Guide to Early Gameplay For New Players, Please read, comment and add.

Early Gameplay for Elemental  Faq version 1.0

December 15, 2010

 

I wrote this to help new players get used to the new environment of the game for version 1.1 since there are several game mechanic changed that occurred over the beta testing leadin up to this change.

 

            There are usually 2 resources placed near the starting location although there seems to be a 1% random chance of getting extra or different starting resources.

            Under the current game economy, the usual seeded resources are 1 Farm, which will provide 4 food for kingdom, and a mana shard of a random element.

            The settlement founded by the sovereign starts with a maximum population of 10 people, later settlements started by settlers will have a max population of 5 people.

 

            Population is generated in towns at the rate of the prestige bonus. Towns have a basic +1 prestige plus extra from buildings and hero/sovereign bonus’s through traits and charisma. The hero/sovereign must be stationed in the town to give the charisma prestige boost. The bonus from the royalty trait is kingdom wide.

 

Population is a resource that serves 2 purposes:

1)       Source of gold – every person gives 0.1 gold per turn, 10 people -> 1 gold per turn, which will be modified by buildings and town level modifiers.

 

2)       Resource of people available to work. This shows your available working population. Training people as soldiers takes 1 person. Groups train multiple soldiers into a single unit and take more people.

Buildings require people to run them, for example a workshop uses 5 population, costs 1 gold per turn to maintain and gives you 1 material per turn.

 

So back to our starting game.

 

            Lying on the ground should be several goody huts, you should send your sovereign around to pick them up since they will give you some choices as to what you can do in the first 25-30 turns of the game.

 

These are your priorities:

1) get some defense for your town.

2) get gear for your sovereign.

3) build a workshop for materials.

4) build a study for tech research, the first tech you want to research is equipment under warfare to improve your peasants into spearmen with armour.

 

            Now then, the game starts you off with 100 gold and 5 materials. You should pick a spot to start your kingdom within 5 turns of the start. You don’t want to be behind in production from the computer players, but more importantly, you don’t want wild animals and bandits to kill your sovereign.

 

            Usually the first thing I do is get my farm into production in order to get my first hut as quickly as possible. Population drives so many things in the game that you want to hit 15 population fast. This gives you the gold you need to support your first workshop and a few peasants for defense from the wild animals. keep making peasants until you have 6 or so, be sure to buy a spear for your sovereign when your town hits level 2 as this adds some option to what you can buy at the shop. if your town is attacked, tank with your peasants and kill with your spear wielding sovereign and heroes. 3 attacks will usually drain early monsters of action point so they can't counterattack. It's ok if peasants die, they are expendable and you will dismiss them later and replace with spearmen when you can.

            During this time your city will hit level 2 and you will get a level up option. You have 4 options: 1) a tech research bonus, 2) an arcane research bonus, 3) a gold bonus, or 4) a defensive unit.

 

(although I think the defensive unit can move outside of the city if you want to attack with them, and I don’t think they get replaced if they die)

 

            arcane research bonus : It takes so long to get magic going in this game that I find this to be the worst pick early game unless the wild resource for arcane is near the town. This rarely happens, moving on.

            tech research bonus: A strong pick if you know your way around the research options to get the tech you want quickly.

            gold bonus: A good option if you plan on building your peasants up because everyone needs  a paycheque. It will help pay for more buildings later on, very versatile.

            defensive unit: These units don’t scale in the game at all, but it can give you a strong defense against the early monsters now that they can join up together and attack your cities. I might take this if I intend to tech up warfare early to tide me over while I push out  some high powered single person units early  game.

 

            Whether you want to try for a military victory or not it is important to build up a decent military force as the monster spawning will slowly get stronger, the AI might declare war on you, and you will want a stack of heroes with units to hunt monsters for gold and xp.

 

So Where Do I Go From Here?

 

            From this point on you can go in any direction you want but here are some things to remember:

- Bigger cities are stronger than smaller cities; you need a level 3 city not to make grouped units.

- I recommend making three cities, one specializing in gold, one in tech and one in arcane. Since you can build many of the basic resource buildings over and over you are only limited by the 50 tile limit of a city (some buildings take 4 tiles)

- Should you find a wild resource that you want to take advantage of, such as a gold mine or lost library, it is not unreasonable to slowly collapse a city and move things over to the new location but buildings that are only 1 per faction are lost if they are destroyed, so you can’t move them. Your game will last as long as you want it, 300+ turns, so have fun with it.

 

Things you will want to find for later in the game.

- a source of metal to pay for higher tech weapons and armour.

- a source of crystal to pay for magic equipment.

 

I’m sure there are tech’s that will spawn both of these resources for you, Channeling for crystal, and an adventuring tech for metal.

 

4,186 views 11 replies
Reply #1 Top

Some suggestions:

 

1)       Source of gold [Taxes] – every person gives 0.1 gold per turn, 10 people -> 1 gold per turn, [also called Taxes] which will be modified by buildings and town level modifiers.
2)       Resource of people available to work. This shows your available working population. Training people as soldiers takes 1 person. Groups train multiple soldiers into a single unit and take more people.

Buildings require people to run them, for example a workshop uses 5 population, costs 1 gold per turn to maintain and gives you 1 material per turn.

[NOTE:  Population is also kingdom-wide so if your first city has 100 Pop and your second city has 5 pop, you can still build lots of buildings in your second city and it will take population from your kingdom]


  Lying on the ground should be several [Glowing] goody huts [(Notable Locations)], you should send your sovereign around to pick them up.  since they [often] will give you [Gold and resources, this will expand your] choices as to what you can do in the first 25-30 turns of the game.


-------------
1) get some defense for your town.

2) get gear for your sovereign.

3) build a workshop for materials.

4) build a study for tech research, the first tech you want to research is equipment under warfare to improve your peasants into spearmen with armour.
--------------

I would change this to

1)  Get gear for your soverign.
2)  Build your farm
3)  Expand your population cap by building a hut
4)  Build your first workshop to provide materials income
5)  Build a study for tech research
6)  Build a peasant(s) to support your soverign and defend your cities

 


     tech research bonus: A strong pick [only if you have a library nearby].  Gives one free tech point for every library and one free tech point for every 5 studies]


- I recommend making three cities, one specializing in gold, one in tech and one in arcane. Since you can build many of the basic resource buildings over and over you are only limited by the 50 tile limit of a city [and population] (some buildings take 4 tiles)


 

Reply #2 Top

bump.

please add to this so we can improve the game faq.

 

Reply #3 Top

-It is important to get your capital city up to level 3 as quickly as possible so it can begin to generate some respectable money in taxes for you. Cities of size 1 only give you about 1.5 gold per turn, and size 2 will only give you about 5 gold every turn.

Considering that you will be using at least 3 of those per turn on a couple workshops and some defense units, it is important that you grow your capital quickly.

 

-Be careful with your city upgrades. Most of them have a per turn gold upkeep, and all of them use population. You want to always have about 10 available population in the earlier stages of the game in case you need to develop a fighting force quickly.

 

-In most circumstances, it is helpful to research the Equipment tech first. It provides solid early game equipment to help protect your sovereign, and allows to to build units for your capital city with light armor and a spear, which is decidedly better than our woefully inadequate peasant defenders.

Reply #4 Top

A little on the makeup of an army.  I am sure there are many, many ways to build your heroes, but I have run into some interesting options.

First of all, the tank and turn drainer:  this hero is built around wearing as much armor as they can find, high constitution for hit points, high dexterity for dodge, and....a dagger and shield.  Why?  The shield is extra defense (no kidding, got a 5 DEF shield as a quest reward once).  but more importantly, the knife gives you an extra action per turn.  This makes the role of the tank as a turn drainer.  because of the dodge and defense, they can last all day.  They don't do much damage, but you walk in and drain the enemy's counter-attacks, then walk in with your glass cannon and destroy him.

Yes, the glass cannon:  This is your two-handed weapon weilding, high strength, low HP/dodge destroyer.  If you can get one with the Crushing Blow (or your Sov. with assasin background trait) then so much the better.  You have to protect this guy, but he's all damage, baby. 

In summary:  walk in, use all of the creature's counter-attacks with your "tank," move in for the kill with your glass cannon.  But be careful, they are fragile!

 

 

Reply #5 Top

Basic Advice

 

In case no one has mentioned it yet, always get Mobility spellbook. I think there are some enchantments that increase your movement which is nice, but the main reason you get this is for Teleport. This is a ridiculously overpowered spell that allows you to transport your caster and army to any tile in your border. You can shove all your units into a group to attack a neighboring AI thats blocked you in, overwhelming them with the ability to teleport back to your cities in case an enemy unit is about to sack one. You can even teleport and then move your army, isn't that nice.

 

Also in case no one has mentioned it, you can create an idiot-intelligence void warrior type Sov and still be able to cast any spell from your spell book as Int requirements do not affect Sov. This can be useful if you want your Sov to turn into a wrecking ball asap though the few spells that base things off Int (only for damage I think)  like Arcane Arrow are still affected by your Sov's Int.

 

Basic "Tactical" Combat Strategies

 

I recommend having one armorless guy with shoes to run around like an idiot while all enemies focus on him because their AI sucks. You then have some guys with at least 1 armor (in case of counter attacks, to be cost effective) and spears destroy them. Works for pretty much anything early game and can carry over into midgame if you aren't facing archers/mages.

 

Alternately just buy your heroes the first level of armor so they can destroy everything early game. If you keep up with heros and continue upgrading your armor nothing is really a match for you.

 

(not sure if tech advice works for Empire)

If you want to be creative you can have your sov or one of your heroes focus on Int and using the combat book research Arcane Arrow which is a lvl 2 spell. Don't bother with arcane labs, get Arcane research done asap unless you really need armor immediately, this gets you a Monastery improvement which is way more effective. Honestly I play on Epic and I never see the need to make an Arcane focused city unless by chance I find a couple Arcane Temples close together, a Monastery at every city large enough will allow you to finish the entire spell book in no time. By the time you research this spell your hero/Sov should have gained a few levels and will do 15ish damage per shot. Have a few guys with spears and basic armor guarding them allowing enemy to come to you in tac battle and you shouldn't have any problems into midgame. This works better for merchant/tech heroes as they tend to have higher starting Int.

 

Hopefully the first two strategies here get patched into obsolescence and I can help find other broken strategies that can get patched out too >_>

Reply #6 Top

Pretty much everything I read above is good, but heres a few things that weren't mentioned, but please keep in mine... its all about how you like to play. Also, some of the below tips really should be changed/nerfed, but thats been suggested allready in other threads. That said I'm currently trying games of ridiculous world / ridiculous faction / large maps with a Sov who is focusing on using only magic. Needles to say I'm getting hurt alot & needed a break.

Diars' Tip & Tricks

  • Note on the spell Return from the Mobility spellbook purchased in  character creation. It needs 10 int to use. So make sure that a hero with less than that has another hero nearby who can lead the group so they can be Returned as needed.
  • Regarding enemy faction zoc & shops. If you do not want to sign a non agression pact with that faction, but still want to be able to purchase itmes from that factions shop, then park a hero on that factions border. As soon as their inluence increases that zoc will overlap your hero. So long as that hero does not move, he/she can sit there buying whatever they have for sale. (not so important now since all factions have traveling boots available, but can still be usefull if that faction is researching weapons & armor & you are not) Note; you can not buy from a shop if you are at war with the faction.
  1. Expand outwards as fast as possible with hired heros (research/lore/merchants/royalty) since they; a: dont need to be stationed in cities & b: aren't dedicated to combat like the adventuring heros.) Continue to expand outwards with newly hired heros, while allways leaving 1 or 2 heros behind near an enemy zoc. Concentrate your research to match the AI's research for adventuring tech, specifically for notable locations. This way, either through a 100turn non agression pact, or a declaration of war, you can use those heros to roam the enemy factions zoc & loot all lvl 1 to 5 notable locations from your enemies. By this point in the game you should have the spell "Return" researched, & once an enemies zoc is looted you either have those heros continue on to another enemy or, Return them to your capitol to distribute any books/potions/weapons/ etc to your Sov or other crucial heros.
  2. Many people research weapons 1st, I do not, I research leather armor (so my sov can have a good 13 defense when I have the gilder) 1st & hope I'm lucky & explore until I find the neutral faction. They sell a 2hnd sword for 160+gilder that does 23 damage with +1 combat speed & a breastplate & helm. (the armor seems to not be equipable by your sov, & female characters, but its good for the rest of your heros) Have that hero buy as many of those items as you need & then with the spell Return, warp back to your capitol to distribute the gear. Or simply have the heros seige that city, or another nearby faction.
  3. AI diplomacy is still broken. So you can declare war on a sngle faction multiple times in a single turn via the trade menu. Doing so can swell your coffers with gilder and materials whenever you find yourself running short. Its cheap, and obviously not working as entended, but totally doable. Also, this mean never declare war on another faction without 1st checking via diplomacy who will pay you the most to do so.
  4. Capitol City level up reward picks: On the hardest dificulty setting I find it necessary to selct the Random Gaurdian Unit at both lvl 2 & lvl 3 to ensure my capitol is protected from roaming npc's. The lvl 2 unit I gun for is the Thug, 8 dmg 3 armor, no retaliation from attacks & the Young Ogre at lvl 3. So far, these 2 untis make your starting city vertually invincible from enemy attacks early on. Just dont auto resolve the combat, allways use tacttical combat since you want to ensure you allways place your defending units on a tile with the +10% defense. Makes a huge diference in surviving huge unmatched fights.

  Well, thats pretty much all I could think of atm... I better get back to my Chaos Empire, I'm determined to see if I can get to late game with only magic.. :beer:   


Update: O.K. Fyi; I'm finding it next to impossible to get anything accomplished early game with magic only. Taking on a stack with 1,000+ hp with npc's in that stack with 350+ hp with Arcane Arrow to be impossible due to a lack of mana. LOL... not really surprised there; I had to fall back on to those weapons I mentioned just to stay in the running with the enemy AI's. Still, I will keep on hacking & slashing my way through mid/late game to see if magic becomes better at higher lvls with a larger mana pool.

Reply #7 Top

I research magic first for the shards, and then diplomacy, for the roads.  It's a lot of mana to give up if you don't build your shard temples ASAP.

Reply #8 Top

AI diplomacy is still broken. So you can declare war on a sngle faction multiple times in a single turn via the trade menu. Doing so can swell your coffers with gilder and materials whenever you find yourself running short. Its cheap, and obviously not working as entended, but totally doable. Also, this mean never declare war on another faction without 1st checking via diplomacy who will pay you the most to do so.
End of quote

 

How does declearing war give you gildar?

 

Reply #9 Top

Quoting jecjackal, reply 8

AI diplomacy is still broken. So you can declare war on a sngle faction multiple times in a single turn via the trade menu. Doing so can swell your coffers with gilder and materials whenever you find yourself running short. Its cheap, and obviously not working as entended, but totally doable. Also, this mean never declare war on another faction without 1st checking via diplomacy who will pay you the most to do so.


 

How does declearing war give you gildar?

 
End of jecjackal's quote

 

  • The factions in the game like & dislike each other. When talking to a rival empire/kingdom select the option "Trade", there you will see that you can trade gilder & resources that both of you are harvesting. Also, for each faction you have discovered you will see that the one you are speaking to will offer you varying points for declaring war on each. On average, in a ridiculous game, they offer from 160 to 800 points for declaring war. Once you select the faction you wish to go to war with; then you select gilder or available resources up to the total points that they offered you for that war declaration. Click accept & your at war with a rival & showing a profit.
Reply #10 Top

This is great guys and gals, keep it coming.

Can anyone think of any other strategies the ai has trouble dealing with ?

I find Arcane weapon very useful because it breaches the difference in armour versus weapon damage and lets weaker weapons tear through armour which the ai does not see coming.

crude bows become very effective with arcane weapon if you get this early.

Reply #11 Top

Ok will update this and put everybodies contribution into it, printing a hard copy now.