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October 20th, 2008, 02:49 PM
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First Lieutenant
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Join Date: Nov 2006
Posts: 739
Thanks: 1
Thanked 8 Times in 8 Posts
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Idle mage time
I had a thought on this: How about a new spell "Forge Gem". Everyone gets it from the start, it only requires 1 level in the path to cast it. There is a version for each gem type. The spell creates one magical gem of the specified type.
In effect this trades one turn of mage time for one gem, something that seems ok to me. If it's too powerful make it a probability based on the paths the mage has.
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October 20th, 2008, 03:25 PM
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Major
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Join Date: Dec 2006
Posts: 1,226
Thanks: 12
Thanked 86 Times in 48 Posts
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Re: Idle mage time
So a newt, which costs 90 gold, and is sacred, and thus has 3 upkeep, can make a F gem each month, which alchemizes for 15g? Keeping in mind, of course, that alchemy is generally considered one of the WORST things you can do with gems.
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October 20th, 2008, 03:43 PM
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Captain
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Join Date: Sep 2003
Location: New Mexico
Posts: 990
Thanks: 13
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Re: Idle mage time
Sounds overpowered honestly.
Maybe make it cost 10 gems to make 11, but even there is still is ultimately overpowered.
Now if you sacrificed the mage for a gem or two it might be balanced.
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October 20th, 2008, 03:59 PM
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Major General
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Join Date: Sep 2007
Location: Scotland
Posts: 2,066
Thanks: 109
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Re: Idle mage time
I suspect that by the time you might want to do the gem forging, you'd probably still rather have the gem than the gold.
OTOH, I guess you could set up a serious alchemy farm with fire nations if this was implemented.
OTOOH, doing that in the early game would leave you a long way behind on research.
OTOOOH, the ramp-up could be scary by mid-game.
Maybe if the spells were a high research level... and maybe if they cost 10 gems to make 11... (edit: ninja'd! )
I think it's potentially overpowered in the early game (and if it wasn't overpowered, you'd just research instead), and in fact in the late game - imagine if all of Pythium's or BL's S1 researchers could magically turn into clams at the player's whim!
Last edited by Gregstrom; October 20th, 2008 at 04:04 PM..
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October 20th, 2008, 04:06 PM
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Private
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Join Date: Oct 2008
Posts: 19
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Idle mage time
I don't know. Seems like you'd be turning every crappy indy mage you can find into a clam of pearls/fever fetish/blood stone for whatever path they have, with the initial investment of a lab in any province that has indy mages. Sure there is gold upkeep but it still seems like it'd not be much of a good idea for balance?
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October 20th, 2008, 10:34 PM
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First Lieutenant
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Join Date: May 2008
Location: Perth, Western Australia
Posts: 731
Thanks: 17
Thanked 36 Times in 17 Posts
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Re: Idle mage time
I really don’t see the need for it at all - I dislike clams//bloodstones as it is, I think gem scarcity is a good thing; it keeps more focus on troops/mages.
Why would you ever have an idle mage until you've completed all research paths? The only time a mage is ever idle is if in an army and not moving for a turn, with no point in site searching. I don't think that's a situation that requires a mechanic to remove.
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October 21st, 2008, 12:19 AM
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Sergeant
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Join Date: Jun 2008
Posts: 332
Thanks: 24
Thanked 13 Times in 9 Posts
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Re: Idle mage time
If you arranged this you might as well remove magic sites from the game altogether.
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October 21st, 2008, 01:01 AM
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Lieutenant General
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Join Date: May 2008
Location: Utopia, Oregon
Posts: 2,676
Thanks: 83
Thanked 143 Times in 108 Posts
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Re: Idle mage time
Why not have it, but have it require 3 in the specific path?
I had always wondered, I mean your events say something like "The summer heat has been distilled into rubies by a young mage", things like this in the always made me feel there ought to be some way to make gems.
If the path requirements are higher, then the opportunity cost to make the gems ramps up immensely, and most indies would be incapable (mostly only a nation's best mages could do it). I see it more as a way to augment your income when you are very unlucky with sites, or to get into a path that you have no national income (and just need to generate some to start searching with).
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October 21st, 2008, 01:52 AM
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General
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Join Date: Sep 2004
Location: Irving, TX
Posts: 3,207
Thanks: 54
Thanked 60 Times in 35 Posts
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Re: Idle mage time
No, I think it would totally screw up the game. The game is not meant for it to be easy to forge one's own gems.
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October 21st, 2008, 02:55 PM
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Sergeant
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Join Date: Nov 2003
Location: Finland
Posts: 250
Thanks: 19
Thanked 13 Times in 8 Posts
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Re: Idle mage time
You guys know Dominions is largely inspired by Ars Magica right? The one thing not included is vis (magic gem) creation.
If it worked like it does in Ars Magica, a magician could create magical gems just by spending time at it, and distilling magic into physical objects. Something like 1 gem / magician level in the strongest path.
As things are it would probably mess up the balance of the game totally.
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