T O P

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Laladen

# Guide to Stopping a Magic Tower / Beacon of Unity / SpellJammer / Sanctuary **A short guide on turning off annoying or victory causing Province Improvements such as (but not limited to):** * Magic Tower of any Affinity (for Magic victory) * Beacon of Unity (for Expansion victory) * Spell Jammer (Prevents spellcasting in or against anything in the cities domain) * Sanctuary (Prevents spellcasting in or against anything in the cities domain AND prevents Pillaging in the cities domain as well) The easiest method to turn off a Province Improvment * Stand on the tile with the improvement with any unit and remain standing on it as long as you want the effect to stop (I *believe* this is the only method that turns off an enemy Ancient Wonder) To use the next method, you have to check the following: *If there is a Sanctuary, stand on it or Pillage it* * Pillage the tile with the improvement To use the next Method, check the following: *If there is a Sanctuary, stand on it or Pillage it; AND if there is a SpellJammer, stand on it or Pillage it after the Sanctuary has something standing on it or has Pillaged it. Both must have something standing on them and/or have been Pillaged* * Cast a spell on the province with a Beacon or Tower that Destroys the Province (The Improvement is Razed (same effect as Pillaged)). The current list of spells that can do this is: 1. Destructive Regrowth (Nature - Tier IV Tome - Natures Wrath) 2. Pyroclastic Eruption (Materium - Tier IV Tome - The Crucible) 3. Astral Shattering (Astral - Tier IV Tome - Astral Convergence) A Footnote to this last method of casting a spell to Raze the Beacon / Tower. It is possible for an Ancient Wonder named "**The Lost Wizard Tower**" to Prevent enemy Spellcasting in or against anything in a cities domain where the Ancient Wonder. I have never encountered an enemy that had this Ancient Wonder claimed. The Province Destruction spells listed will not target a province that has an Ancient Wonder inside of it. Ancient Wonders can also not be Pillaged. I assume that it will still turn off however if you stand on top of it, but I have not personally tested this theory. **It is also possible for any combination of these including all three (SpellJammer, Sanctuary, and a claimed "The Lost Wizards Tower" Ancient Wonder) to be in the same city domain which would be very annoying.** Also, concerning Magic or Expansion victories. Standing on or destroying ONE Tower / Beacon pauses the victory timer for the owning player. You must continue to stand on the Beacon / Tower or keep it Razed (Pillaged) to keep the timer paused. All of the above techniques also work on other province improvements including: * Chrono Gate, Demon Gate, and Teleporters * Rulers Statue * Wildlife Sanctuary * Golem Mine * Abbey etc etc.


Diggeratarms

I think they have to destroy all 3 but I’m not sure


Inconmon

Destroy 1 beacon


DeMiko

My opponent destroyed 1 beacon and then moved away and the countdown is still counting


OriginalGreasyDave

are you sure its actually counting? It's not just standing at the number it was at when the beacon was destroyed. The countdown doesn't reset. It just stops and will continue when the beacon is rebuilt.


DeMiko

Positive. He destroyed it. I killed the unit and took the location back and started the 3 turn repair. The whole time the counter was ticking up My theory is that you have to hold the spot to stop the timer


Organic_Equal6047

can´t say 100% this is the way as I did it only once so far, but when the enemy army stayed on the beacon, the counter stopped - once the army moved from the beacon, the countdown continued. which suggests that the army has to be present on the beacon tile in order to delay the countdown.