i knew it wasnt an evolution
trupheus
21 Jul
Xliest
If you believe this mechanic is what ended the viability of offensive magic, that is not the case. As I have explained in other threads and demonstrated through gameplay, offensive magic has always functioned as an all-or-nothing strategy. Earthquake (EQ) was the only spell capable of rendering a target unable to retaliate. That dynamic shifted significantly when EQ was modified to grant protection after just a 10 percent cast, with a cap at 15 percent.
Technically, it is possible to cast EQ around 60 times while keeping the hit percentage between 5 and 9 percent, but doing so is unnecessarily tedious and impractical. EQ was the only offensive spell that produced meaningful structural damage. Other spells, such as Fireball, have limited long-term value, as population loss is quickly recovered, particularly with the aid of Natural Growth. In many cases, this recovery can be further accelerated through external support during the brief 12-hour recovery window. Spells like Famine, Freeze, and Ice Storm are easily countered and do not generate sustained strategic impact.
The current state of offensive magic offers little in the way of practical utility. EQ spreads building destruction evenly, meaning that removing 150 buildings from a kingdom of 1,000 has a negligible effect when the damage is distributed across Advanced Training Centers, Forges, Guard Houses, Farms, Markets, Houses, and other structures.
More critically, offensive magic provides no direct benefit to the casting kingdom. It does not claim land or castles, and it generates no CLI to deter retaliation. Instead, it places the caster at considerable risk by creating opportunities for both retaliation and pre-retaliation attacks. Land and castles are left exposed for minimal strategic return. In its current form, offensive magic serves as an ineffective tool for disruption, not a viable method of advancement.