Seasons + Harvest
What if seasons were implemented in Elemental? Seasons would add a layer of strategy / planning into the game as well as revamp the way food is currently being handled:
Spring:
- Farms / gardens are planted
- Any farms / gardens still under construction will need to wait until the next spring to produce food.
- Hostile animals (wolves, ogres, etc) populations receive a boost from breeding.
- Empire forces receive -0.5 to movement.
- Earth shards generate 20% more magic. Earth magic is 10% more potent.
Summer:
- Gold revenue is increase 10%.
- Fire shards generate 20% more magic. Fire magic is 10% more potent.
- Kingdom forces receive +1 to movement.
- Empire forces receive -0.5 to movement.
- Food is harvest from farms / gardens (food is generated each turn). Food supplies are not reset after each turn. Unused food is stored / saved.
Fall:
- Seas are far more dangerous: ships are likely to encounter storms.
- Kingdom forces receive -1 to sight.
- Air shards generate 20% more magic. Air magic is 10% more potent.
- Food is harvest from farms / gardens (food is generated each turn). Food supplies are not reset after each turn. Unused food is stored / saved.
- Dragons are more active.
Winter:
- Kingdom forces receive -1 to sight, -1 to movement.
- All food production stops - players / AI must rely upon their food supplies.
- Animals on the map are less active.
- Kingdom construction takes 10% longer during the winter.
- Water shards generate 20% more magic. Water magic is 10% more potent.
These are just some examples that could be put into place; one possibly exciting thing is that empire/kingdom forces could get different buffs/penalties depending upon the season. What do people think?
Also for any devs: if there is absolutely no chance of any seasonal system being implemented, would it be possible to mod a system like the one described above into the game (along with the appropriate GUI elements)?