(11-13-2016, 03:16 PM)Jumpingfist Wrote: [W]izards are already becoming more and more just military kingdoms with fireworks. They are likely stronger still but loosing more of what makes them special.
The main reason I left Alamaze !!!
My two cents -- if my thoughts are still worth even this much:
Intrinsic Dire Wolf and True Seeing are GREAT changes. (Limiting to one per group is also GREAT.)
Dome of invulnerability should NOT be dispelled by HP because HP are too commonplace. Domes would likely become useless. The Dispel Dome spell would definitely be "put on the shelf." Rather than Angels dispelling Domes I think maybe the Angels should cast Domes for the devout kingdoms in the regions where they have built Temples -- one casting per region maximum each turn.
Devout Fanatics gaining +2 levels is a GREAT change.
Wizard Teleport should be limited to 10 areas -- consistent with Gem of the Planes. [Teleport is a HUGELY powerful ability.]
Summon Death limited to one casting per group is also a GREAT change.
Wizard Summon Spells should also be limited to one casting per group.
In fact, I think limiting all wizard spells to one casting per group would be an excellent change (then we could eliminate the requirement that wizards have at least a single brigade in the group to cast certain spells). Fear, Dome, Summon Death, Summon creatures, Kill Leader, Destroy popcenter, etc... would all have to be cast from multiple groups if a player wished to utilize multiple castings. This would add a small restriction on wizard kingdoms to bring them back to the pack a little bit. Eliminating the requirement of having troops present would restore the thematic elements of wizards being apart and beyond the normal. Also, it would make wizard kingdoms play less like "military kingdoms with fireworks." [Once players are forced to have at least one troop to cast certain powerful spells there is no reason to not put those wizards in the most powerful available group. Just like that, wizard kingdoms are transformed to military kingdoms.] Also, limiting summoning spells to one per group per turn will slow down the proliferation of wizard kingdoms being nothing more than strong military kingdoms while simultaneously reducing the ever-increasing advantage of having summoned troops which require no upkeep. Finally, this would restrict the proliferation of Domes and bring viability back to military kingdoms in the end game.
I absolutely HATE the idea of outside constraints on players in the form of turn limits before orders become available. All turn 4 (or other turn) restrictions should be eliminated. Players already have to take three turns minimum before they can use HP abilities. Is it really unbalancing for devout kingdoms to have access a turn earlier? Or for the AN to utilize Consuls as HP (risking death) on turn one? Conceal emissary would open up turn one assaults again (Tomag may appreciate this?). Using wizards to divine popcenters on turn 2 or 3 certainly makes wizards "feel" like purveyors of forbidden knowledge. Demon princes summoning skeletons on turn one (instead of all the other things they could be doing) are not unbalancing. Already some kingdoms gain control of their regions on turn 3. The difference between those kingdoms which gain control turn 3 and those which do not is not a matter of utilizing orders more efficiently but, instead, a function of chance in locating random popcenters on turn 1.