Re: ThreeFort - Experimental game - Recruiting - 1 spot left!
Looking through the available spells there's three that stand out as possible problems.
Earthquake - This one I had thought about beforehand and decided to keep in. With rain of stones out of the picture I thought it was important there be one spell that could disrupt communions. It has high casting requirements and is available to anyone by summoning troll kings and giving them earth boots.
Darkness - Darkness is just a tough spell to deal with but that's the case even with high level magic available since solar brilliance has some definite drawbacks.
Iron Bane - This was a tough call and of the three here is the one I'm most inclined to remove. The troop buffs that increase natural protection and have a large AOE start at level 7. It will be real difficult to give your troops natural protection using the spells available. I had also considered giving spells like Iron Warriors/Protection an AOE of 2-3 to help this situation (though N is in better shape since Wooden Warriors has an AOE of 5).
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