Remove Disjunction
Removes the Disjunction, Greater Disjunction, and Dispel Magic Spells from the spellbook, starting spells, and random rewards lists, so that the AI cannot get ahold of them.
Why? Because, if you’re like me, then you hate the way the AI spends all of its time blocking you from casting spells and using magic, rather than simply casting its own. The AI has a library of spells every bit as diverse and useful as yours, but it will spend all of its CP casting Dispel Magic on each unit on the battlefield, one by one, while you wonder in frustration why the game even has spells, if you’re apparently not supposed to use them.
I normally have nothing but the best things to say about Triumph Studios, I love their work… but this mechanic is by far the most annoying "anti-fun" mechanic I have ever seen in a 4X game, and I have hated it since it was introduced alongside one of their expansion packs, years ago. With this very simple mod in place, the AI (and yourself, for fairness sake) will have no choice but to live with those spells that their opponents cast, and simply use their own to fight back. I have found, since removing this mechanic, that the game has become a lot more fun to play.
If you think you’ll agree, then have at it.
QUESTION 1: Does this mean there are no dispel mechanics, at all?
A) No. This mod does not remove Dispel Magic, Cure Disease, Steal Enchantment, Break Control, or any other unit-based anti-magic skills; it also does not remove skills such as Dampening Field, or Anti-Magic Field. The intent of this mod is not to make all spells, everywhere, permanent. The intent is to prevent the AI from ♥♥♥♥-blocking your spellbook with their own Casting Points, and force them to use their magic instead.
QUESTION 2: What about uber-powerful late game spells, like Chaos Rift, Scourge of The Undead, or Call Beast Horde?
A) These spells already have limiting factors in place, such as only being able to summon units while some of your "real" units survive, or ending after a set number of turns. You should, by this stage in the game, have access to your own ultimate spells, as well. Cast your own, learn the limiting factors, and try to outcompete the spell, rather than rolling the dice and hoping it goes away.
QUESTION 3: Does this mean that global spells, such as Armageddon or Dread Omen, will last forever?
A) No. Global ultimates, like Armageddon, consume immense amounts of mana, and even the AI cant keep that up forever if you pressure their economy. Take cities, kill their leader, and fight them. Their upkeep doubles when their leader is dead, just like yours does, and the most expensive spells are cancelled first. If you force them to, they will close the spell.
City spells, like Dread Omen, will end if you make peace with your enemy, lose control of the city, defeat them, or ruin their economy hard enough. You will just have to tough it out, until then. You can also see this as: reinforcing the need to kill your enemies’ scouts, and prevent your enemies from having vision over your cities.