Yes, the analysis above is spot on. Global spells once you get to about turn 100 start getting progressively more impactful and convenient in larger games, due to the simple explanation there are more targets, players, terrain,etc.
In larger games, the amount of production and gold purchasing power is much higher relative to overland casting skill, typically used for individual unit/city enchantments and summons.
For me, my solution is to avoid the imbalance by playing normal gamesize and 5-6 opponent wizards … the balance is just right and conjurer works well, i don’t want to deviate from that, and i like to suggest balance using these settings as opposed to catering to whoever plays to max land 13 player - the balance gets lost in many ways, this being one of them.
In larger games, the amount of production and gold purchasing power is much higher relative to overland casting skill, typically used for individual unit/city enchantments and summons.
For me, my solution is to avoid the imbalance by playing normal gamesize and 5-6 opponent wizards … the balance is just right and conjurer works well, i don’t want to deviate from that, and i like to suggest balance using these settings as opposed to catering to whoever plays to max land 13 player - the balance gets lost in many ways, this being one of them.