SpellBooks For Beta
I was wondering if most of you picked all 4 spellbooks when you make your beta sovereign? And why you do? Or why you don't
Thanks in advance
I was wondering if most of you picked all 4 spellbooks when you make your beta sovereign? And why you do? Or why you don't
Thanks in advance
Teleporting is good for a poor economy as a defensive measure and a necessity for the epic sized maps I play on.
Terraforming is useless to me because holy/unholy ground has no effect on the game, and I don't really see a need for most of those spells in my strategy.
Enchanting is good but city spells are never worth the cost of 1 mana/season IMO. Arcane weapon is worth its weight in gold though for wizards, but this spell might be in the combat book, it is an enchantment that affects combat so I am not sure which category.
Combat is very much necessary for a wizards strategy.
What more can I say?
I never choose any of them because you can get them all from research... by far the best thing to do when creating a sovereign is to take all the talents you can... everything else you can get in game. Ssshhh! this is "broken" but don't tell the Devs!
I took them all because, well, for what purpose a beta if not to test?
That said, the enchantments are largely too weak to be worth it, teleport is kinda broken, even at 16 mana, with the global pool since I can teleport to an enemy army and still unload on them, Terraforming is kinda pointless right now, and Combat seems like the best one to start with since you can grab Enchant Weapon and go to town on early mobs.
That said, like all of the things that you can pay creation points to start with, they're generally not worth it since you can get them in game, and there's plenty of great stuff that you can't grab later being offered.
I didn't know they were also ingame.
Of all the stupid...
I have never seen the initial books as a research option. ![]()
I as well have yet to see those books as a research option, having only seen the water,fire,earth and air spellbooks for the amount of research I have done so far in the beta.
spend a little more time in the magic tech tree guys... i think you get them with "advanced spell books" or something like that.
raise land can be useful to get around someone if you want to hem them in with new cities around them without starting a war.. or grab a resource blocked by "neutral" faction.... (only applies near coasts really..).. though that might have more to do with passive ai (which may or may not exist)
i don't see any real point in any of the starting enchantments aside from food. gold you get from taxes and for that you'd rather spend the mp maintenance on a hut or something pop related (from the food). tech/magic/material.. since you have gold you might as well build the buildings to get tech/etc
i guess the one that speeds up building might be useful.
I find Terraforming pretty useless to begin with. Assuming you can still get it later through research I have not picked it as a starting spellbook.
That said. Those 4 books are lot better balanced than the elemental books. Currently only fire is really usefull, many of the other elemental spellbooks doesn't even have spells that scale in any way with the number of shards you control. I think to fix this it is necessary to stop thinking fire==combat, we already have a combat spellbook, so make fire hawk all the attack spells is point-less. Perhaps make fire have the earliest area-of-effect attack spells (classic fireball or firestorm), but make earth have the best scaling direct attack (a small rock that gives very little damage to begin with, but becomes amazingly powerfull with many shards, or perhaps with high intelligence), do something similar with water but for the area-of-effect attack. The problem in 1.0 wasn't that they all had attack-spells the problem was the attack spells were so similar. Scaling could be a good way to differentiate them, or just make sure they don't all have both direct and area attack spells.
Until we have the good AI, it is rather useless to balance the spells any mor than they are now. I find a use for most of them in my strategy, but I don't need it because the only reason the AI is till alive is that I want to play more with my kingdom.
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