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Economy spells

As it was raised that economy spells are overpriced/too weak, I'm going to review them and will adjust them for the next update as necessary, so do tell your opinion here.

I will exclude Heavenly Light and Nature's Eye from the list as those have a different primary function and resource production is just an extra benefit.
I also exclude Evil Presence as the military disabling effect is the primary one, removing unrest reduction is secondary.
Likewise I will explode Philosopher's Stone as it's also a military purpose building (combat spell skill).

First question is, how many turns as "return of investment" do we find acceptable?

Economy spells have to compete with military or other spells whose return of investment is impossible to calculate. So we don't really know what counts as "good" here. I'd say anything over 50 turns is probably too slow as in that much time, a significant part of your empire can be conquered by an enemy who researched a military purpose spell that can turn the tide against you, but this is just a random guess.

Next, how do we measure the value of casting skill used?

If we measure the spells in the time span of 50 turns, each 1 point of casting skill we have can cast 50 MP worth of spells.

At the common tier, it costs an approximate of 40 SP to gain a casting skill, so each point of MP used is worth 0.8 SP+1 MP, a total of 1.8 power invested.
At uncommon, we can assume ~100 SP for casting skill, so 3 power for 1 casting cost.
At rare, 200 SP for a casting skill, a total of 5 power spent per casting cost.
At very rare, 400 SP for a casting skill, 9 total power spent per casting cost.

(These values assumed we research the spell around the beginning of the spell tier, so 20, 50, 100, 200 total casting skill in the tiers)

1. Change Terrain

960 RP, 32 MP, 0 UP

Being uncommon, the total power investment is 32*3 = 96 per cast and 960 for research.

Benefit is roughly 1 more maximal population per cast, which equals 2 base production and ~2 base gold. There are of course bonuses, so the effective amount gained is more like 3 per turn of each, but production is worth twice as much as gold (purchasing cost multiplier) so it's effectively +9 gold a turn, which, without alchemy is equivalent to 4.5 power.

Assuming you cast the spell 6 times on each of 8 cities, that's 48 uses, so each use has 960/48 = 20 RP research cost.

So each use costs 116 power and gives back 4.5 per turn for a return of investment value of 25 turns. With Alchemy, this is twice as effective (12 turns).

So overall ROI is around 25 turns with reasonable usage.

This assumed we targeted a Swamp tile. Desert is mostly the same (lose production but gain 0.5 more pop), Hills and Forests are slightly worse but only marginally (lose 3% production) Mountains much worse (lose 3.5% production, and only 0.75 pop gained on each of the two castings).

I think that's fair overall, no change needed.
Except, this assumed the new population appears immediately, while in reality you have to wait for it.

The immediate effect is +5 growth and being able to convert 1 farmer to worker every 4 uses, if and only if you were overfarming, to provide 6 gold worth of hammers.

2. Abundance
3600 RP, 150 MP, 2 UP

This is roughly equivalent to 6 good uses of Change Terrain (Swamp to Grasslands). Neither the research nor the casting cost is 6 times larger so this has better ROI than Change Terrain. Casting cost is 33% more valuable at rare, but the research cost is less than 4 times higher and the MP cost less than 5 times higher instead of 6 times making it fairly even.

2 upkeep is divided between 12 uses of "+0.5 population" so the +2.25 above is only reduced by 0.166 which is a marginal difference.

Overall this spell is mostly equal in effectiveness and ROI to change terrain. Which honestly, isn't that great for a higher tier spell, but this one ALSO works on terrain where Change Terrain is unusable - you can boost population coming from shores, rivers, grasslands, etc, while Change Terrain can only boost Forest, Desert, Swamp and Hills effectively and Mountain semi-effectively. There is a downside though, which is hitting the population caps so this spell can only reach peak effectiveness on cities at around 12-14 max pop as base terrain. Higher than that will, with a Granary, exceed 25, while lower would yield less than +6 max pop.

That's an absurdly narrow range for the spell being better than an uncommon, so this spell probably needs to be buffed. A higher boost to population would just make it even easier to hit the population cap so a lower cost seems the better solution. Probably 120 MP with 1 upkeep would be fair?

For both of these spells, the primary problem is that the effect is not immediate. We could somewhat improve that by changing how population growth is calculated, by increasing the effect of max population on growth. However, doing so would, in general, speed up city growth early on and slow it down past midway, as well as increasing the value of high max pop spots drastically and making Nomads much worse as a race unless their racial growth compensates for the lack of Granary.

However, these spells are supposed to provide a slower, more long term benefit, in exchange for having a much greater potential (basically you can turn even max pop 3 spots into pop 25 metropolises). So maybe removing the max pop cap of 25 could be a better direction to take instead of a cost reduction or buffing the immediate spell effect. This has already been mentioned in another thread and other than the difficulty of implementation, I don't think an argument against the feature was raised. The only one I can think of is the increase of luck factor over terrain available but it's not significant - terrain better than 25 max is rare. This would however be a drastic buff to Guardian and Nature Omniscient.

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Unrest.
As several spells offer unrest reduction, it's best to calculate that in advance.
1 unrest removal is equivalent to 1 population, so just like Change Terrain, it's worth the equivalent of 9 gold, 4.5 power per turn.
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3. Gaia's Blessing
2400 RP, 100 MP, 3 UP

This has 3 effects.
a. 2 unrest reduction. This is worth 4.5 power/turn each.
b. More production from Forest tiles. Assuming an average of 4 tiles, this is 24% more production.
c. Converting Deserts (and Volcanoes). This is effectively a free use of Change Terrain for each of those tiles.

Assuming you can cast this on 20 cities, the RP cost adds 120 to the total investment, which at rare is 500 power for a total cost of 620 power.

Change Terrain had a converted cost of 116 so each Desert is worth that much value. Assuming 1 desert per city (in reality it'll be 10 around two cities and none on the others unless playing Dry land), this is effectively an (almost, it's actually 10% per turn so in 10 turns but that's less than our targeted ROI time) immediate refund of 116, reducing your cost to 404.

24% more production, with a pop 18 city that has 8 farmers and 10 workers, plus Sawmill and Smithy for 30 hammers base production is worth +7.2 hammers, equal to +7.2 power.

Unrest reduction is worth 9 total so we have 16.2 power produced per turn, but 3 spent on upkeep, so the total gain per turn is 13.2.

504/13.28 is 37.95 so the return of investment is reasonably average.

If we only cast it on cities with 2-3 or more Desert tiles, it can be drastically better than this.

I think we don't need to buff it, or at most, buff the specialized parts of the effect, like one or more of these changes, to bring out more specialized potential :

-Volcano converted to Forest instead of Hills
-Forest Production raised to 12% or 15% instead of 9%.
-Natural resources (ores, wild game etc) cannot be destroyed in the area by Raise Volcano
-Faster removal of Volcanoes, Corruption and Deserts (tho Corruption removal is already faster than the other two.)

4. Stream of Life
1280 RP, 120 MP, 4 UP

Three effects again.
a. -3 Unrest is worth a total of 13.5 power per turn.
b. Doubled growth
c. Heal units to max each turn

You generally either have low population and benefit greatly from double growth, or have high population and can use the unrest reduction. So I'll treat these as mutually exclusive, equivalent effects, and will only calculate based on A. (C is a military effect that's hard to quantify)

Assuming this will be cast on 8 cities, 160 RP is spent per use on research. At uncommon, the casting cost is worth 360 power.
So the total cost is 520. Benefit is 13.5 per turn minus 4 upkeep, placing the ROI at 54 turns, ignoring the military benefits.

Not that great but it's okay for an uncommon?
We did ignore the doubled growth benefit, saying it's equivalent to +3 people which isn't true - at it's peak it can be way more than that, although early on and later it's less. So the snowballing potential from this is huge.
We also ignored the fact this can and will be useful on all future small cities you build or conquer and helps repair damage (lost population) from battles as well as heals your units.

Overall I think this spell is good as is, at best minor changes might be necessary, like 1 more unrest removal or 1 less upkeep. We should also consider that Life doesn't have much strong military option such as summoning or combat damage spells to research, at best they can buff which is powerful but way less cost-effective than other realms - so the pressure for a fast return on investment isn't there. You can generally do better by only building fewer buffed armies that don't suffer any losses, and buffing the conquered cities with Stream of Life than if you buffed more stacks and ignored buffing the cities.
Also, if we remove the 25 population cap, the doubled growth can be drastically more powerful on the right terrain/wizard build.

Finally, in my experience, AIs who had this spell early always perform very well, which would indicate the spell is definitely not underpowered.

5. Altar of Peace
1280 RP, 120 MP, 4 UP

Assuming you buffed 8 cities with this, the RP cost is 160, total power cost is 520.
RP produced is 24, but at 4 upkeep it's only 20 gained per turn.

This puts ROI at 26 turns which is excellent, especially on uncommon. You only needs an average of +40 relation to get this amount which is reasonably reachable, even in high wizard count games.

No change needed.

6. Sanctify
960 RP, 70 MP, 1 UP

Total cost is, assuming at least 48 uses, 20+3*70 = 230 power.
Power generated is 3, but maintenance is removed to save 3 gold on average which is worth 1.5 power. Total benefit is 4.5 power per turn minus the upkeep so 3.5.

This makes the return of investment 65 turns.
Definitely on the slow side but this is an infinitely spammable spell, that is meant to be used for entirely peaceful gameplay when military options are not relevant. It doesn't need to compete with any other spell for that reason - it's the only thing you can cast if you already used all other city buffs.

Probably fine as is, or maybe we could reduce the MP cost to 60 which would put ROI at 57 turns, or to 50 which would be a ROI of 48 turns. It's also worth noting that Alchemy does increase ROI somewhat by doubling the value of gold saved.

Considering Raise Volcano also costs 50 and generates 3 power, 50 might be reasonable. Divine Order is no longer uncommon to allow spamming this spell early on at a reduced cost, although that still is something you can do later on - but by then casting skill is worth more so it's not that much of a problem.
Raise Volcano does not remove upkeep though so it's not as good as Sanctify and Volcanoes also have a change to revert to mountains. They can however generate extra resources if you cast them on your own territory but that's generally not worth it except on tundra and maybe Desert/Swamp terrain. Maybe if Volcanoes added 3-5% production, casting it on own territory could be slightly more viable? It would make it worse as a city curse though.

7. Inspirations
4800 RP, 200 MP, 4 UP

+100% production bonus.
Assuming this is cast on 20 cities, the RP cost per use is 240, the total power cost is 1240.

Assuming 30 hammer base production again in cities, this adds 30 production which is equivalent to generating 30 power, 26 with upkeep.

This makes ROI 1240/26 = 47 turns.

Slightly better than Sanctify and Stream of Life although worse than Gaia's Blessing but doesn't depend on terrain, and production is a very useful resource that is probably most effective at snowballing and more importantly, winning the game through building more units than your enemy.
Looks ok to me but definitely not strong, maybe a minor casting cost reduction could help?
4800 RP cost is definitely on the high end of the spectrum as an initial investment though, but the only way to reduce that would be to swap with Mass Healing which might be overcosted at 4800 RP?

8.Prosperity
2400 RP, 175 MP, 2 UP

+50% Gold bonus. Assuming the same baseline city, 18 population will produce 36 base gold, the Marketplace adds 8 more for a total of 44.
The amount gained is thus 22, which is equivalent to only 11 power or production, 9 if also considering the upkeep cost.

Upfront RP cost divided by 20 cities is 120 RP. Total power cost is 995 which is almost as high as Inspirations for a much weaker effect.
ROI is 110 turns, absolutely horrible and hard to justify. Probably a drastic reduction in casting cost or boost in effect is necessary.
Overall, the spell is less than half as effective.

Gold does have the benefit of being directly convertible to mana which production does not, but even then this spell seems too weak.

9.Dark Ritual
4000 RP, 150 MP, 0 UP

Converted power cost is 950.
Power gained is 24 without a retort or spell combo.
This makes the ROI 39.6 turns which is fair, especially for a non-buffing realm.
1 Unrest would reduce this by 4.5 per turn if it was actually unremovable but more often than not, you will remove the unrest or already had more removal than needed in the first place. Including the unrest effect, ROI is still 48.71 turns which is not that great.

Maybe a casting cost of 130 could work better here?

10.Warp Node
4000 RP, 120 MP, 0 UP

Assuming an average node to be worth 20 total power, this gives you 10 power and removes 10 power from your opponent.
Cost is 800 power, benefit is 20, making ROI 40, mostly the same as Dark Rituals.
Of course, removing enemy resources is worse than gaining your own unless the player count is low, but at the very least this is the expected ROI if you are targeting the final, strongest opponent in the game. If you only use it to gain power, ROI will be 80 which is worse, but you still have the option of only warping nodes with large auras.

No change needed but if we reduce the cost of Dark Ritual we should also reduce this to 100-110.

11. Drought
3200 RP, 150 MP, 2 UP

Cost is 910 power.
It is expected to remove around 100% production bonus from the targeted city, which removes 30 hammers.
The city also loses 6 base population, which is another 12 hammers.
A total of 42 hammers, 42 power value.
ROI is 21.6 turns which is amazingly good but let's not forget this is a city curse, not a buff, which is always suboptimal except in 1v1 situations.

No change needed.

12. Pestilence
8000 RP, 250 MP, 5 UP

I won't calculate this. It effectively reduces gold and production of an entire enemy empire to near zero. (They'll have their sawmill, smithy and ~2 people, so they get 4 gold and 10 production from a city at most. This isn't enough to pay for their garrsion, let alone any armies, even with AI advantages, and isn't enough to produce more troops either.)
If you can cast and maintain this on all enemy cities, you win the game. Yes, it takes time, but honestly, it takes less time than Spell of Mastery so it's outright a better victory condition - as long as you can protect the enchantment from Disenchant Areas.

13. AEther Binding
960 RP, 400 MP, 20 UP

Around the time you cast this first, it'll produce roughly 80 SP. Removing the upkeep that's 60 power generated per turn.

Effective power cost is 2160 - you only cast it once so can't divide the RP cost between cities.

This puts return of investment at 36 turns which is fair for an uncommon spell. You do gain the dispel benefits in addition for free though making this better than average but considering this is one of the flagship spells in the Uncommon sorcery tier, that's probably acceptable.

14. Uranus' Blessing
3200 RP, 150 MP, 5 UP

22 power gained, 5 upkeep is worth +17 a turn.
The 4 casting skill, at rare tier, is equivalent to 4*200=800 power but this is limited to overland only so let's halve the value, making it 400.

The price of the spell is 910 power, subtracting the value of casting skill, 400, as it's an instant, upfront benefit, we have 510 remaining, so ROI is in 510/17 = 30 turns.

Definitely seems good enough and we might be underrating overland skill by assuming it has equal value to combat skill - it probably is more valuable. At most we can consider shaving off 1 upkeep or 10 MP cost from this one.

I didn't include the global enchantments because their ROI is extremely dependent on map size, number of your or enemy cities, so those would be an entirely different topic and so far, no one mentioned they are underpowered. Considering their casting cost is generally less than buffing 10 cities while the effect is worth more than buffing 10 cities, I suspect they are fine compared to city buffs, even including the larger RP cost.

Edit : rare spells were miscalculated slightly. Updated. Don't change the conclusions much.
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Here is some of my opinion.

4) Steam of Life is great or even crucial for playing some races in game but I think nomad drawing shortest straw from this spell due to lack of growth base increse buildings, maybe growth from steam of life should have some baseline of minimum bonus it could gain from this spell too.

6) I think there could some additional twist for both Sanctify and Raise Volcano
- Sanctify should allow normal unit to regenerate under Supreme Light spell
- Sanctified priest/shaman/saint should be more holier than unsanctified ones (+1 healing charge? +1 resist for all?)
- Maybe Sanctified magicians should able to cast all combat common and uncommon life spells too (similar to Chaos Channel and Blood Lust)
- Wizard city get +1 power or production bonus or farming bonus (by percent, like how volcanic soil generally furtile) from volcano tile raised by wizard him/herself (wizard could control benign eruption within their own territory if they control it) while get no bonus if volcano raised by someone else (please add surveyor label on who own which volcano too)
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I think you are greatly underestimating AEther Binding. It's not "only" 80 SP per turn(which would be itself huge) it is infact a gradually increasing spell that allows Sorcery to basically turn off the skill bar completely. I think it's way too good for an Uncommon, infact in my personal copy of CoM 2 I moved it to Rare tier.

My problem with Altar of Peace is that it seems way too luck dependant. I mean, sure there's going to be times when you can build a few solid alliances, but more often than not you will turn up a few enemies, especially as a mono Life wizard. Just yesterday I was surrounded by: Sharee who hated me, Kali who hated me, and Oberic who hated me even though I had tried to bribe him. In that situation Altar of Peace would basically be close to useless, and definitely not make up for, say, 1.5 less Heroisms on my best units.

Sanctify is also utterly bad as a buff. It gives no stat boosts, it merely removes the gold upkeep and makes the unit generate 3 power. This doesn't really mean much when the unit is still ordinary and can still be killed easily. Even the mythical eternally peaceful empire has to deal with rampaging monsters, which can easily kill units buffed by this. If you do want it to be a reasonable spell, it should definitely go down in cost. Making it 50 to match Raise Volcano, another very situational spell, seems fine.

Your perspective on Pestilence is honestly a little warped. Yes it's good at killing off the population of a city. But that effect is very slow and ultimately detrimental. It doesn't destroy any of the buildings inside, and generally you still want to conquer those cities at some point to win the game, unless the opponent is so weak that cursing them with Pestilence no longer matters. And saying that it can match up to Spell of Mastery sounds utterly absurd, considering that the opponent's casting skill and MP isn't really inhibited in any way, it just lowers their ability to field normal unit armies. I've seen powerful wizards in my friend's games and they can easily field armies of very rare summons at the end, no matter how many curses you pile up on them.
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Sanctify turning the unit into a Life creature :
Sounds like a good idea but we don't want a spell meant for peaceful economy builds to make units vulnerable to Great Unsummoning. While of course Final Wave is also a threat, that one has a -0 save modifier while Unsummoning is -3.
If we add this effect, it should be limited to during combat only.
(unlike Chaos Channels and Undead where weakness to Great Unsummoning is intended - those are military purpose units that should be used and conquer before Great Unsummoning shuts them down or in case of Chaos, Chaos Surge buffs their resistance up.)

Volcano buffing own city makes sense but I would rather use the effect of "The volcano adds 7% production bonus as if it was a regular mountain to the caster's cities only."

For AEther Binding, we calculated return of investment at the time it is first cast. It does get better later on but this is true for all of the listed spells, as you can cast it on additional cities you obtain later. This isn't the case for AEther Binding which instead grows by the turn count.

Altar of Peace isn't meant to be an universal, "always works" spell, so it being situational is fine. If you are unlucky with enemies, you don't need to use it, or at least not until you manage to destroy those wizards or make peace with them. In those cases, you don't have the convenience to cast economy spells in the first place, you want something more...militaristic.

Sanctified units don't get killed by rampaging monsters that often unless your garrison was too weak. A decent garrison of 6-9 magicians will shut down almost any rampaging monster without taking damage. Keeping the units away from harm is part of the deal in exchange for virtually infinite potential additional power. Reducing the cost to 50 is fair, I can agree to that, especially if we don't add a military effect (turning the unit into a Life Creature).

The thing about Pestilence is, the wizard will be unable to maintain their armies without gold. First all their normal units get disbanded, but building maintenance exists so their gold stays on zero so they have to constantly use alchemy to convert mana into gold. This keeps them low on mana so not only will they have no normal units, but also no mana to cast spells in most battles (especially if you use Drain Power) so while they will have summoned creatures, without spells, they are easy to kill in battles. In addition the wizard will likely be forced to use Disenchant Area a lot, which disables their ability to summon more creatures. It also allows you to trivially conquer and raze their cities as they had to disband their garrisons, leaving only 1-3 summoned creatures in each city. Either way, even if I were to calculate the value of this spell, it would be super effective because it reduces a city by 15-20 people in the first 20 turns. So I can't imagine ROI being any worse than 20 turns, honestly, which would make it top tier.
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On sanctify, agree with you that it should be Life-like creature in combat only and should still able to raise from dead as normal.

11) Drought

I think Drought should have effect that reverse of Gaia Blessing too. Turn green hill to barran mountain, swamp and forest to grassland, and grassland to desert. Like real life drought, if it taken for too long, land would permanently dead.

12) Pestilence

I think spell itself is good but it lack of follow up effect and purpose of those which dead by it. I think death realm should give more purpose for death of population and units you kill by spells and curse. Maybe give additional effect to Ruler of Underworld to gain power for each units and population die (regardless method, except what classify as disband) each turn (in similar manner to Powerlink) would make death you unleashed upon the world to be more purposeful.
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My thoughts:

Change terrain, inspirations, stream of life: i think it is fine
Gaia blessing: change the terrain to forest from more types, mountains swamps included but not tundra. Purify faster. (Great synergy with roots of genesis) Cost increased to 120-140
Abundance: remove max pop cap and apply minimum of 6 (like guardian), if max cap stays increase growth effect more if max beyond 25 and reduce cost to 120
Sanctify: reduce cost to 50, no changes otherwise
Volcano: give production like volcano if your territory
Prosperity: +77% possibly cost 150
Dark rituals: 120 cost
Warp node: 100 cost
Altar peace: 100 cost, it is powerful when if works (with aura of majesty) but in higher difficulties it is has to get more than 10rp
Aether binding: swap rp cost with philosopher stone or other spell with 1000+ rp
Curses seem ok, pestilence is not as ‘you win’ as you make it out to be but probably does not need a boost either (maybe 200 cost)

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Trying to summarize.

Global : Removed the 25 max population cap (already implemented)

1. Change Terrain

A long term investment but you can definitely gain max population faster this way than by spending the same casting skill on summoning creatures and conquering cities if the cost is set right. Assuming you need an army of 6 spiders, which costs 6*90 =540 MP, to conquer a new city of max pop 15, you need to cast this spell 15 times to have the same efficiency which would require a cost of 540/15 = 36 casting cost.
Perfect.
Except, there is a catch. A new city also gives you new buildings, which generally won't mean more gold or production (those get used up by the maintenance cost of the buildings themselves, since only flat amounts matter - the marketplace, smithy, sawmill and magic market) - most of it comes from the population which we already considered. Except for one thing, Research and Power. Those don't come from more max population, unless playing such races and even then it generates less (+15 or +7.5) compared to a new city (+20 something power and research each).
Of course not having to go to war comes with less risks but also less benefit in not eliminating a potential future opponent.
So overall, I think this could use a cost reduction to take into account that larger cities do not generate more power and research, but more cities do.

...which btw might be the primary reason why playing Tall/Defensive/Peaceful in this game is not very effective. While it does take a while to build up all magic buildings in every city, once you've done that, even growing your population can't make you more powerful in magic.

So I propose a cost reduction to 28.

2. Abundance

This needs a complete overhaul without a max population cap as +50% would be absurd on already high population cities.
Ideally, Nature's role is to make bad terrain better, and this spell in particular should be able to do that on terrain that Change Terrain cannot fix.

So this should probably have an effect of "increase base maximal population to X if below".
X should most likely be in the interval of 15-20.
18 feels about right which would mean pop 23 cities with a Granary.
However, maybe raising extremely low cities such as Max Pop 2 in the middle of tundra and mountains to 18 is too powerful so there should be some cap?

"Increase base max population to 18, or by 9, whichever is smaller" sounds about right.

This is effectively 9 uses of Change Terrain on anything base pop 9 or less, 50% better than the existing value the spell provides at its peak (+6).

Maybe we want to throw in a "but by a minimum of 4" at the end so max pop 15 and higher cities still get a relevant benefit.

Cost can stay the same as we raised the overall efficiency.

3. Gaia's Blessing

Volcano, Swamp to Forest
Remove Volcano and Corruption faster (Desert and Swamp removal unchanged)

4. Stream of Life
No change needed

5. Altar of Peace
Cost reduction to 100

6. Sanctify
Cost reduction to 50

6b. Raise Volcano
Volcano grants +7% production to own cities. (AI should likely use this to terraform Deserts and Swamps)

7. Inspirations
Life's flagship economy spell at the tier, this definitely should be better especially as the AI's early rare choices now include it.
Cost reduction to 150
Research cost to 3200. Mass Healing research to 4000. Holy Word research to 4800.

8. Prosperity
This was absurdly underpowered so a major buff is needed.
Cost reduction to 125, Bonus gold +77%.
This makes ROI ~50 turns which is still below average. Gold is more versatile though than production even if less powerful. Maybe ok?

9. Dark Ritual
Good as is.

10. Warp Node
Good as is.

11. Drought
Good as is.

12. Pestilence
Good as is.

13. AEther Binding
Good as is.

14. Uranus' Blessing
Good as is.
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(June 9th, 2021, 23:28)Seravy Wrote: Gaia's Blessing

... -Natural resources (ores, wild game etc) cannot be destroyed in the area by Raise Volcano ...

This is definitely an effect that players want. Players keep posting how much they loathe the destruction of natural resources by volcanoes, which has no counter other than keeping the AI away from their own cities. The latter is only possible for the start area anyway. Perhaps a more expensive “Gaia's blessing” would deserve such a unique military edge.

Atm “Corruption” disables the use of a tile, including its natural resource. Oddly enough, this is not the case with erupting volcanoes. At least the natural resource is still working. Maybe it shouldn't? 


@Global : Removed the 25 max population cap (already implemented)

Hurray and a big thank you for this innovation! My new game goal will soon be to build the largest city possible as quickly as possible.)
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I think it is important to avoid the spam of certain spells from the AI to the human player - e.g. if change terrain is even cheaper, I can see the AI spam it to reduce the value of the human player's cities.
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I don't think you need to worry about that. The AI doesn't cast Change Terrain outside their own territory.
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