A better magic victory

In my view the magic victory in WOM suffers from two main flaws. 1) It is too similar to a military victory and 2) it is too boring.

On the first point, the primary barrier to a magic victory is having the four shards, and the only way to get those shards is by attacking and taking them from your neighbors. The only times I found casting the spell of making is when I was on my way to a military victory and realized I had 4 shards. It should be possible for a small, but highly magical, kingdom with a small army to achieve a magical victory, which just wasn't possible in WOM

The second point is pretty self explanatory, it feels too much like pushing the "win" button. There should be a buildup where you steadily advance to your goal. In a military victory you can watch you empire spread across the map defeating enemies. In a quest victory, while by no means perfect, you have to at least complete a series of steps that builds up to the final point. 

So my wish for FE would be a magic victory that addresses these two points. I have sketched out a brief example of the kind of thing I mean below. I don't believe my example is the ideal, but just meant to illustrate what I mean.

My Example

In order to cast the spell of making the first step would be to build 4 buildings, one for each element.. These buildings would be quite expensive, would cost mana to build and could only be built in a high level city. Could also have more exotic requirements, like completing a quest that required magic.  Each of the buildings would also confer significant magic specific advantages on the faction, advantages large enough that it would be reasonable for someone not pursuing a magic victory to build them. 

Once the 4 buildings have been completed the player would have to cast 4 spells, one for each element. Each spell would have to be cast at the city with the right building, and be cast by a high level spell caster. The spell wouldn't just complete right away but would last for a duration. How long would depend on the level (and traits) of the spell caster and how many shards of the right type the player posses. All other players would receive notification the spell had been cast. And for as long as the spell lasts it would bring negative consequences on the caster's kingdom. It could also negatively impact other factions, but the bulk of the damage should happen to the caster. For example the fire spell might call down firestorms that destroy improvements and damage units etc.  These effects can be mitigated if the caster is high level and/or the players has the right shards. After the spell completes the player has "mastered" that element which can confer advantages, e.g. the caster gets some bonus, the player gains extra shards, gets fire elemental units etc. 

Only after all of that could the player cast the spell of making, which itself might have a duration etc. 

So that is my example, again I don't think it is ideal and it would have to be balanced etc. But I do think something in this direction would be better than what is found in WOM.

What do you all think?

2,902 views 3 replies
Reply #1 Top

Well you are certainly right about Magic Victories being redundant to Conquest. I just can't think of any way that a small nation can beat a large one without a fundamental change of gameplay. Maybe the spell of making should require a wizard to be master of every element, create a special level 5 building, save up a large amount of mana, and gain some artifact or sacrifice to complete the spell. 

Reply #2 Top

You're on the right path. Personally I will just disable Magic Victory since it's cheap and doesn't feel like a victory. It's like that mission in StarCraft: BroodWar where Kerrigan are going to recover a crystal. As soon as she touches the crystal, you win. No matter if there's 12 BattleCruisers firing at you and you're down to 14hp and will die in 0.1s.

Reply #3 Top

You have a good point about the shards being a more military thing. You can look at it the other way though. Maybe a magic victory shouldn't be something that you should always be able to get. You should have to adopt your strategy to the world somewhat.

Personally I think some small tweaks to the system would go a long way.

1 Add a long cast time and a warning to other players when the Spell of Making is cast.

2. Maybe add a onetime quest that allows you to find/spawn a shard of a type you don't already own. Just to even out randomness a bit. 

Don't forget that FE will have slower empire expansion and deadlier worlds. You will probably be fighting to discover wild shards more then taking opponents' shards.