Unit design really demonstrates a key part of the economic system

 

This Thursday we WILL have beta 1G of Elemental.

Anyway, one of the things that I am finding more enjoyable than I realized when we were designing it is the unit design because of the way it UN-abstracts what raising armies means.

In Elemental, when you design a unit, you literally grab a random peasant from your cities to train. That means that each guy will look a little different from the other.

So you take this guy and you then have to decide what you're going to equip him with. That equipment may be cheap in resources but high in training time or maybe it's cheap in training time but high in resources.  These two ingredients determines how quickly your unit is produced.

The reason I'm finding this really enjoyable in our internal betas is because now players get to see the sophistication of different civilizations in action.

The Romans, for instance, couldn't just crank out legions of troops because they had access to iron. Barbarians had access to iron too. They were able to produce legions because they had a sophisticated civilization capable of producing the various pieces of equipment and then training their soldiers how to use it.

And as we'll see later, other factors are equally important when talking about training: Leadership and the effects on morale in battle, effective use of weapons (combat speed), and so on. 

The point being, in Elemental, you really do have a clash of Kingdoms (and Empires) where it's not just about cranking out 50 of the same unit but having to make a lot of interesting choices on what types of units to build, how to equip them, etc.

31,107 views 41 replies
Reply #1 Top

Wow, I haven't really played many games that let you customize units, sounds great.  I do have some questions:

Are units made up of mutiple troops, or are they treated as one soldier in combat (i.e. can you kill individual troops in the unit and do they each have an attack)?

How many troops are in a unit and can that change with technology or resources?

Reply #2 Top
Wohaaa sounds interesting and promising, hopefully it is not to complex. The problem now is, as more I read and see of this game the more I freaking want it :D
Reply #3 Top

Hi Roman:

When you train a "unit" you decide how many soldiers will be in that unit. Different factions have different formation options but here's Altar's:

A unit can be either:

  • An individual soldier
  • A party of soldiers (4)
  • A company of soldiers (10)
  • A Battalion (50)
  • Brigade (250)
  • Legion (1000)
The more soldiers in your unit, the longer it takes to train BUT you get significant cost savings in maintaining the unit.
You also can decide how hard to train your units which adds to the training time.

Reply #4 Top

Are larger unit sizes only buildable in, say, large cities or places with the relevent barracks? Or are they simply prohibited by cost/research?

Reply #5 Top

Can you combine different units? Or you can only do that if they have the same equipment? Maybe you simply cannot merge units at all? Is his hair an artifact?

Reply #6 Top

Here's kind of how it works:

Researching:

In Elemental, Logistics matters even if it's abstracted.  You don't research a type of unit.  You care about things like logistics, training, equipment.

 

This is how you get access to different sizes of units:

 

 

Then you design your base unit (this is how I got "Fabio"):

As you can see here, at the start, he's pretty weak (but stylish). 

His equipment is a stick so there are no points in equipment.  There are, however, 4 base points for training.

It typically takes a town 1 turn to produce a given point (at the time I'm designing it, the game will provide an estimate based on the state of your towns).

Then you make your unit.  These guys come right out of your town.

So you can't just have a village of 100 or whatever people and build a legion of soldiers there. These people are coming out of your population.

And half your population are female so you can't use up all of them you can only use half of them UNLESS your faction has purchased the egalitarian option at the start of the game (then you can end up with females in your army).

 

Reply #7 Top

Excellent, just what I wanted to know. Is the pop of Tiehab 65 or is that the manpool? If so then I guess you'd need a male-dominated economically robust settlement to make a Battalion!

Reply #8 Top

Can you combine different units?
End of quote

You can combine units into an army that will fight together as one. In the cloth map beta, it's not terribly impressive.

In the actual game engine, it's considerably better even in pre-beta:

This is a single army which is made up of my sovereign, a princess, and a party of Fabios. Eventually, the Fabios will all look slightly different from one another (other than outfits).

So when you have armies running around the map, you'll be able to see, at a glance, what they've got. You can still click on them and get all kinds of details but you can also obviously tell if one group is a bunch of peasants (these clothes are a bit too fancy right now) with pitchforks and the other group are guys with armor and such that it's not going to end well.

Reply #9 Top

Later on, as you research better weapons, armor, equipment, etc. You can upgrade  your guy.

Here's Fabio later on...

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Reply #10 Top

And half your population are female so you can't use up all of them you can only use half of them UNLESS your faction has purchased the egalitarian option at the start of the game (then you can end up with females in your army).
End of quote

 

Sexism FTL?

 

Will be interesting to see the mechanics that go into it.  I'm hoping for a breeding rate trade off.

Reply #11 Top

A very interesting post. I take it the standard (non-unique) units only have statistics and no special abilities, like in the GalCiv series?

Reply #12 Top

Will be interesting to see the mechanics that go into it.  I'm hoping for a breeding rate trade off.
End of quote

Precisely. Lower birthrate but you can use all your population.

Reply #13 Top

Hmmm amazones ftw?

If you have ever seen women at a closing out sale you know how fearsome they are, so can you build up a army only out of women? and give the enemy the latest popular shoes and then send those women to them and get rid of them :D ??

Reply #14 Top

If unit design can be gender based, that is both awesome, and horrible at the same time.  Along with the witch reavers and blade dancers, we'll have man eating strippers or something. :(

Reply #15 Top

Quoting psychoak, reply 14
If unit design can be gender based, that is both awesome, and horrible at the same time.  Along with the witch reavers and blade dancers, we'll have man eating strippers or something.
End of psychoak's quote

>Insert obligatory wordplay pun here

Reply #16 Top

Quoting Frogboy, reply 6
And half your population are female so you can't use up all of them you can only use half of them UNLESS your faction has purchased the egalitarian option at the start of the game (then you can end up with females in your army).
End of Frogboy's quote

Quoting Frogboy, reply 12

Will be interesting to see the mechanics that go into it.  I'm hoping for a breeding rate trade off.


Precisely. Lower birthrate but you can use all your population.
End of Frogboy's quote

<3  

So female soldiers planned for Gold then? I thought it was CariElf (sorry if I'm mistaken) who didn't see it possible for then. I know it supposes extra work doing more models and the associated stuff.

I don't know who witch reavers are, and blade dancers sound like Lineage II. I'd bet that Stardock won't use cows so it's up to the player do add all the "aberrations" that they are fond of (I enjoyed playing a female Blade Dancer in Lineage II but if I had known of the stupid revealing armours, I'd have thought about it twice XD ).

Oh! And good to know that we can combine different types of units!\o/

Reply #17 Top

Quoting aldarian, reply 13
Hmmm amazones ftw?
End of aldarian's quote

No, it's NAKED Amazons Ftw :)

Quoting psychoak, reply 14
we'll have man eating strippers or something.
End of psychoak's quote

If they're anything like the enemies off of Dante's Inferno's "Lust" level that would be Awesome :)

Reply #18 Top

"Unit design really demonstrates a key part of the economic system"

Wait a minute ... tick tock tick tock tick tock ..... *several hours later* tick tock ahhhhhhh

If it is the same with the rest of the economic, could you like stuff 200 more ppl into the farm to get more wheat or pumping some workers into the smith to get the army faster?(or to get more babys :D ... ya know)

Quoting Raven, reply 17

No, it's NAKED Amazons Ftw
End of Raven's quote

Can I get one of those?

Reply #19 Top

Hello Frogboy,

I´m impressed by the depth of the game, even when it just is the handling of tropp sizes. Great job - you develop directly into the way of kind of game I´m long wwaiting for (counting in years...... ;-))

Reply #20 Top

Hmm, there's more cool new information in this thread than in the Dev Journals. :)

This would seem to offer up all sorts of routes a player could take in designing their military.

 

Reply #21 Top

I like also the art of showing the units. Remeber me a bit of the good old "Magic the Gathering" cards. Nice move!

Reply #22 Top

It typically takes a town 1 turn to produce a given point
End of quote

What is the targeted duration for building a legion of 1000 armored fabio when training 1 requires between 11 and 14 turns?

Reply #23 Top

Quoting Peace, reply 22

It typically takes a town 1 turn to produce a given point


What is the targeted duration for building a legion of 1000 armored fabio when training 1 requires between 11 and 14 turns?
End of Peace's quote

That is a good question. Also, I was wondering about the tactical battles. Let's say you attack a city with 1 Legion, 3 Brigades and 5 Battalions. I suppose we won't see 1000 [legion] + 3x250 [brigades] + 5x50 [battalions] units on the battle screen in the same time. [Even tho it would be epic. :D] So I suppose in this case 50 soldiers will be represented by 1 "unit" on the screen? [..or something like this. You got the picture.]

Reply #24 Top

Quoting Tormy-, reply 23

That is a good question. Also, I was wondering about the tactical battles. Let's say you attack a city with 1 Legion, 3 Brigades and 5 Battalions. I suppose we won't see 1000 [legion] + 3x250 [brigades] + 5x50 [battalions] units on the battle screen in the same time. [Even tho it would be epic. ] So I suppose in this case 50 soldiers will be represented by 1 "unit" on the screen? [..or something like this. You got the picture.]
End of Tormy-'s quote

I'm really hoping they push the envelope with how many units can be shown on screen at once.

On a side note I was thinking about the time tables it would take to build massive amounts of troops as well. I hope they tweak those time tables shown. Maybe we'll be able to iron that out when we're concentrating on balancing things. It will be hard to have truly epic wars if it takes you a week of real life time playing one game before you can build a 1000 men. It will also depend on how long each "Turn" is in game. If each turn represents 6 months then those time tables seriously need adjusted. If each turn represents 1 week or 1 day then 17 turns to train 1 unit isn't too bad.

We'll probably need to wait until we have more info and it comes time to talk about specific balance issues. Not to worry though as that's a pretty important part of Beta Testing and I'm sure we'll spend a few months with a later build doing just that.

Reply #25 Top

Quoting Frogboy, reply 6
And half your population are female so you can't use up all of them you can only use half of them UNLESS your faction has purchased the egalitarian option at the start of the game (then you can end up with females in your army).

 
End of Frogboy's quote

:D i love little things like this, stuff that gives your empire character. I hope theres more stuff like this.