Arcane knowledge all the way for the ultimate spellcasting Channeler.
An idea came to me the other day regarding taking the magical route to victory.
Imagine a game where it is viable to specialize your cities for arcane research and, in doing so, make a mighty wizard out of your Channeler. Unfortunately this may seem a ridiculous notion to some because the way combat and magic are implemented now, magic is underpowered and everyone protects their Channeler with the strongest armor and weapons. I have a few suggestions to make our dream of a fearsome magic-wielding naked Channeler a realistic strategy:
- Make the entire Magic tech tree researchable only with arcane knowledge .
- Add new arcane technologies that improve the Channeler as a spellcaster. Recall the game Age of Wonders: Shadow Magic where you had the choice to either research spells or improve the magical abilities of your Sovereign; I am suggesting the exact same thing. For example, one ability could increase the mana per turn produced by the Channeler significantly. A great abundance of mana could help differentiate the warrior and wizard Channelers by only wizaards having enough mana to afford the most powerful of spells, or afford the upkeep cost of maintaining legions of summoned creatures.
- Enforce Intelligence requirements for spells on Channelers.
- Enforce Strength/Dexterity requirements for all weapons and armor for Channelers and Champions.
- Give wizard Channelers a viable way to absorb damage and generally survive battles through spellcasting. Think of archers and warrior Channelers who have enough intelligence to blink next to a wizard.
- Make all spells heavily dependent on intelligence so that low level spells scale up well in late game. This can also serve to defferentiate warrior/wizard hybrid Channelers for full fledged wizards.
- Give magic-focused factions the ability to craft the most powerful items that can be equipped by Channelers and Champions alike. I'm not speaking of items that you would equip armies with, but unique items like "the one ring to rule them all" from Lord of the Rings of which only one exists per game. Considering how magic-focused factions would have little knowledge of weapons and armor, their weapons and armor would have to have a magical quality to them. Whenever the diplomacy gets an upgrade, these priceless unique items of power could be traded away to other players. Buildings, training and item crafting should be done in parallel with crafting taking a long time to complete.