recruit (self) <- This is supposed to bring in more workers, correct? Does it ever actually work? I've tried it several times since I started and it always just gives 0 new workers.
seppuku (self) <- A web search on the term tells me it means ritual suicide, but is that really what it's for in this game? You can kill yourself off for only about twice the cost of most of the other spells?
move north/south <- I assume these are to move you forward/backward through the ages so that you can get the different bonuses for the different ages and/or so you can attack players in that age without having to prepare hawks first?
EDIT: While we're on the subject, the spell data from the in-game guide link is buggy:
Scout brings in land, heal increases health, recruit supposedly recruits workers, prod market can't target an enemy because it's only available as a self spell, and there is no advance to next era spell (that one's clearly a holdover from the original promisance code), although the move north/south spells sound like they're for that purpose.Scout Opens a gate into the other time periods.
Heal Closes an open time gate to other time periods.
Recruit Does battle with your magic users.
If successful, you gain 7% of their occupied land, 10% of their undeveloped land, lose 9% of your Hawks, and destroy 6% of your enemy's Hawks.
If unsuccessful, you suffer a 10% loss and your enemy suffers a 5% loss.
Prod Market Steals 10% - 15% of your enemy's cash and gives it to you.
Advance to Next Era Advances you from the past to present or present to future.









