The use of essence in building large cities

or: how to build your fortress “Sauron style”

As of now, we don´t know how many city levels there will be or if the developers are considering some special options for “high level cities”.

 

But when I think about the Worlds of Middle-Earth or Westeros, one of the first things that come to my mind and which fascinates me the most about these Worlds, is how impressive and unique structures like Barad-Dur, Minas Tirith, the Eyrie or Harrenhall are. And I have to think about how much it would add to the world of Elemental if the player would have the option to build cities or fortresses that are similar in its status in the world. After all, as the developers mentioned time and again, Elemental is about building a fantasy world.

 

If you look at games like Civ4, Fall from Heaven 2 or the Total War series, when you’re nearing the endgame, all of the settlements become more or less the same: they all reach the highest level, they all have many of the same buildings in them and more or less the same population. The player, at some point, can afford the best defensive buildings for most of them. They all pretty much look and feel the same, and the best way to defend them is mostly the same. There’s not one city which particularly stands out.

 

From what i´ve heard and seen in the Beta, the way city improvements are build lets you individualise your city at least to some degree. But what if there could be at least a handful of cities per game that are truly different from the others? I think that would be great.

 

Of course, there’d need to be some sort of limitation, so that the player won’t be able to “upgrade” all of his cites like this. This is where essence would come in. I really dig the idea of essence as a finite resource that must be used carefully and which forces the player to choose between several options because he can’t afford all of them.

 

My idea is to take the “you have to use essence to start a city” concept one step further, and allow the player to use a rather large amount of his essence to “upgrade” one of his “end level” cities. One of these options could be to make the city just “bigger” by boosting your prestige, giving it more tiles to build upon and a higher population limit. To have a city like this having a lasting game play effect and to make the essence spending worthwhile the player could also get a boost in his diplomatic relations with other factions of his race, due to the fact that a city this big would become a cultural centre for this race.

 

Another idea would be to change your city into a giant fortress like Barad-Dur, one that would be nearly impenetrable due to its high walls, deep rift (remember the Barad-Dur from the movies?) and resistance to magic (no volcano’s to be cast upon), only to be conquered by brute force. A player which plays defensive could place this at the border of his kingdom to fend of host after host of enemy forces.

 

The “in world” logic behind the use of essence for these structures could be, that building a castle on the top of a mountain or to build a fortress that big wouldn’t be possible without the use of magic. Remember that Sauron used some of the One Rings power to build Barad-Dur.

 

These are only some examples of course, one could think of several different options to upgrade one of your cities with. I just used the above examples to sell the idea. Am I the only one who would think that a feature like this would enrich gameplay and further sell the idea that the player is playing in a living world?

9,905 views 12 replies
Reply #1 Top

please edit you post and use an other fond or a bigger size or both. i can´t read this x_x

Reply #2 Top

Ah, im sorry. I wrote this in Mircrosoft Word and then used copy and paste. Looks like this also took the font and size of the Word document with it...

Hope this is better now. Don´t know how the font is called, that this forum usually uses...

Reply #3 Top

Good idea.  I hope something like this does make it into the game.

Reply #4 Top

i can read it now, thanks.

I think this is indeed a good idea, since i too don´t like total war games or similiar games where after a while nearly all your cites look a like. I would like some sort of 'techtree' (or a development tree) for cities it does't have to include essence though, but it must have (many) choises which exclude each other so you can specialize your cities /castels like: seatrade, adminstrative, military ect.

Reply #5 Top

A very good idea.  I had also been thinking something along these lines with certain buildings that can only be contructed with essence once you've got the right techs.  For instance, you could infuse the land with a stream of life, magic channel, or fountain of youth (conversely, the fallen might create a soul eater, altar of battle, etc.) 

Reply #6 Top

I really like this idea.

Reply #7 Top

In my board game design of MOM, I had the concept of capitals. Since board games cannot hold as many information on the board, I could not for example place special buidligns in individual cities. So the only thing cities can be is either level 1 or level 2.

But then I came with the concept that some cities, expecting a maximum of 3-5 per players, could have more detailed information and be unique which could be represented by a stack of card off board. These cities would hold special key buildings or even wonders. In my game, capitals has to be from a certain distance from each other.

What make this capital system interesting is that I could add details to some cities, which I could not do for all the cities, and it makes them interesting targets to attack. Because you know that if you capture these special cities, that player will loose many special advantage. So it can be a way to destabilise a player, capture his capital cities.

Not sure if capitals in other players hand would stay as capital cities if you want to limit the number of capitals a player can have. If you have a good distance restriction between each capital, it will create a map with not too much capitals.

Reply #8 Top

I got 2 main thought on this subject (Kodus on the original idea though)

 

1. "Uber" cities should only be built on certain points.

2. "Uber" cities shouldn't use the same mechanic as normal cities to create and should need research+Marna+ (lots of) essence.

So for example, at the start of your game it's only you and your little channaler, you build a normal town and start your economy, 100-200 turns later you've researched enough magic + civilization + other research and you got 2 Marna shards of different kinds so you go to the mountain range near you with the "uber" point and cast a big spell that cost a lot of essence and Marna and lo and behold you got an uber city (ala minas tirith...)

 

Warder

Reply #9 Top

I was thinking the same thing about magic research, technology development and any other major engame items.  Having a finite resource to limit what you can do will make each kingdom unique.  I could use me essence to:

Support a single city nation that is super high in tech and military like the Spartans or A small but highly magical kingdom or a large more watered down kingdom. 

This way in end game all the nations are unique

Reply #10 Top

Add me to the list of "likes". this is brilliant. I want to be able to identify cities on the map not only by name or nationality but by their look. I think the idea Stardock is currently using to place buildings on different tiles is going to help but i think it will have to be more than just that to give us the feeling of worlds like Middle-Earth and Westeros. I really like the idea of using magic and cities being shaped based on their surrounding terrain (mountains, rivers, etc)

Reply #11 Top

maybe in vanilla game an "Uber city" can only be next to a shard? Or perhaps Uber-City number can roughly = Shard number ... plus your starting max (1,2,3?) .... although maybe its more like ....

All nations/factions can build 2 uber-cities, and can build another uber-city for every two (or three) shards they control.

These can reach greater populations, have higher defensive value ... and are pretty much BIGGER!!!! cannot have any other type of city within say 5 tiles? 10 tiles? radius. Villages and the like can form around trade routes to and from these Ubercities however. And ubercity has space for at least twice as many buildings as a regular city, where regular cities need to be some-what more specialized (think a planet of value 20 vs a planet of value 10) ... also, you can customize your uber city using a number of things, including the terrain given to you, and the magic at your disposal (possibility to make super-well defended cities using a volcanoe fortress or something ... where the couryard is the caldera of the dead volcano, and the impassable mountain peaks make up 3/4 of the walls, while the rest you can make out of Stone materials your people make. and after the wall is breached you might have a long and windy mountain road, where only so many soldiers (width) can make it up at a time ... until you reach the top of the volcanoe and the caldera, where an entire garrison is waiting to destroy you.

basically something like that :)  Obviously you could make a city defensible through non-magical means, but the economical expense would be gigantic, and it still wouldn't be "as" good. I mean, flying units wouldn't have to worry about the walls and mountain paths ... just any anti-air towers you have in place.

Reply #12 Top

Hey! You totally stole my idea for using essence to create Barad-dur!XO I've been posting about that for months!... well, not really. I don't think I've mentioned it for at least a month, but still!:P

um... anyway, I like this idea (obviously:P )