This is a little mod I put together. It adds six spells to the game that cost influence instead of mana. This allows players to use influence in new and interesting ways. It also allows them to undermine their opponents and gather intel, adding a whole new subtext to the game.
Incite Riot: +20% unrest in target city for 25 turns.
Sabotage: Stops production in a city for 12 turns.
Rebellion: Creates a Rebel Lair that spawns rebels.
Poison Well: Kills 1/4 of a cities population. Does 4 damage to garrisoned troops.
Spy: Reveals a 4x4 area for 10 turns.
Vigilance: Protects a city from spells. Costs 1 Influence a turn.
Assassinate: Kills target unit. Champions will respawn. Costs a lot.
Download here from my Dropbox. *Note this is a first release and will be buggy.
-A Spy unit. What should it do though.....
Feel free to tell me your ideas.
-I would have liked to have these spells be organized into their own category but if you can add spell book categories I can't figure out how. If you add a custom value it creates a new page but it simply says No String Found.
-I would also like to be able have vigilance only prevent the espionage spells, but that's not an option. It would be awesome to have the ability to give spells a chance to fail instead of blocking outright as well.
-Why is there no EnemyChampion target for spells? Weird.
-It would be nice to be able to make neutral units that can enter other player's territory like caravans used to do.