Quote:
AreaOfEffect said:
My best suggestion would actually be to make an additional mod. It wouldn't be hard at all to take all the lower level spells and move them even lower by one rank and then set the research to very hard.
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If the goal is only to give more chance to non bless nations against sacred/trampler/awake pretenders rushes a mod to reduce just the levels of the few spells countering them, or make some low level spells more efficient, seem easily doable, just changing one or two spells per path (and only fatigue/immobilisation spells, so it doesn't change the balance of battle summons / dammages).
Edit : some suggestions
Air... has already false fetter a very good level 1 spell to immobilize ennemies (but only usable at short range)
confusion may get reduced level (2 or 3 instead of 5, as thaumaturgy is not a very popular school for air nations)
Astral... mind burn (level 2) already give a way to kill low hp sacreds
paralyze level may be reduced to make easier to stop tramplers or other big creatures
Earth... has already earth grip/meld at level 1 and 2
earth meld is fatigue heavy and earth 3 so lowering the cost or earth level may eventually be a good idea to give nations like Ulm more chances against an early rush
Death... terror and ghost grip levels may be reduced
Fire... Prison of fire and rage may get reduced levels
Nature... has tangle vine/vine arrow in level 1/2 but range/precision are bad
Sleep/Sleep Cloud and/or Panic are good candidates for -1 level
Water... Slime (level 1) is a very good spell against low numbers of powerful units out of the seas (if they don't have high MR) ; making possible to use it underwater may reduce the Oceania's sacreds advantage among sea nations
Numbness may get its level reduced to 2, offering a way to weaken high MR units (if they are not cold immune)