen as a threat.

(May 5th, 2020, 07:38)Seravy Wrote: 2. No, Chaos is good enough. I was considering this for a while but truth is Chaos is not that weak at all in the early game, it just plays differently from other realms.
-Hell Hounds aren't that great indeed, but you can have Gargoyles, which are.
-The situational spells are better than it seems. Or perhaps we could say if you don't need them, you are winning anyway. No City Wall to disrupt? Then my units will deal more than enough damage to conquer it - Chaos is excellent at dealing damage. Nothing to target with Warp Wood? Well if the enemy has no ranged units, they are sitting ducks, and magical ranged doesn't really exist this early in relevant quantity. Nothing to corrupt? Good, that means my first enemies has no extra minerals, so they don't have the advantage to overwhelm me.
The thing is, Chaos does fairly well using just a few staple spells : Fire Bolt deals the best direct damage in the early game, Shatter is as good at disabling any normal unit as Black Sleep for half the price, and Gargoyle hard counters every common creature in the game with the poison immunity, while Wall of Fire guarantees I'm never losing a city if I already conquered it.
In general, Chaos can pretty much cover all bases using only 3-5 of their best spells while other realms do not.
(May 4th, 2020, 19:17)massone Wrote: Chaos has one of the strongest early game treasure hunting capabilities already...Flame Blade on any bowmen unit is extremely strong, and it's much easier to spam than Heroism. Chaos isn't supposed to have strong combat summoning either, the realm specializes in turning normal units into strong fantastic units, and having good offensive regular summons. With Chaos being a strong late-game Realm as well, any further boosts to the early game would bad for balance.

Fair enough. I never had great luck with pure Chaos builds on the opening turns and Gargoyles come a little later. Flame Blade is ok as an opening spell, just limited. I'd still advocate for giving Fire Elemental a distinguishing feature. Doesn't have to be a buff, the stats could be lowered, just some sort of ability to make it something I'd want to summon at least situationally over the other options.

(May 5th, 2020, 07:38)Seravy Wrote: 3. This is a good idea, assuming we can precisely define what activates the feature.

 The check would go through all friendly units and see if ALL of them are in at least one of the following categories:
  • Flying and the enemy has no anti-air.
  • Has more speed than the fastest enemy.
  • Has below 10% chance to take any damage from the strongest enemy.
  • Is invisible and the enemy has no illusion immunity.
An addition check should be made for enemy casters to see if they have 10 or less mana remaining. There are no spells below 10 mana that could possibly make a difference in the result of the fight if all of the other conditions are already met.

(May 5th, 2020, 07:38)Seravy Wrote: 5. More control over...
Mercenaries : No to this, as it makes the troops you build and races you control less relevant if mercenaries are too easily available.
Heroes : The game was already changed to offer heroes more frequently than the original. While luck is still involved, it's not a significant factor unless the player is overly picky in what hero they are willing to use. I don't think any further increase in hero offer rate are necessary, 1/6 chance per turn is high enough.
Artifacts : The primary source of these is treasure hunting and casting item creation spells and again they would be less relevant if items could be bought for gold.

The idea of the player being able to choose from one of the three options is good for gameplay but bad for flavor and implementation. It's hard to justify why 3 different offers always appear at the same time and it's even harder to justify why I cannot look at all three when I have an entire city of people to work for me. The artifact might need a wizard to recognize but even a normal soldier can report about the mercenary or hero... the implementation problem is the lack of compatibility with the existing hero system where missing an offer grants the hero extra levels.

I think there may be other ways to implement this than the one I suggested, but I would absolutely love at least some version of this feature. I'm not suggesting more frequent visitations either, I am very much in favor of offers coming 4 times less frequently but with a chance to get something good from each one. Mercenaries don't really need to be a part of this, I agree with that.

For flavor purposes, there's a few ways to approach this that I can think of:
  • The two offers come from bitter rivals.
  • They're only staying in town briefly and the other artifact or hero will soon find another master.
  • You're sending your spymaster to investigate a rumor. The actual offer comes on the next turn after he has looked into it. (This one would make the most sense if the offers come on a set schedule)
Alternatively it could also be something subtle along the lines of the offers being tailored to your kit. If you have weak skill, but strong armies, more caster heroes might be offered. If you have life and sorcery as your realms, an artifact merchant might sell you a vampiric sword with resist elements. If you have no engineers, engineer mercenaries offer to join.

(May 5th, 2020, 07:38)Seravy Wrote: 6. No.
Ships move at a speed of 3-4 and land movement isn't relevant on overall travel time for a longer distance.
What land (or sky) movement does and sea movement does not, is reaching the next city and conquering larger continents quickly using one stack - a strategy exclusively used by the human player, and one that's in need of reduced effectiveness the most. Even with razing cities gone, this is one thing we shouldn't make easier.

In that case I would argue for removing the ability of the airship to carry troops and changing the Wind Mage's wind walking to flight. If air travel is meant to be uncommon, it should stay restricted to Sorcery and very late game Life instead of sometimes giving weird power spikes to other realms at random.

(May 5th, 2020, 07:38)Seravy Wrote: 7. I don't understand why players should win a game they've lost or why the game should have a win condition the AI has no access to.
...

An alternate win condition like the council votes might be more reasonable but then we need to make the rules for it very strict so only games where the victory of one player is unavoidable leads to triggering it.
... but then what makes it different from the existing "all enemy players surrender" feature? Nothing. So might as well simply keep that. If you are strong enough to win through it, you don't need to betray allies, and if you aren't then you haven't yet won the game so it makes sense you have to continue.

Enabling an "allied" or "diplomatic" victory sounds bad to me as it diverts players from the core gameplay and is also redundant - making allies already win the game by providing a major military (and indirectly economic) advantage compared to not having them, or having wars instead. If it was a thing then making allies would need to become significantly harder as well in which case the above "allies are a military advantage" gameplay would suffer.

I don't think that a council vote victory condition makes sense for Master of Magic either. I was suggesting something more along the lines of "the other wizards are so impressed that they surrender". Maybe the Spell of Mastery could be re-flavored (just text and animation wise) to a spell that lets you control all of the world's magic rather than banishing all other wizards?
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Quote: I'd still advocate for giving Fire Elemental a distinguishing feature. Doesn't have to be a buff, the stats could be lowered, just some sort of ability to make it something I'd want to summon at least situationally over the other options.

They have Weapon Immunity.

For 3. I think only "flying vs no antiair" should be included. (available mana or ammo counts as antiair)
Having a faster unit isn't good enough for safe retreat, if there are enough enemies or the terrain is bad, they'll get cornered.
Likewise having invisible isn't good enough, the enemy might randomly find the invisible unit (they are actively searching for it).
But maybe we could include "all enemy units are using a stalling tactic and didn't attack last turn".
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(May 5th, 2020, 21:46)Seravy Wrote: They have Weapon Immunity.
Relevant only against barbarians and weaker neutral cities. I'd still summon boars or zombies if I have them, maybe not phantom warriors against barbarians though.
Maybe add non-corporeal at least? It makes thematic sense, since they're not climbing over hills and rivers and would be better in sieges than phantom warriors for picking off archers and casters that have ran out of ammo.

Quote:For 3. I think only "flying vs no antiair" should be included. (available mana or ammo counts as antiair)
Having a faster unit isn't good enough for safe retreat, if there are enough enemies or the terrain is bad, they'll get cornered.
Likewise having invisible isn't good enough, the enemy might randomly find the invisible unit (they are actively searching for it).
But maybe we could include "all enemy units are using a stalling tactic and didn't attack last turn".
Maybe if the moves are double the moves of the fastest enemy? I'm thinking Bowmen vs Earth Elementals or Horsebowmen vs Chaos Spawns. Stalling tactic should definitely be a disengage trigger as well.
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I guess Non-Corporeal fire elementals are okay, at move 2 the stalling potential isn't...wait. If Mystic Surge is cast on the noncorporeal Fire Elemental it becomes a move 5 unit that can move on any terrain for 1. That's way too good stalling potential. At least currently you need to get lucky and roll a Flight or Wraithform buff otherwise it's affected by terrain.
Noncorporeal also makes Disrupt less relevant.
idk, I think we should do something else?
Problem is it's hard to tell if Fire Elementals are really too weak or not.
Nature and Death are both good early game/summoning realms so their creatures are above average, comparnig to them isn't fair. But the other realms don't have any at common tier, so there is no reference. (Phantom warriors might be a summon but they function more like a direct damage spell.)
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I have three ideas, all relating to the XP system:

1. More diverse unit ranks.

It would be cool if unit ranks could be more diverse - what if, for example, cavalry gained +1 movement at Elite instead of +1 hit point? What if Halberdiers gained +2 melee at Regular and no extra resistance, while Swordsmen got +1 def and resistance at Regular with no melee bonus? What if the quick-learning, adaptable Nomads (or whatever race) required less XP to level up their units? What if Dwarves required more XP but got stronger benefits? These are illustrations, not suggestions - I'm not saying these exact things should be done but trying to show the variety of tweaks that could be made with such a system.

2. XP levels granting abilities.

Similar to the above, it would be cool if it were possible for abilities to be gained once a unit reaches a certain rank, e.g. high rank Bowmen getting Long Range or high rank Halberdiers getting First Strike. This could be in addition to or in place of stat boosts at that level.

3. Fantastic creatures gain limited XP and levels.

The ability to gain experience and level up is obviously an important factor in the balance between normal units and summons, so this can't get too crazy. Nonetheless I think there could be a lot of potential in allowing fantastic units to level up. It would allow for a lot more depth in terms of being able to tweak and balance the summons (e.g. a summon that is too strong with an ability and too weak without it could possibly receive that ability after a level or two), it would create interesting decisions (you can use your summoning circle to bring up recruit-level creatures any time, anywhere, but they won't be as effective as waiting to bring in your experienced summons would be), and of course it would add extra value to being able to keep summons alive over the long haul. It also makes sense - whether it's a Great Drake, a War Bear, or an Angel, the more it fights the better it would get at it.

Like I said, balance could be a big concern here. You'd probably want to make summoned creatures unaffected by things like Warlord, Crusade, or Armsmaster (or introduce specific fantastic-centered versions of those), and I think the XP requirements per level would also need to be significantly higher than normal units. It's also obviously something that works best in conjunction with the other two suggestions - custom-tailoring rank bonuses to each unit would make it easier to make the bonuses useful without having them get out of hand.
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One more idea :
Quote:31. AI cannot break treaties for the first 6 turns after they have been made.
This is pretty straightforward - even if the AI would break the Wizard's Pact (or less likely, Alliance) as part of a "move towards war" trigger, it shouldn't be able to do so immediately after the treaty was made, there should be at least some turns of guaranteed protection.
Possible way to abuse it is to cast your curses on the AI during this 6 turn period - but warning based war declaration doesn't need to be affected by this rule and the relation penalty will just make it even more likely to get a normal war declaration after the 6 turns are over so I don't think the abuse potential is much, if any.
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Maybe the human player should be prevented for breaking the treaty also, for the 6 turns? And not being able to cast curses.
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