In general, 4x games have used sanitation as a method of curbing rapid growth. In the civ series, you had city health as the problem which required hospitals and clean food sources. In the TW series, you build sewers and baths to help prevent an outbreak of plague which is probably one of the worst things that can happen to a city in those games as it affects stationed units as well as the populations. [quote]With magic heavy games, healing is in arcane art[/quote] I think thi
kenata
[quote]I suggest a compromise: When you get to a city, a caravan can use an option to "create trade route". From there, the user will get 3 options: 1) Fastest route: As things are today. 2) Safe route: A route that doesn't pass through forests (or any other monster spawning areas) 3) Country road: A safe route that passes only in your area of influence.[/quote] I think this is an interesting idea, but I think this could be simplified down into only tw
Roads do in fact upgrade. Upgrading a road is not as straight forward as it might seem. In the current version, there exist 2 different concepts. The first is a road which modifies the move cost of the tile it is part of, the second is the route actually taken by your caravans. Now, a caravan does not upgrade the road directly, but instead upgrades all the roads along its route after its route hits a certain amount of trips. That is, a caravan between city A and B will upgrade the roads based
I think the second option is best too, though I am aware that it would probably be the hardest to implement given that there is current no path drawing at all in Elemental.
Since Elemental's release, the road mechanic has been underwhelming. Yet, before we can discuss how to possible solutions to make the mechanic more interesting, it is important to understand why roads are not as useful as they could be. To this end, we shall outline the current road system and some of its shortcomings. 1. Roads can only be built by caravans. In general, this seems like a reasonable mechanic, as it is trade that usually pushes a society to c
[/quote]Having varying levels of different resources presents the opportunity for more resources to be spawned, and provides more drool factor when the big ones come up. Plus, it reduces the odds of the 'mega' resources all appearing next to each other, making those rare occasions when they do the subject of your next military campaign...[/quote] I actually like this idea very much. I think it would be cool to have a small/medium/large/huge gold deposits which give +2/+4/+6/+8.
[quote]I'd much rather you talk to us about the spells and the core changes that are coming to the game. I didn't even know that there was an issue with ZOC's. [/quote] I think its hard for either the community or the devs to really have a meaningful conversation about either spell or core changes until 1.1 is released. As far as pre 1.1 is concerned, I feel like we have all discussed it at great length and now we are simply waiting to see the changes they made. Personally, I like the
I think this idea of automated caravan replenishment is really good. Though I think it would be cool if you could as the pillager could steal the contents. Like if a caravan is transporting gold or food or whatever, then you get a certain amount of that resource. "With very few simple operations, a complicated supply system isn't work to manage at all." This statement seems like it would be nice and easy. Yet, one does not simply wish away the complexity of managing any su
Yes Caravan Wars ftw. I think the more that can be done to make infrastructure more interesting the better.
The Sphere of Influence has a lot of potential as it can be used for numerous different purposes in game. I am definitely with Heavenfall on this one, it is shaping up nicely and adds strategic depth the developing your cities.
ZOC is exactly what this is. It is the zone of control for a given city and its improvements. A previous posters said it just right, since there is no other ZOC types, like a military ZOC v a cultural ZOC, then there is no need to make a specific distinction here. Looking at the various versions of the ZOC, I think it would cool if it had kind of a mix between the last version and the one from the commented out code. I think it would be nice to have very definitive ZOC but w
[quote]hey, kenata, you'll get no argument from me about end game units; there should always be an opportnity to improve your units. But I hope you'll agree this is the mechanic that exists in most 4x, because there are end game units; their creation is what drives most 4x economies. what we need is an economy who's complexity is appropriate, purposeful, and fun for each kind of victory condition. Being able to buy enough votes to win a diplomatic victory or pay enough specialist researcher
[quote]So why not provide the same level of intricacies in the model for those who enjoy the same, but only under the "Economic" model which should have at least the same level of tangible depth.[/quote] The vast majority of my posts have been against a specific type of resource model which uses a complex chain of resources and improvements, but at no point have I said that I personally do not wish to have intricacies in the economic model. Going back to my earlier posts, I have said
[quote]Hmmmm. I'll try that. Too bad no one offered that suggestion over a month ago when I was looking for a solution at that time. Not very elegant though, and I am not sure that it doesn't actually remove it entirely, but it's worth a shot. There are other issues I encountered, but they're not worth going over now.[/quote] Like anything it has taken time for the community to develop the knowledge to do some of these things. I agree it is not elegant as I didn't have the time to
[quote]Automated workers in Civ 4 are a great example of automation done right. They're not as good as manual workers, but with the options to leave improvements and forests enabled they're not bad. What they do really well is go around hooking things up and spamming railroads: things which are simply tedious for the player because there's no decision making involved. Thus a player can automate a couple of workers and use their manual ones to focus on things that matter. If you could automate
[quote]As for the resources, try removing a default resource in the game without modifying the original XML files.[/quote] I am not 100% sure what you mean exactly by removing a default resource, as resources in the XML of Elemental are simply a value one acquires in a number of different ways. Now, If one wanted to remove this value, then one would only need to mod those elements which give this value. So you could make a modded claimed Lost Library which gave 5 gold instead of the 5
There are a couple of bugs where if you do something when the tech chooser pops up, it won't let you pick the tech or the new tech line. If you want new weapons, you can open up the tech window, either from the button on the very bottom or from the button in the kingdom overview browser and select the warfare tech path. This is one way to get new weapons. There is an alternate route which is the quest/goodie hut route. As you level your adventure techs, new quests and goodie huts will emerge,
[quote]Actually, I have to disagree. The current resource system is currently flawed, if not outright gimped. Basic items can be handled/added, but no real layers of complexity can be added. Now, it's entirely possible that I am simply unaware of how to implement it, but I spent a lot of time on trying to. I had to put my conversion/mod on hold as a result. But based upon the tone and nature of Brad's contributions to this thread, I am under the impression that it's not possible with the
This is possible, simply add some pre req to the object that can not be fulfilled.
[quote]For those that enjoy this aspect of strategy games, yes. For those that do not, no. Also in this thread, options have been offered to appease both types of players. If you have the ability to please both, why wouldn't you?[/quote] Of Course! This would be the optimal solution. A system which pleases everyone at once, sign me up. Now, I have been following this thread fairly closely, and I think that there are a lot of great ideas here. However, I don't think any one idea doe
[quote]LOTR is a book written by someone with zero knowledge of war.[/quote] J. R. R. Tolkien fought during WWI as a second lieutenant from 1915-1916 when he was sent home due to an illness he got in the trenches. As for this point, I am sorry but you are incredibly wrong. [quote]Standing armies are a rarity, trained armies are even more rare. The typical standing army, today, can't shoot for shit, and wouldn't last five minutes against a tenth of their number in veterans usi
[quote]Seems like Champs should have personal guards.[/quote] I don't know if I like the idea of "Personal guards" for champions. This could be an interesting idea for the sov as it would make sense in the lore, but I think that champions should be thought of as captains/lieutenants which oversee various aspects of the faction. Considering all the changes moving into 1.1, I think that the role of a champion should be expanded. Currently, A champion has three basic roles. First
[quote]Just as an aside, and maybe I'm missing something, but I don't understand why the harbor is not an economic building. [/quote] This is actually an interesting point. I know there is a mod for a fishery which gives a real bonus to those sea side cities, but I think it would be interesting if this were taken one step farther, to include water resources and perhaps a water based caravan unit. I think this would really add a nice expansion to the current resource model and could ea
I actually started a game recently that had 2 lost libraries, a gold mine, a fertile land, an old forest and a wild warg all within two tiles of my starting tile. It was moderately insane.
While I don't completely share his vision of an underwhelming patch, I think we have all felt this way at some point. With all the talk on the forums about 1.1, it is only natural that some people have a subtle fear that the new patch will not do everything one might hope. I know I had the same feeling a week or two ago, but the more I thought about it the more I realized that like all things Elemental is a journey which we, the community, and the devs are undertaking. So far the road has had