Author Topic: Realm Spell timing and duration  (Read 603 times)

0 Members and 1 Guest are viewing this topic.

Offline X-MOC/Leman States (Even)

  • Ser Engineer
  • Former players
  • Regent
  • *****
  • Posts: 501
  • Regency: 16
  • Patriarch Leman States
Realm Spell timing and duration
« on: April 12, 2010, 02:19:58 pm »
Looking at the various realm spells, there appears to be a wide range of results with regards to the timing and duration of the effect. Some are applied in the turn cast, some in the next turn, and some both in the casting turn and the next. Could this be reviewed to make it more consistent, and perhaps simplified?

For the respective Realm Spells cast in turn X, the effect will be:
  • Bless the Holy Land: income from turn X increased, resulting in more money in turn X+1, and temporary bonus to prosperity affecting actions in turn X+1
  • Bless the Sacred Holding: income from turn X increased, resulting in more money in turn X+1, protects holding in turn X, bonus to holding level affecting actions in turn X+1
  • Demagouge: prosperity bonus affecting actions in turn X+1
  • Gold Rush: income from turn X increased, resulting in more money in turn X+1
  • Armour of the Defenceless: Enchants troops in turn X
  • Dominate Army: Enchants troops in turn X up to and including turn X+2 (say).


Part of the problem is that the money collection system, while based on the data of the P&H of the relevant turn, is representative of the income from the turn before. As long as this is the case, it might be very difficult to separate the Realm Spellsí effect on money and their effect on other attributes.

Would there be merit in introducing two types of casting times for Realm Spells? One Short for spells taking effect in the same turn as cast, and one Long (while still a free actions) for spells taking effect the following turn.
"We are RuinsofEmpire now, and when we act, we create our own reality."

Offline X-MOC/Leman States (Even)

  • Ser Engineer
  • Former players
  • Regent
  • *****
  • Posts: 501
  • Regency: 16
  • Patriarch Leman States
Re: Realm Spell timing and duration
« Reply #1 on: April 12, 2010, 02:34:26 pm »
The more I think about this, the more I see an argument for changing the basic premise of the game to one where the money gained in a turn is representative of the money generated in that turn. The income in turn X is already affected by actions that are only resolved at the end of turn X-1. If the current idea where to be fully implemented, the income noted in P&H X should only be available at turn X+1.

While this change would in effect mean that the players are using money in advance of their generation, it does simplify the system somewhat. In the above examples, the four first spells would have their effect applied in Turn X+1, while the more immediate war spells would have effect in turn X.

Cheers,
E
"We are RuinsofEmpire now, and when we act, we create our own reality."