Frogboy Frogboy

Numbers and numbers with some numbers

Numbers and numbers with some numbers

Someone who is only casually into gaming asked me what battles in Elemental will be like.  I said if there was a game called Magic: Total War, then you have a pretty good idea of what the scale of battles would be.

Now, for lots of people (and myself included most of the time) auto-resolve will be the preferred choice.  One of my biggest pet peeves as a gamer is feeling like I have to fight through every battle myself.  So this is an area that beta testers and us will be discussing a lot and one of the reasons why the tactical battles are getting so much public beta testing time this Winter.

But let’s talk about numbers.

Battles

Early battles might have 5 soldiers involved.

Late battles might have 10,000 soldiers involved.

Economics

A citizen produces gold and research points.

The default rate is 0.10 gold and 0.10 research points per citizen.

Players will be able to change those rates based on what they build in their city.

Prestige

Buildings provide prestige.

Prestige determines population growth because you’re really trying to attract people into your towns from the wastelands.

Resources

An improvement will produce N resources when played on a resource (farm on fertile land).

Some types of resources give bonuses to whatever is built on them (a farm on a wheat resource produces more food than fertile land)

All cities in your kingdom will receive 1.0 of a resource per turn when any city is using it.

A city will receive an additional 1.0 of that resource per turn if it is connected by a road.

This amount will be able to be modified through technologies and improvements.

A caravan is sent to each city in your kingdom that is connected by a road and will deliver N (typically 10.0) of that resource when it arrives at a destination city temporarily adding to whatever projects need it.

* We don’t currently like how roads are being built but don’t want players to be forced to building “workers” to build the roads. If anyone has any suggestions we’d like to hear it.

Populations

Populations start out in a city at 1 and can rise to tens of thousands late in the game and possibly higher depending on player feedback.

Armies

There is no such thing as just building a unit. That unit has to come from your population. If you plan to have mass armies then you better have massive population. If you plan to have small armies that are very well equipped then you better have the resources to do it.  If you plan to have fight with elite forces of magic users then you better have access to the shards and magic spells or have completed quests.

205,195 views 120 replies
Reply #51 Top

Honestly I think the power and expense of roads is underestimated in most games. The ability to move goods and soldiers quickly and safely over most any terrain is a massive advantage. On the other hand building a road is a massive undertaking and maintaining it requires constant effort. Typically that would mean it's the realm of the government to build and maintain because although it benifits everyone the benifit to each individual party is not enough for a singl individual to justify the expense. I believe roads should only be built at the expense of money and city production. Or soldiers could be assigned to build the roads (which works fine because they take up population that could be producing money and production).

 

Also to prevent the road sprawl make upkeep significant. And have several levels of road quality. So you could skimp on upkeep for a while if you need the cash but it'll come back to bite you later in damaged or washed out roads that need more money and resources to be repaired. And instead of building roads on every tile upgrading roads would be more efficient so in late game even an advanced empire would have the highest level of roads only around major trade hubs and production centers and second tier roads spidering out to other settlements but not randomly along the countryside.

Reply #52 Top

Quoting Sareln, reply 35
With Instant-Resolve and Auto-Resolve, it would be nice if you could have "standing orders" or some sort of sanctioned tactics for your armies (military manual of some sort) where the player can set a couple of scripts as to how aggressive on the attack etc. and can see these play out in auto-resolve.  That way, a good instant-resolve doesn't make the player a godly general, but instead can be a reflection of the choice of tactics and troops.

 
End of Sareln's quote

 

Space Empires (4, don't know about 5) had something like this. You could tell your units the priority of their targests(like the strongest/damaged/smallest etc), how they should move (get close, stay out of the enemeis range...), when to retreat and stuff like that and they followed those orders when the battles auto-resolved

Reply #53 Top
Roads:
 
Maybe you could research some "settler" or "explorer" unit, after that you could train that unit, and this type of unit's could be a pre-requisite to trails.
 
A trail could be built like the old days "cattle trails" (Chisholm Trail) an explorer would map the trail from one city to the other, this could be automatic or have an option for the player to plot the path.
 
After a trail is done, with some extra research it could be upgraded to road, and even to road with some sort of safety measures like 'watch men' to give an alarm when bandits or enemy army's are near, or some sort of 'militia' that could give some basic protection against bandits (but not army's)
Reply #54 Top

Great post Frogboy, got my hopes up that Elemental will be the kind of game i would like it to be.

I'm not to thrilled about the resource system right now, but i'll have to see more of it before i make my mind up.

Quoting Frogboy, reply 1


Prestige

Buildings provide prestige.

Prestige determines population growth because you’re really trying to attract people into your towns from the wastelands.

End of Frogboy's quote

Having to attract people to your towns to grow your population makes sense for the early game, considering the setting. But in the mid- and late-game fase (when large portions of the map have been claimed and civilized to some degree) i would think that maybe 95% of the 'feral' humans would have settled down somewhere, and that population growth would come mostly from childbirth in those settlements. Am i correct in this assumption? Because then there would be little use for prestige beyond the early game.

Quoting Lord, reply 27
Will it be possible to build forts or castles that are seperate from cities at areas that you want to beef up defence? i.e a montain pass slap a castle down prior to an invading army reaching your cities
End of Lord's quote

I would like to see this aswell.

Quoting vieuxchat, reply 16

* We don’t currently like how roads are being built but don’t want players to be forced to building “workers” to build the roads. If anyone has any suggestions we’d like to hear it.


Automatic things would be a bad choice : with something as improtant as caravan, I need to be able to draw exactly where they must pass.

Then a simple system would be that you don't create workers, but just draw the roads.

Some rules to avoid strange things : a road MUST start in a city. It can end wherever you want. You can still create automatic roads between cities.

How to create a road ? Just click on the "build a road button", choose the city where it will start, then draw the waypoints. The computer would automaticaly calculate the paths. So you could cretae a well detailed road if you want, or just put 2 or 3 waypoint to avoid that nasty forest from your city to the resource.

Gameplay-wise, it change a thing : resources don't have to be in a town's range, but we would need a way to take resources without having a town in range. At the moment we can only build mines if we build the town next to it, or we create a line of buildings to the mine. Why can't we just put a mine and create a road to the nearest city ?

So, we need a way to create roads where we want, not just automaticaly.

 
End of vieuxchat's quote

I like this idea Vieuxchat. This way you can build roads to whereever you want, not just between towns. It would also be possible, like you said, to have multiple ways the same place, for instance one safe road for your caravans that avoids dangerous areas, and one more direct route for your troops that have less to fear from brigands and the like. You would have to be able to determine wich route your caravans use though.

Quoting Valiant_Turtle, reply 30
I think I like the ability to draw roads on the map as well, and I agree there should be some maintenance associated with them.  Not much certainly, but some.  Having these be improved as caravans travel them is a very interesting idea.  I think I kinda like it.

I don't like the idea that a town sends out a settler to a designated location.  If I'm spending essence somewhere to build a city to claim a resource I want to get it now, especially if it's somewhat far away from my regular territory.

I thought about the idea of having mines independent of a city and while it is common in games that doesn't happen in the real world.  Primitive (non mechanized) mining is a very labor intensive process and requires lots and lots of people, those people need places to live, eat, and spend their money.  In short, they need a town.  Typically towns do spring up around.  I think it makes perfect sense to require a mine to be part of a town for that reason.
End of Valiant_Turtle's quote

I mostly agree with you. Having mines and other resource sites in the middle of nowhere isn't very realistic. A town would be needed to support the workers. But those sites shouldn't all be inside the village, as it is now. Correct me if i'm wrong, but logging camps are usually located away from towns, and the people that work there come to the town for supplies, time off and stuff like that. I would like it if it were possible to build on resource sites that are up to 3 tiles away from the nearest part of a town. This way a town could claim several resources, instead of having to spam multiple towns that are maybe only a few tiles apart. I just hope that not every settlement will have the tendency to develop into a big city or metropolis, but that there will still be smaller towns later in the game.

 

On the building of roads, how about creating a 'worker' in the town you are building from? This would be an uncontrolable unit like the trade caravans that gets created when you build something, but is removed once the building project is complete (unlike civ4's workers). So if you build a road from town A to town B, a worker unit is created at town A, and slowly moves towards town B (through the waypoints you set), creating the road as it goes. Or if you want to build a watchtower somewhere, the worker unit would have to move there first, carrying the building materials.

This unit could be used to build everything, roads and both buildings inside and outside your town. It might even be used as a sort of settler unit, reprisenting the workforce necessary to create the initial buildings of a settlement. I don't realy like how building a town works right now. Imbueing the lands with some of his essence to make it habitable is one thing, but building should take time and houses shouldn't just be magically created (apart from the initial settlement for obvious reasons).

Edit: messed up some quotes

Reply #55 Top

* We don’t currently like how roads are being built but don’t want players to be forced to building “workers” to build the roads. If anyone has any suggestions we’d like to hear it.
End of quote

There have been a lot of ideas thrown out there regarding roads but I personally would like to have some say into where roads are built.  There are many ways to get a road from one point to another and there will often be a reason to favor one route over another based on your future strategy.  Why not just let us draw our own roads and have them build up over time.  You could even send out a little worker unit that is handled completely by the AI.  It would a lot like you are handling caravans right now.  That way an enemy has the option of trying to interupt the building process if they wish.

This also allows you to build roads to other places such as a critical border or maybe a fort or some other important location.  Just put some limits so we don't end up with roads everywhere.  Maybe make them more expensive the further they are from a city.

Reply #56 Top

Lots of good stuff here.

 

Frogboy yes for all those battle options... God this games getting better and better!

 

Ok how about this. Cities naturally build roads to each other... but slowly. Maybe you can research some tech to increase the build speed and maybe lower maintenance. Now I think we should still have builders. So you can make your own roads if you want too. Also if you plant a builder on a road, it gets a bonus to its building rate(maybe same with sovereign too but maybe he gets a bigger bonus cause he/she is really special).

 

Also why not make builders later on say mid to late game start to specialize in different studies(Specialized Engineers). Like you could plant say a builder in a city. The builder "might" get a bonus to its build production, or they "might" end up specializing in a mine or a factory. Maybe they might not get a bonus... It might take awhile too. Just some basic examples. From then on they would keep that bonus, but not gain any more. You should be limited in cities to how many "builders" you can have in them and limited to how many certain specialization types so you dont have only 20 city engineers. (Still the sovereign would be the best jack of all trades engineer and a bunch of engineers couldn't still match him in skill.)

 

Maybe later on you can get research to teach some of your military units to build roads and some military buildings. So when you build military units, there is a small chance than they might be a builder. Though they would not be as efficient as a normal builder.

 

I still believe we need to discuss resources more... I'll comment later on that...

Reply #57 Top

* We don’t currently like how roads are being built but don’t want players to be forced to building “workers” to build the roads. If anyone has any suggestions we’d like to hear it.
End of quote

Why not draw the roads on the map?

That's the way it was done in Call To Power. (Public works.) That's also what we did in Clash (http://clash.apolyton.net). You could just draw where you wanted your roads to go and then you set up some money to do it and it would be done in a given time. The economic model was way too complex, but you could simply have roads take X turns and gold per tile, so for instance building an 8 tile road between your cities that goes around the FoW (can't build roads into unexplored land) would cost 4 gold and take 2 turns.

 

Battle Options:

1. Instant Resolve (army 1 and army 2 meet, one is destroyed instantly).

2. Auto-resolve. (army 1 and army 2 meet, it zooms in and plays out automatically).

3. Player resolved. (army 1 and army 2 meet, it zooms in and players can give orders. At any time they can have the computer take over to resolve it).

End of quote

:(

There's no option in Player resolved to give the ai control of your side and then say "stop it you're doing badly" and taking over? Like in Master of Orion (1)?

Reply #58 Top

Cities, and mines (etc) might naturally generate paths to each other, but road improvements ought to require engineer type units.  The path could carry a little trade, and an army could follow it slowly.  But a ROAD could be improved and improved for more trade and faster trave....but road engineers can be attacked and improvements destroyed.

I would also like to be able to define the goods carried in a caravan.  If I am stockpiling swords in city A to build a unit there, i don't want some of them automatically sent to city B, thus delaying my unit build.

Reply #59 Top

I would also like to be able to define the goods carried in a caravan.  If I am stockpiling swords in city A to build a unit there, i don't want some of them automatically sent to city B, thus delaying my unit build.
End of quote

Sadly, it looks like we won't be able to stockpile anything anywhere, except food. It's been decided by the Powers that Be that local (and even global) resource storage isn't fun, so instead training/production/construction is going to be a matter of using the highest percentage of your 'resource revenue per turn' because resources you don't spend are wasted... (Or used to speed up production, although I hope there's at least a limit to that).

Reply #60 Top

Some good ideas in here. I like the idea of roads having an upkeep cost, particularly really good roads. A paved stretch of road is really good for trade and movement in general, but its a huge expense to build and maintain. You shouldn't be able to spam those everywhere. Going down the scale you can have maintained dirt roads, and unmaintained trails that are just kept down due to people travelling them.

I'm against automatic road building, particularly if roads carry an expense. If there is going to be automatic road building between towns, it should be limited to the free "wagon tracks in the field" type of road. Anything carrying an expense should have to be built manually by the player.

Reply #61 Top
Why not have the cities build roads like any other building? You order the road at the city and either plan it out then or place it when the road section is completed. The catch is, of course, that while the road is being built that city can't build standard buildings.
Reply #62 Top

I suppose you could plan out a road ... and decide its "gravel" or "quality" whichever works to decide usefullness/size/and cost, decide its path, and then build it as part of the city. It takes time to build like any building, and costs a certain amount of upkeep depending on length and quality of road. In addition, any add-ons to the road will be added as a small proportional initial cost, with a proportional increase in upkeep.

A potential weakness is that one city could end up with all the road-upkeep, having completed every road-building project.

Perhaps road upkeep could be global.

Reply #63 Top

I vote no on workers.  Building roads with workers in Civ is not that fun, it's a bit of a micro chore.  How about if roads were built slowly, by themselves, over time between towns and/or mines/resourses, but, they are only primative "paths" at first, which you can pay to improve.  And you can place "Signposts" on the map to mark where you want roads to pass through for sure.  Your workers/people would build roads to the signpost(s) first, then to the towns/resourses.

That would allow for personalized building of rode routes to move through or avoid certain areas, yet still keep the actual building of roads simple and automatic.

 

Reply #64 Top

I've never played any Total War game so I don't know how it would work but I guess I have to scour Youtube to find out.

 

Do the team believe in that resourcesystem..?   Cause it sounds too simplified.

What is wrong with global storage like Age of Wonders and Master of Magic uses?   I haven't heard a good argument against global storeage <_<

 

You click on the city and mine which you want the caravan to move between and the A.I calculates the best path. There should be indicators of how much longer you could stretch the road it before it takes an extra turn for the caravan to reach its goal.

Reply #65 Top

Quoting Campaigner, reply 64
...
What is wrong with global storage like Age of Wonders and Master of Magic uses?   I haven't heard a good argument against global storeage 
...
End of Campaigner's quote

Age of wonders doesn't have a real resource system. Cities and map features only produce gold and/or mana (granted, stored globally, but that's kind of obvious).

Reply #66 Top

Quoting Theswarms, reply 61
Why not have the cities build roads like any other building? You order the road at the city and either plan it out then or place it when the road section is completed. The catch is, of course, that while the road is being built that city can't build standard buildings.
End of Theswarms's quote

That is an intriguing idea.  I can see some problems with it depending on where you want roads, but the core idea is a good one.  It certainly beats engineers/settlers/road building elves.

Reply #67 Top

This is looking great, and there are some fantastic suggestions coming out of the community. Heres my HK$0.02:

Roads: Several levels of road. Automatic roads that are triggered by some sensible criterion are too good and too simple an idea to pass up because they aren't really random; they are an organic response to the player's play-style in practice. This pays a huge dividend in terms of immersion, fun and emergent storytelling. I agree with other posters that this should supplement, not replace, the player building their own transport network.

And a brief note on how this might work in practice -

*L1 roads are simple tracks, trails or paths (costing no maintenance) that permit limited trade capacity and grant a small movement bonus. These are automatically built by your citizens once it makes sense to have a road there, i.e. once [fuzzy criterion here] is satisfied. An example criterion might be moving a caravan from A to B a certain number of times triggering a road along the shortest distance between the two.  Certain policies, buildings, research, population milestones or whatever can lower the threshold for these to be built.

*L2 roads are 'goverment infrastructure projects' that the player dictates the start, end and path of. These offer full trade capacity and a full movement bonus. These roads cost gold to build and to maintain. An L1 road can be upgraded to an L2 road at for the build cost minus a discount.

*L3 roads and above are like L2 roads but more expensive to build and maintain and can be built or upgraded once the appropriate tech is researched.

Battles: For the auto-resolve and insta-resolve options, maybe have n (say 3) choices of general to appoint: aggressive, neutral, defensive, keyed off the AI generals. If the player autoresolves, a large pop-up portrait of each 'general' appears with a description of how he/she will run the battle, and the player clicks on one of these to select.

Reply #68 Top

That wouldn't work for your L1 roads : caravans are automatics, and are only created when a road exists.

 

Reply #69 Top

That's a good point - the trigger doesn't have to be a unit moving though. The point I'd like to emphasise is that if an L1 road arises organically in response to the player's playstyle, the map will look more 'real' and be more satisfying than a series of roads to nowhere based on what seemed like a good strategy in turn 50 - or blanket road coverage, civ-style.

I have no doubt there's a good trigger that could be found for this. I think the characteristics of a good trigger would be that it is predictable, follows on from some action taken by the player and intuitively makes sense. I also like the idea of simple roads being triggered by a settlement reaching a certain lowish level of infrastructure (first few buildings, maybe). This would also be a visual reminder to the player to think about building a 'proper' road there.

Edit: Also could work for resources - if a resource is within n tiles of a settlement and there have been no monsters along the way for a certain number of turns, it's intuitive that enterprising subjects would get harvesting and build their own road. If the unobtanium mines of Khazad-something are within your borders but in the middle of a desert, it would take a sovereign-sponsored effort to get a regular supply flowing.

Reply #70 Top

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A caravan is sent to each city in your kingdom that is connected by a road and will deliver N (typically 10.0) of that resource when it arrives at a destination city temporarily adding to whatever projects need it.
* We don’t currently like how roads are being built but don’t want players to be forced to building “workers” to build the roads. If anyone has any suggestions we’d like to hear it.
End of quote

Roads = Brute force landscaping.

Depending on the base terrain creating a length of road requires X man hours. (Any and all units can provide labor)

Units w/ training in Engineering count as if they had 4X their number and reduce the total man hours needed in half.


Sammual

 

Reply #71 Top

What is wrong with global storage like Age of Wonders and Master of Magic uses?   I haven't heard a good argument against global storeage
End of quote
MoM didn't use global storage to the degree that Ele looks like it will.  I'm fine with global storage of gold and mana (like in MoM, which had a global military ration balance too), since this isn't Elemental: War of Supply Line Raiding.  But in MoM if you wanted to build units with mithril or adamantine weapons you had to do it in a city with the appropriate metal within its resource radius.  It's looking like in Ele we'll be able to build mithril-weapon-troops anywhere once we have mithril in any city, though perhaps the 10/20% default "spreading around" and caravan-based shipments will mix it up a bit.

Reply #72 Top

Perhaps specialized units, like engineers, would be needed for some road functions...such as building bridges or a road through rough terraine.  The natural trade roads would then wind around the hills and cross rivers at fords, usually not on a direct line between cities.  Basic (l2 & L2) roads, without bridges, would be very slow going for heavy equipment like catapaults and cannon and other siege gear.  Perhaps the fords would also be impassible during bad weather.

Reply #73 Top

Quoting Arbitrator, reply 69
That's a good point - the trigger doesn't have to be a unit moving though. The point I'd like to emphasise is that if an L1 road arises organically in response to the player's playstyle, the map will look more 'real' and be more satisfying than a series of roads to nowhere based on what seemed like a good strategy in turn 50 - or blanket road coverage, civ-style.

I have no doubt there's a good trigger that could be found for this. I think the characteristics of a good trigger would be that it is predictable, follows on from some action taken by the player and intuitively makes sense. I also like the idea of simple roads being triggered by a settlement reaching a certain lowish level of infrastructure (first few buildings, maybe). This would also be a visual reminder to the player to think about building a 'proper' road there.
End of Arbitrator's quote

It seems like a good trigger is simply that the two places are big enough to have movement between them.

For any two settlements of a sufficient size, you will start to see travel between them. People go visit family, do business, ship goods to market, etc. Once enough people are doing that, a trail will get beaten down in the wilderness, as people will tend to use a similar route (and the path of least resistance). This all happens on its own, old trails didn't get there because someone drew it on a map and said put it there, people went that way on their own and formed it over an extended period of use.

I really like where this type of idea is going, those kind of roads would just form naturally over time and be really neat. Then the player can build better roads in areas where its of strategic or economic interest to do so.

Reply #74 Top

Rather than roads naturally, organically developing between large cities (or perhaps in addition too) ... seeing small, rural, agrarian communities slowly pop-up along major trade routes (a la gas-station cities) would be more logically natural, and could even have nothing more than an aesthetic affect (and perhaps to increase population demographics), except maybe they are included in taxable individuals.

Reply #75 Top

I like how the numbers will scale per timeframe and I REALLY like how the military will directly take away from your population.  I think this will make for some really interesting decisions early on in the game.

I also agree with the various posts on "organic" roads.  Roads were first and foremost avenues of trade.  Cities could automatically pick a path to the largest city in its general area (as suggested by someone else) as the first route.  Then as the economy grows you could add to the number of roads the city would generate.  So, if you started off your third city, it would link to the biggest city (presumably the capital, if close) and that alone.  But as the city grows it would link up to other towns.  Sort of a "Hub and Spokes" method with places gradually growing in importance.  I mean look at any highway structure around a major city and you can see how they radiate away and circle around the city, focusing on connecting the city with the surrounding areas.  Obviously a city that has access to a resource (bees, wheat, field, etc.) will have a lot of commerce to and from.  Might be easy to establish a point system for "hub" cities: +1 for resource, +1 for number of surroudning cities smaller than #...something like that

The military aspect for roads should be paid for by the player [I agree with this idea].  this would be where a player wants to make it easier for troops to move across their area and into the battle.  This idea seems like a very advanced one in a post-apocolyptic world like Elemental where, presumably, people are going to be worried about eating first.  so perhaps it should be very expensive or require substantial technology...remember the USA didn't build highways until AFTER WWII and seeing how much faster German troops were able to move around Germany.