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  Adventure 4: Unaghy´s report COMPLETED
Posted by: unaghy - March 24th, 2017, 07:57 - Forum: Adventures and Epics - Replies (16)

This time I have decided to read propery all rulles, so I dont miss any point by missreading. Also will try to break the habbit of playing standard game and try to take full risk of maximazing points through playing differently than usual. I will be posting reports as I play, 
however I don´t have that much time to play it on daily basis.
 
This is overview of my planning for this game:
- utilizing NKISI by finding relic / artifact / great work (mostly great works)
- focusing on districts early in order to start acumullating GPP, especially Theater disctrict
- specializing on different districts by each city go get even spread between GP types
- getting to Classical Republic ASAP and staying there for as long as possible
- suzerain Stockholm for GPP if in the game
- getting Divine spark pantheon for GPP
- getting Mbanza early to allow more districts to be build by my cities
- getting Ngao Mbeba units for time attack of my neighboroughs based on GP competition
- working on district projects when needed to win over competition
- utilizing GPP cards
- building some wonders, however I would prefere military campain in order to slow my opponents rather than spending production on wonders
 
Turn 1
Moving Settler one tile to southwest to move from mountain and changing forrested grassland hill for forrested plains, getting better tiles in first ring in the process. Builder first build as mining will allow to chop & mine hill for better city production.

[Image: Turn_2.jpg]
 
Turn 4
Met Stockholm, however not as first. Someone else needs to be very close to it. This city state is crucial for my plans due to its suzerain bonus.
 
Turn 6
Met Spain. No second city yet.
 
Turn 8
Found relic Book of Thoth in tribal village. Great start, I got major boost from it in form of 2f 2c 4g 4f 8t.

[Image: Turn_8.jpg]
 
Turn 9
Met Norway. No second city yet.
 
Turn 10
First to met Mhenjo Daro for nice +2 culture bonus will help me to get to Classical republic sooner.
 
Turn 11
I have +6 with Phillip II and our relationship is unfriendly. Seems that this guy is not easy to befriend.
 
Turn 12
Found boost for State workforce in tribal village. Another lucky strike as this boost is difficult to achieve early in the game.
 
Turn 13
Cleared forrest and dumped 21 cogs to monument switching then to slinger.
 
Turn 14
First civic researched, selecting Discipline and Urban Planning. I dont need God King as I already have 4,2 FPT from relic. Also making disgusting 12,6 GPT.
 
Turn 15
Choosing Pantheon, very early. Lady of The Reeds and Marshes & Oral tradition would be nice, as I have 2 valid tiles for my capitol already and few more in surrounding area, but I choose Divine spark for GPP.
 
Turn 20
Unfortunatelly I need to research whole Irrigation as I dont have any resource around to farm.

[Image: Turn_20.jpg]
 
Turn 22
Checking available intell - AI is ahead in research (7,9 b vs 4,8b), but I´m leading in culture (6,2 vs 4,9). They may research certain disctricts sooner (Campus, Commercial, Encampment), but I should be first having Theather disctrict, where most of GP can be acquired and for which I have bonuses.
 
Turn 26
My first trader goes to stockholm for science.
 
Turn 27
No GPP yet for anyone.
 
Turn 30
Met Aztec. They seems to be behind in science and culture
 
Turn 31
Running low on military. That is going to change with Agoge policy in play. Having 2 luxury hooked up alerady, decided to sell one to AI, particularly to Aztec for 6gpt in order to improve relation along the way.

[Image: Turn_31.jpg]
 
Turn 33
I can work on 2t warriors and slingers, going to build them bunch before going for districts. Still no Settler from my side due to other priorities. This can be major issue later on.

[Image: Turn_32.jpg]
 
Turn 34
First GPP from Norway for prophet
 
Turn 35
Bought tile next to Montain and jungle for Campus for 95
 
Turn 36
Cleared forrest into empty production queue and placed Campus using the overflow and chop resulting in ETA of 5 turns. Decided to finish it.
 
Turn 38
I need to wait 4 more turns to buy Settler in order to get boost for early empire. Interface showing now 2 for growth and 3 for Campus...
 
Turn 40
Capital grown to size 6 this turn. It knocked out early empire through boost and also fullfiled Mohenjo-Daro quest same time. Buying settler in capital reducing size back to 5 and starting on Political Philosophy. Switching Urban Planning for Ilkum in order to produce builder for new city.

[Image: Turn_40.jpg]

Turn 44
Completed Military Tradition by clearing camp. Switching to Discipline to have better chance against barbarians and also switching back to Urban Planning.
 
Turn 45
Met Frederick. Phillip is now happy with me even though I still have same +5. Interesting.

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  Life realm AI in the early game
Posted by: Seravy - March 22nd, 2017, 18:30 - Forum: Caster of Magic - Replies (36)

We seem to agree that Life wizards are far too vulnerable and perform poorly in the first 20-40 turns of the game, as they are the only ones not getting an overland summoning spell. (and have nothing to buff except their free starting swordsmen)

Hoping for ideas that can fix this problem.

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  AI buff priorities
Posted by: Seravy - March 22nd, 2017, 12:38 - Forum: Caster of Magic - Replies (16)

This is a list of the priorities the AI uses to select a buff to cast when it decided to use one.
Each numbers mean that much out of X chance to pick the spell, where X is the sum of all spells available. (so if the spells available are 3,5 and 9 then it's a 3/17, 5/17 and 9/17 chance)

Resist Elements 2
Focus Magic 9
Elemental Armor 30
Iron Skin 30
Regeneration 50
Resist Magic 6
Magic Immunity 42
Flame Blade 7
Eldritch Weapon 5
Immolation 20
Holy Weapon 6
Bless 5
Holy Armor 6
Heroism 18
True Sight 5
Invulnerability 40
Lionheart 50
Cloak of Fear 5
Wraith Form 15
Water Walking 15
Land Linking 12
Flight 15
Wind Walking 50
Endurance 10
Planar Travel 15
Spell Lock 10
Invisibility 40
Chaos Channels 15
Lycanthropy 25
Blood Lust 20
Guardian Wind 10


Note that some global enchantments can alter these numbers massively, like Meteor Storm or Suppress Magic, but in 90% of the cases these exact numbers are used.

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  Early game hero balancing
Posted by: Seravy - March 21st, 2017, 11:42 - Forum: Caster of Magic - Replies (34)

First game is done. Won easily - not surprising on Hard with a strong early game.
The Myrran wizard had Pestilence - I suspect from a tower - if I this was a higher difficulty game I might have lost to that by itself, but they had no chance to stop my Efreets using their uncommon spells, and had far too few cities to matter. Game ended extra early, in 1413.

Here is the video : https://www.youtube.com/watch?v=7a4mrpXm...e=youtu.be

Something probably has to be done with the unreasonable efficiency of heroes in the early game - no idea what though, if they are weaker, they can't survive until they become relevant. Also, even if they had lower starting armor, tactician, holy armor, etc are still there to raise it. It's not just the melee heroes either - a ranged or caster hero can deal plenty of damage and then. I might be overestimating Hard difficulty though, I suppose it's easy to beat it with anything anyway - and I don't think this hero problem exists on extreme/impossible where the AI can afford casting multiple fire bolts per battle and/or research good antihero spells faster.

One thing that worries me though - with the free sawmill, the player doesn't need to spend their gold on it, allowing them to hire a hero a dozen turns earlier which might be a problem.

Maybe "no heroes for hire before turn X" could be a good addition? I think there is an earliest turn for mercenaries too, for a similar reason.

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  Experimental version
Posted by: Seravy - March 19th, 2017, 18:29 - Forum: Caster of Magic - Replies (117)

The new version is ready, but as it contains two major changes that we might or might not like in the end, I decided to release it as an experimental version first.

The download is the usual location, but the filename is "CasterEXP.zip" instead of a version number.

If we are satisfied with the results, this will be the next "official" release, if not, I can remove whichever features we didn't like. The features I consider "experimental" are the new spell system, spell treasure roll, and the new Sprites unit.

Quote:-Easy difficulty AI is no longer allowed to buy production for gold - this should reduce losing units to maintenance costs somewhat. (Easy AI has no maintenance discount and income bonus)
-All units regain their movement allowance before the AI turns start as well as before the human's turn. This should fix all issues with the AI not being able to move stacks the human player attacked - particularly, if the AI fled the battle, as the problem was fixed for other cases a long time ago.
-Added some additional conditions for AI priorities on economic buildings especially when the AI is low on gold. This should improve performance of low difficulty levels a little.
-Fixed bug : When AEther Sparks reduces ammo from 1 to 0, the ranged attack is not removed.
-When spells are awarded in treasure, the spell given will always be the exact same rarity as intended - if such a spell is not possible to find, no spell of other rarity is replacing it.
-When spells are awarded in treasure, spells that cannot be researched by the wizard are preferred. If everything can be researched, spells not in the current research candidates are preferred. The spell currently being researched is never chosen unless nothing else is available.
-Changed spell amounts per spellbook, starting spell amount per spellbook, and added Guaranteed Uncommon and Rare spells. This is an experimental feature subject to further change. Guaranteed Uncommon spells are automatically upgraded into guaranteed to appear on turn 1 if book counts exceed 7.
C/U/R/VR , C Starting/ U Guaranteed/ U Guaranteed turn 1 research/ R Guaranteed, other effects
Book 01 : 3/1/0/0, 0/0/0/0, Find/Trade common
Book 02 : 3/2/1/0, 1/0/0/0, Find/Trade Uncommon
Book 03 : 4/3/2/1, 2/0/0/0, Find/Trade Rare
Book 04 : 5/4/3/2, 3/0/0/0, Find/Trade Very Rare
Book 05 : 6/5/4/3, 4/1/0/0,
Book 06 : 7/6/5/4, 5/1/0/1,
Book 07 : 10/7/6/5, 5/2/0/1,
Book 08 : 10/10/7/6, 5/0/2/1,
Book 09 : 10/10/10/7, 5/0/2/0, +8% research, -5% casting cost
Book 10 : 10/10/10/10, 5/0/2/0, +16% research, -10% casting cost
Books  found in treasure follow this same pattern but have an exception : Book 2 contains 2 extra commons.
-The AI will prioritize the research of Aura of Majesty, Stream of Life, and Astral Gate before other spells.
-Sprites now has 2 ranged, 2 shields, 2 hit points, lucky, and a new ability : Fairy Dust Attack. This is an experimental feature subject to further change. Ranged attacks performed by the unit hit the target with a “Fairy Dust” spell that has strength equal to the attacking figures+2.
-Raised the amount of monsters in Towers by an additional +500 points, it is now 2000-4400 points.

Please report any bugs as usual, and let me know if you like the changes or not!

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  AI starting and guaranteed spells
Posted by: Seravy - March 19th, 2017, 08:51 - Forum: Caster of Magic - No Replies

As part of the new experimental spell system, the AI also needs to be able to use it.
As the spell choices are entirely remade, this allows the AI to be smarter than "always pick X spell first".

I'm planning to have this list of rules for AI choices, executed in this order. If a spell is picked after the AI has no more picks in the category, it'll be ignored - in other words the first spell(s) that match the rule will be picked up to the amount allowed.
If only a spell name is in the row it means the AI always picks that spell, otherwise the conditions under which it is chosen are listed after the spell name.


; Life starting spell #1 : Heroism
; Life starting spell #2 : Just Cause
; Life starting spell #3 : Healing
; Life starting spell #4 : Heavenly Light
; Life starting spell #5 : Endurance
; Death starting spell #1 : Ghouls if fewer than 4 Nature books
; Death starting spell #2 : Wraith Form
; Death starting spell #3 : Black Sleep
; Death starting spell #4 : Summon Zombie
; Death starting spell #5 : Darkness if fewer than 4 Nature books
; Death starting spell #6 : Mana Leak
; Nature starting spell #1 : Sprites
; Nature starting spell #2 : Water Walking IF not Wraith Form
; Nature starting spell #3 : War Bears
; Nature starting spell #4 : Web
; Nature starting spell #5 : Nature's Eye IF Sorcery>=5 or Chaos>=5
; Nature starting spell #6 : Call Centaurs
; Nature starting spell #7 : Earth to Mud
; Chaos starting spell #1 : Fire Bolt
; Death starting spell #7 : Life Drain if not Fire Bolt
; Death starting spell #8 : Weakness
; Chaos starting spell #2 : Wall of Fire
; Chaos starting spell #3 : Hell Hounds if not War Bears and not Ghouls
; Chaos starting spell #4 : Fire Elemental if not Summon Zombie
; Chaos starting spell #5 : Corruption
; Sorcery starting spell #1 : Confusion
; Chaos starting spell #6 : Shatter if not Black Sleep and not Confusion
; Chaos starting spell #7 : Warp Wood
; Chaos starting spell #8 : Eldritch Weapon
; Sorcery starting spell #2 : Floating Island IF not Water Walking and not Wraith Form
; Sorcery starting spell #3 : Nagas IF not Sprites
; Sorcery starting spell #4 : Focus Magic
; Sorcery starting spell #5 : Psionic Blast IF not Fire Bolt
; Sorcery starting spell #6 : Resist Magic
; Sorcery starting spell #7 : Guardian Wind IF not Warp Wood
; Sorcery starting spell #8 : Phantom Warriors
; Sorcery starting spell #9 : AEther Sparks
; Death guaranteed UNCOMMON #1 : Black Prayer
; Death guaranteed UNCOMMON #2 : Werewolves if 8+ Death books
; Death guaranteed UNCOMMON #3 : Shadow Demons
; Nature guaranteed UNCOMMON #1 : Cockatrices if Focus Magic
; Nature guaranteed UNCOMMON #2 : Transmute if Warlord, Gnoll, Lizardmen, Klackon, Myrran and not POOR minerals
; Nature guaranteed UNCOMMON #3 : Giant Spiders if (not Myrran or human Myrran) and not Cockatrices
; Nature guaranteed UNCOMMON #4 : Crack's Call if all books Nature, Sorcery and Life
; Nature guaranteed UNCOMMON #5 : Great Lizard if not Shadow Demons
; Nature guaranteed UNCOMMON #6 : Change Terrain
; Nature guaranteed UNCOMMON #7 : Land Linking
; Sorcery guaranteed UNCOMMON #1 : Aura of Majesty if 8+ Sorcery books and not Chaotic
; Sorcery guaranteed UNCOMMON #2 : AEther Binding if 8+ Sorcery books
; Sorcery guaranteed UNCOMMON #3 : Spell Blast if not Lawful/Peaceful
; Sorcery guaranteed UNCOMMON #4 : AEther Binding if Lawful/Peaceful
; Sorcery guaranteed UNCOMMON #5 : Spell Lock if at least 6 Nature+Life books
; Sorcery guaranteed UNCOMMON #6 : Dispelling Wave
; Chaos guaranteed UNCOMMON #1 : Fire Storm
; Chaos guaranteed UNCOMMON #2 : Gargoyles if not Giant Spiders and not Werewolves
; Chaos guaranteed UNCOMMON #3 : Lightning Bolt
; Life guaranteed UNCOMMON #1 : Stream of Life if 8+ Life books
; Life guaranteed UNCOMMON #2 : Astral Gate if 8+ Life books
; Life guaranteed UNCOMMON #3 : Prayer
; Life guaranteed UNCOMMON #4 : Divine Order if Death+Chaos books<=2
; Life guaranteed UNCOMMON #5 : Stream of Life if Peaceful
; Life guaranteed UNCOMMON #6 : Astral Gate if land size>=Large
; Life guaranteed UNCOMMON #7 : Unicorns if not Giant Spiders and not Gargoyles and not Cockatrices and not Great Lizard
; Life guaranteed UNCOMMON #8 : Resurrection
; Nature guaranteed RARE #1 : Survival Instinct if Chaos+Nature+Death books>=9
; Nature guaranteed RARE #2 : Gorgons (Sorcery/Life has poor chances of a rare creature)
; Chaos guaranteed RARE #1 : Doom Mastery if Survival Instinct
; Chaos guaranteed RARE #2 : Flame Strike
; Sorcery guaranteed RARE #1 : Mind Storm if Death>=4
; Sorcery guaranteed RARE #2 : Air Elemental if Conjurer
; Sorcery guaranteed RARE #3 : Magic Immunity
; Life guaranteed RARE #1 : Invulnerability
; Death guaranteed RARE #1 : Famine if Maniacal or Ruthless
; Death guaranteed RARE #2 : Wraiths if Focus Magic
; Death guaranteed RARE #3 : Dark Ritual if Cult Leader or Beastmen/Draconian/Dark Elf
; Death guaranteed RARE #4 : Wave of Despair

Guaranteed uncommons mean both the "guaranteed uncommon" and the "guaranteed 1st turn research" features, the latter replacing the former if 8 or more books are picked (which guarantees all 10 uncommons anyway).
If I overlooked anything important the AI should consider for their starting picks, let me know and I'll add it.

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  DP101 prepares to lose (adventure 4 report in-progress) COMPLETE
Posted by: Dp101 - March 19th, 2017, 02:41 - Forum: Adventures and Epics - Replies (19)

I'm trying this scenario out purely because I took one look at the start and realised I had no idea where I was going to put the capital, and therefore in the interest of getting better at civ I should probably attempt it. So, thinking out loud for a while, the settling options:

Settle 1W

pros:3 2-production hexes in range

cons:
Takes up a critical hill
Awkward placement with regards to resources

Settling where the warrior is just feels very suboptimal to me. It has 3 resources just outside the initial radius of the city by 1 hex, and also takes up one of those incredibly valuable hill tiles. On the other hand, in terms of getting a fast start, having a 2/2 tile to work is incredible, and being able to go on to either a 3/1 or a 1/2 afterwards is great. It's just so hard to put a city there when there are multiple good hexes that would be just missed out by 1 hex, alongside not having any culture bonuses to grab them fast enough (i.e. not rome). Furthermore, losing the one hill tile from placing the city there also weakens the optimal industrial zone location 1W of the warrior, although on the whole I'm not sure how much the 1 production/turn lost will matter.

Settle in place

Pros: No wasted turns from movement
Good district placements

Cons: Eats the best possible tile for the city to work early-game.
Takes out a decent second city location

Settling in place feels like the wrong decision. After the bananas and plains forest there aren't that many good tiles to work, and the resources again annoyingly one tile out of range, although are of slightly higher quality. In addition, the 1W plan leads into a great second city location 1E of the floodplains, and settling in place blocks that, with no clear location to move the city site to.

1SW

Pros: Keeps best tile
Allows for best industrial zone placement
Directly upgrades the resource (citrus > banana always)

Cons: Eats a forest
Blocks currently planned second city
Difficult to acquire future luxury resources
Uncertain positioning for campus

This might be the best option. It has 1 fewer 1/2 tile that the 1W option, but allows for more mines, a better industrial zone, and an earlier luxury. I can always reposition the eastern city. However, I'm less than thrilled at having to waste a forest, and I have to hope for more rivers if I am to use some of the luxuries far off from it any time soon. Every location is a compromise, and this one could well be weaker than I think, as I could be overvaluing having a luxury in the first ring.  

2W

Pros: Access to quick stone for a 2/2 tile and masonry boost
Allows for a stronger western city that will work more luxuries

Cons: Doesn't actually improve on resource access (still 3 in second ring)
Lots of turns of movement
Eats best industrial zone placement completely
Probably will lead to wasted hexes to the east

Not too happy with this location, but it's important to consider all possible starts. This one leaves the east wide open, and has a whole pile of early potential production. The cost comes in the additional turns to move there (which essentially decreases the production/food total as fewer turns are spent working the tiles), and the loss of the optimal industrial zone location. The transit time seems like it will be the biggest issue here, with the tiles surrounding it being passable.

Overall, I think that I will go with either 1SW or 1 W. Currently I have severe reservations about going 1W due to not getting the optimal industrial zone, but on the other hand my biggest weakness both as a player and in life is an inability to compromise and accept suboptimal results (which is why this start is hard for me), so my feelings are probably unfounded. If this was a PBEM or Pitboss or something, I would probably ask lurkers to help me decide, but alas, while they may watch, I don't think that they can give commentary for adventures, so my only course of action is to sleep on it. Maybe in the future, an adventure based around pairs of people competing together, either as a mini succession game or with one person only being allowed to give advice from the thread might be interesting. So ends my initial report of zero turns played and a whopping sum of zero GP generated :P

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  RB Civ6 Adventure 4: Gotta Catch 'Em All!
Posted by: Sullla - March 18th, 2017, 10:51 - Forum: Civilization General Discussion - Replies (16)

Adventure Four: Gotta Catch 'Em All!

Sponsor: Sullla
Opening Date: Saturday, March 18
Duration: Five Weeks

[Image: ADV4-1.jpg]

Map Script: Pangaea
Game Speed: Normal
Difficulty: King
Civilization & Leader: Mvemba of the Kongo
World Size: Small
Opponents: Five
City States: Twelve (standard number is nine)
Rules: Standard
Victory: Any
Version: Third Patch (including Aztecs)

For this game, players have one simple goal: recruit as many Great People as possible!

Custom Scoring:

1 point: EACH Great Person recruited of any type by Turn 250. There are no restrictions on how the Great People are earned. Good luck, and do your best to catch 'em all. smile

[Image: ADV4-2.jpg]

Closing Date: Monday, April 24. Game results must be posted within 48 hours of the game's closing date. For Adventure Four, we will be breaking from past tradition by community request. This is an Open Spoilers game; players are free to create spoiler threads in the Civ6 Event Reports forum and update their game while playing. Non-playing lurkers are welcome. If you are planning on taking part in this game, we ask that you not read anyone else's spoiler thread until after completing your own game. Another way of putting this: treat Adventure Four like one of our Pitboss or PBEM games, and avoid reading the other threads while playing.

You are also completely welcome to play and report Adventure Four in the traditional fashion and hold off on reporting anything until the Closing Date. We're running this on a trial basis at community request, and we'll see how this format ends up working. Good luck!

Starting Savegame File

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  Conjurer test games
Posted by: Seravy - March 16th, 2017, 07:00 - Forum: Caster of Magic - No Replies

As the starting sawmill likely has a significant effect on the Conjurer strategies, I'm going to test it again.

Game 1
Alchemy, Conjurer, Specialist, Spellweaver, Nature books

The first thing I notice is, my gold income is horrible - the sawmill eats 4 gold a turn. I have to start the game by building a marketplace to be able to fuel spells through Alchemy.
Earth Lore reveals a node with many Nagas. There is a neutral Barbarian city behind it, but the node cuts the continent in two. I have to use sprites even though I wanted to test bears.
An enemy wizard shows up with their sprites. They are conjurer specialist like me.
I feel further testing on this map is pointless - the enemy has the same advantage so I won't see how much difference it makes.


Game 2
Not going to bother with Earth Lore this time - starting on bears from turn 1. They move 3 so they can explore.
1401 January - I have 6 bears now. That's good but I think I had more in earlier tests. I'm on an island so I have to cast an Earth Lore and make a Trireme. The Earth Lore reveals the capital of a wizard who probably plays red/black.
1401 August - The first stack of 9 bears is ready.
I contact the enemy wizard, as expected, death+chaos, but also has life books. Inquisitor on top of that.
While heading towards their capital, I see a pretty large stack. Mostly weak units, but 8 of them, including a hero. This continent has a lot of hills and mountains. My bears are slow. I should have kept them in the ship but then I would be limited to a stack of 8. My mana income is down to 0 implying I have 13 bears total. I need to stop summoning them.
The hero I saw attacks my settlement. With Wraith Form it can easily reach my continent. Thanks to the 2 Life books, they has Heroism on it. I can't fight that with a swordsmen.
I reach their capital. 6 Ghouls, a hero, a halberdier, wall of fire, heavenly light, a hell hound. My bears will probably lose here and it's 1402 september. I'll try the attack anyway - as expected the bears lose. The hero has 10 shields - heroism+holy weapon. The few bears that even make it there have no hope of dealing damage. Even if I had my additional 4 bears here, I couldn't have won.
The map was pretty bad - maybe on another.


Game 3
Again, I have 6 bears by 1401 January. With Gnolls I could have had like 3 wolf riders.  6 Bears are better but not by a large margin. My continent has no wizards, again. There is a Sorcery node with a few nagas - I make that my first target for the bears. Sprites would be better but they have problems of their own so shouldn't be mixed into this test.
I build my first outpost, next to gold and silver at 18 pop. Lucky.
Thanks to the Sorcery node aura, the 4 Nagas hurt the bears a lot. All 7 of them are down to yellow health or worse, and the 8th one is lost, but I have the node. I found about 500 mana+gold so I can freely keep summoning for a while without having to worry about costs. The damage to the bears is so much it actually shows up on the graph as a V shape.
Two outposts show up on the south part of my continent. They belong to two different wizards.
My bears are finally healed but it's already 1402 March. One of the wizards is a conjurer with sorcery and nature. the other...is the same. Is the game trying to troll me? Every enemy always has conjurer! They both have more military than me but I'm not that far behind. I can probably fight these wizards except, sprites are hard for bears. I decide to attack the one with Lizardmen first. Meanwhile started casting some Earth Lores. I find the other wizard's capital is very close - change of plans, we fight that one. I already attacked the other's units so they can attack, but we aren't at war yet. the outpost of the other wizard...is now up to 2 bears, 2 nagas and 1 sprites. Eww.
I conquer it easily so I can start making ships for transport...but my bears are in no condition to fight now.
I'm contacted by the third wizard. 9 Chaos books and Guardian+Alchemy.
My trireme is ready but the sight of 2 nagas next to it makes me reconsider. I reposition the ship so I can cross without having the bears on water. I see the garrison now. 6 bears and 3 sprites. By the time I'm ready to strike it's 5 sprites. I'm able to win with two attacks, but lose many bears in the process. The wizard decides not to return.
The chaos wizard started corrupting my territory, and I don't seem to have Great Lizard, the only good counter to Chaos wizards in nature. And they have about 3 times my power.
Overall, I don't think this will be a win but I'm certainly fairly strong. I don't think I'm much stronger than if I started with a military strategy though.

Game 4
I start on a small island. I build a ship and conquer a neutral lizardmen city on the nearby other island. There is one more, halfling, one island further away. That one is snatched by another wizard, by a naga. I'm going to attack it anyway, it's a mono-sorcery wizard. Can't let those expand early. I clear out "many skeletons" for 250 mana. 5 Hell hounds on another island yields another 300 gold.
I find another wizard's capital. I can't fight them - only having 4 bears here. As my empire is on many islands, my forces are divided - with nagas roaming everywhere I have to have at least 2 bears in any city. Every land except the 3 islands I control is very far - about 10 tiles of ocean between us. This wizard has books in 4 realms, and their capital is full of ghouls and sprites. Bears would not be able to deal with that anyway.

I conclude that Conjurer+Specialist is still a strong start, but nowhere near gamebreaking without Mana Focusing. It's almost impossible to reach an enemy capital before they have 9 units inside as well, which results in massive losses.

I'm not sure if there is a need to nerf this combo - probably yes anyway, while it wasn't enough to win impossible with it, it performed better than military strategies.

Conjurer needs changes regardless - the upkeep reduction shouldn't be part of this ability - that's Chaneller's domain.
Setting the casting cost to 75% of the normal, but ignoring other modifiers might be an interesting solution. That way Conjurer could provide immunity to Divine Order and Evil Omens cost increasing effects.

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  Stream of Life
Posted by: Sky - March 16th, 2017, 05:42 - Forum: Master of Magic - Replies (7)

all cities streamed
then taxes maxed.

well,i'm still noob but isn't this overpowered?

(autoproducing mana races as Elves and Alchemy retort work greatly)

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