[quote who="Peace Phoenix" reply="5" id="2654391"] Magic is already needed to revive the land enough to build on. With an even greater essence sacrifice Sorcerers can revive the land to become fertile. If I am not mistaken, fertile land are the ones where you could build farms ...[/quote] Well... it looks like we might be able to create Fertile Land? It already costs 1 essence to revive forsaken land to build a town upon.
Spicy Mike
Apology in advance, if this is in, or has been suggested. I couldn't find anything about it. From what I've seen, it seems like this could be put into the game, from looking at some of the NPC perks to enhance a city (Administrator, Royal). It's an idea that's used in many empire-building games, and I thought about it when reading about city spam. Realm-wide efficiency bonus/penalty Many empire building games have some mechanic for corruptio
EDIT: Wrote this up as a new post in the Elemental Ideas forum, https://forums.elementalgame.com/384528 Concerning city spam. Many empire building games have some mechanic for corruption or inefficiency. As the empire grows, the penalty grows, so that the more bases you have, or the farther they are from the capitol, the less efficient they are. They also have various technologies (or governme
[quote who="Xtropy" reply="47" id="2652095"] ...The last thing I want to do, especially as my empire begins to add more and more cities, is to hunt around in the city planner for the appropriate buildings that I am supposed to attach my "add-on" structures to, when it's an obvious decision that nearly every player will always make 100% of the time. If an armory built near my barracks improves it, who wouldn't build their armory next to their barracks? Searching for the approp
A few thoughts. City Improvements City Improvement List UI * Tabbed headers seperating the available buildings into types: Housing, Food, Prestige, Gildar, Research, Resources, Military, Misc. * Collapsible windows in each tab, showing Allowed Buildings (grayed out for low resources, coin, space), Future Buildings (researched, but current city
I hope the tactical battles are similar to Master of Magic. I know I had combats that I would always lose on auto-resolve, that I could win by controlling the fight. Usually involving missile attacks while keeping the enemy at bay with Earth to Mud, or massed Phantom Warriors. I hope that magic used in Elemental combats will be as versatile as MoM magic.
Here's a thought that just occurred to me. If the development of food starts with the beginning knowledge of gardens, and then advances after researching Farming, Fishing, Orchards & Beekeeping... why not combine gardens with houses? Without a serious study of large scale crop management, the default food production would probably be individual gardens, near housing. Afterward, you'd move up to community gardens, and then on to farms. A Hut + Garden would
I have a similar idea. Instead of having one screen of building icons with output icons on top, could we get header tabs for types of output? Housing, Food, Gildar, Research, Prestige, Resources, Military & Misc. (Did I miss any types?) Even better would be to have that tabbed window divided into (collapsible) sections. The top section would be things we can build in the city (grayed out if we lack cash or materials), a second section for items that are resea
It crashes on me if I'm playing fullscreen, but I can alt-tab when not using fullscreen - but then I can't scroll the map.
BoogieBac, a thought. From my limited (2 days) playing time, I've been razing parts of the city as I upgrade. When I build a Marketplace (6 gold, 4 spaces), I raze all Merchants (1 gold, 1 space). Now, how about allowing the Merchants to upgrade once a city has a Marketplace? They still produce 1 gold, but could also specialize, based on any special resources near the city. Or perhaps allow us to choose from a list, per Merchant. This would add variability
I mean, once you research Longswords, you can train a swordsman unit that costs, IIRC, 20 gold, 20materials & 2 iron. But if I have looted a longsword from some dragon bones, I should be able to use that to reduce the cost of training the swordsman, because I do not have to make the sword for him. Plus, you cannot design a new unit with a weapon until you have researched that weapon tech (I think - 2nd day with the game). But if I have looted weapons from caches, why n
Speaking of item management... looking way back at Master of Magic, you had an item vault & all heroes shown on one screen, and you could drag & drop gear all around. Since we can drag items between far apart heroes, it would be nice to have one separate screen, with the ability to store items in a town vault or trade. This would make it easier to swap gear around, and also to get it to town to sell at the merchant. Another thought - why can't we use all thos
Beta 2 is my first taste of the game, so I don't know all the tricks & info from Beta 1. It's probably a bit early to say, but I like the complexity (so far) of city building so far. My number one problem with city building is knowing what everything does. Some is obvious - I build near an Oasis, and can't build the "Oasis" city structure. It shows up on the build list in gray, and the requirement for 50 materials in red clearly shows I need to stockpile some.&nb
Also note that you cannot trade equipped gear (or default starter gear, it seems). If the gear icon has an E next to it, then it is equipped.
I've spotted two such grammar errors, on locations. One was the Troll Cave, where trolls "pray" on travelers, and I can't quite remember the other now.