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November 6th, 2003, 01:06 AM
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General
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Join Date: Jun 2003
Location: az
Posts: 3,069
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Magic Sites
How many magic sites can exist on a single territory??
I'm hoping to see more magic sites added as patches become available. I thought it would be helpful for us to list some possible future magic sites which can be added. Then the developers could take and add whichever ones they feel are best.
Here's a few:
A) Troll's Cliff: A large number of caves where trolls can be hired.
B) Diamond Mine: Random Gold Income (10 gold - 30 gold per turn)
C) Sacrificial Volcano: Unrest increases by 10, -1 blood slave per turn, +5 fire gems(only if blood slave price has been paid)
D) Barracks: +2 territory defense every 20 turns
E) Cutthroats Pass: Movement across this territory is cut in half.
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November 6th, 2003, 10:43 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
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Re: Magic Sites
Have you taken a look at the list of sites on the Excel sheet you can download from Sunraybe's site?
Troll Pit is an existing site where you can hire trolls, in Doms-PPP they cost 60 gold and 3 resources, and if you found one early in the game, you could basically trample the opposition. They don't need supplies either!
Oh, and unless it has been changed, maximum of four magic sites per province.
Edi
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November 6th, 2003, 01:36 PM
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Corporal
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Location: Finland
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Re: Magic Sites
Also noteworthy: At least copper, silver and gold mines from events appear to site list. Good feature IMO. But does this mean that a province already having 4 sites cannot get a mine?
- Humer
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November 17th, 2003, 06:23 AM
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General
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Join Date: Jun 2003
Location: az
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Re: Magic Sites
Another question about Magic Sites:
1) Is there any way to destroy magic sites??
(?Spells_?_or_?_Pillaging?)
Or maybe this might be a spell worth adding later on in the game. (Just a Thought)
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November 17th, 2003, 06:52 AM
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Private
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Re: Magic Sites
There is no way to destroy magic sites currently in the game.
Off hand I would say that this would probably be somewhat of a thorny issue. To keep the game balanced you would have to take into account that some nations are more dependant on magic sites than others. Some would find such a spell to be crippling, others would barely be bothered by it - thus you'd have to tweak other things to restore some semblance of balance.
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November 17th, 2003, 03:12 PM
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Sergeant
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Join Date: Oct 2003
Location: Blacksburg, VA, USA
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Re: Magic Sites
Quote:
Originally posted by trebuchet:
There is no way to destroy magic sites currently in the game.
Off hand I would say that this would probably be somewhat of a thorny issue. To keep the game balanced you would have to take into account that some nations are more dependant on magic sites than others. Some would find such a spell to be crippling, others would barely be bothered by it - thus you'd have to tweak other things to restore some semblance of balance.
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Maybe you should only be allowed to destroy magic sites in your own provinces. You could still get rid of Inkpot End, Brigand Lairs and the Vale of Infinite Horror, but couldn't destroy someone else's Mammoth Forest, or worse, Firbolg Fortress. Possibly sites above level 2 (and national home sites) should be indestructible.
On the other hand, I'm not particularly bothered by the inability to destroy sites. Occasionally an otherwise good province is ruined by a disease or horror mark spreading site, or made somewhat less useful by an unrest causing site, but in that case I just go and take other provinces.
Provinces with unrest sites are a good place to blood hunt - you're going to have to cut taxes anyway.
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People do not like to be permanently transformed and would probably revolt against masters that tried to curse them with iron bodies.
Pigs, on the other hand, are not bothered, or at least they don't complain.
-- Dominions II spell manual
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