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Gandalf Parker said:
I like the idea of Charybis (wandering whirlpool). Kindof like a water version of Eater of the Dead.
Global Warming spell?
All shore provinces become susceptable to hurricanes, flooding of inland water provinces, global food supplies go down, and maybe temperature shifts? National spell? global spell?
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Wrath of the Sea (or for literal warming, Second Sun, but that's a fire spell for obvious reasons).
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Riotous Reefs
Blocks all ship traffic. Seagoing Nations are docked, Mercs, equipment, etc. Also increases food supplies in water provinces.
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Partially duplicates Sea of Ice.
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Holy Water
Gives water a semi-blessing vs undead.
Not sure if this should be a global, national, or province or battlefield. The effect could be instant and major damage or something along the line of the thing in the game that keeps telling you that your undead units in a certain province have taken damage.
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As a battlefield spell, it duplicates Cleansing Water; as a global it's a weaker version of Purgatory.
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Coral Castle
Like the one creating the kelp castle but stronger
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Why not just improve the kelp castle? For that matter, why does it matter how strong the castle is? It's not like most nations are going to try to challenge Oceania in the water unless they already have a massively superior position. Their major problem is being over-nerfed on land.
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Humidity
(better name needed). Improves the abilities of amphibious while on land. Global? National? Battlefield?
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What would be even better would be a reverse Thetis Blessing - allowing aquatic units to walk on land, and Oceanians to not transform to their weaker land forms. But either way, it'd probably be too high in the research tree to help at the stage of the game where you really need it. Awesome endgame spell for sea nations in general, though.
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Grindylows
These water demons were first mentioned in British folktales in the county of Yorkshire. Parents told their children stories of grindylows to prevent them from getting in the cold water in the area. Grindylows supposedly had long fingers that would drag children into the deep.
Lowers population in coastal provinces? Could be Oceanias initial action to less the power of nations keeping it from getting onto shore.
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Sounds more like a unit than a spell - as an enchantment it would duplicate Lure of the Deep anyway.
Part of the problem here is that many of the powerful world-altering water spells have very high research requirements and therefore don't help Oceania when it most needs it: at the time when they have finished taking over all or almost all seas reachable from their start location, but now need to expand onto land to compete with the land nations. You just don't have access to Thau 7 or Ench 8 spells in the midgame (it wouldn't be the midgame if you did).
I think the biggest help would be to make many of their national units/mages less useless on land. Losing some water power to gain another path (air for sirens, nature or earth for capricorns, etc.) is reasonable - losing *all* paths and gaining *nothing* is horribly crippling. Basalt kings and starspawns don't have to put up with that crap - which is a large part of why *those* nations can put up quite a decent fight on dry land.
When MA Oceania's units come out of the water they have to face MA military technology: longbows, crossbows, pikes, lances. They're just not up to it.
Maybe a smaller version of the Asp Turtle, that they could group-summon (like wolves, tigers, etc., and at a similar research level) - something like an amphibious cave drake, statwise. Turtles are slow, and without the Asp Turtle's trample they wouldn't have much firepower, but if their shells acted like natural shields against missiles, they could provide some cover against the ranged weapons so common on land, and at least let your other units get into hand-to-fin combat.
Another possibility would be making sea serpents amphibious (like asp turtle, they could only be summoned in the sea, but then could go on land). They're just big snakes, so why shouldn't they be able to slither up on land like other snakes... Sea serpents are scary, poisonous and low research, they'd be a very nasty addition to any sea nation's land army, if you could.
Asp turtles themselves are quite cool, but too high research to help at the crucial time.
All amphibious/poor amphibious summons should be castable underwater unless there's a *really* good reason why they aren't. The fact that this isn't already true is particularly annoying when your mages get weaker on land.
Since the quickness nerf, water mages aren't as useful on the battlefield as they used to be. Maybe other water spells could be re-examined in light of that fact? A water mage on land will never have access to a booster spell like Summon Earthpower or Phoenix Power - you can't bring the right conditions with you via item like Air can.