Nah... this is as far back as when Elemental was yet unnamed... from the Galciv 2 forums I think, when they were talking about all the games they were planning to create with the new game engine.
lwarmonger
So I've heard allusions to a plan to create an RPG with the Elemental game engine (can anyone point me to the announcement for this?). Wouldn't it be interesting if you could populate any of your games in elemental with your characters from this RPG? Wouldn't it be more interesting if your actions in the RPG could influence the game (i.e. the game world empire is controlled by the AI while you control your party as it wanders around the landscape influencing what you influenc
MORALE! Morale is a must for any game of this nature. Morale should influence the unit's ability to fight, reflect losses and fear producing units, and cause armies to break and run. This is a game maker or breaker for a lot of people. Many RTS's or even turn based strategy (although not many of those) are broken because there is no morale mechanic and all units fight to the death in a "rock-paper-scissors" fashion. This style would completely break combat for me
Ever handled a rifle? Does training on it prepare you to TC a tank? Having done both I assure you it doesn't. Soldiers need training on the weapons and tactics they are going to use, not just generic "training" on being a soldier.
Personally I think here is where the difference between cities and villages should come into play. We should really only have 3-4 actual cities, but many different villages throughout the countryside. We need someway of determining what places are good locationsand circumstances for a small village to grow into a city, and a method to keep that small village that only really exists to provide a market for local cattle ranchers a small village. But villages (2 or three s
I think this is a great idea. Both religions and NGO's should be included, over which the player should exercise influence but not complete control. If not included in the game itself, the ability to mod it in (in a type of Magnus Mundi style of mod a la EU III) should exist.
By the end the open beta will get us most of the gaming experience that we want as the game continues to adapt and change based on user input. Stardock will also support the game a lot more than EA ever has. I really don't think this analogy fits.
Like starting off as a duchy or count in Crusader Kings.
Polis based society: You really can't maintain more than a few cities (say half or a quarter of what is normal, depending on the positives assigned) without suffering crippling loyalty and efficiency penalties. However, you have a citizen army (when attacked your militia are equipped like median regular troops and have substantially better training than usual), a significant diplomatic bonus with any breakaway/released vassals or civs (loyalty to the mother city, which c
I think a combination of vassalage and megapoles would be great... my Roman empire could very well splinter as my german barbarian vassals invade and my megapole "provinces" begin to look to themselves. Very realistic.
Personally I think both would be nice (as long as the player can't see what any given AI actually is). It should all boil down to what type of AI coding is easiest to make competetive (I would think NTJedi's would be, but I know very little about AI programing).
I especially like the "good" settlement idea, which while I don't think has been brought up yet is an important part of a living, breathig world.
I agree. Logical (at least within the context of the game) reasons for dungeons appearing and developing would inadvertently create its own story (albiet not in a paragraph form).
Personally I think this gives rise to an interesting question about the origin of heroes. I think the answer to that question is, "anywhere." Heroes should come out of cities or villages or farms or whatever, and their origins should influence how they act, who they like, and what their goals are.
I like the random map generation. It does a good job of generating a nice "real" feeling to the world, with mountain ranges, forests, lakes and plains all mixed together in a realistic way. Don't see that too often.
From what I can see, currently the only way for your Soveriegn to gain experience is by him personally killing things. This almost forces one to use their channeller in a combat role. We need other methods of acquiring experience so that our channeler can level up without being a combatant. Kind of going off of this as well, I would like to reiterate the point made on at least a couple of other suggestion threads to allow us to choose what aspects of our channeller advance
I think the idea of this game is to avoid "early land grabs" altogether. Which is why there is an "efficiency limit" on the number of cities you can easily maintain. Do you want a large an unwieldy empire (ie lots of vassals to keep happy and possibly betray you) or a small and streamlined nation? Also, since you can establish cities without essence only on already fertile tiles, actually making a major land grab could be very costly in other ways... namely the opportunity c
SoD armies aren't viable in real life, so why should they be viable in the game? I would like to see the "30 years war paradox" come up, namely the large armies starve and the small armies get beaten. So which option do you choose?
I don't think it is available to download quite yet. If I understand correctly you should get an e-mail with your registration key when it is.
Ah, so the world destroying spells (and I would assume the tactical battle spells) are the ones not implemented then.
[quote who="landisaurus" reply="4" id="2373713"] So all of Beta 1 consists of an initial magic system? Without magic spells (which are implemented in Beta 3)? I think there is more to it. 1. Spells will have lots of flashy 3D particle effects that may not be available in the 1st 3D build. So while we may have spells by the end of Beta 1, they are likely removed again in Beta 3. They said one benifit of the cloth-map only is they can pla
So all of Beta 1 consists of an initial magic system? Without magic spells (which are implemented in Beta 3)?
That would be fantastic, but I'm not sure if it is going to make it in, as they appear to have decided to go for the simplest economic model of all the ones they were considering. I sincerely hope that a trade system of the type you envision makes it though (after all, most of the power politics of fantasy realms ala Forgotten Realms ect revolve around trade and the revenues of such providing a basis for adventure).
Ideally a "story driven" campaign will be structured in a "reveal the map" kind of way. For example, when the character starts out the campaign only a few dozen miles are showing. Once he finishes the first part of the campaign, the map expands to show the surrounding area thus "scaling up" the campaign (but with what the character has at the end of the first part of it completely intact).
Personally, in terms of how mechanics play out for execution, I think something like a controllable dominions meets total war style would be awsome (obviously it would have to look closer to total war). Removing the morale and fatigue (especially the morale) mechanics are NOT, I say again, NOT the answer.