I love this idea, or some variant of it. Rename the Spell of Making to Ragnarok or something, have it force the strongest armies in the world into combat directly, with no turn breaks! The Spell of Making, as it exists in the game, is very disappointing, easy to complete, and frankly, poorly conceptualized.
nukularpower
Spell of Making is stupidly easy to win with. I just play with it off. Really, the only strategy you need is this: 1) find a 3+ essence tile to build a city on, other stats don't matter, though obviously clay mines nearby are handy 2) make it a fortress to buff production and get the silly "move first" level up benefit and Def buffs 3) level a mage champion to get Hydromancy (Gentle Rain) - this step is optional, but it helps if your ci
should note that saving and reloading seems to fix it
This happens to me every time I capture Deorcynesse (or whatever the uber wildland city is). The game just stops.
What..? Gilden is one of the strongest factions, imo, and were by far my easiest win out of my 6 games (conquest victory is the only way I play.) In fact, I would say they are the single strongest, as the Life tree is by far the best for the way this game plays, and Gilden gets it from the start on top of everything else (Fire would seem to make a lot more sense thematically, but w/e) - though Pariden was a close second. I would say the wraith faction is definately the wea
Waiting to see a patch note about this, but the way Heart of Fire applies it's attack bonus to each "figure" instead of per stack is a bit ridiculous. +15 attack to a 5 man unit from a no upkeep spell is a bit over the top (3 essence city, could be more or less) Also, the "closer, faster" combat is great, but most combat magic is uselessly weak, overexpensive manawise, and generally boring - particularly the spells that take multiple turns to cast. Out of my 4 games, I