multilis wrote:Just because something small in right situation can defeat a large army, doesn't mean it is broken.
True that. As of yet nobody is confident enough to declare Hippiemancy broken. BUT, there is one possible scenario of its use which, while not "broken" in the usual sense, is "annoying".
A side only needs a Ruler and Capital to survive. Depending on a few "ifs" (like how many $$ a city generates, and how many Hippies are needed to enact this full-time), then it may be possible to construct a side with an unassailable capital. "Annoying", because in that as of now completely theoretical scenario nobody could attack and eliminate them. Not "broken" because a side that chooses to follow this strategy can be reduced to just the capital and thereafter ignored.
PS: I've also played Age of Wonders: Shadow Magic. Nice game.
I notice you still compare "cost effectiveness" as opposed to raw power. Ok, fine

One "key hex" can be maneuvered around. A whole turn lost is serious business. The bigger each of the sides get, the better KW becomes. Even if you may sometimes lose a "powerful" mage, you compensate by being 1 third faster than the opponent. For sides with lots of cities where production happens, that is a lot.
So yeah, if two sides that are just starting and only have one important hex anyway, both would do. As they expand, the critical failure risk that you postulate* becomes less significant.
*: remark. NO SPELL that we have seen in Erfworld, ever, failed, or do remind me of one. There was one spell that was
broken, but Jillian had to fight against it.
The whole point of this is lost if you keep it a secret.