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Caster of Magic II Brainstorming Megathread

I'm going to collect ideas I haven't decided what to do with yet in this thread. Let me know your opinion!

1. Armorer's Guild and Fantastic Stables in 1406.
This should be replaced by the spell.
We can have either a global enchantment that can be cast once and permanently unlocks the buildings on all of the wizard's existing and future cities, or we can have a city buff that allows the building in the enchanted city. Obviously, dispelling the enchantment would not disable the builds so it's probably best to make the spell impossible to dispel or cancel and have no maintenance.
The spell should be the first spell that appears for research beyond 1405 (maybe 1404) and have a reasonably low research and casting cost. The real purpose is to replace the counter-intuitive and ugly time based restriction with something that feels more appropriate but has the same overall effect.

2. New Ores

I don't see all that much design space here as existing ores cover almost all kinds of resources, including spell resistance and military stats.
I have one idea that looks good :
"Fossil" - appears on Tundra tiles only, produces research. This can position the "Frozen" climate maps as the areas with fewer troops/economy but the same or better advancement in research, making it different from "Volcanic" which mostly has economy/military minerals in the high amount of mountain terrain, and "Dry" which is crystals for magic power in deserts (albeit also gems, maybe those should not be a desert resource?).
And one that doesn't...
"Agaric" - on Swamp tiles only, grants Poison 1 for troops produced there. Very rare. This has a major influence on the game balance between magic realms so I'm not sure we should do it, in fact leaning towards not adding it. Would be a lot more powerful than mithril, too. Not adding this.

3. High Difficulty AI terraforming polar caps
While difficult to implement, it's not entirely impossible now to allow using these lands for cities. A wizard with both Raise Volcano and Change Terrain could convert these areas into grasslands. This would make Chaos/Nature specifically a lot more powerful for AI players (the cost of the spells would make it a weak strategy for humans) and is likely time consuming and difficult to implement so I have doubts it is worth doing.
Will not add, not worth the time and effort and might unbalance game.

4. Razing cities from the city screen instead of in battle.
This allows you to decide if you want to raze after looking at the city (and after you already know how much damage it suffered from combat). Razing will take several turns during which the buildings and population will shrink and get converted to gold. I've already decided to try this system, the main question is the amount of time needed and amount of gold earned from it and whether we want an effect or fame, positive or negative.
This removes the "raze and continue" strategy from both the human and AI players. Honestly, it was a huge balance issue on the human side but the AI razing one of your cities every turn is also not very healthy and leaves players with no chance to react. If the AI plane shifts a stack of 9 angels onto your main continent and you don't have an immediate answer, you lose the game, and that's not very good. Even if you do know how to summon Angels yourself, you have no time to summon your own stack so it will take at least 5-10 turns before you can do something about the situation and that means losing 5-10 cities.
Currently the AI does the razing with doomstacks not only because it wins but also because it prevents the doomstack getting stuck in the city, but with a source code based remake it shouldn't be too hard to make the AI mark that stack as "this has to leave the city next turn" instead of staying there and maybe even do so before normal troop movement and spellcasting, then fill the empty city with summoned creatures the same turn.
This change will also remove those rage-inducing moments when the AI razes a city for no particular reason - while they rarely do that to cities they can expect to defend successfully, it still means the player can't recover their lost cities by fighting the enemy. Also, if the AI evaluates the city as one they can't defend with the remaining stack, they could now move the summoning circle there to fill it with creatures, which opens up the chance for invading the whole continent though that city.
Will be added.

5. Life and Death nodes
Unless we find a reason not to, such as Life or Death creatures being too easy/hard to beat in nodes, or Life/Death not needing the benefit of having a node type that cannot counter their spells, we should consider adding these. Will need to design how they look and create the necessary art if we do though.

6. Black Sleep
Maybe this should set defense to zero instead of making the attacker deal 100% damage which is a lot stronger debuff?
Albeit Death has no other save or die spells until very rare, ironically, (except possession but that is limited to normal units) so this is a huge nerf to the realm.

7. Earth Lore
This could have 1/4 the cost and area of effect to allow more precise targeting and being less wasteful if you only want a specific lair scouted.

8. AI artifact creation
Maybe the AI should learn to create new items for their heroes based on what is the ideal item to fill the empty slot on heroes.
However the AI creating more quality items the human player can loot from the heroes ultimately helps the player, not the AI so this might be a very bad idea. Heroes are mostly a thing fun to use for humans, it's not that fun to be on the receiving end of an unstoppable hero.

9.Desert movement cost
In most games Deserts are among the slowest terrain to move in. In MoM it's the fastest, costs only one to cross. We should consider the possibility of having a cost of 2. Likewise, maybe the cost of 3 for hills and 4 for mountains might not be ideal either. Swamps at 3 and Rivers at 2 sounds fine.

10. Enlightenment
What if this allowed heroes to gain an additional level, like Crusade does on normal units?
Edit : I mean an additional max level, not current level. So beyond Demigod, heroes can reach one additional level, maybe "Avatar"?

11. Amplifying Tower
I think this should be split to two or three separate buildings.
The Tower itself would grant +7 overland casting skill, while one or two new buildings could offer combat skill.
In this case the combat skill buildings should be a flat +X SP to the player's SP pool while the building is under their control instead of a +X skill bonus.
For example the building could add 2000 SP, which would raise a skill of 40 to 60 (1600 to 3600) but a skill of 150 would only go up by ~6.7. This building might work best with two tiers, an early one for something like 400 SP and an expensive later one for a much higher cost and 1600-2000 SP.
Will add.

12. Spy Master advisor
This would show your diplomacy relation on a graph like Historian does for your economy.
We can limit it to only show the "visible relation" stat, or we could either add a new global enchantment, or building that adds more spying information, such as the "hidden relation" or "peace interest" stats. In this case we need to come up with a way to make that spell or building useful for AI players who have no use for diplomacy data (their diplomacy behavior is entirely determined by game rules).
Will show visible relation only for the time being. There is no need to rush a decision on showing additional information at this time.

13. Research Treaty
Forming one of these with another wizard would select one spell from each tier and divert some of their research income into obtaining those spells. When the research completes, both wizards get both spells. Basically, this would be a "blind trade" for a random future researched spell. I haven't decided on the detailed rules but at the very least both parties would need to have a spell the other cannot learn on their own but could trade for in at least some of the tiers.

14. Spell of Mastery casting cost.
This should probably scale by the map size, as it takes more turns for an army to reach you on larger maps.

15. Demand/Offer cities in diplomacy.
I have no idea if we want this, nor how to implement it if we do. Maybe we don't.
This can of worms is better left closed.

16. Map size effects on diplomacy
Which actions in diplomacy should be allowed between empires too far to reasonably hurt each other?
-Hostility rolls
-War declaration
-Treaties
-Same between two AI players or an AI and the human. Prohibiting war and hostility can lead to AIs becoming friends more often. Prohibiting treaties will mean the human player can get a head start on forming treaties with people while the AIs cannot. Prohibiting the human player from doing either violates the core design of "human can do anything in diplomacy".

17. Random event to spawn a new lair or lairs.
This becomes possible but do we want it?
It might upset treasure balance.

18. Divine Order
With more players this becomes an issue. The probability of at least one person casting it might be too high as is the chance of multiple players doing so.
Best solution might be to move this up to become a Rare spell.

19. Level up MP
What if Magicians and Apprentices gained an additional few points of MP at max level? Probably no more than +3.

20. Enchanted Roads
These don't really have a reason to exist in my opinion. Why does Myrror need faster unit movement than Arcanus?
Of course Myrran roads can still glow yellow if we want them to but cost the same 1 to move on as Arcanus roads.

21. Addition of race specific buildings only one (or very few) races can build.
Examples :
- Draconians: Altar of fire gives +4 power for each volcanoe in the city terrain
- Halflings: Giant telescope gives +12 research and sight range of 5.
- Gnoll: Fighting pit gives +1 EP for each unit per turn
- Nomad : Gain +3 Gold for each Desert Tile, or chance of Deserts turning into Gem/Crystal tiles.
- Dwarves : Some extra benefit from Mountains
etc

Having thought about this a little, Altar of Fire could also be a spell. Giant Telescope is pretty much Nature's Eye so that would be redundant. Fighting Pit, not sure if you mean each unit gains +1 EXP or each unit gains as much EXP as units in the city but both seem interesting options. Honestly, War College is simply better as it starts with 80 EXP for new units, but having this as an additional option on a military race only is a good idea. Nomads and Deserts match in flavor but nor good mechanically. Dwarves already benefit extra from Mountains (ore bonus, additional production per worker).
Nonetheless the concept is good and might work if we can design a good building for all races.

22. Peace Treaty could be visible on the diplomacy screen and/or a notification could be shown to the player when it ends.
While I don't plan to show the player the number of turns remaining, especially because their actions can reduce the amount even significantly, showing the fact the treaty is still in effect might or might not be a good idea. The downside is the player will know exactly when the enemy is expected to retaliate for provocation, such as attacking their troops or cursing their cities while currently, after doing so, the player can't be sure if they'll get attacked next turn of it's still safe and in general have no precise information other than "if I leave this wizard alone he won't attack for at least a year, maybe two."
The upside is knowing when "Threaten" needs to be reused to guarantee safety and when "Declare War On" requests become possible for players to use to restart a war between two AIs.

23. Scaling research costs
Currently larger size games result in research reaching the next tier much earlier, while smaller size games have research that is much slower. This an obvious consequence of available resources.
If research costs scaled with map size settings, this would no longer be an issue, although of course having more or less territory to conquer would still affect the pacing of the game, at least spell tiers would be roughly similar which means the mana/skill/research spending ratios will be the same and spell tier advancement would keep up with rampaging monster strengths.

24. "Break Alliance With" in diplomacy should work more often and/or the AI should demand a steeper price in gold or a better spell than usual as an additional possible outcome between failure and demanding the default amount of stuff.
This can help against the "too much alliance between AI's" issue and if we don't change the "declare war on" formula then it doesn't directly risk the AIs being turned against each other by the player.
Currently the formula for this is extremely unforgiving, requiring 50 points higher than the "declare war on" formula despite the fact the relation between AI's during an Alliance is typically at least 50 higher than normal leading to a cumulative 100 higher requirement.
Overall I think the requirement to force a war declaration might need to be stricter than the one to demand breaking the alliances.
Not that this would make it easy - typically AIs with high personality modifiers make the most alliances such as Peaceful and those have the lowest chance to accepting (Peaceful is an extra 130 points required for success) but there is a loophole here that the player can use against the system - then the Peaceful AI makes the treaty with someone else, they can ask that someone else to break the alliance (unless it is also a peaceful wizard).
If we want to be extra careful, we can also let the AI's affected form a short Peace Treaty to give them a fair chance to reform their Alliance or get at least a Pact, or prevent them from attacking each other some other way, as losing the Alliance does mean they can randomly start fighting even for no reason at all unless they are Lawful/Peaceful.

25. When spellbooks are sorted by realm, they are also sorted by rarity.
This one will be added.

26.Zitro's idea

Advanced military buildings to increase experience of less advanced units only:
Fighters guild allows spearmen, swordsmen, bowmen to start at veteran
Armorers guild allows halberdiers, pikemen, berserkers, etc to start at veteran
Fantastic stables allows cavalry to start at veteran
War college: all units start at veteran
Wizards guild: all shaman, priests and other lower tier support units at veteran
Barracks: unsure maybe garrison units earn 3xp per turn, but costs a bit more
Why? It prolongs use of lower tier units when advanced units get unlocked
Low priority at this time but it is worth considering later.

27. Spell Blast to rare
With larger maps and more players, longer game duration might mean we want to make Spell of Mastery wins more relevant and the number of Sorcery wizards the player has to eliminate before they can cast it without getting countered should likely be lowered by making the spell more rare.
With this change it also becomes possible to remove the "do not use at random if the human player has below 200 casting skill" which is a very artificial solution. If the spell is rare and low on the AI's research priorities, this is simply not an issue, unless they find it in treasure but even that has some turn based restriction. If necessary we can also add a condition for the AI to not use it before a certain turn count. The problem here is Sorcery having no Rare spells that could be moved down to uncommon.
-Game length on largest map needs to be tested and a decision on the intended relevance of SoM has to be made. (alternate victory conditions such as diplomatic/political can also be considered)
-AI should always recast Detect Magic at high priority on highest difficulty (Lunatic+1) : Added
-if we do not want SoM to get more relevant, then we probably need to remove the "SoM during Time Stop" strategy from the game, and AI random spell blasting might need adjustments.
-if we do want it more relevant, Spell Blast has to be rare.

28. AI offensive Transmute

Basically, change Adamantium on enemy cities into crystal.
Might reduce ore relevance too much, as it means not only Chaos but also Nature wizards will disable your ores.
9 out of the 15 default wizard templates have either Chaos or Nature which is 60% but even a single random book or two can add the spell so the real rate is closer to 70-75% chance per opponent that they will destroy the player's ores.
With Chaos only, this is a much more reasonable 33%+random books chance so probably around 40% total.
I think those numbers are convincing enough that we don't want Nature AI to do it.

29. AI node scouting system

Basically the same thing the AI uses to determine if they have seen a city to target it with a curse, but for Warp Node. If added, it will not be used for anything else.
Magic Spirits will be limited from going too far from the AI's own territory (to avoid making long distance diplomacy contact without a reason) but that will be independent of this.

30. Auto outpost destruction.
In the current game outposts are automatically destroyed as a side effect from any building destruction roll happening in the city (regardless of the results of that roll). This won't be automatic in CoM II so we can individually decide which of the following should destroy affected outposts :

-Raise Volcano
-Call The Void (or Comet event)
-Earthquake (or EQ event)
-Meteor Storm
-City changing controllers when conquered

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.
Quote:

32.Combat attacks.

see https://www.realmsbeyond.net/forums/show...#pid732908


...
Reply

I'm trying to summarize all discussed ideas and their current status :

Already added :
4. Razing cities from the city screen
12a. Spy Master (only shows relation between players, but you do see relations between AI players as well.)
16a. AI players can't declare war (using most sources, there are exceptions) against players too far away
20. Myrror has normal roads, Enchanted roads no longer exist.
25. Spellbook sorted by rarity if "by realm" was set.
27a. AI always recasts Detect Magic on Phantasm difficulty
29b. AI will not send magic spirits at nodes too far from their territory (over 12 distance)
33. Wall Crusher destroys walls automatically while moving at 100% chance (needed mainly because it is massively more difficult to implement attacking the walls, especially for the AI.)
-Improved AI overland stackbuilding, frontier city handling, etc
-City names in external file
-Rename cities
-Wave of Despair does a defense roll using the enemy resistance score instead of subtracting it. (To Def does not apply)
1. Armorer's Guild and Fantastic Stables enabled by global spell that cannot be dispelled. (Spell appears for research at a specific turn count, probably 1404 or 1405 and has a low/medium cost to research and cast)
24. "Break Alliance with" should be easier to succeed
30c. Outpost destroyed by Call The Void
30d. Outpost destroyed by Meteor Storm
30e. Outpost destroyed by conquest
29. AI node scouting system for Warp Node spell
11.. Amplifying Tower to separate combat and overland buildings (cost, amount generated still undecided)
14. Spell of Mastery casting cost scales with map size
-Wave of Despair to consider Bless and Resist Magic in the formula
32a. Hold Shift to force melee attack in combat.
32b. In combat, ranged is always the default attack type.
32c. Ranged attacks don't automatically change to melee if the target is immune to that ranged attack.
7. Smaller Earth Lore
-Neutrals stalling as an optional setting
-Combat spells being disallowed on immune targets as an optional setting.

Decided to add :
17. New, very rare random event that spawns a new lair or small island with multiple lairs
18. Divine Order should become a rare spell
19. Nonhero normal units should gain extra MP on Elite level. (maybe also on Veteran? Undecided.)
- Guaranteed safe fleeing if certain conditions are met (all flying army, enemy cannot attack flying units, AI used no spell the previous combat turn, enemy units have no ammo left), flee button turns to green color

Decided not to add :
1b. Casting the global unlocking spell unlocks the top tier military buildings for everyone, not only you. (great idea but then there is a useless spell in the research book for everyone but the first person)
1c. Guarantee the global unlocking spell to be available for research on turn 1. (it needs a very high RP cost for that to delay it enough and that cost would be unreasonable later on.)
2. New ores
3. AI terraforming polar caps (these will stay unusable)
13. Research Treaty
15. Give/Demand cities in diplomacy
16b. Restrict AI treaty making, hostility rolls, etc with too far away players. (Instead the AI will not send units to far away areas unless the closer ones already have nothing left to conquer)
28. AI Offensive Transmute
- Volcanoes destroy roads
- Racial terrain changing
- More retorts
- Connected north and south poles (this would need rewriting of pretty much all parts of the code that deals with the overland map)
-Upgrade units
-AI difficulty modifiers shown as retorts
-More control over mercenaries
-More air travel for races
-Alternate win conditions
-Magic Spirit as nonmilitary unit (moves way too fast, Pacts should make it harder to scout the wizard's territory)
-Reinforcements during combat
-Better city defense structures (improved walls, towers that shoot, etc)
-Aquatic races/cities/units etc
30a. Outpost destroyed by Raise Volcano
30b. Outpost destroyed by Earthquake
31. AI cannot break treaties for 6 turns after making them (instead AI can't complain about certain things during this period)
6. Black Sleep reducing defense

Undecided :
8. Smarter AI artifact creation (this probably needs some very specific cases when to do it, if ever)
9. More expensive desert overland costs (it's the only tile besides grasslands that does not cost extra to move on, so idk, maybe if we also add "Wasteland" that produces nothing but costs 1 to move on?)
10. Enlightenment extra hero level
12b. Spy Master showing different diplomacy data/variables than normal relation
22. Visible Peace Treaty
23. Scaling research costs
27b. Spell Blast to rare
27c. Spell Blast as uncommon, Disallow SoM during Time Stop, Adjust/remove AI random spell blast usage
- AI trade interest should drop faster (or fill up slower) while trading with the human the higher the total player count is in the game if playtesting shows the higher player count makes getting spells too easy.
- Use mouse wheel for scrolling where applicable
- New option for building queues : buy each turn
- Steam Cannons to gain ability "Wheels", allows movement on roads at 0.5 per tile to compensate for lack of enchanted roads. (probably should also apply to settlers)
- Diplomatic penalty for having too many allies

These belong to Milestone 4 so it's too early to consider :
5. Life and Death nodes (leaning towards no as Life creatures have no variety at common and uncommon, maybe if we add more?)
21. New race specific buildings
26. Advanced military buildings to grant extra experience to obsolete tier units of the same type
- New spells
- Spell system overhaul (more spells in tiers, etc)
- New item powers or item powers based on existing spells (such as Heroism item, or item that autocasts curses on the enemy unit)
- Dispelling Wave should not dispel city enchantments. (Possibly add a new spell to do that)
Reply

1.) My idea for this spell is that once it is cast, by anyone, anywhere, it effects all wizards. Sort of like breaking the planar travel seal. As such it's not always optimal to rush this spell, because that means you pay the cost and everyone else benefits. It seems fairer by far. Keeping in mind the main reason for the 1406 rule is to make sure that no one gets such a large lead on these units that they can roll the entire game before anyone can respond.

If you make it a spell that's cast once and effects all players, you can afford to move the spell to an earlier year, and increase it's cost. That would maximize the strategical options, maximize how early you could make it, without ever allowing it to become dominant again.

5.) I'm strongly against life and death nodes, them not existing makes them more unique and interesting. Additionally life specifically focuses quite heavily on buffs and not using summons and as such is weak at summoning. I don't know if there is a good way to make life nodes fun, varied, interesting, challenging, and diverse without sacrificing life's weaknesses and strengths. Unless you could make nodes in which buffed units appear.

edit1: Another note is that for death wizards, they don't really mind not having any death nodes that are easier for them to take, why? Death wizards are often hoping to turn non-death fantastic creatures from nodes into undead versions of their own. This might not be the main focus of death, but I think it's at very least a good flavor reason why death shouldn't get it's own node.

edit2: If you're really bothered by there not being any nodes in which life and death spells are easy to cast, there is always the effect you put on astrologer that lets a wizard always be able to cast spells in nodes? If astrologer doesn't fit well into life or death themes or builds, you could rebalance the retorts in some fashion. (Like, not saying do this, just brainstorming, but you could give that effect to cult master and give cult master back it's requirement to have some life/death books). Obviously since you already made a change away from that, that in particular isn't what you want, it was just an example of how to build a game where life and death nodes don't necessarily need to exist.
Reply

1) I think it being a spell guaranteed to be available in research book from turn 1 may struck the right balance between balance and flexibility. Think about all the spent resources a player must go through: research cost, casting cost, and either gold or city time. An armorer's guild unit is probably around the level of an uncommon tier summon, which can be rush-researched at similar or lower level of sacrifice

2) Fossil yes, but I'm not sure how I feel about Agaric because poison works with ranged attacks.

3) I'd say no

4) Razing idea seems to make it closer to modern 4X games like Age of Wonders or Civilization. I wonder if Master of Magic purists would hate eliminating the convenience of razing.

5) I'm a bit indifferent about life/death nodes. I wouldn't have a strong opinion for or against its inclusion.

6) Indifferent on what you decide on black sleep

7) Not a bad idea, but if AI are spamming the spell, does the player have to endure all the animations? Otherwise, go ahead

8) If you can pull off the artificial intelligence to craft good items, I don't see why not. Yes, going against a near-unstoppable hero is rough but I don't consider it unfun.

9) Desert costing 2 - I'd only like it if you have a desert-walking type of bonus (nomads could have it) and at the same time reduce movement cost on other tiles to compensate (e.g. forest,river,tundra at 1.5, swamp and desert at 2, hills 2.5).

10) Enlightenment - it takes a way a bit of the research focus of the spell, which is already pretty strong. I'd say no.

11) Amplifying Tower idea is great and I remember being a supporter of the skill bonus being overland-only. This would finally break this pattern of combat skill scarcity early on and having way too much of it later. I think just having 1 may be sufficient
*Amplifying Tower: 10 overland-only. Overland skill is most relevant later in game and should remain top tier
*Combat-related building: mid-tier building 800 combat skill and a cost roughly around 300. Probably requires builder hall so economic races get advantages on combat casting. Combat-specific skill boosts are most relevant earlier so it should be accessible and modest in skill gain

12) Not too passionate about this, but I can imagine that if implemented well, it would be beneficial to gameplay

13) Research treaty idea is not bad. So you choose what tier of treaty? (common, uncommon, rare, very rare). What happens if someone knows all the available spells of a tier?

14) Scalable spell of mastery cost is a good idea. But what I'm most passionate about is being able to switch research from it instead if being stuck with the seemingly interminable research.

15) I rarely get city demands in 4X games to be successful. The idea that someone could threaten you with taking a city or risk war may be frustrating unless it is implemented fairly and targets the weakest cities.

16) No opinion

17) Great idea if relatively predictable and only triggering during later years, because it would bring back the exploration phase of the game a bit, but with massive armies. Yes please!

18) Divine Order: I think the issue may be less severe if we change a bit how the spell works and emphasize the negative components more:
*player alone gains a 20% cost reduction in unit/city enchantments (no global enchantment bonus)
-other players don't benefit from the cost reduction, no cumulative effect
*summons and combat spells cost 10% more for everyone, cumulative by 10% each time.

19) MP gain by experience is a pretty cool idea

20) Enchanted roads having 1mv cost is fine.

Reply

First I want to say you did so far an awesome job to improve on the original MOM. Great job!

1) I think it should be an arcane city enchantment per city. Then you can leave out the process of building the armorers guild completely.
If  you have the enchantment + the other buildings you can build the special unit.

2) Yes to new ores. I would also like to see also other special tiles forexample fo coast
fish: gives +1 food and +1 gold for the city
...

3) I always did not like the map borders at all.
I think the best option would be to remove the polar caps completely and connect the map from south to north, as it is already in the west-east direction.

4) Yes razing should be slowed down. I think the razing time should be around 1 turn for removal per 4 citizens,

5) I always missed life and death nodes. Their addition would be cool.

9) Desert movement of 2 would be ok. I think the construction time of roads is already correspondingly long on desert tiles.

11) Yes the building function should be split.

12) I would like to see this information just like the other advisors. A spell should not be neccessary for this.

17) I really missed this. I think the appearing of new layers should be quite frequently. Clearing layers is one of the most fun parts of the game.

19) MP increase is ok. However I think the magicians should not have more than 20 MP on elite status. So they should start with relatively low starting MP.

20) Enchanted roads can go.


Other ideas:

21) I would like to see more race specific buildings like
- Draconians: Altar of fire gives +4 power for each volcanoe in the city terrain
- Halflings: Giant telescope gives +12 research and sight range of 5.
- Gnoll: Fighting pit gives +1 EP for each unit per turn
...

22) Raising a volcanoe should destroy roads on the tile


23) I would like to see some racial terrain changing abilities. Some races should have units (like engineers) who can build specific terrain improveents. For example
- dwarves should be able to construct mines on mountain terrain for +1 gold
- Barbarians should be able to put deer on tundra tile. The unit working a tile should have a low probability each turn to find a deer (~3 %)
- Nomads should be able to find gems on desert tiles (~1 % chance per turn)
- Lizards should be able to plant nightshade
...
Reply

Quote:3) I always did not like the map borders at all.
I think the best option would be to remove the polar caps completely and connect the map from south to north, as it is already in the west-east direction.

Unfortunately that's not how a globe works in real life. The north and south poles are not connected, it would feel really weird. If you try to imagine that shape in 3D, you get a Torus, not a planet.
https://en.wikipedia.org/wiki/Torus

Quote:21) I would like to see more race specific buildings like
- Draconians: Altar of fire gives +4 power for each volcanoe in the city terrain
- Halflings: Giant telescope gives +12 research and sight range of 5.
- Gnoll: Fighting pit gives +1 EP for each unit per turn

These are all great ideas. I'll add this to the list.

Quote:22) Raising a volcanoe should destroy roads on the tile
This would probably make Chaos way too powerful. The gold bonus from having roads is significant so Raise Volcano would become a spell that can cut down 10-30% of gold income on the enemy cities.

Quote:23) I would like to see some racial terrain changing abilities. Some races should have units (like engineers) who can build specific terrain improveents. For example
The game does not have "working on a tile" as a concept - roads being the only exception.
I would prefer if this was part of the "racial special building" feature. For example Nomads could have a "Gem Market" which adds +3 gold per desert tile. (although nomads with lack of food buildings do absolutely horribly on desert terrain so it might be better to give this particular perk to someone else even though I think flavor-wise it is the correct choice.)
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Added one new idea of my own and some thoughts for the added 21.

Quote:22. Peace Treaty could be visible on the diplomacy screen and/or a notification could be shown to the player when it ends.
While I don't plan to show the player the number of turns remaining, especially because their actions can reduce the amount even significantly, showing the fact the treaty is still in effect might or might not be a good idea. The downside is the player will know exactly when the enemy is expected to retaliate for provocation, such as attacking their troops or cursing their cities while currently, after doing so, the player can't be sure if they'll get attacked next turn of it's still safe and in general have no precise information other than "if I leave this wizard alone he won't attack for at least a year, maybe two."
The upside is knowing when "Threaten" needs to be reused to guarantee safety and when "Declare War On" requests become possible for players to use to restart a war between two AIs.
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3.) On the issue of the torus, I think that it should either remain totally unusable, OR be made to north/south wrap, yes that might not be a planet shape, but removing corners from strategy games is commonly done for balance reasons. I'm perfectly happy with it how it is now, but I think if you want to make it usable terrain it would need to wrap (this would mean both the player and ai could utilize that area equally, because for all intents and purposes that area wouldn't exist).

21.) Hmm, nomads should probably get food on deserts, or increased population size, maybe something exactly like a granary only scaling via desert tiles. Nomads are supposed to be good at staying alive in the desert, maybe call it oasis? or salt mine? or well, I dunno, something nomads could actually do.

22.) If you wanted to revamp peace treaties, I think the area that might need addressing most would be nerfing the player. You can go to war with someone, take half their cities, wait for them to ask for peace, then take a bribe to say yes, then immediately attack them again the next turn (keeping your free bribe). If this player power was nerfed, then it might become balanced to show peace treaty durations so the player could know exactly when they'll expire. If the player isn't going to get nerfed though, I wouldn't nerf the ai either.

23.) As to things like dwarves building mines, why not just let dwarves build mountains? You could pass out each of the effects of change terrain to a specific race, basically, it wouldn't be nearly as good as a nature mage, because well, you'd only be able to turn exactly 1 thing into exactly 1 other thing and it would only work one direction, but it would be a cool upgrade to engineers. Giving elves trees might be OP, but the exact stats of the terrain could potentially change?
Or is it even possible to add new terrain? Like young forest that's like 50% grassland 50% forest statswise? That could be something else nomads could do, maybe turn desert into rivers, to simulate oasis construction? Or ideally a new type of terrain that's 50% desert 50% river and called something like flood plain.

Might be impossible to code. Although... if raise volcano can create mineral resources, perhaps engineers could to? Maybe make a new mineral resource called copper that gives +1 gold and never spawns randomly, that say dwarven engineers could build, but only on tiles that didn't already have another resource. Then, I dunno, make their engineers cost 1000% as much. Or give them a basic engineer for roads, and a super engineer requiring the armorer's guild equivalent unlock to build copper mineral resources. You mentioned in idea 2) that you were having trouble thinking of new ideas for ores, but what about a new set of ores, far worse than the ones that exist, mana/gold/cost ones. They wouldn't spawn randomly because they'd be too disappointing to get in your starting location. They'd be like let's say 1gold 1mana 1% cost discount or some such. Then you could add new units/spells/events that could create these new ores. They'd be weak enough that you wouldn't need to show as much restraint in their usage.

edit: 17.) I'd be quite worried about upsetting the treasure balance, and I'm not totally sure it would feel more like exploration if the player already has most/all of the map revealed. Perhaps if the event occurred once per game in say 1410 and spawned like 12 new lairs all over the place, AND if it could spawn lairs in the ocean (the way nodes during map generation can), but NOT within city borders. That might work, the idea being to put so many of them out there, and none of them next to a city, so hopefully it's a fair race between the player and the AI to get as many as they can. If it's just 1 lair and it spawns on the plane you're not on, or next to an enemy wizard's capital, it's going to feel quite unfair.

24.) More retorts, more space for retorts.
A lot of caster of magic design involves compressing retorts to make room to add new retorts. I think having a larger list of retort options would open up design a lot. I myself have a ton of ideas. They're all probably quite bad.

As you just read one of the ones I want to redesign would be omniscient, which could easily be the inspiration for several different retorts all meant to appeal to someone who wanted a wizard with a generalist strategy in 4-5 realms. As I mentioned earlier in this thread, I think that if you're willing to leave life and death nodes out of the game (which is how I'd like to see it go) you could re-introduce some sort of life/death only retorts to help address any balancing issues the lack of a node type resulted in. It might also be nice if retorts could cost 3or4 picks or even 0.5 picks (however that would work). My own retort ideas have all been fairly bad over the years, but yours have always been AMAZING, so I'd love to see more of them. Or even if there aren't any more of them, at least more design space left open to add/balance/change them in ways that are not currently possible.

I'd also like to mention that of all games ever made, caster of magic has the best retort system I've ever seen. Games like warlock master of the arcane or age of wonders have roughly 80-90% fewer retorts. Also in those games there'll be a retort that is like earn 5% extra income and ANOTHER retort that is earn 10% extra income and another retort that says start the game with 1000 extra gold. In other words they're claiming they've got dozens of "retort" picks but really it's just 4or5 retorts, all the dumbest and most boring options possible with multiple balance levels and costs. Master of magic has beaten all other strategy games I've ever seen by a giant margin in terms of it's giant spellbook and giant list of meaningful retorts, that's what gives the game infinite replayability. You'll never run out of new strategies to try.
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Engineers or races should not change terrain. That's something for magic to do and we do want to keep magic the most important and awesome thing in the game. New spells are possible though and I do have an idea for a spell to make forests, but I'll worry about major changes like that after the game actually works, I intentionally did not post spell ideas yet.

21. For Peace Treaty, yes, the fact the player is allowed to violate the treaty and get away with only a reduced number of peace turns is the main reason why it can't be too reliable. However "player can do anything" is the core design of diplomacy so we probably should not mess with that. (If we did, we could also have wizard's pacts that force the condition of not attacking on the player instead of the "do not go near the cities" limitation it currently does.)
Either way this is another major change to core mechanics that is better to be considered for a future version.

Oasis for Nomads might be a good idea. This could make Dry land actually desirable for a race to play on Arcanus, similarly to dwarves on Myrror (who earn double from the desert minerals which are typically much better for them than mountain minerals.)

17. The event spawning a smallish island (10-15 tiles) with several lairs and maybe even a node on it might be a good idea. It even gives players extra land to fight for. I think it should follow the normal "random event" rules, you usually don't see the same one more than 1-2 times a game anyway and if we increase the types available this will be even less.

3. If we make it a torus we are removing the ice caps so then it won't be a feature either way. The current implementation does not allow land or cities near the warp connection and while in theory that won't be a necessary restriction, I prefer to keep it because it makes the map easier to read and reduces the chance of errors.
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I like the small island idea: maybe 2 events per game like these

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