Large list of game changes for 1.09

Hello, here is my large unwieldy list of ideas and changes for Elemental. Since Elemental is a huge game there are a lot of things to comment on.

I heard all the drama about how terrible this game is, so I bought it to see for myself.

Never played this game before version 1.9 and all this stuff was written pre 1.1 beta. Also, never actually played multiplayer, so anything related to that is speculation.

 

Anything I didn’t comment on in this document I either have little interest in (Dynasties), haven’t played with enough (custom Sovereigns / races) or is related to tactical combat, which is its own document that I'll post as the first reply to this post.

 

Since the 1.1 Beta is out, I thought I should post this before 1.1 came out properly.

Below is a huge list of ideas that I think would make the game more enjoyable for me.

 

World Creation (Skirmish game start):

 

I would like to know at what difficulty the AI starts cheating (if at all) and what type of cheating it gets.

Each difficulty having a general overview about what makes it different from other difficulties would be nice.

 

Victory Conditions:

Conquest:

The obvious way to win, kill all the enemy sovereigns or take their kingdoms. Maybe add an ability to annex a weaker player or something so you don't need to chase down their last cities? (Functionally a force surrender button)

 

Diplomacy:

I wish there was a way for only one player to be the winner in a diplomacy victory. Otherwise everyone should instantly ally and win the game! It’s fine in an AI match, since the AI doesn’t know of this killer strategy.

 

Spell of Making:

Instead of the lengthy research time, the spell has to be channelled by the sovereign over a number of turns. Everyone will be alerted to the spell casters location and the location of their elemental shards while he channels the spell. There is a large graphic of the energy of the shards converging on the channelers location on the strategic map while the sovereign is casting. This is visible to all players.

The space the channeler is on is immune to all strategic spells.

In combat, the person casting the spell is surrounded by an energy field that will repel attacks launched from more than one space away. They also receive a special terrain bonus that gives them a lot of extra defence (replaces, and does not stack with any existing terrain bonus). The spellcaster however cannot move, attack or preform other actions. If they are defeated, the spell is cancelled and must be restarted.

If the channeler loses access to an element the spell is cancelled.

This is the basic tech victory, with the twist that you have to have the ability to defend your insta win technology before you win.

 

Master Quest:

The sage that warns you of reassembling the forge, once defeated will trigger a large amount of otherworldly monsters to start attacking all players. This warns players that someone is trying to reconstruct the forge, and maybe they should try and find the forge dungeon and camp on it to prevent the quester from winning.

The main master quest dungeons should have unique tactical battle tilesets (like the crystal palace area actually be made of crystal).

If one player takes a forge piece, a second player cannot claim it. However, once they beat the dungeon that held the piece, they can 'sense' where the piece is. They can always see where it is and who is holding that piece. They can also try to beat the player to the dungeon that holds the next forge piece. The person that brings all pieces to the first forge dungeon and holds it uncontested will win via master quest. Shards cannot be placed in the kingdom vault (another suggested game feature).

People who are not on the master quest cannot see the pieces in a persons inventory, and if they kill a forge piece holder the forge piece drops onto the ground.

If a person loses the forge piece, they can always see it's location.

 

 

World events / Monsters:

 

Monster Lairs:

If you are not in a war and it’s after a certain turn number, you may get a monster lair(s) setup near you (you get a warning when it gets setup, telling you which of your settlements is closest to the lair). This monster lair wages a mini war on you. If you get into a real war, the monster lair will become defensive instead of offensive.

However, in general animals / monsters will not attack settlements. Roaming Bandits will block trade routs but will not attack defended settlements by themselves.

What this will do:

- Encourage all players to keep a military at all times

- Allow players not in a war to have some fighting going on

- Threatening monster fighting is usually focused on one or two of your settlements, instead of randomly across your empire

- Allow players in a war to not worry about monsters so much

 

Super Monsters:

These monsters are random events, and will go around attacking settlements. You can see these on the map at all times unless they are in enemy territory. After destroying a settlement from one kingdom, they will attack another kingdom, preferably one on the opposite team (if there are alliances).

 

Troops:

I'm not sure if this is campaign only. But Veteran units are way too powerful (healthy) compared to normal units. It's crazy.

 

There needs to be a way to turn off the default unit designs (besides peasant and pioneer.) I don’t want pre-designed units.


Units movement speed:

Units move way too slowly in skirmish (2 is too slow).

Ways to fix this:

Increase the propagation of roads, letting units move much faster most of the time.

Just increase the base speeds.

 

Units should move faster than 2 by default, 3 for troops (before any upgrades) and 4 for notable persons and the sovereign (before any magic equipment or horses).

 

However, you don't want enemy units able to sprint up to your cities too fast, so movement in enemy influence should be lowered (-1 movement back down to 2 for troops). Slow units (like siege weapons) move 2 normally and 1 in enemy territory.

Sovereign solo teleport spell should have its cost lowered and should only teleport the sovereign. Both death and life books should have a solo teleport spell at game start.

 

Since unit speeds may be increased to levels where they cannot see where they are going (if you have horses and stuff), units need to stop moving if they see a new enemy unit when you command a unit to move, so you can decide if you want to change your order. The enemy unit/monster gets a ! placed over their head or something and the screen scrolls over to them. If you don't do anything, the paused unit will keep moving to its destination when you click the end turn button.

Not sure what you should do if you press the end turn button and the moving units see another new enemy unit. Maybe there needs to be an option to turn on end turn movement interrupts. Since if it was on by default it might get annoying.

 

Movement Paths:

Saw this on the forums and wondered why this wasn't in.

When a unit is moving, their path is displayed to the target square while you have them selected.

After an enemy unit moves a path is drawn from where they came from to where they are now. If part of the path is hidden in the fog of war you cannot see it.

 

Intercept:

If you tell a unit to attack an enemy tile, or to merge with an existing army, your unit should change course if the enemy moves or the allied army you want to join with moves.

 

Exploring units:

Land Exploring units should try to explore the closest black square that could possibly be pathable land (do not try to explore the ocean or squares you cannot reach from known exploration). If they are a hero and find a vacant goodie hut, they should automatically pick it up. If the goodie / notable location hut has a fight attached, then mark it as hostile and do not attack it.

 

Military Unit Training and Upgrading:

Already created units should be able to be upgraded/downgraded. Upgrades and downgrades happen outside the recruitment queue (a separate upgrade queue maybe?) but does take at least a turn.

If you order an advanced unit, it will be created as a peasant then automatically upgraded when the peasant is recruited. So you can use the peasant as defence. If you move a unit that is upgrading out of the settlement, the upgrade is cancelled.

Units that are upgrading have an icon over their portrait and are not selected by default when you click on a settlement, so you know not to move them out of the settlement.

You get half the resources back from any equipment the upgraded unit discards (so the price of upgrading is whatever the new equipment costs + the time it takes to make the equipment – half of the old equipments costs).

Obviously you cannot upgrade a peasant into a spider or something like that...

The equipment of a guy will affect the pay of the unit much more. And peasants will be very very low upkeep.

Peasants real cost will be population, low fighting ability and the time it takes to recruit them. Peasants are an un-customisable unit (except for appearance maybe?) and undeletable from your buyable units.

What this will do:

-Allow you to train fodder quickly if you need bodies for defence

-Allows you to have a sizable force of monster patrollers in the form of peasants without the upkeep costs.

-Allows you to have possible military ready to go (peasants) all you need to do is train and equip them which will be shorter than creating them from scratch.

 

Creating military improvements (like barracks) does not decrease training time, it increases the amount of units able to be trained and upgraded simultaneously.

Your military draws from your global population pool, not the settlements.

What this will do:

-Allow you to create military specialised cities, by allowing them to produce much much more than a normal settlement.

 

Optional: buildings like castles or some other building will give peasants stationed in the settlement better weapons (since there is a stockpile). This makes peasants a little better at defence.

 

Unit Equipment:

Big ol equipment revamp.

 

Armour:

Chest piece - Provides defence

Leggings - Provides defence

Boots, wrist guard, helms, capes - cosmetic (free), provides no defence (the amount of body it covers is so small you may as well have them be cosmetic).

 

Weapons:

Weapon: Provides attack

Shields: Blocks arrows, provides defence.

 

Misc:

Pack: Provides 'class' bonuses and special abilities.

What this will do:

The removal of boots, wrist guards and helms from practical equipment will allow for greater visual customisation of units. Also, it gets all the defensive choices placed in two items instead of minor bonuses spread out over 5+ items.

-The removal of capes as stat givers will makes it into a yes/no visual option and reduces item clutter (no multiple identical looking capes with different stats).

 

Enchantment/Training:

When creating a unit, they have up to three slots that you can fill with researched magical enchantment or special training, these aren't attached to any specific item, but rather to the unit in general. Enchantments are unlocked through magic research. You could either have all 3 (or whatever) slots available from the beginning, or you could have additional slots open as you research higher levels of veteran training.

Enchantment costs crystal and some money, training costs time and some money. Training is available form the start of the game and can give you units that have more movement speed or extra sight range. Training is always weaker than enchantment (but cheaper too).

If two equipped training/enchantments boost the same stat, the higher value is used and the lower value ignored; they do not stack.

What this will do:

-Again, this increases customisation by having the little bonuses like +1 sight or +move speed just be assigned to the unit directly instead of linked to capes or shoes.

 

Notable Persons and Sovereigns:

Defeat in tactical battles:

When a notable person or sovereign is reduced to 0 hp, they can no longer fight (they are removed from the tactical battle) but as long as the battle is won or you retreat (note, have not actually tried retreating yet, is it in the game?) from the battle they will not die. While at 0 hp they will not be able to participate in any more tactical battles until they receive healing. When a champion / sovereign is at 0 hp, they must stay with a unit that does have life remaining. Otherwise they die.

 

Local Champions:

Randomly generated Champions should arise from your own cities (there might be a civic / adventuring tech for this). Every so often, you get a message saying that a potential champion has been located within your kingdom. You then can 'purchase' them into your army or ignore them. The price of a home grown hero is much lower than convincing random champions to join you.

This will also allow you to marry within your own race. Because my empire doesn't mingle with the lesser races.

 

Champion Administrators:

Resource champions only give their bonus when they are in a settlement (but their resource boost can be increased by the settlements improvements. If they are in a settlement, then they go into 'administrator mode' where they level up their resource power. The resource power can level up 5 times (to level 6). Each settlement produces an amount of administrative xp that is divided amongst the stationed resource notable persons there. The amount of xp produced is increased by the settlement level. Heroes gain a penalty on xp gain from settlements one level below their ability and get zero xp from settlements two or more levels lower.

What will this do:

-Allow high level heroes to become a bigger part of your economy

-Make high level heroes more valuable to trade to other kingdoms.

-You won't feel bad leaving them in a city! You can progress a hero without making them fight stuff

-Bigger cities are required to train administrators to their highest levels.

-Because of exp splitting, heroes will be spread out over different settlements instead of sticking them in your capitol.

 

Champion Generals:

Adventurers/Assassins get a 'military experience' ability which increases the efficiency (attack and defence) of regular troops under their command (if there are multiple notable people with military experience, only the highest one counts). When a stack with regular troops wins a battle, all notable persons in the stack with 'military experience' gain xp towards that ability. This xp is split between multiple notable people is there are multiple notable people with military experience.

The sovereign automatically gets a military experience ability as well. The sovereign also gets an additional passive that increases regular troop and notable person efficiency by a little bit extra.

What this will do:

-Military champions are encouraged to spread out and lead regular units.

-Military champions have an alternate progression path

-Honestly, this is just to make these guys even with the administration champions.

 

Stats:

Currently there are too many stats for notable people.

Since you only get to increase one stat at level up, it’s time to cut back on the number of stats.

Speed should be represented as one stat, if the tiles moved are different in strategic and tactical movement, the speed stat should be represented as 3-4 or 3(4).

Speed should not determine how many attacks you get, only how far you move. Number of attacks should be weapon dependant.

Speed should not be able to be selected as a level up stat, have it able to be increased by equipment only.

HP. It could increase automatically, so notable people mont get left behind vs troops that gain stacks of hp when they level up.

You could even have str/dex as a single stat and int/magic defence as a single stat.

Drop charisma. Since it has little use in battle and only the sovereigns stat matters. Replace the effects of low charisma with a sovereign weakness and the effects of high charisma with a sovereign strength.

Since all that cutting leaves only Physical Strength and Mental strength, it leaves the player to determine if they want a notable person to be a sword guy or a magic guy or a hybrid. And really, those are the choices now, except now there are less stats.

 

Of course, your equipment can effect sub-stats/derived stats whatever you want to call them. So a ring might increase magical defence but not magical attack.

Notable Person Items:

 

Trading Interface:

When trading, all the notable persons portraits in the stack should be displayed in a left hand column. All the characters items should be displayed to the right of each portrait. From there, you simply drag and drop items between character rows in the table.

 

Royal Vault:

You should be able to 'trade' items into the royal vault. If you are within your influence and you trade, the vault is a viable trade partner.

The vault is also viable buy/sell target. So you can stockpile items from your own kingdom and distribute them to your notable persons later.

The vault can hold unlimited items.

Using the value lets you indirectly trade items to any character in your influence.

If a kingdom is defeated, the contents of the vault are placed in an goodie hut near the kingdoms capitol.

 

Shopping for items:

The item shop really needs some tabs (weapons / armour / consumables / trinkets) because it gets very crowded at the end of a game.

Also, items should probably not cost pure gold it you are buying from your own kingdom. They should be forged as normal as if you were crafting a unit. How would my shops be making iron swords if I don't have iron?

Buying items from another friendly kingdom (you can do this right?) should be in pure gold however, and (some of) this gold should go to the player you purchased from.

 

Notable Person Equipment:

Notable Person equipment is purchased from your kingdom shop at the same price (without the time cost) as it would take to equip a soldier.

Heroes however, can wear equipment gathered from quests, which can be more powerful than what you are producing.

Some items (materials) can be recovered from quests that can be forged into powerful weapons (like the very expensive sword you can currently buy). These forged weapons can be created as long as you have the required materials, they do not require research to unlock. However, the materials can only be found in higher level dungeons.

Heroes can also use consumable items.

Heroes can equip two sets of weapons and switch weapons mid battle. When it is their move, they can switch weapons before attacking. The weapon they used for attacking will be the one they use for defence in the enemies turn.

What this will do:

-Making weapons cost the same as getting it made for a unit will make equipping heroes much more affordable.

-While players that quest a lot will find items that will make their heroes much better than a single troop.

-Make heroes slightly more versatile with weapon switching (might be op, not sure if want).

 

Notable Persons enchantments:

Enchantments are assigned to items in a notable person’s case.

A hero can wear as many enchanted items as they want, including rings and stuff. However, items that have the same magical bonus do not stack together, so there is an upper limit.

When your kingdom can enchant equipment, you can modify shop items as you buy them to enchant them with the various effects your troops can wield. Enchantments are tied to items for heroes.

However, things like boots of speed (endurance training) or +1 eyesight (scouts training) that you can imbue units with at the start of the game cannot be added to hero items. Notable People already have all these basic bonuses, just like they are trained how to handle every weapon available.

What this will do:

-Allow heroes to become much tougher than regular troops due to diverse enchantments, making them tough all round.

-Cut down on shop item overload with all the enchant variations, you select your own enchants with the appearance you want.

-Non stacking bonuses also increase the value of better enchanted items.

Sovereigns:

 

If your ruler dies, he should only lose essence temporarily. To recover his essence, he needs to rest in a city. Each time he dies, the essence penalty becomes worse and the time it takes to heal increases. If their essence is reduced to 0, either game over or they are forced to stay in the city you are teleported to until he recovers.

 

If your ruler grants essence to a champion and the champion dies, do you get that essence back? if no then switch to yes.

Strategic View:

 

I can't easily see if my unit has moved this turn. And If I try to move them, that might trigger the next turn automatically.

If you move all your units, the turn ends. What if I want to build stuff at cities after (an option to toggle this behaviour off would be nice). [found option]

When you finish moving a unit, the view shifts to the next unused unit. Even if the unit you moved is now having a battle that you might just want to watch. [found option to switch off]

You cannot see the city details when you choose a specialisation, and it's kind of hard to remember all your cities. Also the random guardian option is should be removed or make it cost no upkeep for the guardian unit.

It's impossible(?) to view a settlements specialisation at any time; Though city specialisation should be removed anyway.

 

Turn ends are sloppy. The messages you get when a turn is processing can be out of order. Example: spell learned, goto spell book / increase knowledge *click spell book* Congratulations! research complete, select boost *select*. ok here's the spellbook now.

Also, it's difficult to keep track of why the enemy is doing. Occasionally I got popups saying I’ve been attacked. When this happens however, the screen does not show where this is and even if it did there is a large battle popup blocking the screen so I wouldn't be able to see anyway.

Also, it would be handy to be alerted when a monster / bandit group enters my influence so I can muster an appropriate defence force.

 

Here's something like how the end turn sequence should go:

Click end turn. Title bar appears at top of screen this displays which kingdom is moving with their ruler name and kingdom name and symbol. Hide all inactive controls that you cannot use when it is not your turn.

Any 'wonders' the AI has finished will display now.

If you can see any of the AI / monster movements, then the screen centres on them and watches them move (quickly, don't use too much time). If the AI attacks you, pop up a small version (with each side’s strength/unit portraits and the option to autocalc or tactical battle) of the current battle popup that can be expanded to the full thing if you want. If the AI wants to initiate diplomacy with you during their turn they will do so at any time (between unit movement) before they hit their virtual end turn button.

Repeat for all subsequent AI. If the AI did nothing you noticed, then their turn should be over instantly (well, near instant).

At the start of your turn, display research breakthroughs, spells learned, wonders finished.

Then scroll back to where you last left your display when you hit the end turn button.

 

Settlement Building:

 

Drop the specialisation bonus from levelling up settlements (keep the level up notice though). Make settlement specialisation come from creating improvements not from some magical specialisation boost.

What this will do:

-Drops a feature that is unnecessary.

 

When a resource tile is connected to a settlement, it seems to become a settlement building. Why is this? Yes it should be enclosed within the city walls (or else it would look silly) but building on the resource should not place the building in the settlement queue. Also it should not take up any city tiles.

 

When a city levels up, instead of saying "your settlement is level x" it should say "your settlement is now a level x [outpost/town/city/metropolis/whatever]"

 

I don't like how food is consumed with gildar production buildings, doesn't make sense.

 

Abandoned Settlements:

If monsters defeat a settlement, the settlement should become abandoned, not destroyed.

When abandoned, all wonder improvements are destroyed.

When 'razed' the settlement is abandoned.

Abandoned settlements are 'damaged' when claimed again. You need to do something to repair all the damaged improvements (pay half their original cost maybe).

Abandoned settlements can be built over if not claimed. If the abandoned settlement centre is built over, all the abandoned improvements are destroyed.

When you move a unit into an abandoned settlement, you can choose to claim it or leave it alone. Abandoned settlements give you a defence bonus in a tactical battle.

What this will do:

- Allows you to recapture cities sacked by monsters.

- Allow you to take cities razed by enemies before you got there.

- Allows you to find randomly generated abandoned settlements.

 

 City Spam Problems?

I had a problem with city spam, until I realised that they shouldn't be defined as cities.

There shouldn't be a problem with creating a size 1 settlement to only claim one resource. The only problem is when you want a resource in an area that is just outside your current influence. Then it seems weird to build a settlement especially when your city could project its influence there once it levels up.

 

The only problems I can see with city spam is that the more cities you have, the greater amount of buildings that are limited to one per city you can have. Things like the basic markets, study's, trade routes and stuff that are your basic resource production buildings (if you didn't get a old library near your start).

Easy fix, remove this limitation, so you can create workshop cities if you want, that way you won't need to spam cities as much. The buildings that raise production by a % should still be limited to one per city / kingdom.

 

Also some other fixes.

Pioneers take up one food when in existence. Also, every city created by a pioneer consumes one food when existing. Increase food tiles production by one to compensate.

 

A new city building system:

New system - There are two tile limitations, One for homes and one for non-home improvements (production buildings and city enhancers like barracks, but not objects like walls).

Home Limit:

When you reach the maximum allowed population required for the largest city, you cannot build any more homes. Homes consume food while active (like normal). The homes = people = food consumption is an abstraction which makes sense.

Other improvements limit:

Limit non-housing buildings by settlement size (or population? I feel that limiting by settlement size is a fair abstraction).

So you get 5 tiles for a size 1, 12 for size 2 etc. The number of tiles to settlement size ratio grows larger as the city size increases. So larger settlements are better than more numerous settlements (but with enough smaller settlements you would catch up).

To gain more resource buildings, you need to invest more food in homes to grow your settlement for more production buildings. The reason to limit production buildings so much is because if you don't have much population, there's no way they can run all the buildings. I think this is a better solution rather than limiting copies of a production building to 1 per settlement. Buildings that give a % boost are still limited to one per settlement.

 

I hear that buildings will require the people resource to construct in 1.1. I guess that’s better than limiting by tiles, but maybe settlement size should limit your resource tiles anyway, because since population is a global resource, if you don’t limit improvements tiles by settlement size you could create a size 1 settlement with 50 workshops.

 

Castles and walls:

If you build an improvement like a hedge wall they upgrade your town centre. So you can only have one wall type and one castle type at a time. Walls or Castles change the defenders side in a settlement battle. This can just be for looks, and to add more intervening terrain for the defenders to take cover behind.

 

Settlement Influence:

I think that a settlements size should not effect it's influence range, the reason being that it will take fewer settlements to claim your nearby resources.

A settlements influence can grow one per turn until it reaches it maximum. Research and racial abilities increases this maximum. An influence ring's expansion is stopped if it runs into an enemy unit (monster or non friendly player) or if an enemy unit is inside your influence ring (these must be cleared to make the land safe). If another kingdoms influence ring is there first, then you will not overwrite it (or there is some sort of influence strength clash).

An easy to expand influence ring will allow you to claim more resources faster which would speed up the initial setup time of a kingdom. Also, you won't need to create as many small settlements to nab resources near you.

 

Impassable mountains blocks influence spread (but doesn’t stop it from expanding elsewhere); influence spread has to go around the mountains. If you lower the mountains at a later date, your influence will spread out through the gap you made.

Influence from a city can only go two tiles into the ocean. Docks produce influence two tiles into the ocean if your influence didn't already reach. This prevents a boat from arriving at your dock un-announced.

 

Every square in your influence you can always see. This could be a low end research reward (citizen surveillance?). This removes the requirement to have scout units within your territory.

Watchtowers are an improvement that creates little (decorative) watchtowers on the boarder of your settlements influence. The Watchtower tech lets you see a few squares past your boarder at all times. Watchtowers should be moved up the tech tree (behind citizen surveillance). Empires could have scion scrying instead of watchtowers. Settlements with a scion tower allows you to see beyond your influence.

 

When creating a settlement:

Instead of moving a pioneer to a location and pressing create, you can click the create settlement button then click the target tile. The Pioneer will move to that location and then automatically build the settlement. This means you don’t have to keep track of if your pioneers are at the build site yet, you just need to send them on their way and they’ll handle the rest.

When you are placing your settlement, a shadowy ring (in your colour) shows the maximum amount of area it will influence. That way you know what resources this settlement can claim before you place it.

 

You could (as an off by default option) keep this shadow ring for all (known) settlements that have not reached their maximum influence range. So you can see how much influence your enemy might project and you can place an army to limit their influence spread (to hold off the influence area until you place your own settlement and project your own influence).

Food/Road Network:

Food should not produced by caravans.

You need to keep people fed. Cities without food need to be linked to cities that do.

Caravans (and paths/roads) are an innate trait of any empire/kingdom, no research required. Caravan units cannot be built, the functions they provide are automatic. Researching trade will allow paths to generate gildar.

Paths cannot run over hilly terrain (as normal).

Paths are automatically created between settlements and any unconnected, claimed resource within the settlements influence.

Paths are automatically created from new settlements to the closest existing settlement.

New settlements cause a re-evaluation of your current paths. So if you build a settlement in between two existing cities, the old path linking those cities will be replaced with two paths from the new settlement. The old paths will decay after a few turns.

Paths cannot pass through enemy influence. If enemy influence grows over your path, the path will try to re-connect by going around.

 

Questions automatic paths raise:

What to do with settlements separated by the ocean, shipping lanes? Actually, I don’t think the ocean is a major part of this game at the moment, so just have no path.

Should there be a maximum distance on paths? If so, when you are placing new settlements you need to know if you are placing it out of contact with the rest of your empire.

Not sure if manual paths should be allowed? maybe for a fee?

If there were three settlements in a triangle, each settlement should get a path to the other two. If you moved two of the settlements closer together, at what point would you drop one of the paths to the third city? And which would you drop?

 

When you start a trading agreement with another player, your two closest settlements get a path between them.

If an enemy unit (player or monster) waits on a path for their entire turn, that path is blockaded. The owner(s) of the road can see the tile(s) that are blockaded and the units that are blockading until the enemy units end their turn off the road.

 

Blockading Roads:

Depending on type of services that road was providing, different things will happen.

Was it providing food? If the path linked a settlement without food to your empires food supply, then the settlement will begin to starve.

Was it providing trade (gildar production)? All trade benefits are revoked and the blockading player gains the gildar that path generated. Blocking a trade path between players will steal all gildar production their trade agreement produces (since there is only one path between players, but you'll piss off 2 players instead of 1).

Was it connecting a resource to a settlement? That resource node does not produce while it is blockaded.

If that resource was food, then the settlement it was connected to may be starved (if it can't get another food source).

 

I'm not sure what effects starvation should have, besides killing population over the amount of remaining food. But which cities should receive food first if there is a shortage but some food is still connected to multiple cities?

 

Diplomacy:

More diplomacy options!

Give troops, you can only gift troops if they are in a legitimate place for the person you are giving them to own them or right on the border of your influences (they just step over when you trade them).

Allow treaties to loan resource nodes or loan/share shards to other players.

Allow the ability to ask kingdoms to cease their war with another kingdom or I’ll declare war on you.

You could expand that be more general. Do this (alter your relations, give me something) or I’ll do this (war, cut off trade, cut off shard access etc).

AI greetings should change depending on your friendliness with them. I had a little empire I was protecting and throwing resources at and there was no way they would survive without my help, however their greetings text was still fairly hostile (I was a kingdom, but they should warm up to me if I continually support them).

 

Diplomacy Research Tree:

Diplomatic capitol allows you to use special powers. Diplomatic capitol received from other players (via diplomatic trade) allows you to use diplomatic powers.

 

Diplomatic Powers:

These powers have to be good enough to make acquiring diplomatic capitol actually worth it. So diplomatic capitol can be traded between humans and have value.

 

Some ideas:

Make city immune to invasion from players?

Boost trade route with other kingdom for x number of turns?

Allow purchasing of items from enemy shops temporarily?

Allow a stack of units to pass through hostile (but not at war) territory.

Take in Refugees from target empire you are not at war with. If that empire loses population, you gain population at your closest city.

 

 

Dungeons:

Epic Dungeons can be a multi turn affair (either multiple levels in the dungeon, or large tactical maps that are paused when your parties moral is empty). Each turn you can choose to continue or come back out.

When you enter a dungeon space, you receive information about what enemies will be in there, you can choose not to enter the dungeon.

Dungeons can have a 'population cap' for invading troops trying to run the dungeon. So dungeon running favours many strong individual units (heroes) rather than swarming the thing with peasants.

Dungeons should have alot of line of sight blocking obstacles, and enemy monsters should be waiting for you instead of just charging at you.

 

Quests:

Quest huts are unique to each player, so one player will have their own set of quests that only they can see. And the other players will each have their own.

This means that each player can only see quests that they have researched and quest spawn positions can be tailored for each player (higher density at the outskirts of their territory, in unclaimed territory just over the boarder in another player’s territory).

 

Wild Goodie Huts:

The randomly generated old battlefields and broken carts. Like quests above, are unique for each player.

 

Hidden Tiles:

Should add 'mysterious place' tiles which have a misty effect over them until you get the required adventuring tech. Mysterious place tiles cannot be destroyed and are where high level named dungeons are placed.

Without the proper adventuring tech, each mysterious place tile is only revealed if you have a unit in the tile. Also, if your unit stays stationary inside a mysterious place, then there is a chance to lose troops to monster attacks.

Also, you will not be able to see any dungeons or goodie huts on the tiles under your adventuring level. You will be able to see the fog covered areas even if you don’t have the adventuring tech, so you can enclose them in your influence to try and deny them to your enemies.

With the adventuring tech, you can see into the tile if you are in the tile or are adjacent to the tile.

Besides generating the 'high level' dungeons on these tiles and being unable to build things on them, they are also good for hiding your units.

These mysterious places would only be about 3 tiles joined together, and only 1 major dungeon is allowed per area, however, goodie huts can be generated in there. There is a race for these goodie huts, these are global for all players.

Settlement Influence cannot exist inside 'mysterious place' tiles, but influence expansion is not blocked by these tiles.

What this will do:

-Increase map generation complexity :(

-Provide a strategic option for players that research dungeons. They can hide troops in the mysterious place tiles and enemies cannot see them.

 

Dungeon 'seconds':

High level named dungeons, once beaten by a player can still be raided by a second player, but they get less rewards. Once a player has conquered a dungeon, that player cannot raid it again.

 

Allied Species:

Once researched and claimed, an ally species exists as it's own mini-kingdom within your own kingdoms influence. It only has one settlement which maintains itself (you don't need to pour resources into it). The settlement maintains its own uncontrollable guard force which will protect it from casual siege. You cannot produce the races troops from your own barracks/settlements however and it doesn't work quite the same way. When you click on the monster settlement, there is a 'hire' button and a maximum number of units the settlement has available. You then select the types of units you want to hire and click hire, then you get the units quickly in a few turns. The settlement restores it's number of units available to hire slowly as the units you hired die.

You can upgrade the monster settlement by giving it [x]? For example, giving it food per turn. This increases the amount of military the settlement can support.

 

Instead of the species tile randomly appearing in your influence, you get a [species] ambassador unit (in your capitol) that will setup the species tile, like a pioneer. The ambassador unit consists of one of your races people (your ambassador) with a bunch of species guards. The ambassador cannot be moved outside your influence, cannot be moved inside your settlements and cannot be sent into battle (though it can defend itself). If you somehow lose the ambassador, you will get another at your capitol.

Like when you are creating your own settlements, you have to place the monster settlement at least 5 spaces away from your own settlements.

 

You can command the settlement to move locations. This makes the settlement unavailable for awhile as the settlements guard force razes it’s current settlement then moves to the new location and sets up their home.

 

Each species has its own set of 2 upgrades in your diplomacy tree. Each increases the number of unit types you can hire from that species / the power of the dragon, as well as allowing you to build the species settlement closer to your own settlements. At the second level you can build the settlement at minimum of 1 space away from your settlements. At the maximum level of the species tech, you can build the species settlement adjacent to your own settlements. This encloses the monster settlement within your own settlement (like other resources), the species guard force will become the guard force for your own settlement.

 

Dragon Ally:

Dragon Ally can only support one dragon at a time (when it 'dies' in battle it retreats to its settlement to recover before you can send it out again)

Level 1 dragon settlement does not allow you to hire the dragon. You have to give it something to make it fight for you. Maybe population per day? or just stacks of cash or artefacts? When the dragon is out, it's lair is undefended. It the lair is lost, the dragon will not be available after it dies until you re-conquer the lair (if it dies, it will go into hiding while you get it’s lair back).

Dragon settlements can only be built on mountains adjacent to pathable terrain.

The dragon ambassador is only your ambassador, without an escort.

 

Spider ally:

SPIDER MOUNTS!

When hiring spiders, you can hire 'spider mounts'. These are a non tradable resource that can be used when training your own troops. Spider mounts aren’t any faster than regular units, but they increase the riders hp and change their movement type to mounted.

Spider settlements can support extra military population if the settlement is setup in a forest.

 

Tactical Battles:

Combat:

Reduce luck in attack and defence rolls. Because luck sucks. Yes this includes removing things like % to dodge.

If you have an attack of 7, you will always output around 7 damage (+/- 10%). The damage number is reduced by the enemies defence by a set amount.

 

Tactical Battle Terrain:

Add objects to hide behind. Ranged attacks need line of sight to attack and can be blocked by objects. Indirect attacks are not blocked by line of sight (catapults).

 

Tactical Ship Battles:

As the only ship you can build is a transport adding ship battles isn't too difficult.

 

You can only have one transport ship in a strategic tile.

And there is an upper limit on the number of men you can carry. A man and a horse count as two (or three?) people.

 

Tactical ship battles are exactly the same as land battles except the terrain is two ships with boarding planks joining them. The empire and kingdom ships look different but that’s about it.

You get a defensive bonus for standing on the upper deck vs people attacking from the stairs (where the wheel is, whatever it's called).

If you win, the enemies transport is converted into your own.

 

Magic:

Magic Revamp:

Global mana pool (since that's in the future patch notes).

 

Heroes still have an essence stat, but you cannot select it when levelling up and it does not increase while levelling up.

The only unit you have that starts with essence is your sovereign. All sovereigns start with the same essence (but you can take a trait to increase the base essence)

The main way to increase your essence is to preform magic research, construct magic improvements and consume items that increase your essence.

The sovereign can also imbue heroes with the sovereigns essence. This transfers an amount of your choosing to the target hero. If the hero is slain or you cast recover essence (this has infinite range) you can get your essence back. Heroes cannot acquire essence any other way.

Children can start with essence, they cannot be imbued with more and they cannot imbue other characters.

 

The sovereign can only give out 1/2 of their total essence. So the sovereign will always be your strongest (or equal strongest) magical unit.

 

Essence allows the casting of more spells per turn, each unit has a mana bar based on their essence which refills every strategic turn (but draws from the global mana pool).

Intelligence improves the damage of offensive spells.

Intelligence improved the effectiveness of self buff spells (buffs that will improve your own stats only).

Support spells (like deflect) are not affected by intelligence, so low intelligence heroes can be support casters.

If a spell is part of an element, then it's effect is increased by holding the appropriate essence stone. Low level spells are less affected by essence stones; high level spells are inefficient unless you hold the correct stone.

 

Only the sovereign can cast from the life or death books. These books hold powerful late game spells to buff a sovereigns abilities (to Sauron levels), a cheap self teleport (targets any allied settlement or stack of units) and any other sovereign only spells.

These spells have a large essence upkeep while in effect, so any other casters will be less effective at spamming spells if you concentrate your power into one unit.

 

Magic Book Research:

When learning spells.

Each book has a tab with all learned spells in the tab, broken up by spell level. A Spell level is a nice looking bar across the page with a number of empty dots in it.

Spells that have been learned are placed under their corresponding spell level bar.

Instead of 10+ spell levels condense it to like 4.

Also, condense the spell books from 10 down to the 4 elements + life/death as a special book.

However, each spell book has its own set of spell levels you have to unlock individually. So you could be spell level 2 in one book and spell level 3 in another.

 

Random spell learning:

When you want to learn a spell, you select a book and spell level and click study. Then once it finishes you get a set of random spells from that book and spell level to choose from.

 

Advancing spell levels:

Every time you research a spell, a dot in the next spell level bar fills up. Once all dots are filled, the next spell level is unlocked.

The highest spell level (level 4) also has an extra requirement. You need at least one of the appropriate spell shards and enough level 3 spells.

Once you have enough spells in a spell level to unlock the next tier of spells that spell level becomes mastered. Once a spell level is mastered, all remaining spells in that level will always show up when that level is researched (so if you are really unlucky, this will ensure you get the spell you want).

 

All sovereigns start with life/death and an elemental book of their choice. The 3 missing books can be researched in the magic tech tree.

What this will do:

-There won't be so many spells on the spell learn screen unless you research all the books.

-Increases faction diversity a little with initial spell tree choice

-Puts some more research options into the magic tree

 

When you learn a book you get some ‘level 0’ spells automatically added (imbue champion, basic ranged damage elemental attack as examples).

Book of life/death spell levels require technologies (advanced spell books, expert spell books, master spell books) however you get all the spells for that spell level when you research the appropriate tech.

As a prerequisite for the advanced spell books techs, you need to have at least one elemental spell book researched to the appropriate level (advanced = level 2, expert = level 3,  master = level 4).

 

Magic in tactical Battles:

Most spells cause change to the battlefield that persists through multiple turns instead of just direct damage.

Direct damage spells can be blocked with shields by using block pointing at the casting enemy.

In the Tactical Battle post, there is a list of new spell effects.

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Expansion/radical alteration ideas

 

Tactical Combat Changes:

 

Due to squad changes below (where groups of units are individuals standing next to each other instead of a stack) each tactical tile is split into 4 to allow for more units onscreen.

 

Unit Facing:

Units have a facing, to manually set a units facing, instead of just clicking to move, hold right click and drag your mouse to select a facing. When you move a unit, it makes an educated guess about which way you want it to face (towards the nearest enemy).

 

Units will not counter attack enemies that hit them from behind (the 3 squares behind the unit).

 

Line of Sight:

To facilitate walls (walls of stone or people) or other obstacles being actually useful, line of sight needs to restrict ranged combat.

 

Line of sight only affects ranged attacks. In a standard tactical battle, you can see the locations of all enemy units at all times (hiding and waiting for enemy moral to run out should not be an option).

I would like there to be hidden squares while dungeon crawling though.

 

Normally ranged weapons or spells can only target enemies that have direct line of sight or only have one man sized unit blocking their line of sight (otherwise there are too many units in the way to make an accurate shot). So if your archers are hiding behind a row of your own units, they can only shoot the first line of your enemy.

Tower shields that are guarding block line of sight completely.

Horses and large monsters block line of sight completely, you cannot shoot past them.

Archers that are on a raised piece of land like a settlement wall or large hill have direct line of sight to units below them (and units on the ground have line of sight to the archer on the wall). So an Archer on a wall can shoot the enemy unit three rows back if they want.

Tower shields that guard, large monsters and horses will protect an infantry unit in the space behind them from the wall mounted archers line of sight.

 

Damage types:

There are 3 weapon damage types (Slashing, Piercing and Blunt) these are resisted in varying amounts by the armour units can wear. A unit’s defence reduces the damage all these physical types.

There are 4 magic damage types, Fire, Earth, Water, Air. These can be resisted by casting defensive spells and equipping enchanted equipment. A units magic defence stat will defend against all types of magic damage.

There is also True Damage, which does exactly what it says on the tin. It does damage that cannot be reduced by any defence or resistance.

 

I picture a units defence reducing a portion of incoming damage as you would expect. Resists however would simply deduct damage off the final amount (so, actually I should have called it soak), making it possible to take 0 damage from the correct damage sources. Example: Castle walls will resist all slashing damage unless you can do more damage than it’s slashing resistance (not likely) or you have some sort of ability that lets you pierce (ignore) enough of your targets slashing resistance.

 

Units Types:

There are a few types of unit. Different weapons can have different effects versus different unit types.

Infantry – a human size unit. The standard unit.

 

Mounted – a mounted human size unit or a larger than human monster.

Units that are mounted receive much less damage from infantry counterattacks, making mounted units very good when initially attacking infantry.

If you are fighting mounted units, bring lances or spears, these weapons have abilities to deal with mounted units and ignore the usual weaknesses of infantry vs mounted units.

 

Structure (wood) – catapults, weak walls, doors. Have moderate resistances to all damage except fire. Axes can pierce their slashing resistance. Structures cannot be flanked, they face all directions simultaneously.

 

Structure (stone) – tough walls. Has very high resistances to all types of damage. Most units will do nothing to stone walls. Catapaults can pierce Structure (stone) resistances and do their full damage. Structures cannot be flanked, they face all directions simultaneously.

 

Unit equipment details revamp:

Each (important) item you equip will alter your troops battle ability in some way.

 

Weapons:

 

One hand weapons:

Pair with shield for best effect. One hand weapons have a diverse set of special attributes. Cheaper than 2h weapons, so an army on a budget might forgo pairing with a shield.

 

Sword - slashing damage. Free Attack vs infantry (not mounted) enemies that try to move past unit (two moves within forward 5 squares). Used for holding a line with less people, since enemies that try to move through the gaps will be attacked.

Dagger - low slashing damage, two attacks per turn, ignores enemy defence and resistance when attacking from behind. Mainly an administrative hero weapon. Might come in useful against super heavy armour enemies. Two attacks means it can finish two weak enemies.

Axe - Requires less metal than comparable swords, decreases defence slightly but has more attack. Slashing damage. Axes do extra damage against obstacles. Alternative to swords.

Mace - Blunt damage. Maces start off weaker (and cheaper) but later maces are the only weapons not resisted by heavy armour.

 

Off hand weapons:

Shields give the holder an ability that lets them block ranged attack or become more defensive in melee combat in exchange for not attacking.

 

Small Shield - Adds ability to guard, which blocks arrows from the forward 45 degrees until the units next turn.

Combat Shield - A small shield that allows the wearer to guard, and block(instead of countering) the first melee attack an enemy unit tries to attack with until the units next turn. If multiple enemies attack, each will have the first melee strike blocked.

Tower Shield - Adds ability to guard (like small shield) and also blocks los to the square(s) behind when guarding allowing a friendly infantryman to hide behind. Incompatible with mounts.

 

Two hand weapons:

Two hand weapons mainly allow their uses some sort of anti shield wielder ability, above the fact that two handed weapons will do more damage than a 1h weapon.

 

Claymore - Slashing damage. Pre-emptive counter attack vs walking units with 1h weapons (anti-shield ability).

Great Axe - Slashing damage. Cleave: Hits spaces to left and right of target (including friendlies). Can target empty spaces to hit units one space apart. Additional targets cannot retaliate. Unit gains single target ability, that allows you to attack without cleave.

War Mace - Blunt Damage. Units hit by this type of weapon (even if blocked) lose their shield abilities for the remainder of the tactical battle.

 

Spears:

Spears are mainly used as anti-mounted/monster unit weapons, and have special attributes that nullify the advantage of units spears counter.

 

1h Spear - Piercing damage. Free Attack vs mounted enemies that try to move past unit (two moves within forward 5 squares). Counter attacks vs mounted units do not have their damage reduced.

2h Lance - Piercing damage. Slows movement speed. Can Guard, which allows them to gain a free Attack vs any enemy entering the 3 spaces in front of them until their next turn, mounted units attacked in this way take extra damage. Counter Attacks mounted enemies that try to move past this unit. Counter attacks vs mounted units do not have their damage reduced.

 

Staff - Low blunt damage. Free Attack vs walking enemies that try to move past unit (two moves within forward 5 squares). [need some sort of ability to make them useful to spellcasters]

 

Two hand ranged weapons:

Ranged weapons wielders cannot counter attack when they are hit.

 

Short Bow - Ranged pierce damage, smaller range, two attacks instead of one if you did not move this turn. In the early game, you want shields to counter these.

Longbow - Ranged pierce damage, 1 attack if you did not move this turn. 0 attacks if you moved. Sniper version of short bow.

Crossbow - Ranged pierce damage, 1 attack (even if you move) and smaller range but ignores some pierce resistance. Allows (non-magical) ranged footman to still have an effect against advanced armours (as long as they don't have shields).

 

Armour:

 

Clothes - No cost, no defence. Peasants wear these. Come in a wide variety of styles.

Padded - Very cheap (low gold and material), low defence.

Leather - Costs more materials, adds defence

Light Mail - slightly higher defence than leather and gains resistance to slashing, requires metal

Mail - higher defence than leather and gains resistance to slashing, requires metal, Incompatible with bows

Plate - Cost metal, same defence as mail but gains resistance to pierce and slash, Incompatible with bows, requires metal

Heavy Plate - Increased defence, Costs more metal than light plate, lowers tactical move speed. adds resistance to pierce and slash, requires metal, Incompatible with bows

Masterwork Plate - remove masterwork plate. I can't think of reasonable abilities to give it except to make it Plate version 2. Have masterwork stuff drop as quest rewards instead or forgeable for heroes when you acquire special items.

Elementium Plate - same defence as heavy plate, Costs elemetium, time and money, resists all forms of damage. Since elementium is a non-renewable resource, this stuff can afford to be a little broken.

 

Chest piece vs pants - pants give less defence than the chest piece but the chest piece and pants cost the same. So you can cut costs by giving people less than cutting edge pants but not be totally disadvantaged if you decide to skimp.

Weapon resistance with different chest pieces / pants:

An average of all resistances of the same type. So if you had a mail top and clothes bottom the mail resistances would be halved. If you have mail and mail, the resistances won't stack.

 

Horse/Warg - Greatly increases move speed (+2 on strategic map) (2x at least on tactical), allows unit to hit and run (move, attack and then use remaining movement points to move away), changes class from footsoldier to mounted.

If you use a shield or guard ability you cannot use the hit and run ability this turn as guarding or shielding halts your movement.

Mounted units are very good when attacking, since they can attack, take a low damage counter attack then run away out of attack range for the enemies next turn. Repeat until enemy is dead.

 

Packs:

Scout pack - Adds extra sight range, extra infiltrator detection range

Spy Pack - Adds ability to conceal on the strategic map and other infiltration abilities.

??? - ?

Settler Pack - Removed. Settlers are a core non-combat unit that you cannot edit or delete. If you are in a square with only enemy settler (s) you can choose to kill them or not (no tactical battle). Settlers cannot battle.

 

Weapon Trinities:

2h axe or sword > shields > archers > 2h axe or sword

 

horse/large monster > infantry > pikes / spear > horse/large monster

 

mace/magic > heavy armour > regular weapons > mace

 

earth > air > water > fire > earth (in general)

 

life=death > air/water/fire/earth

 

elementium armour > magic damage

 

Settlement Siege:

I think it should be a two step affair. First, break into the outer city (if the city has any improvements (defenders do not receive extra defence during the outer defence), then into the town centre/keep to claim the city. When you are defending a settlement, you can opt to not defend the outer city, and instead wait for them at the town centre.

It the attackers win the battle for the city outskirts, the settlement is sieged. The attacker stack does not actually move into the settlement centre square, but as long as the attackers stack remains stationary the settlement will be kept under siege.

While under siege, the settlement cannot produce resources, improvements, units and all trade is cut off from the settlement. The settlement will also begin to starve one turn after the start of the siege.

If the attackers hold the city outskirts, then they can choose to target and destroy improvements from the city and the defenders can choose to try to counter attack with units from the town centre or stay in the town centre and ignore it. Or the attackers holding the outskirts can choose to attack the town centre and try to take the settlement.

Defenders can choose to come out of the keep and attack the enemy forces holding the city outskirts from the keep on their turn.

Also, if the sieging stack is attacked from a third player or a second defenders stack, the defenders in the settlement centre can choose to come out and participate in the battle.

 

Adding a wall to your settlement adds a wall on the first outer city step tactical battle. The wall has a gate that can be opened or closed.

Adding a castle/keep makes step 2 take place in a keep. The keep has a wall that the defenders can stand on and fire ranged attacks down on the attackers. The keep wall has a stronger gate.

Breaking the wall or gate restores moral to the attacking team.

 

Magic Combat Revamp:

'Nuke' Spells. Nuke spells require channelling on the strategic map before inflicting their effects. When you cast a nuke, you select a tile in range as your target for the spell and your stack gets a graphic over it. If the stack moves, the channelling is broken. On the turn when the spell is complete, you can retarget the spell by casting the spell again or right clicking with the stack on your target (mouse icon changes when hovering over valid targets). If you don't retarget, the spell will be cast when you hit end-turn. Nuke spells trump anti-magic shields.

 

In the elemental books, I’m tried to implement a mechanic where you cannot open with your big damage spells right from the first turn, each element has to place special tiles on the tactical map which are required for using bigger spells.

 

In the main elemental books, I’ve tried to have at least 6 level 1+0 spells at least 5 level 2 and 3 spells and a small number of level 4 spells.

 

What is still missing from these spellbooks are interesting strategic spells and the Life and Death books are a little boring.

 

The format below is:

 

Book:

 

Level:

Strategic spells

 

Tacitcal Spells

 

Life:

 

Level 1:

0-Teleport Self

0- Raise/Lower Land

0- Imbue Champion

 

Level 2:

2 –Magic Void (dispels effects on the strategic map, protects strategic square from hostile effects for next turn)

2- Summon bear

2- Arcane Armour

2- Arcane weaponry (increase attack)

 

2- Protect Friend (anti magic shield for one unit in a tactical battle)

 

Level 3:

3- Protect Area (anti-magic shield for target stack of units. In tactical battle, protects large area originating from the caster.)

3- Summon familiar

 

3- Arcane strike (aoe, true damage)

 

Level 4:

4 - Summon titan (5 turns only, one cast only)

4- Sphere of Power (self buff, deals true damage to enemies that move into or start in an adjacent square, prevent allies from moving into square adjacent to ruler, adds extra weapon effect based on weapon special ability, suppresses lingering spell effects that are adjacent to the ruler (example: ignited squares))

4- Spell of making (wins game, requires possession of all types of elemental shards, has special nuke cast time)

 

 

Death:

 

Level 1:

0- Teleport Self

0- Raise/Lower Land

0- Imbue Champion

 

Level 2:

2 –Magic Void (dispels effects on the strategic map, protects strategic square from hostile effects for next turn)

2- Summon imp

 

2 -Ritual Denial (anti magic shield for one unit in a tactical battle)

2- Slow (lowers speed)

2- Bezerk (all defence is moved to attack)

 

Level 3:

3- Dome of Sanctuary (anti-magic shield for target stack of units. In tactical battle, protects large area originating from the caster.)

3 - Summon demon

3- Mind blast (does extra damage per intelligence of the target)

 

Level 4:

4 - Summon titan (5 turns only, one cast only, enemies cannot retreat from the titan)

4- Sphere of Power (self buff, damages enemies that move into or start in an adjacent square, prevent allies from moving into square adjacent to ruler, adds extra weapon effect based on weapon special ability)

4- Spell of making (wins game, requires possession of all types of elemental shards, has special nuke cast time)

 

 

Earth:

Earth is a more defensive element, creating walls and obstacles for units to navigate, however you can also use these barricades to launch larger rocks at the enemy.

Special earth tiles:

Rock Tile - Slows movement into this space and does not block line of sight.

Pillar of earth - Blocks movement and line of sight. If a spell that consumes a Rock tile is cast on this type of tile, this turns into a rock tile. Can be attacked and destroyed, is structure (wood) type.

 

Spell Level 1:

1- Stone skin (adds tiny amount of temporary hp to units in stack, temporary hp restores if the unit starts on or next to a special earth tile)

 

0- Hurl Bolder (if you target an empty square, you create a rock tile.)

1- Deflect (self target only, blocks one counter attack per turn)

1- Stinking mud (slows units in area)

1- Earth shield (target self, until the next caster turn, blocks ranged attacks in the direction the shield is pointing, blocks first melee attack from the front instead of countering).

 

Spell level 2:

2- Grim Defiance (cast on settlement. extra temporary hitpoints for any allied unit battling in the city. All fortifications in the city also gain extra hp)

 

2- Earth Blast (cast at an adjacent rock tile to explode it away from the caster, doing damage in a cone and knocking targets back.

2- Rock slide (target pillar of earth and target tile in a line from the pillar within 3 spaces. consumes a Pillar of earth and showers rock down of the spaces from the pillar to the target tile. Creates rock tiles on hit locations)

2- Earth Wall (creates pillars of earth that blocks units line of sight)

 

Spell Level 3:

3- Blistering sands (suppress resource / forest tile)

3- Summon earth elemental

3- Greater raise land

 

3- Pillar Smash (target rock pillar, target enemy within 2 spaces of rock pillar. Lifts up rock pillar and smashes it on target. Heavy damage and consumes the rock pillar)

3-Earth fort (creates a tall fort that is 3x2 tiles wide. The inner 2x2 can be stood upon, the outer ring are walls. The back of the fort has a ladder units can use to get up or down. The inner 2x2 count as pillars of earth)

3-Trench (creates a ditch that allows units to avoid ranged attacks if they stand in it. Or you can use it to slow units down, units that move in and out of the trench take up more movement points. Mounted units cannot attack units in the trench effectively and get a damage penalty and visa versa)

 

Spell Level 4:

4- earthquake (requires 1 earth shard)

4- Summon Stone Giant (Rokoths Promise) (requires 1 earth shard to exist)

 

 

Water:

Water uses water spells to create water soaked tiles, you can then use these tiles to launch water attacks from (and spread the water around) or consume the water tiles using ice attacks.

Water attacks hit with elemental water damage. Ice attacks hit with piercing damage.

Special Tiles:

Water Tile - Used to fire ice attacks, or some water attacks. Overwrites ignited tiles. Cancels Lava. Overwritten by any air tile.

Flood Tile - Units are slowed when moving through flood tiles. Are not consumed when a spell requires it. Cancels Lava. Units in flood tiles take extra lightning damage.

 

Spell Level 1:

1- healing waters (heal one unit/group in same square or adjacent square for alot of hp)

 

0- Water Shots (standard water ranged attack, creates water tile on caster)

1- Wave (fires water attack at short distance, doing damage in a line) (caster must be standing on water tile, creates water tiles on all hit tiles)

1- Water pulse (targets 3 adjacent tiles adjacent to caster, a water torrent shoots out of the ground and knocks targets on these tiles away from that caster. Creates water tile on hit tiles).

1- Stab of ice (target loses one move speed next turn)(requires and consumes water tiles the caster is standing on)

1- Water armour (target a unit on a water tile. Consume water tile. target unit gains a little temporary hp. if this hp is not depleted by the next caster turn, the person wearing the armour is healed slightly and loses the armour)

 

Spell Level 2:

2 - Forsake Land (suppresses food resource)

2- Create spring (+1 food to settlement)

 

2- Water blast (requires caster to be standing in water tile, removes water tile the caster is on and hits an area with a water blast) (soaks all hit tiles)

2- Water wall (creates water barricades around a water tile, enemy must attack water to pass) (water barricades can be used as water tiles, when destroyed they become water tiles).

2- Freeze enemy (lose next turn) (enemy must be standing on a water tile, if a frozen enemy takes damage they will unthaw, allied frozen people can be attacked by your units to thaw them without damage)

 

Spell Level 3:

3- Healing mist (heals stack and all adjacent stacks)

3- Summon Lord of Ice

3 - Freeze Settlement (1 water shard, freezes settlement. Settlement produces no resources and cannot build, also consumes no resources except for food)

 

3- Blizzard (converts water tiles in an area into a hail of ice, damaging enemies that were on the tiles)

3- Ice wall (creates an impassable wall of ice that blocks line of sight in up to ? adjacent water tiles (consumes water tiles). Ice walls damage enemies standing adjacent to them.) (ice walls can be destroyed, however they are immune to piercing and slashing damage)

 

Spell Level 4:

4- Lord of the Sea (requires 1 water shard to exist)

4 - Flood (requires 1 water shard, nuke) (target tile and adjacent tiles are covered in water. All military units in target tile are killed, settlement population is killed and settlement is abandoned. Adjacent tiles take 25% losses. Settlements underwater generate 0 resources and cannot produce. Units battling in flooded tiles have every ground level tile in waist high water. This slows units and becomes a unlimited supply of water tiles for water spells)

 

4- Deep freeze enemy (target enemy unit is frozen and loses all their turns untill thawed. They must be attacked by any form of damage to thaw them. If they are not thawed after one full turn of them being frozen they have died and will shatter when damaged)

 

Air:

In a tactical battle, air can move enemies around and build up charge by casting more wind spells around one location. This charge can be expended with lightning attacks.

wind spells do blunt damage, lightning does elemental air damage.

Special Air Tiles:

charge tile - can be used for lightning spells. If a charge tile is created on an existing charge tile is becomes a great-charge tile. Overwritten by any earth tile. Overwrites water tile.

great charge tile - can be used for big lightning spells. Overwritten by any earth tile. Overwrites water tile and charge tile.

storm tile - fires lightning bolts at enemies. can be used for lightning spells without being consumed. Overwritten by earth pillar. Overwrites water tile and other charge tiles.

 

Spell Level 1:

1- Reveal (target tile and adjacent tiles are revealed for one turn)

1- Quicken (extra move speed in combat and on strategic map)

 

0- Air blast (does damage, creates charge on tile, stacks with existing charge to form great-charge.)

1- Haste (adds one extra attack while charge is on them) (units with haste have a charge always on their square. if the charge is expended, haste is dispelled).

1- Air corridor (target square, then target another square in a line. Each square in the line gets a charge. Air moves from first square to second square. units going with the air direction use .5 moves in the wind. Units going against the wind take 2x moves. If any space in the line loses it charge, the corridor is dispelled.)

1- Lightning strike (targets enemy in charge area or adjacent to charge area) (expends charge or great-charge)

 

Spell level 2:

2 -Teleport (maybe not)

2- Heightened Learning (extra research points at settlement)

 

2- Vacuum (target square, places a air whirlpool going inwards to the target square. Each whirlpool space has a charge. If you try to move out of the whirlpool it takes 2x move points. On the casters next turn, the vacuum collapses, pulling everyone in the whirlpool into the centre (if there is room. If there is not room for the unit to move closer to the centre, they take blunt damage. The whirlpool disappears and leaves a great-charge in the centre. If any charge in the whirlpool is missing, the vacuum dissipates)

2- Chain Lightning (targets great charge area) (expends great-charge to launch chain lightning on all targets in charge area and units adjacent to the charge area)

2-Lightning rod (create a great-charge on a target that will follow them around)

3- Static field (electrify a target charge tile for one turn but consumes the charge. On subsequent caster turns charge tiles adjacent to electrified tiles become electrified and so on and so forth. electrified tiles do damage if a unit starts in it or moves through it.)

 

Spell level 3:

3- Whirlwind (moves enemy stack to adjacent space of your choice, reduces hp of all military units in the stack by 10%)

3- Summon Air elemental

 

3- Titans breath (knockback one square in a large area, deposits charge on each square hit)

3- Air hammer (does large amount of blunt damage to target tile within short range, creates great-charge tile)

3- Thunder ( Convert a great-charge tile to a storm tile )

 

Spell level 4:

4- Summon lord of storms (requires one air shard to exist)

4- Summon Hurricane (requires one air shard, nuke) (summons a controllable hurricane for 4 turns. Hurricane moves at 1 tile per turn. units battling adjacent to a hurricate space have all tactical spaces have at least one charge at all times. Stacks or settlement centres that in the hurricane kill 50% of units/improvements + population, starting with the least expensive. You cannot battle in the hurricane. Hurricane does not damage casters stack.)

 

4- summon storm (all charge areas increase from charge to great-charge and great-charge to storm) (storm areas launch lightning strike once after every turn they were created and also function as inexhaustible great-charge tiles)

 

Fire:

In a tactical battle, fire spells will ignite the battlefield, ignited squares deal damage to units they start in the ignited square or try to pass through. Big AOE fire spells consume ignited tiles to increase their damage.

Special fire tile effects:

Ignited - Does a little damage to any unit that passes over it or starts their movement on it. After inflicting it's damage twice it will disappear. Water tile overwrites this. This tile overwrites rock tile.

Lava - Does massive damage to any unit that is knocked into it or the lava appears under. Cannot command units to move into lava. However, you can jump over it (basically you cannot stop in the lava, but if you can move over it your unit will jump). Spells that require a ignited tile can use lava tiles, but lava tiles are not consumed. Water tile cancels this out. Lava overwrites any earth special tile and ignited tiles.

 

Spell level 1:

1- Shield of fire (self enchant, allied units standing in a ignited tile gain defence and are immune to the fire damage from the ignited tile)

 

0- Flame dart (ranged fire damage)

1- Burnt soil (target adjacent tile, burns tiles in a line for 5 spaces)

1- Conflagration (target ignited tile, consumes tile and does large damage to unit standing in it).

1- Flash (target a tile, if that tile is not ignited, ignite it. If it was ignited, then do light damage to adjacent tiles and randomly ignite 2 empty tiles. If there is less than 2 empty tiles, ignite ones that are filled.)

 

Spell level 2:

2- Burning blades (self enchant, allied units in this stack gain fire damage with their normal attacks if they are standing next to (or on) an ignited tile)

2- Magic Forge (increases material and metal production in settlement)

 

2- Wall of flame (ignites up to 3 adjacent tiles up to 3 tiles away)

2- Melting touch (hits all adjacent tiles with enemies for fire damage and ignites the tiles)

2- Boiling Blood (target unit (not hero), when that unit dies it will explode and ignite adjacent tiles)

2- Fireball (Small aoe, consumes ignited tiles in the blast radius for extra damage)

 

Spell level 3:

3- Summon fire elemental

 

3- Clinging flames (Word of Mlapan) (ignites target, ignited tile follows the unit around for 2 turns)

3- Backdraft (sucks up all ignited tiles in a 3 tile radius from caster and fires a cone of fire 4 tiles in the direction of the targeted tile. More damage per ignited tile consumed)

3- River of lava (target tile, target second tile up to 5 spaces away. Lava springs forth from first target tile and then moves one tile per caster turn towards the second tile you selected.)

3- Morrigans spite (Hits target unit with fire damage, ignites the square and the 3 squares behind the target)

 

Spell level 4:

4- Summon fire giant (requires 1 fire shard to exist)

4- Volcano (Curgens Inferno) (requires 1 fire shard, nuke) (target square, then set direction. destroys all units / settlements in target square. Creates lava squares around the volcano every turn after the first, lava tries to reach second target square. Volcano lasts x turns, once volcano disappears the lava will as well at the same rate as it was created)

 

4- Infernal (rain of fire aoe, damages enemy units and ignites empty tiles)

 

 

Orphan spells (remove from game):

3- Confusion (halves target damage)

4- Rallying cry (moral boost)

6- Cloak of shadows (self increase dodge chance)

 

3- Ignorance (halves tech production)

3- Sloth (halves metal production)

3- Gluttony (increases food consumption) (requires earth shard)

 

Squads:

Instead of squad technology letting you create super squad units, squad technology increases the amount of units you can support in one world map stack.

Some sort of grouping on the world map might have to be used, so you don't have to move all your units individually if you have a few stacks travelling together.

With infantry limited to one per unit, you could divide a current tactical square into 4 smaller squares. Larger units like dragons and siege engines take up 4 new size squares (1 old size square).

--

Though, if you don't lets units stack together on the tactical map, tactical battles might become unwieldy with many units. So grouping is necessary to allow for large tactical battles. Actually allowing for grouping units together but having each unit occupy their own square might be a solution. When you select a unit that is part of a group, you select the entire group and they move as one. Pathing might be an issue for unit blobs. If they try to move through a small area or if there is a obstacle they will need to change shape to fit.

 

You can group units together as long as they share the same movement type (walking / mounted) and are not special units like dragons or siege weapons. The group adopts the slowest units movement speed.

To group units, on the strategic display drag units portraits on top of each other to group them (as long as you have the required tech).

If a group has different types of units, each type of units portrait will be displayed in a vertical stack, each portrait has a number if there is more than one unit of that same type in the group.

If the group is super diverse (and the stack of portraits would be like 8 portraits high or something) condense the unit portraits down to the role the units serves.

Shield = unit is a infantry with a shield

Bow = units is a archer or spell caster

Sword = Unit has a 2h weapon or 1h weapon without a shield.

Horse = Unit is mounted type

Crown = Unit is a notable person

Hovering over each role will show a tooltip that tells you exactly what units are in that role.

On top of the stack is a thin down arrow button which will slide the portraits down to one portrait. The portrait shown is the strongest unit of the most populated unit group, which should represent what that group does best. If a group has been condensed, you can slide it back out by clicking the thin, up arrow button on top of the group portrait.

Any group with a sovereign (or just the sovereign by themself) in it has a sweet, really obvious crown over the top of the portrait stack (no matter if it is condensed or not).

 

When you move a group, you get a preview about what squares the units will take up when you move them. A group always tries to resume their default shape (a square) but if there are obstacles then units will be pushed to the back of the square. The units in the middle get pushed back first and the units on the sides of the group try to stay on the sides when they move. Though the order doesn't really matter because you can change units positions in the group.

 

[Insert more advanced formation management here, like line formations]

[Insert handling hazards here (how to handle squares that are on FIRE but units can move into them?)]

 

When you have a group selected, you can click on a individual unit to focus on him, you may then tell that unit to swap places with any other unit in the group by moving that unit onto the unit you want to swap with. This formation changing is free and can be done anytime during your movement. So, you could move shield bearers to the front as you advance up to archers, then switch to 2h weapons when you get there. Behold, the value of groups! However, if your group has to squeeze into a narrow space and there are only two group members next to the enemy you will only be able to attack with those two group members.

Attacking with a group:

If you have a group selected and then tell it to attack a target, all units that can reach the target will attack with their basic attack. First, the units that will not be countered will attack, then the healthiest units then the low hp units. Hopefully the target dies earlier and you conserve your hp. You can continue to attack units with group members that have not exhausted their action.

If you want finer control, you can select a single member of your group and have them attack or use an ability by themself. Once a unit has used their attack/action, you cannot swap their position with another unit.

 

Long Range units:

Archers and siege catapults can fire upon enemy units that enter their range (1 square?) on the strategic map.

Siege Catapults cannot fire upon units in the same space as them (tactical battles).

In a tactical battle, if you have siege units or archers in a adjacent strategic square, you can tell them to fire on a tactical square. The attack is delayed by one tactical turn and then does lots of damage to any unit in the area it hits. The area is increased by the amount of archers / catapults you have.

Tactical catapults are small aoe weapons for tactical battles.

 

Spies:

Spy units that can become invisible on the strategic map (cannot initiate stealth in enemy influence) and also do not reveal who they belong to (and are hostile to everyone except yourself and your alliance). They become detected if enemy units are adjacent to them.

They can pass into enemy influence even if your other military units would be disallowed due to a treaty.

 

Revive / Destroy Land:

Spells that revive / subdue the land. Apparently this was in beta and required your sovereign to give up some of their essence to found cities.

This might be cool as an optional step, your sovereign can use essence to imbue settlements with revive / suppress land.

If your settlements are on the correct land type, they get a bonus, if they are on the opposite land type, there is a penalty. When your sovereign founds their first city, the spell is automatically cast without any cost. One of the boosts for being on the correct land type would be a reputation boost, so your capitol will gain size more quickly. Another might be one invisible free food tile for the city. This would get your first settlement started quicker and you could make actual food tiles rarer and increase their value.

If a settlement that has had the surrounding land magically restored is razed later, the essence is restored to the channeler. If the settlement is conquered, the spell remains until another channeler overwrites it with their own.

Also, because you won't be slapping down your grass / dead terrain everywhere you could actually see the desert / snowy areas of the map. What would be better I guess is a life / death version of all the tilesets, since the map looks terrible at the end of the game when everything looks the same.

 

Weather:

Weather, weather spells, weather affecting cities, strategic movement and tactical battles.

 

Ways to streamline city building:

You can queue up buildings and units even if you cannot build them at this time. When you do this, you indicate that you want them built in some point in the future, when you have enough excess resources. So when you make a new settlement, you can queue up everything you want built, and it will get around to it eventually.

The only resource that should be reserved when used in a queue is food.

Even more streamlining, you can tell a city what size it should grow to and what it should focus on and it does it all for you.

If you have advisors on, the settlement can contact you and ask for specific technologies to research. So if you have a gildar focused settlement, they will ask you to research tech that unlocks gildar production buildings.

 

 

Unit Customisation:

More Aesthetic customisation for troops, ruler and equipment (like logos on shields or armour).

Sovereign has two costumes, diplomatic (for diplomacy screen) and battle (for tactical battles)

 

-- ADDS COMPLEXITY FOR COMPLEXITYIES SAKE --

These are ideas that have their complexity to fun ratio too low…

Hero Defeat/Capture/Defection?:

Defeated heroes (whose entire group are defeated) are captured by the enemy force that defeated them. They can be used as diplomatic chips. Also, when you defeat a heroes group, you take possesion of all their consumable items, quest items (and the quests the items are tied to) and items like valuble stones ect. These go into your stacks inventory if you have a hero or to the royal vault.

Heroes that entire group is defeated by monsters will make their way back to their kingdoms. This takes time, the heroes do not appear on the strategic map and are listed as 'missing' if they are in the dynasty. When they return, they will have 1 hp and have lost all their consumable items.

What this will do:

-It won't make the loss of a hero to a monster such a bad thing. You are only denied their use for time (and you lose any awesome forgeable lot they were carrying).

-Losing a hero to an enemy player may however be forever.

 

Optionally, Prisoner Transport:

When a stack with heroes is defeated, the heroes become an automated 'prison caravan' which will travel to the nearest settlement of the capturing force. When they arrive at the settlement, all prisoners are condensed into a prison unit (has the icon of a jail cell and floats to the right side of the settlement unit list) when you click this icon you select all prisoners and display all the individual prisoners ascending upwards from the prison icon. You can only move prisoners to another settlement.

Prison caravans are slow and if they are destroyed by the kingdom the prisoner belongs to (or an ally) to they are freed. If they are destroyed by a third kingdom, they take control of the prison caravan. If it's destroyed by monsters, the prisoners make their own way back to their kingdoms.

Same rules apply if the settlement holding the prisoners was defeated. If you raze a settlement you own, any prisoners automatically move to the closest settlement you own.

What this will do:

-Make cities that hold prisoners a greater target.

-Make gaining intel on enemy prison movements a possible goal, so you can get your heroes back easier.

 

Optionally2, Prisoner Jailbreaks:

If you keep multiple prisoners from the same or allied kingdoms in the same settlement for a length of time, they may jailbreak and make their way back to their kingdom on their own. The way to eliminate this is to spread out your prisoners over all your settlements.

What this will do:

-Encourage people to spread out their prisoners, so enemies can recover some heroes via conquest easier (instead of just storing all the prisoners in your most well defended city).

 

Optionally3, Prisoner Defections:

To get out of jail, a hero may offer to defect to their captors side. Some sort of hidden loyalty stat required?

What this will do:

-???