So with our only real magic update from boogie bac, it sounds like essense is going to replace the standard "mana per turn for upkeep" method seen in MoM for spells that have lasting effects. Considering t
here is limited essense, this may likely be fair as it places a limit to the amount of ongoing spells you can have at one time in a different way. (for particularly nasty spells like MoM's Armagedon or Great Wasting, I'd wonder if essense-per-turn upkeep wouldn't be an idea to consider)
So is that it? or do we also have mana-per-turn spells as well? Perhaps an option to do one or the other in some cases (Like build-it-now options in GalCiv2. You could spend mana-per-turn to do it, or just spend essence and you'll always have it) what do others think or this?
I also wondered if there is to be a sphere of influence like in AoW, and if so, how will it effect spells. I want multiple worlds, MoM style, so I initially post this for its terms, however it could also mean it terms of things like dungeons. How might a sphere of influence carry onto a 2nd map? Will it be the same as the map with it? Perhaps it will pour-through open wizard towers and portals the way movement would (like, from the wizard tower you have 10 spaces of influence, the portal is 7 spaces away, so the sphere on the other side will be 3 spaces in radius). Perhaps it will have a weakened effect that bubbles over onto the other map, that can be improved by putting research in a 'channeling' or 'interdimension casting' "tech".
In terms of dungeons, will it effect the entire dungeon if it touches the entrance? will it have some ratio of dungeon space. 10 spaces of dungeon floor = 1 overland space, for example, having the influence pour in from the entrances as mentioned from the wizard tower above. Would that suggest that there could be several influences?
What exactly happens if you leave the sphere of influence. Perhaps there should be 2 spheres. 1 to represent safe-casting range, and 1 from which beyond starts inpacting essense/upkeep related effects such as unit buffs or summoned units. Having an insanely powerful summon unit that cannot walk past the bounds of the sphere of influence would be handled very differently from one that is so-so strong, but can go 100 spaces from the edge of the influence (i.e. the entire map). The super powerful unit would then effectivly serve role as a defender or bodyguard to the caster and his kingdom. A fun strategy might then be to walk the channeler into the enemy territory, bringing this crazy powerful unit with him. It was suggested that in Elemental the channeler will be able to lead the armies to battle if so wished (putting him far better in options and concept than the AoW wizards, who would be foolish to do anything but hide in their towers), but might there be a way to keep a sphere of influence back home? channeling stones or something like that. In the HUGE maps SD is projecting, such abilities to extend influence would be very important (unless it scaled with the map, but that wouldn't be desirable either, as neighbors would be basically rushed to war because of faster incroaching influence).
Of course this game may not have a sphere of influence at all, but then the question of how will distance effect spells? In MoM, spells were universal, but the further from the wizard tower would effect the cost of the spells when cast in battle. There is a channeling ability that could be given to wizards to reduce this cost, but is this the best way? I'm in much more favor in a researchable "Tech" to influence such a thing.