A poll run a long time ago put "Making non-summon strategic spells more interesting" as the #5 highest priority for the community:
So I'm finally opening a thread to deal with that! Disclaimer: the discussion is mainly for PBEM and SP, not for live MP. And it is about issues faced by veteran players, not beginners.
The problem:
Here is the issue as far as I can see... Casting points (CP) are limited and you are always casting stuff. Mana is sometimes a limiting factor but very rarely, and usually only when you're losing. Strategic spells compete with tactical spells for CP from your Leader so you have even less available than if you were only casting strategic spells.
At the same time, most strategic spells are overpriced in CP (and mana) cost compared to the main option for your CP: summons. Summons can reinforce armies far into enemy lines, without the need to produce them at cities and then bring them all the way to where your army is. Summons are directly useful and can fight battles.
City enchantments and empire enchantments are somehow better than spells that affect an area of the map or cause damage, because their effects are persistent. But it depends on the effects too.
Meanwhile, I believe (but it apparently is not a consensus) that mana tends to be too plentiful after mid-game (turn 30-40) and it's very easy to keep pumping more mana by building Temples and settling or building Fortresses near mana sites.
So what to do?
The first answer has to be to reduce CP cost of non-summon spells to improve the trade-off in their favour so that you actually want to cast them instead of summons.
The second answer is probably to reduce RP costs of weak spells and / or make them stronger, like we did in the balance mod for the Domain of [...] and Empire of [...] spells.
And finally, the upkeep of some spells may need to rise so that we cast more spells but we cannot sustain an infinity of them.
In the end, the results should be a more magical Age of Wonders 3 with more spells cast.
I think this should thus go hand in hand with a review of the way disjunction works so that it is also possible to fight back and disjunct the numerous spells opponents will throw at you.
Disjunction:
Currently disjunction usually costs more than spell casting and has a 50% chance of failure. There is also a 5% chance of critical success and 5% chance of critical failure. So it is actually dangerous.
If we make spellcasting easier, I think we need to make disjunction easier too, otherwise players will be swamped by spells with no possibility to counter. I think disjunction should cost at least 25% less than spellcasting, to take into account the 50% chance of failure. We could also increase the base success rate of disjunction, for instance to 60%.
The debate about removing or not critical success/failure should be conducted in another thread as it is a different topic.
Proposals:
Proposals were made a long time ago for Domain of and Empire of spells but were not implemented because we were waiting for a bigger overhaul, to avoid unfailry advantaging these spells.
The proposals were something like that for each spell:
Ea01
Domain of Earth costs 160 RP and 40 CP (was 180 RP, 60CP).
Ai03
Artic Empire costs 310 RP, 60 CP and 30 mana/turn (was 350 RP, 80CP, 40 mana/turn)
Basically it's a 40 CP cost for a city enchantment giving an average bonus and 60 CP for an empire wide average bonus and a slight decrease in RP cost, without changing tier. I'm going to make suggestions in that order of magnitude.
I'm going to start just with Theocrat to see if we more or less agree.
Theocrat
Mark of the Heretic - fine
Beacon of Faith - 120 RP and 30 CP, 25 CP to disjunct (130 RP and 40 CP, 50 CP to disjunct, Fertile Grounds is 120 RP and 40 CP and gives +200 pop instead of +100)
Paid Absolution - 70 CP and 55 CP to disjunct (80 CP and 90 CP to disjunct)
Prayer for the Hurt - 60 CP, 20 upkeep and 45 CP to disjunct (100 CP, 30 upkeep and 90 CP to disjunct)
Sanctified Sites - 20 upkeep, 75 CP to disjunct (15, 110 to disjunct)
Denounce City - 10 upkeep, 45 CP to disjunct (20, 60 to disjunct)
Wrath of God - deals 20 spirit damage, costs 45 CP (15 damage, 90 CP)
Hallowed Domain - 40 CP, 30 upkeep, 30 CP to disjunct (80 CP, 25 upkeep, 90 to disjunct)
The Great Purge - 50 upkeep, 75 CP to disjunct (40 upkeep, 120 CP to disjunct)
Armageddon - 100 upkeep, 440 CP to disjunct (80 upkeep, 550 CP to disjunct)
So I'm finally opening a thread to deal with that! Disclaimer: the discussion is mainly for PBEM and SP, not for live MP. And it is about issues faced by veteran players, not beginners.
The problem:
Here is the issue as far as I can see... Casting points (CP) are limited and you are always casting stuff. Mana is sometimes a limiting factor but very rarely, and usually only when you're losing. Strategic spells compete with tactical spells for CP from your Leader so you have even less available than if you were only casting strategic spells.
At the same time, most strategic spells are overpriced in CP (and mana) cost compared to the main option for your CP: summons. Summons can reinforce armies far into enemy lines, without the need to produce them at cities and then bring them all the way to where your army is. Summons are directly useful and can fight battles.
City enchantments and empire enchantments are somehow better than spells that affect an area of the map or cause damage, because their effects are persistent. But it depends on the effects too.
Meanwhile, I believe (but it apparently is not a consensus) that mana tends to be too plentiful after mid-game (turn 30-40) and it's very easy to keep pumping more mana by building Temples and settling or building Fortresses near mana sites.
So what to do?
The first answer has to be to reduce CP cost of non-summon spells to improve the trade-off in their favour so that you actually want to cast them instead of summons.
The second answer is probably to reduce RP costs of weak spells and / or make them stronger, like we did in the balance mod for the Domain of [...] and Empire of [...] spells.
And finally, the upkeep of some spells may need to rise so that we cast more spells but we cannot sustain an infinity of them.
In the end, the results should be a more magical Age of Wonders 3 with more spells cast.
I think this should thus go hand in hand with a review of the way disjunction works so that it is also possible to fight back and disjunct the numerous spells opponents will throw at you.
Disjunction:
Currently disjunction usually costs more than spell casting and has a 50% chance of failure. There is also a 5% chance of critical success and 5% chance of critical failure. So it is actually dangerous.
If we make spellcasting easier, I think we need to make disjunction easier too, otherwise players will be swamped by spells with no possibility to counter. I think disjunction should cost at least 25% less than spellcasting, to take into account the 50% chance of failure. We could also increase the base success rate of disjunction, for instance to 60%.
The debate about removing or not critical success/failure should be conducted in another thread as it is a different topic.
Proposals:
Proposals were made a long time ago for Domain of and Empire of spells but were not implemented because we were waiting for a bigger overhaul, to avoid unfailry advantaging these spells.
The proposals were something like that for each spell:
Ea01
Domain of Earth costs 160 RP and 40 CP (was 180 RP, 60CP).
Ai03
Artic Empire costs 310 RP, 60 CP and 30 mana/turn (was 350 RP, 80CP, 40 mana/turn)
Basically it's a 40 CP cost for a city enchantment giving an average bonus and 60 CP for an empire wide average bonus and a slight decrease in RP cost, without changing tier. I'm going to make suggestions in that order of magnitude.
I'm going to start just with Theocrat to see if we more or less agree.
Theocrat
Mark of the Heretic - fine
Beacon of Faith - 120 RP and 30 CP, 25 CP to disjunct (130 RP and 40 CP, 50 CP to disjunct, Fertile Grounds is 120 RP and 40 CP and gives +200 pop instead of +100)
Paid Absolution - 70 CP and 55 CP to disjunct (80 CP and 90 CP to disjunct)
Prayer for the Hurt - 60 CP, 20 upkeep and 45 CP to disjunct (100 CP, 30 upkeep and 90 CP to disjunct)
Sanctified Sites - 20 upkeep, 75 CP to disjunct (15, 110 to disjunct)
Denounce City - 10 upkeep, 45 CP to disjunct (20, 60 to disjunct)
Wrath of God - deals 20 spirit damage, costs 45 CP (15 damage, 90 CP)
Hallowed Domain - 40 CP, 30 upkeep, 30 CP to disjunct (80 CP, 25 upkeep, 90 to disjunct)
The Great Purge - 50 upkeep, 75 CP to disjunct (40 upkeep, 120 CP to disjunct)
Armageddon - 100 upkeep, 440 CP to disjunct (80 upkeep, 550 CP to disjunct)