[quote who="ColonelFlagg" reply="99" id="2779712"]So, with this new system, are Channellers really not that special anymore? Because now, when you Imbue a Champion, the Champion starts with a really small mana pool and has to work up to being as strong as the Channeller. But with the new system, the Champion can be immediately as strong or stronger than the Channeller if they have a higher Intelligence (which is common with the more Adventuring types). So if I was in this wo
Gwenio1
I just turn Jansuk off.
[quote who="Urrumi" reply="96" id="2779658"]The Role of Essence: Suggstions / Comments #1: A caster's essence controls the amount of mana that caster can channel. This opens the option for Caster-based use of tactical spells (like MoM), and allso allows for controlling the power of spells by mana cost. All mana is drawn from the GMP. (snip) #2 The caster has an p
Essense will be replaces by mana income that adds to a global pool in 1.1, so it might be better to talk about how to work with that than essense as it is now.
I think negative food causes all cities to have a gildar income penalty for "rationing".
[quote who="angryandroid" reply="8" id="2778564"]lol, I've won a few games but haven't seen one dragon yet. How do I get one? [/quote] Research diplomacy, it has a branch to unlock extra cratures. Higher levels (dragons) have little chance of being researched so you will basically go through most of the diplomacy tech tree getting them.
Food is consumed by building such as houses, and lately mechants. Caravans boost food production.
The idea is they are selling the food, but that does not work because they would be selling it to the people of the city and your cut of the profit is aquired via taxes.
[quote who="Malsqueek" reply="88" id="2779494"]I really don't understand the perception that one lonely little champion running around would be capable of burning through several thousand stored mana that seems to be prevalent among the detractors of this method. My understanding of what is being proposed in the Global mana pool is that you generate mana every turn just like gold and materials, and use it as you need it. Running low? Don't cast for a few turns.[/quote] They seem to th
The idea is to encourage the player to no build a large number of cities with no valuable resources or strategic value, so upgrades that make packing cities close together are not a good idea, but upgrades that generically reduce the cost would be good.
It would scale somewhat as things are now, as larger maps have longer games which result in more research of the upgrades the continually increase resource production. As I said earlier, there could also be a new upgrade specifically to reduce the cost of having a large realm. Then the cost would scale naturally with the size of the map. (Technically, better tech does make control lots of land easier)
One other consideration would be to have distance matter for travel time/mana cost.
In general the preposal fits with the back story, with the exception of the sovereign generating mana. Where does the mana they are generating come from? And why do your offspring (also able to use magic naturally) not generate mana? I do not disagree that having the sovereign produce mana is needed, but I would like to know how it fits into the setting.
[quote who="StarCruzr" reply="67" id="2779199"]True. Then provide a checkbox to prevent the caster from using ANY spells in the autoresolve at all. It is a restrictive solution though. Ah well maybe you guys are right after all, it's just that the original proposal got me interested as mana suddenly became another important thing to factor into your overall strategy, influencing decisions about unit production and so on. The double pool is simpler and more forgiving. [/qu
[quote who="cpl_rk" reply="68" id="2779201"]Sorry, but I don't understand this (too little detail for me), how does this affect an imbued champion raising a level & choosing essence? If mana "income" (which I take is supposed to mean "mana recharge rate") is fixed as N "mana regeneration points" (or "income") per shard (say N=5) then you can have only 4 champions (minus four "reduced mana income") and hence only increase mana by 1/turn (5 for one shard - 4 im
How about this: - Shard at one side of the teleportation slightly reduces time. - Shard at both ends results in instat or near instant (they arrive at the start of next turn). And making use of this could be a new magic tech (or two).
[quote who="cpl_rk" reply="63" id="2779175"]Also, if an imbued champion levels up & chooses essense, how does this work? does it just increase the size of the global mana pool? Is there any extra regeneraton for having multiple imbued characters (i.e. curently 5 guys regenerate 5 mana, 1 guy regenerates one .. in the new system if regeneration is tied to shards then there is only "N" mana regernation regardless of how many imbued champions. So, if you have 10 imbued champions for example
That is another reason to limit how much mana each mage can draw from the pool each turn. It would also make each caster have more diffrence besides some casting spells with greater effect.
When a faction is significantly weaker that at least one other, it should be more willing to have an alliance with anyone, not just the "super powers". And more actions need to affect diplomatic stadings.
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.
[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