I just like the idea of the divination interface using tarot cards... having some risk (if you choose it) and being easier to understand than "Divination.NonAlliedCountry.Economic.CounterAllEffect" which is bulky and feels more like pure code.
Yes! Tarot card as the UI is a great fit!!
Cast the spell, once it's cast, choose the target, have a screen pop up with tarot cards representing different areas, areas you haven't researched being face down cards.
That way you could try influencing something major with more risk. Since you could turn over other cards, like the tower card, death, devil... ten of swords or something as added risky options (earthquake, population loss, unit charmed, unit damaged)
Again awesome idea, yet I'll prefer something slightly different. Once you have researched Divination.Economic tarot card, you have 65% chance to get beneficial effect, 30% harmful effect. If you flip over the card without it being researched, you'll have 30% chance of beneficial, 65% harmful instead.
With the number of variations of these spells... at least 4 headings: divination, target, social area target, positive/negative...
The Tarot cards probably will be arranged in 4 rows:
Divination Category: Global Random Event, CounterAllDivEffects, DisplayAllDivEffects, Economic, Militrary, Natural Disaster, Romance, Diplomacy, Magic, etc
Divination Target: My Hero, My Sovereign, Other Hero, Other Sovereign, One fraction, One Alliance, One continent, the World, Fallens/Human fraction, etc
Divination Power: small, medium, huge, colossal
Divination Time frame: distance future, future, near future
I'd like divination to be different for different people as well. Imagine a diviner soverign. Maybe they could pick twice with the tarot cards, therefore avoiding most negative cards... maybe a wild mage could only choose to have a wild effect and a wild result.
So select enemy *tarot cards for things you haven't got enough research about go face down* then select target, this case romance, select divine future.
I hope there is pre-game customization of what strength/weakness your Soverign will have. And a Diviner Soverign must be one of it. In most other games, you either have magician leader, or tech leader, or military leader. Having a diviner Sovereign is an innovative way to play EWOM.
You see a picture of two people kissing or a baby or an angry face... with a description below it depending on your skill. (number of turns away, size of effect, type of effect... eg. in 6 Turns, Child born, male, will be a powerful mage... vs Child born (for the unskilled/cheap divination)
I really prefer that no matter how much research you put into divination, the result will always have a chance that goes wrong. Make the result a bit fuzzy. If you know your new child will be a powerful mage, the whole divination mechanism will just become an alternative way to cast spell. I want divination results be more powerful than normal spells, yet it is chaotic & does not always do what you want. It is use at your own risk kind of gameplay.