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Magic -> Terraforming

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DePaul View Drop Down
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Joined: 03 Jun 2014
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Post Options Post Options   Thanks (0) Thanks(0)   Quote DePaul Quote  Post ReplyReply Direct Link To This Post Topic: Magic -> Terraforming
    Posted: 09 Jun 2015 at 18:02
I would love to see terraforming magic.  As it is, there are a number of 7 food squares but are simply not suitable for settlement due to a severe lack of another res type.
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demdigs View Drop Down
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Post Options Post Options   Thanks (0) Thanks(0)   Quote demdigs Quote  Post ReplyReply Direct Link To This Post Posted: 04 Jun 2015 at 19:58
I believe that the teraforming magic is a mystery that needs to be solved, clues are all over illy, 


The Llwcharion made for the northern deserts. Here, with resourcefulness and geomantic magics they coaxed a little food from the desert. Nobody troubled them in this desolate land: no Orc warbands would brave the barren heat and drought of the place. They soon learned to live, and then learned to thrive. 
Their achievements in surviving are worthy of admiration. And they have developed an impressive range of skills. The secret magics that coax food from the desert are remarkable. Their torturers are highly skilled, and we of the Argiri have made good use of these craftsmen. But they have forgotten, in their hearts, what it is to be an Elf, to be the highest of mortal creatures, uniquely able to rebuild civilization. 

Tor Gorrak [Clan Bealagh]
A single huge mountain rises from a sea of hills, which roll like waves about its base, and atop the peak stands a great stone hall, in the traditional Dwarven style. The fortress is clearly inpregnable. What is not obvious is why many Dwarves consider it the greatest work of Dwarven engineering of the Second Age. Other strongholds are grander, or have more ostentatious fortification. But Dwarf scholars point to early maps of the region, which show only hills, and no mountain here; combining wisdom in both sorcery and engineering, ancient Dwarves raised not only the stronghold, but the mountain upon which it stands.


Edited by demdigs - 04 Jun 2015 at 20:08
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Wartow View Drop Down
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Wartow Quote  Post ReplyReply Direct Link To This Post Posted: 04 Jun 2015 at 19:44
I've been around over a year now and do find the magic aspect of the game to be lacking but one with endless potential given the variety of crafting already present in the game.  The expansion of magic could add numerous buildings, uses for currently unused and underutilized resources, and another path for game play.

What I am proposing discussion on here is the use of magic to terraform a city.  While current city plots have a total of 25 resource plots (food, iron, stone, wood, clay) the maximum of any given resource would be 7 plots.  Why not permit towns to move up to a max of 7 plots for each resource?

There are numerous implications that would have to follow:

Additional storage and transportation capacities.  If the max capacities of the two current storage buildings is not increased then allow multiple storage buildings to be created in a single town.  In a similar move I would find it interesting to permit multiple marketplaces for additional caravans.
  • But what about faction hubs?  Not all local hubs are friendly and close.  Although, if/when factions go live it would be nice to see some recurring cost required to store goods in less friendly hubs.
New lines of research.  The ability to increase the number of plots can be slowed by required research for each resource type along with a heavy consumption of research to begin said research.

The spell to cast a terraform, creation of a single new plot, should cost extensive manna (and/or other resources).  Most of my older cities are around 10 million manna and that is after being here for a year.  Moving from 25 resource plots to 35 resource plots should take significant time and only be desirable for highly specialized "resource hub" towns that will have little to no capacity for any other function.
  • Squares would return to the original 25 plots if the city is razed, abandoned, or go "poof" from inactivity (or permaban).
Other possible outcomes:
  1. Habitation of less-habitable terrain.
  2. Easy identification of these magically terraformed cities making them tempting diplo and military targets.
  3. Ability to place such a player hub near other cities that are maxed out on resources to push the limits of population, armies, diplos...
Just some initial thoughts... your follow-up discussion will help refine (or reject) these ideas and hopefully push the DEVS into a hack-a-thon to introduce some new aspects of the game!

\/\/artow
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