
The caster's entire Empire ignores negative morale modifiers and its units gain Strong Will. World Enchantment: Forebodes the end of the world. World Enchantment: Arctic terrain gradually spreads out from the caster's Empire. World Enchantment: The ancient arcane currents are awakened, enabling the caster to channel massive amounts of magic. World Enchantment: All the caster's units gain Invisibility and +1 Blight Strength. They should (eventually) be replaced by the actual spells that are accessible upon researching them. They are only included due to their labeling in the Table of Spells. Only non-support units produced in Metropoles are produced as elites.Ĭaster's Metropoles suffer a -100% base population penalty."Ībout the -100% base population penalty (Warlord), in the end game, you still have a positive demographic rate.Note: Terraformer and Spelljammer are not actually spells. Replaced 80% spirit weakness with 20% weakness to each type except physical Replaced Strong Will buff with Mind Control Immunity In addition to the usual buffs, all units also get: Backstab, Hero/Leader Slayer, Shadow Step Here is my take on reworking them so that they do not simply end the game.Īdded: +4 Move Points, +1 Resist, Mind Control Immunity & True Sight

One could resolve this issue by simply removing them. "The ultimate world enchantments of each Class in this game are normally considered game-enders, but for players like me who enjoy extremely long games it can be hard to enjoy the game when a Theocrat disables every other players natural regen, a Rogue makes all your cities extremely unhappy, a Warlord spawns seemingly endless amounts of elite manticore riders or a Sorcerer casts way too many high-level spells per turn for way too cheap. And he was pissed off by class ultimate spells. I am no one to vote for any balance considerations.īut my solo games last for a very long time, and it appears that one modder, Varegi, plays long games as well.
