The casting length for the Spell of Making should depend upon the map size.

Say, 10 turns for the Tiny map, 15 for Medium, etc. That way if some Sov in one corner of a huge continent decides to cast the spell, others (and by others I mostly mean the player) will actually have enough time to stop him.

4,986 views 4 replies
Reply #1 Top

Agreed and fantastic idea.

In addition, the spell of Making should be VERY taxing on your sovereign.

  1. He should HAVE to cast it from his capital.
  2. He should HAVE to remain in his capital during the cast.
  3. The cast should take an lengthy duration to cast. For a medium map, it should be no LESS than 30 turns.
  4. EVERYONE should go to war with you as you cast the spell. I know this sounds grim, since you have been focusing on tech and not military might, but the result of casting the Spell of Making should be that you can survive until the spell is cast.

If these are implemented, I think it would go a long ways to balancing the current ease of winning the game through the casting of Spell of Making.


 

Reply #2 Top

Quoting GFireflyE, reply 1
Agreed and fantastic idea.

In addition, the spell of Making should be VERY taxing on your sovereign.

He should HAVE to cast it from his capital.
He should HAVE to remain in his capital during the cast.
The cast should take an lengthy duration to cast. For a medium map, it should be no LESS than 30 turns.
EVERYONE should go to war with you as you cast the spell. I know this sounds grim, since you have been focusing on tech and not military might, but the result of casting the Spell of Making should be that you can survive until the spell is cast.
End of GFireflyE's quote

I like the ideas:

1 and 2 are related. As SOM immovilizes sov, it makes sense to cast it only in the capital. OR at lest, in one of the towers...

3 and 4 are related too. As the AI seem not reacting, 10 turns is enough. Working in the AI for casting the SOM, or trying to avoid the player casting it, will require more than 10 turns to play that part of the game.

 

Reply #3 Top

Well, I think it would just be better if every player had notice of which towers you had built. There will always be merchants talking, spies and the like, even though there is no espionage ability in the game. This makes more sense, I think.

Reply #4 Top

Good idea to tie spell of making duration to map size. Maybe give random chance per turn to discover to discover towers are being built. Increase those chances for factions that you have trade agreements with due to 'traveling merchants'. Player can decide to extinguish those agreements to reduce the chance of getting discovered, but they will take a relationship hit because of it.