I believe the basic premise is very viable, but its presentation and design needs tweeks of course. One can look at the precursors of this type of individual economic and victory path system in games like Civilization and Master of Magic.
Master of Magic especially allowed the player to specialize cities for certain types of resources or units. Depending on the structures built, you could have cities specializing in:
1. food production
2. mana production (enhanced by local mana producing territories and nodes)
3. military unit production
4. gold production
5. or a productionfacility powerhouse, one tht can produce other buildings or units with ease, usually near mineral resource territories.
So the first aspect of specialization in Master of Magic was specialized towns/cities focusing on aspects of production.
The second form of specialization in Master of Magic was the racial benefits/detriments to individualize the playstyle for each of these races. Some of these may be off a bit, going from memory:
1. General all around good novice player and generic builder races: High Men, Orcs.
2. Great breeder races: Barbarians,
3. Good production/mining race: Dwarves
4. Good military races: Nomads,
5. Combo breed production, bad city control race: Klackons
6. Magically inclined races on Myrror: Dark Elves, Draconians (could also fly)
7. Weakened race for extra challenge: Lizardmen, High Elves (pros & cons here)
The third form of specialization was the customization of the player's wizard. By selecting magic groups a seasoned player could tailor thier wizard for maximum efficiency and bonuses to the race and city builds they wanted to develop for thier civ.
Once you learned the mechanics and nuances of the gme, you could custom tailor your game plus civ build: race, wizard, and city structures to suit your play style.
With experience, a good player could easily develop builds that could crush any AI build, or intermediate human opponent. Thus the distinct advantage of specialization within the multitude of available options. One could theretically have dozens of different gaming styles to play choosing different combinations.
I think that is the key here as well. Yes you may have to have ca certain basic advancement requirement in Civ and other techs, but what could be added is "Chained" prerequisite techs that unlock greater advantages if taken in combination with similar synergistic techs. The advanced tech paths would cost more initially, but would open up powerful and unique playstyles.
One example is "Enchanted Roads" from Master of Magic. There could be a similar Magitech in Elemental available only with synergistic techs like Teleport, Teleportation Gates etc. Enchanted roads allows instantaneous movement all across the road network. This opened upp a whole new defensive civilization military as well as diplomatic gameplay in Mom and its equivalent "Railroads" tech in Civilization. Now defensive units could be sent inmmediately to defend from attackers across continent spanning empires, and was truly the only effective realistic counter to the lack of Zones of Control in Civ 3+4 where attackers could just run around right next to fortresses and defending units. It was realistic and fun and took away a lot of late game micromanagement as well. It also sped up caravan and diplmat movement.
So to sum it up, I think you could have speerate economic gameplay and victory paths not only by exclusively focusing on one tech tree only, but by selecting synegistic techs, synergistic races, and synergistic Wizard builds according to the economic/cultural path you want to play. I think Master of Magic had a great basis for this and Elemental can easily expand and magnify this approach.
Quoting pigeonpigeon,
reply 31
I don't see the need for extreme specialization (picking one line of research and leaving it there for the whole game) to be particularly viable. Honestly, that would be pretty boring. I'm also skeptical that it'd be feasible to have such utterly diverse unique play styles based on which tech tree you follow, and give us the freedom to mix and match. Many combinations would be incredibly difficult to reconcile, let alone balance to even a small degree.
As it stands, like seanw3 said, most people will typically research a little in every tree, but beyond that threshold there is plenty of opportunity to specialize. At least, when the research system is fleshed out and balanced better, I think that will be what happens. And to me, that's a lot more interesting.
The problem with the current research system, I think, is just that civics is too important. Either some of the civics techs should be moved into other lines, or other lines should get some additional techs that accomplish something similar to certain civics techs. Or, some civics techs could also be discoverable through other research lines. For example, maybe Harbors could be available in Civics and Warfare. That would make things interesting. The only problem I can see with it is if it'll take you 10 turns for your next Civics breakthrough and 5 turns for your next warfare breakthrough, and harbors is guaranteed to show up in both, then obviously if you want Harbors you'd go with Warfare. But maybe that isn't even a problem, or if it is maybe there's a simple solution.
I think there is a lot of confusion whether I am suggesting "picking one line of research and leaving it there for the whole game". NO, I aren't. It is just that I've present it that way. In my system, there is "freedom" to mix and match. I am making a point that ideally it is a freedom, but not a "requirement" to mix & match. No matter how you shuffle the techs amount the 5 trees, if no attention is paid to design a 1 tree game possible, 1 tree game aren't going to be viable ( a different economic type is not viable. )
"Many combinations would be incredibly difficult to reconcile, let alone balance to even a small degree."
This make sense and expected. But if we want EWOM to be revolutionary, having 5 types of Economic model can make the game much better, providing a very different play experience, add variety. Shuffling civic tech amongst 5 trees still give you a population-based economy. The OP idea makes certain economy already discussed in the forum viable, a small but powerful magical kingdom, small but powerful military kingdom. And now I add a beast/lair based adventurer's kingdom. I am proposing to every one that a purely population-based economy is NOT the only way.
(For pop-based economy, the more city/population you have, the more Stables/Magic schools you have, the more powerful you magic/military is. How standard, how 'conventional' is that?) EWOM can do better, be revolutionary; let it be a feature that people talk about!
After-all these kind of economy is not typical ones, extra care & more design/balance effort is required to make it work. This kind of effort can happen in a mod, but it may fail or take forever. SD's professional effort is needed to achieve this.
Do you want to play another population-based strategy game, while ignoring other fun & viable possibilities?