The main reason for shards making teleport instant would be to have the AI use it to defend a vital resource, which shards will be in 1.1. Buildings that help would make the layout of your realm more important, but would need to be something that would not be spammed.
Gwenio1
[quote who="sharkh20" reply="4" id="2779094"]What if you have 4 mana left when you cast it? [/quote] Then you had at least 4 essense, and are still a channeller.
Perhaps the desicion for which child goes to whom should be negotiable (you pay to get the extra unit or they pay you to get one)?
Having cool down and cast time seems redundant to me (both aim to keep spells from being cast too frequently), but it does not matter to me if both are used.
I like the idea of increasing cost for larger groups and a time delay. Might I also suggest that if you control a shard (or some special tile) nearby the there is either a cost reduction or less turn delay. Or a buildable stucture that each faction can only have one of or costs a mana upkeep to do the same. If shards aid teleport then the AI should make use of teleport to defend shards, which will be very important in 1.1 it seems.
[quote who="Frogboy" reply="29" id="2778781"]Probably a better way to look at it is that shards will provide N mana. Spells, therefore, will cost M mana and come from a global mana pool. Because mana is global, strategic spells no longer need a caster but can simply be "cast" on the map which gives rise to all kinds of things that just didn't make sense when the caster had to be physically located nearby. [/quote] N is better than one, and
The techs to allow larger groups of units represent increasing disipline and better command structure allowing larger groups to work together effectively.
I had rather point out that the system as revealed so far does not work and give ideas for how to make it work in case it is all that has been planned rather than wait and find out.
There have been two hotfixes for 1.08.
It gets worse when you get refined weaponry, which ups Dragon Infernal's damage as it is based on the dragons's attack. At the time I was just starting to take building an army seriously, so I had lots of gold to spend. Being in a great defensive possition, one stack (500 something combat rating) held off all attacks for most of the game till I had reaseached all upgades that unlock better units / equipment.
Then speculate on what they might be, there is no reason not to make ideas availble before the change. In any case, even if there are supports to make it work (what? buildable structure for every town? building the globally increases output from mana sources? The former would defeat the purpose of making the use of magic more strategic.) one is a boring number to me. They should have shards give more like five mana, double or triple spell cost, and make high level summons and enchantm
[quote who="Frogboy" reply="1" id="2778171"]Your sovereign is the powerful Channeler who generates +1 mana per turn. Each time you capture a shard (which in v1.1 willl have 1 seeded near where you start) it will provide +1 mana also as well as amplify certain spells. When you imbue a champion, it costs -1 mana to maintain. When you summon a creature, it will cost -1 mana to maintain. Thus, if you want an army of spell casters, it comes at the cost of having your sovereign being as
Would the ones that cannot be diffrent genders from those that can? Then yes.
To add to the initial idea, there would be a re-researchable upgrade under civilization that reduces the cost so it does not become pointless to get more towns late in the game on large maps.
[quote who="Frogboy" reply="1" id="2778171"]What we are going to do in v1.1 is this: Your sovereign is the powerful Channeler who generates +1 mana per turn. Each time you capture a shard (which in v1.1 willl have 1 seeded near where you start) it will provide +1 mana also as well as amplify certain spells. When you imbue a champion, it costs -1 mana to maintain. When you summon a creature, it will cost -1 mana to maintain. Thus, if you want an army of spell casters, it
I almost got to twelve dragons, but decided to go with eight when I almost had enough income to pay the upkeep. Then I loaded because that many on a small tile looked silly and way a waste of power. I ended up giving each campaign army a pair of dragons, and decimated the AI's troops.
Note: the merchant selling food and there by reducing production is illogical. He would be selling it to the people of the town and then you tax part of the profit. The only way it makes sense would be if he is selling it elsewhere, which is the caravans' job.
Only in my first (non campaign) game. After that I was able to develop a strategy that worked.
Converting Shards = BAD. The reason is it would make it far easier to reach the point where your spells devastate everything and would make the AI which does not make great use of magic even more of a push over. Also it would make the Spell of Making easier to achieve, and it grants instant victory in some cases. The rest sounds more reasonable, so I will give it some more thought before commenting.
[quote who="Adante" reply="6" id="2778023"]Soloution: Pioneers still build cities. Set a max number of cities based upon sovereign's essence. [/quote] Or have there be diminishing returns for each city, till it starts to cause your income to decrease when you found new cities.
[quote who="fsovercash" reply="14" id="2777987"]With that being said, monetary wealth is always a measure of the overall economy of a place - it never comes straight from gold mines. I think it would be better to do away with gold mines altogether and make wealth come from taxation (giving us a reason to have people in the first place) and from selling resources in the markets. However, we need to be able to sell more than just food. I really want a market that sells materials. They just pile
I like the idea that cities can only be placed on the appropriate terrain, though the creation of cities should still require a pioneer. A spell would be needed to prepare an area for settling, otherwise it would take too long to settle much early in the game. However it would not be as effective at deterring city spam late in the game when cities have large influence areas and spellcasters are more common, and if the incentive to do so is still present people will do it. T
He is asking about designing items in game like you can troops, and the answere is no you cannot.
[quote who="Krauser" reply="82" id="2777734"]These suggestions are pretty trivial compared to the magic overhaul which reportedly is in the works and artifact creation, but something that I found myself annoyed with. When your empire starts to get a little larger, its often difficult to locate resources within your own territory. I had a shard extractor destroyed by roaming monsters. I wanted to go and rebuild it but I couldn't find the fire shard anywhere.&nb
[quote who="Brainsucker" reply="28" id="2776968"]I just played MOM and say that Elemental is very different than it. I think, AOW has more similarity to MOM than Elemental. But, I say that Elemental has power that surpass MOM. the only weak point of Elemental comparing to MOM are it's magic system and the combat system. Honestly, between AOW, MOM and elemental have their own strength and weakness for me. AOW is too complicated and slow pace game play for