Brad’s Beta 3-B Walkthru

This is both a walkthru and my critique of where we are on the game.

This is going to get updated a lot as I go through this so keep refreshing.

The New Economy

image

We definitely listened to your feedback. After considering the reports and lots of prototyping we came up with a significantly better, more original, more interesting way to run your Kingdom/Empire.

The world of Elemental is populated with many resources. Admittedly, the screenshot above represents one of those really lucky moments where there’s a lot of resources together but it does illustrate the way things work now very well.

Cities no longer produce resources on their own beyond the absolute most basic research, materials, and arcane knowledge.

The action comes from the very finite number of resources scattered about the world that you can now make use of if they are within your territory. If a resource is in your territory, just click on it and choose build. You don’t have to create any special units to make use of it.

The most common resources are:

  1. Fertile Land.  Produces Food
  2. Old Growth Forests. Produces Materials.
  3. Lost Libraries. Produces Knowledge
  4. Ancient Temples. Produces Arcane Lore
  5. Gold. Produces (well gold)

Your settlements don’t produce these things anymore in any real amount. Instead, the improvements improve upon these resources.

So a market doesn’t produce gildars anymore. It provides a bonus % to the existing production of any resources associated with that settlement.

2,337 views 20 replies
Reply #1 Top

Perhaps a silly question - but I assume the 'base' buildings at least produce 1 of an item?

edit: Never mind - it was stated earlier that they'll produce 1 - sorry.

Reply #2 Top

I really want to get my hands on the next update... Games starting to look really GOOD! :rofl: (waits for more info...) :ninja:

Reply #3 Top

So the resources derived go to the closest city?

If so, what happens when two or more cities are equidistant?

 

Reply #4 Top

So Markets will not just boost Gildar in cities with a goldmine they will also generate Gildar based off other resources that are possible to sell?

Reply #5 Top

Quoting EvilTwinTepe, reply 1
Perhaps a silly question - but I assume the 'base' buildings at least produce 1 of an item?
End of EvilTwinTepe's quote

 

Based on what he's said so far, no. Buildings now only provide a boost, and now you actually have to find the resource to get anything.

Reply #6 Top

Definitely a good step, I think. Does require the random map generator to try and be more or less fair in spreading the stuff out - would suck to be the one player who doesn't have any Old Growth Forests within reach :)

Reply #7 Top

each city has an area of effect that is generated by your influence rating. if the resource in in your area of influence then it is yours.

Reply #8 Top

Is it easy to see which resources are going to which city?

Reply #9 Top

So, this means I can build a mine without it having to be adjacent to another city building, as long as it's in my territory? No more placing buildings just to reach a mine, shard or whatever?

 

Great. :)

Reply #10 Top

Quoting AngeloBraz, reply 9
So, this means I can build a mine without it having to be adjacent to another city building, as long as it's in my territory? No more placing buildings just to reach a mine, shard or whatever?

 

Great.
End of AngeloBraz's quote

Yeah, snaking improvements is gone again.

Reply #11 Top

Quoting Blaze, reply 3
So the resources derived go to the closest city?

If so, what happens when two or more cities are equidistant?

 
End of Blaze's quote

 

Resources are global.

Reply #12 Top

Quoting markieness, reply 8
Is it easy to see which resources are going to which city?
End of markieness's quote

resources are global.

Reply #13 Top

You can snake if you want. There's no longer a tile limit on cities.

Reply #14 Top

any idea to base production amounts off the population #s ?

Reply #15 Top

BTW:

http://screencast.com/t/NjMyNWFlYz

Reply #16 Top

Quoting Frogboy, reply 13
You can snake if you want. There's no longer a tile limit on cities.
End of Frogboy's quote

But how many buildings will there be to build? Doesn't this also mean that we'll have 'generic' cities again, only specialized in leveling improvements, and what resources they end up near?

I guess I'm just trying to say, I sort've liked the tile limit.

Reply #17 Top

BTW, are these kind of rules moddable?

Reply #18 Top

Quoting Frogboy, reply 15
BTW:

http://screencast.com/t/NjMyNWFlYz
End of Frogboy's quote

 

Awesome.   Looking forward to tactical spells.  I assume that is an autocombat log, good to see the AI using the spells.  :)

Reply #20 Top

I have to say, I really like the idea of recovering lost knowledge/resources after the apocalypse. It makes the game more thematically different from other more generic fantasy games, and is a good excuse for why the time it takes to invent swords is the same as the time it takes to walk between two neighboring cities. I wish the game focused more on this when it came to flavor texts and quests.