[.915] Terraforming and settlements

All right, 

 

1) I know there is a spell in Cheat mode that allows to '' revive the land '' (birth of summer), revealing in a 3x3 if a city spot is available,

and restoring dead trees to live trees. Settling spots are too few and limited and this spell would

do wonders to my enjoyment of the game. (maybe link it to the explorer as a special ability)

 

2) I would like to see the extend of potential city limits BEFORE I settle down, IE how far I have to go before I build another city.

I would rather have 2 cities at 3/3   than one city at 4/4, as it is often the case.

 

3) Yeah, remove forest should remove jungle as well.  

 

:digichet: :sheep:           Be cool

 

 

 

14,850 views 13 replies
Reply #1 Top


You can get the spell and its fallen counterpart with the third book of the magi tech which has a chance of showing up at the end of the magic tech tree. It will not always be there, but you can always ctrl+n to reload until you get it ^^.

Reply #2 Top


Terraforming should totally be part of the game....hopefully every race has the ability to buff or debuff the land into different types. Myabe not all the same...but all should have something.

 

Reply #3 Top

In reply to: OMG_Shiro

 

Hey, thanks for the tip.   Good to know its there.  Now the question is:   why is it there at the very end, and why is it random ?  

I fail to see the logic in it, since the game will be more or less over by the time you get it and/or  any city you build will be way behind should you build it.

Again, I recommend having this standard, and early to mid game (at the cost of 50 to 100   not 300)

 

:digichet: :sheep:     be cool

 

Reply #4 Top

I assume it is at the very end because it also comes with falling star(or whatever it is called) which is basically an AoE Pillar of Flame with better scaling :P

Reply #5 Top

Quoting OMG_Shiro, reply 1

You can get the spell and its fallen counterpart with the third book of the magi tech which has a chance of showing up at the end of the magic tech tree. It will not always be there, but you can always ctrl+n to reload until you get it ^^.
End of OMG_Shiro's quote

Never got that to work unless I had an earth archmage though.
Might be a random happenstance though

Sincerely
~ Kongdej

Reply #6 Top

The spell requires a rank 4 green (Earth archmage) to cast as well, cost 300 mana, and is (I'm guessing) 25% there at the very end of the magic tree.

 

This is my suggestion,        (and i really wish spells could scale up like that, with 2 colors, but that's another debate)

 

Terraforming  1

Prerequisites:  - Life1 apprentice + Earth1 Apprentice                  

Cost: 50 mana for a 2x2 Square

Effect:  Tree regrow from dead tree, for the purpose of having a wood mill, no city spot revealed

 

Terraforming  2

Prerequisites:  -Life2 disciple + Earth2 disciple 

                      - Terraforming 1

Cost: 100 mana for a 3X3 Square

Effect: Potential city spots are revealed, tree regrow from dead trees

Bonus effect: extra food if cast on a city (mana maintenance: 1)

 

Terraforming  3

Prerequisites:  - Life3 Mage + Earth3 Mage 

                       - Terraforming 2

Cost: 200 mana for a 4X4 Square

Bonus effect: Extra material if cast on a city (mana maintenance: 1)

 

 

Terraforming  4

Prerequisites:  - Life4 Archmage + Earth4 Archmage 

                       - Terraforming 4

Cost: 300 mana for a 5X5 Square

Bonus effect: Extra essence if cast on a city (mana maintenance: 1)

 

Terraforming  5  (GAIA)

Prerequisites:  - Life5 master+ Earth5 master 

                       - Terraforming 4

Cost: 500 mana for a the whole map

All cities are under the effect of terraforming 1, terraforming 2 and terraforming 3   (all terraforming mana maintenance are waved)

 

:digichet: :sheep:           Be cool

Reply #7 Top

Quoting Child-in-Black, reply 7
Prerequisites:  - Life1 apprentice + Earth1 Apprentice
End of Child-in-Black's quote

Bad luck being Empire ^_^

Sincerely
~ Kongdej

Reply #8 Top

Quoting Kongdej, reply 8

Quoting Child-in-Black, reply 7Prerequisites:  - Life1 apprentice + Earth1 Apprentice

Bad luck being Empire

Sincerely
~ Kongdej
End of Kongdej's quote

 

True dat, I couldn't be bothered writing the same with Death.

You think it should be different effects ?

 

:digichet: :sheep:    Be cool

Reply #9 Top

I think it would limit the viable selection of spells during a game if you NEED a caster with earth magic and you primary magic to cast Terraforming spells, id much rather see it either be the main focus of Earth spells or dependant on magical research.

Sincerely
~ Kongdej

 

Reply #10 Top

2) I would like to see the extend of potential city limits BEFORE I settle down, IE how far I have to go before I build another city.

I would rather have 2 cities at 3/3 than one city at 4/4, as it is often the case.
End of quote

 

Currently this is somewhat impossible, because it depends on how far and in which direction you lay out your buildings. Depending on the new city building changes this may be something that is possible, and if so, I would totally agree with you and love to have it.

Reply #11 Top

I think a basic Life/Death spell that revives a small patch of land or extends existing revived land would be a great addition to the game. If it had a large mana cost it would allow you to overcome bad starts without being OP.

Reply #12 Top

Quoting Leo, reply 11

2) I would like to see the extend of potential city limits BEFORE I settle down, IE how far I have to go before I build another city.

I would rather have 2 cities at 3/3 than one city at 4/4, as it is often the case.

 

Currently this is somewhat impossible, because it depends on how far and in which direction you lay out your buildings. Depending on the new city building changes this may be something that is possible, and if so, I would totally agree with you and love to have it.
End of Leo's quote

 

Last time I checked, 1) it was 9 away from the center, meaning a new town center cannot be build any closer than 9 square from any other town center.

and 2) anybuilding from 1 city must be at least 6 hex away from building from another city.

 

So you are right on the 2nd part (assuming what I said was true), but the game checks for 1) alone ?

 


 

Quoting Kongdej, reply 10
I think it would limit the viable selection of spells during a game if you NEED a caster with earth magic and you primary magic to cast Terraforming spells, id much rather see it either be the main focus of Earth spells or dependant on magical research.

Sincerely
~ Kongdej

 
End of Kongdej's quote

 

How about both ?

You could research it OR you could level up a caster of yours, saving you the research points but forcing you to dedicate some levels to it ?

 

:digichet: :sheep:    Be cool

 

Reply #13 Top

Quoting Child-in-Black, reply 13
Quoting Kongdej, reply 10I think it would limit the viable selection of spells during a game if you NEED a caster with earth magic and you primary magic to cast Terraforming spells, id much rather see it either be the main focus of Earth spells or dependant on magical research.


How about both ?

You could research it OR you could level up a caster of yours, saving you the research points but forcing you to dedicate some levels to it ?
End of Child-in-Black's quote

Its just a stray thought anyways, terraforming can quickly become a main focused aspect of gameplay, and I disliked in "Age of Wonders, Shadow Magic" how I would pick air magic most of the times, because air magic had a spell that gave incredible amounts of visibility on the playing mat...
Just a stray thought ;)

Sincerely
~ Kongdej