How will tech balance with size of empire? Namely, if I have the largest empire will I automatically be the most technologically advanced by dint of the number of research buildings I can build? Or is it possible for smaller empires to stay relatively even without too much trouble?
lwarmonger
I do like this idea too. Nations that didn't fight tended to become outmoded militarily (the English after the 100 years war, the Americans after pretty much every time until WWII, ect). Want to keep up in the arms race but not be at war? Well, you can always sell your swords to the highest bidder to keep that experienced pool of manpower!
Absolutely love this idea. Would make things much more interesting than the typical 4X conquest model. It would also provide incentives to conduct pillaging raids with your main army (broken up into several smaller forces to cover more ground) to gain loot and boost morale, instead of just trying to (and only deriving benefit from) conquering.
Hear hear. I would also like to reiterate my idea that all of those research points should count towards whichever single path you've set at any given time, in order to avoid having to keep track of five different research categories simultaniously. However only the warfare RP producing structures will produce RP at full capacity when researching towards warfare while all others would produce at half (or less) capacity, adventuring structures would produce fully when researching a
[quote]What if research got progressively easier (the more you know about something the faster you learn more)? This would tend to encourage folks to specialize -- specialized teching. We'd see folks going deeper into a tech path before switching to other paths, thus increasing the differences between player's teching strategies[/quote] Hearts of Iron 3 does something like this with its proficiencies, except they do it in building. The more you build of something the more you in
[quote who="XeronX" reply="17" id="2634278"]Or here, this is an even more radical idea. WE all know that so far it seems that EWOM has alot of redundant building in place. Why not change each tech tree to having it's own specific set of research buildings... Examples Baracks and Armories do what they do but also produce Warfare RP's Town Halls produce prestige and produce Civics RP's Inns and Taverns produce Adventuring RP's To
[quote]Controlling the length of a tactical battle. We believe that users should have a lot of control over how in depth they want their battles to be. Should a tactical battle finish in less than a minute or should they last 2 hours? How do we make it so that players can control this?[/quote] I think that Crown of Glory has the concept that you probably want to use here, which is scalability... it's just moreso. You have 4000 pikemen in an army... so what is the unit size? 
[quote who="LeBlaque" reply="11" id="2628674"]What is everyone's thought now on formations, etc. with regard to Tactical Battles now that we have confirmed that tactical battles are turn based (Post by Frogboy): https://forums.elementalgame.com/382811 There are some important point being brought up in the post with regard to tactical battles, not the least of which is managing multiple units on the battlefield that might ultimately result in tedium. I, for one, don't wis
I would like a tech tree where the low level techs are easy to get, but with costs of researching out of your focus rising exponentially the higher in the tech tree you go. So while you might choose to have a Roman like focus on architecture (opening up really sweet possibilities for high end buildings), you will only ever reach a medium level in something like metal-working or seafaring. While I have a Celt/German focus on metalworking, but my people lack the sophisticated a
Not to my knowledge. I wonder how big combat maps are, and can get? I also wonder what kind of interactions are possible, either vanilla or to mod in?
Well, we've been talking about how to generate essence, how important it is to balance because it is so important, but we haven't really talked much about why it is so important. Hence, my thread detailing how essence is used now, and various ways it could be used/executed. This is meant to be a discussion! Feel free to put your own two cents in, and correct me if my "now" isn't entirely accurate. My initial "uses or modifications" is completely open to revision and ad
[quote who="psychoak" reply="6" id="2626910"]Meh. RTS games are geared towards the brain dead RTS base that wants a game to be over in 20 minutes and take as little thinking as possible. Switching formations should be a significant undertaking that one does not do when coming under attack, and never while already engaged without severe penalty. [/quote] Agreed. Shifting from column into line or wedge in the face of the enemy has always been one of the most diffi
[quote who="seanw3" reply="29" id="2625458"]Why not just go out and fight for experience? Isn't that the point of playing this game? On a balance level it would make since to use the current system of getting city bonuses while one is in the city and getting experience when fighting outside. Making a choice of opportunity cost: big producitve city, or lots of essence in the bank. [/quote] No, the point of the game is to run a fantasy empire. Therefore, I'd s
I am pretty sure that dungeons will make it into the game at some point... even if it isn't right away.
I agree that elemental looks to be turning into something unique... but I also agree with the living world crowd, that an actual, common sense living world would change this game from something special to something epic.
I think that, in combination with the building percent bonuses, could be a good way to assist focus and give nations more incentive to become "peaceful," "warlike" or "magical."
[quote who="Dr Franknfurter" reply="10" id="2624324"]I think faction relations could work... I was just thinking that you would need multiple merc factions that way... at least a fallen/kingdom one... or you would be able to hire trogs if you previously bought several angel defenders... if you split it into multiple ones then you could probably get away with hiring from each and using them all as suicide squads (and you would barely increase the costs with the more different factions). I supp
We can raise every stat we have upon creation by leveling up, in addition to a few others that we can't level up prior to creation (personally I would like the option to increase or decrease all of my stats, to include attack speed, essence, essence generation if that changes in how we gain it).
Agreed. Another recommendation is square... +4 defense against cavalry (or large creature) attacks and no flanking or encirclement bonus to attackers, but -3 to defense against missile weapons, and movement reduced to 1. Shield wall (similar to line, but better defense and worse attack): +4 defense, but -1 attack and -1 movement Phalanx (only with spears or pikes): +5 frontal defense against infantry, +8 frontal defense against cavalry or large creatures, +2 mora
Personally I think faction relations are the way to go, with mercenaries being a ghost faction. You kill off a lot of mercenaries, their up front costs (signing bonus) will be substantially higher as your relations with the "faction" go down. Why insert artificial costs when you can simply model how well you treat mercenaries with an easily quantifiable relationship rating with the mercenary "faction"?
I will do both, depending on the type of game I want to play... but only if they are both viable.
[quote who="Tasunke" reply="2" id="2623344"]Yea ... reminds me of (some) military officers spending most of their time making power-point slides Not that its their fault ... its just the lure of PowerPoint [/quote] God knows that has never happened! I managed to spend 26 months on the line, and they finally managed to scoop me up. I've never seen so much power point.
Mercenary companies. Those should be comprised primarily of normal soldiers, possibly led by a champion. Although bands of champions who fall into the specifically mercenary category could also have an allegience to this faction.
I like the embassy idea, with a couple of tweaks. First off, as a player I would like to be able to designate an embassy district in my capital city for foreign embassies (they can only build an embassy if there is room in the embassy district... that is a tile, or several, I reserve, with up to four embassy buildings per tile). If I can't, then those embassies that other people are building willy nilly shouldn't count against my building count for that city (or possibly ev
[quote who="Tasunke" reply="15" id="2623757"] So for instance, a smaller nation might gain Bonus Exp from Quests, as well as gain a larger discount on Adventure techs for completing the same amount of quests. So basically a 1 city Sovereign that completes, say, six lv 5 adventures ... they'll get 20% off their next few adventure techs ... meanwhile a 5 city Sovereign might have to complete 20 or so of the same type of quest ... basically rewarding a person for spending most of