Strategic spell question "Revive the Land"
What does this spell do? I pay 200 mana to try it out and... nothing. I have been playing since fallen enchantress and still have NO idea what this does.
What does this spell do? I pay 200 mana to try it out and... nothing. I have been playing since fallen enchantress and still have NO idea what this does.
If you target a land area with the spell, it will reveal the production/grain/essence values of the tiles affected. Assuming those tiles have anything to reveal.
Best spots are usually closest to mana nodes, at least 5 squares away from a city
I cast it 3 times last game, always far from a city and all 3 times it did nothing.
Might need some work.
OK, if you guys are talking about the Birth Of Summer/Bloom Of Twilight spell, I've used this successfully on 'desert' squares. what it does is assign resource values to squares that currently do not have any, which allows pioneers to settle them.
This seems to work best when targetted near resources (crystal crags and such), as proximity to resources seems to affect the values (food, material, essence).
The first couple of times I used this spell (during the beta), I was trying to turn dead forest into live forest near one of my cities (so that I could clear it for structures) but the spell isn't meant for that purpose apparently. Reading the spell .xml though, it is supposed to work on forest as well, so I don't know what to think about that.
Worked fine on forest tiles for me.
Worked on forest tiles for me as well. I was able to use it to create a pretty sweet new city area that become one of my most powerful cities, so yeah, it can be very useful. I doubt it would work on already useful land, so look for the wasteland type areas and use it on those.
You have to pick your spots. Remember there is a minimum Tile Yield for it to even show up. So you have to do it near some resources. It could be a little clearer, but save the game before you do it and you can figure it out pretty quickly. At 200 mana its a lot, but sometimes it can come in really handy.
This. Play around with it a few times. Once you "get" where it is likely to create tile yields, the spell can win you the game.
I've created 3 essence tiles with it by casting with both a crystal crag and a shard in the area of effect.
Great spell, especially now that it is a tier 2 and cheaper to cast.
I do have to side with the OP for a moment. Lately I've targeted space that should have resources available and the spell has been turning up squat. Makes me wonder if there's perhaps something a little buggy with the code.
well that makes sense while still having a hugely inadequate spell description.
I agree with the OP, I know what it does but have often had no luck. One game my starting city was isolated on a peninsula with no city spots for miles. I rushed to get this spell only to have it not do anything to the empty land.
Perhaps most of you guys doing it wrong.
It won't work on desert.
It only work on wasteland (the original buildable land that is now unbuildable due to the cataclysm from the war with the Titans).
edit:
To know if it's a desert or a wasteland, just hover your cursor to that tile, if it says desert then it's not a wasteland, otherwise it's a wasteland.
Actually, this gets me a little heated. The spell description is already ass, so how is anyone supposed to know it has other limitations beyond what is implied?
Really Stardock, fix this BS.
OK, color me into not seeing the difference between desert and wasteland camp. In my current game, I tried casting this spell twice in succession, with no change. Turns out I was casting in desert. I thought the spell was partially broken...
Really, though, even in desert it should do something, even if it's a 1/1/0 proposition, just to let you know that you haven't chosen an ideal spot, rather than just not having anything happen and leave us all wondering if the spell is broke.
This also applies to those olive drab colored scurvy trees. You'd think Revive The Land would work on those, but it doesn't. It does work on the twig trees though, and those also regrow when your city's ZOC expands.
Say you are right about the wasteland/desert thing: this spell would still not help in this example and I think thats BS.
That's what the spell does though, changing wasteland only. No desert, ocean, fissure, etc. It always works for me, since FE v1.00.
The description of the spell doesn't have much detail. But if you pay attention to the lore (which 99% of folks doesn't) you can easily guess what that spell does. Just watching the opening movie once is sufficient.
Find a nice location close to forest, shard, plains or any other resource and cast it in the relative center ( best is no more than 2 tiles away from the resources ) and you will get an awesome city. I cast it on the edge of a forest and got a 1/5 that I turned into a super research conclave. Cast it near a shard and a metal mine and got a 4/4/2 . Think a little, and save before you cast it and try various lkocations to get a feel for the best results for that land area.
Generally if you want high essence tile, you need to cast it near a fertile land, i mean grassy one or living forest, not the dead forest. By dead i mean dead forest, not purplish fallen forest.
Some example: in an 9x9 (81 squares total) wasteland, if you cast the first 3x3 (9 squares total) revive land on the middle 3x3 squares of that 9x9 squares, you will have 3x3 tiles with bad essence yield, after you turn all 9x9 to a buildable land (land with yields), the first 3x3 land (especially the middle one) you turn to life will increase its essence yield.
Casting on a 3x3 tile which all of 9 squares already have yield (meaning all 9 squares are buildable) will do nothing. However if the spell is cast on adjacent no yield tile (non buildable tile) to said 3x3 tile, the yield of all 9 squares will change, mostly for the better, and especially the middle one of the 3x3 tiles.
Wasteland near a dead forest or even the dead forest itself will yield better production than open land (open land will become grassland if revived which mostly have high food yield. Wasteland is no yield tile / non buildable tile (not desert, not ocean, not fissure though).
Ok so here my experience with the spell. icast it on a desert swuare nest to a shard, and a few tiles turned to the color of my races. (Kingdom gets the grass tiles, empire gets the dark tiles.) No buildable tiles showed up. A few turn later I put a outpost down to claim the shard, and then buildable tiles showed up. Maybe the spell has to be cast in tiles you own?
Casting it in your own territory (outposts preferably, it's a waste if too close to existing city) makes tile yields the most likely to appear, in my experience.
Whenever I have cast on plains or forest tiles, my territory or not, I have seen at least 3 city spots appear.
No tile yields can appear within 6 tiles of an existing city.
Yes, that is the main rule, because that spell obey the rule for minimum range between city.
It does what your cities do as their ZoC expands, it turns the dead lands into green/purple.
If you use it somewhere far enough from existing cities, it MIGHT reveal tiles for cities, but it is not mandatory of it.
I tend to use it beside forests and rivers and I have gotten many cities with it. Specially useful when there is a massive wasteland between my empire and the next one, so I use the spell near their border with a pioneer waiting, and if I get lucky, I get a beachhead to work from.
Just try to consider location, where would nice, settle-able land be? By the deserts? Or by the mountains, coasts, rivers, and forests? It tend to follow the same logic as the normal city spots. But in the end it IS a hit or miss spell, can be a game changer if you get a good spot, but can also be a waste of mana.
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