This question has been mostly answered by the Devs who have said the game will be simultanious turns, .,, at least had said so on one of the game review sites, quite a while back. weather this means simutanious plan and act, or simutanious all plan, then all excecute hasn't been specified. but waiting 20 * n minutes between turns has been kiboshed ( n = number of players, 20 is some arbitrary average) Take care. Robbie Pr
Robbie.Price
Goodmorning all I think that 'free market' really was the wrong word to describe what i was going for. I was more going for a special event type situation. rather then an entire undertone to the game mechanics. in brief Every building has two effects; A standard effect and a standard Cost/maintanence cost/ possibily usage cost. whatever. And a Mister Money bags Cost/maintanence cost/usage cost/ whatever, <br
ya, I know, it really starts to get political. and i wouldn't argue the direct effects either, the Idea is simply that such a system should have Immideate rewards (build stuff for you for free) long term costs (the building never functions perfectly, or functions at a cost every time you use it, stables), and should additionally come with long term risks if you over use it (lots of money you don't control, side effects there of,) Of course you could T
Goodmorning all, I was thinking, in all the TBS civ builder games you build each and every building, in each and every town (except if you intentionlaly don't build certain buildings becasue they are useless in that town). By the end game this often makes founding new towns . . .somewhat daunting. Think Moo2 vy the time you can build planets, starting a new town really is a questionably worthwhile endever, getting it up to speed takes so long and requires s
Goodmorning all One thing we may want to consider is Compounding bonuses. A building with three 10% bonuses to defending against archery can be either 30% bonus against archers (linear), or 33.1% stronger (1.1^3 -1) Thus a tower can get exponentially good at something,(or bad at something) by adding together moduals that compliment eachother. (rather then having to have the game with extra moduals like walls 1, walls 2, walls 3
One thing to keep in mind is that only magical people can bring the land back to life, I like the idea of alchemists (random example) but how where they maintaining thier livelyhoods without an empire to sell their servieses to?? (even if you can turn Iron into Gold, , , you still can't eat it unless somebody is willing to trade gold for fish.) that being said the game dosn't have to be exceedingly realistic, it was just an odd thought that passed by my min
well informations flows at the speed of spells, if the mob boss is a channler. and i wasn't thinking so much of priates, or raiders, who directly attack stuff, more a de-centralized faction that syphens off a portion of proffits from any town they are established. most if not all of thier actions would be Covert/infiltration spy like in nature. but it would have to be done well, and is not a realistic goal for elemental 1, just a fun thought.<br
Goodmorning all [quote]I think that "SuperSpys" would fit well with your system, but give players who want that extra control over movement an option. Having visable / playable "SuperSpy" units allows for greater micromanagement and the increased chance of an enemy kingdom detecting them. [/quote] The problem with Super Spys as on board (covert) units (rather then Spec Ops), is that most of thier functions involve being part of something, normally something abstra
Goodmorning all, re : spies should have a secondary ability to destroy stuff, and commandoes should have a secondary ability to learn/manipulate. I would for the most part disagree. If you are going to have two systems, have thier actions seperate, Overlap = confusion and ballancing problems. Now, that being said, to some extent some level of destruction and learnage is possible. Consider a spy in a town, running as part of the government. The spy
Goodmorning all, I was thinking about spy and diplomacy and all that, and got thinking what about black markets, under the table trades. . . What if the game had an organized crime family that extended beyond borders, and why couldn't the leader of this mob be a channeler. A channler that instead of claiming land and making cities, enters cities made by others, and organizes thier ciminal underbellies, making thier own criminal racket, demanding 'protection money', and
Goodmorning all, Drawing from https://forums.elementalgame.com/354543 Espionage https://forums.elementalgame.com/361114 Grima https://forums.elementalgame.com/361383 Single Unit Visibility and various other sources. I would like to propose a 2 part solution to the 'spy problem'. There are two primary camps i see on the forums about
Goodmorning all, firstly Lomion Agarwaen, I like most of the things your spys can do, some of them like well poison and such i see as being better for an alternte unit, but how are you forseeing the mechanics of your system, most of them seam to be RNG rolls, poison well pass fail, steal lump sum
Goodmorning Psy... which post was your comment dirrected at? can you expand on what part you find boring? thank you for the contribution.
Goodmorning all. One other thought, For single units another consideration might be taken into account. Consider one person hidding from an army. The one person will see the army long before the army sees the person, it should be possible for units to intentionally hide themselves from a single stack. Hiding behind bolders which face the unit your hiding from, sticking the the far sides of hills and inside vallyes. Units could then choose
Goodmorning all. [quote who="Scorpiana" reply="93" id="2336590"] I like this idea... A suggestion I would like to add, if your spy thinks he might be detected, you should have the option to abort the mission and recall the spy. That way if you do have a serie of bad rolls, you still have a chance to save the spy. Off course, recalling the spy might put more attention to him, raising the chance he get's picked up for a friendly chat. If you recall t
Goodmorning all Thanks, Fortunately the middle innitial is not I, my parents where cruel, but not that bad. As for having the ability being overpowered, it would be easy enough to have the 'completely subvert' require an ongoing mission, an unending mission that requires a certain minimum number of spys/ number of spy levels (1 super high level, or 3 mid levels for example). That way you can't just pull your top brass and move on. <b
Goodmorning all, One option might be that diffrent factions give things differnt names, If you choose to change the name of your town, then you would see the new name and they would see the old name, Over time they would eventually see the new name, and then eventually only see the new name, but the change would not be immideate, If you trade with the faction, or have lots of diplomatic contact thier names would be addpoted more quickly, if not you would ke
Goodmorning all Regarding distance calculations, a mission in a faction at the other end of the globe aught take longer, if your spy isn't already inplace. Actually moving your spy from town to town, or while in the faction tracking WHERE the spy is would be unnessisary, but having tw factions, one right beside you and one at the far side both take 5 turns to do the same (very simple) mission... seams odd. [quote]Perhaps have one RNG which selects between three outcome
Goodmorning all ZigZag, that system is much like the one i am proposing, a system where most factions have a certain number of agents (~1 per opposing faction). they are given missions on the global level and handle thier own travel. Every mission takes pleanty of time, and instead of RNG to fail or succeed, the RNG adds or removes turns left to complete(weighted heavily by skill and level of the spy), with a very small chanse of being detected outright. Wh
Goodmorning all, The other option is to make the proceess always gradual, one spy would take 100 turns, 2 spys would take 75, 3 spies would take 56 turns. . .(each additional spy reducing the time by 25% of remaining). Now if i spy get's caught the proccess would stop, or slow down for a while, and other spys would be at a higher risk of being caught for a short period, but then the counter would continue to decend till the leader is
Goodmorning all The ultimate Espionage victory would be that all the opposing mages end up completely surrounded by your agents, They think they are giving order on how to run thier faction, but infact all the information they ever recieve is a lie, a cleaverly manufactured lie. If they cast a scry spell, your agents know it's going to be cast before it is, and set up a decoy so that what the wizard sees is what they expect to see. Entire towns cease to take orders fro
Goodmorning all, Firstly, I to am against the pay per turn for attacks and pay per turn for defence methods, and i hope my suggestion didn't come across as being that method. I think one benifit to my suggested method is that it is quite compatible with Magical Servents and scrying. Most of my system involves spy units being found in your faction, and them being given specific tasks on the global level. There is no reason why an Air elemental co
Goodmorning all, I for one see two espionage systems. being discussed, One unit based system where a unit walks around, doing stuff, being seen or not being seen, attacking stuff with or without being caught, possibly with or without special equipment/training. And for this system psychoak is in part correct, Most of the 'spy funcitons' in many games could be reproduced by regulare units with guerrilla tactics and training; poisoning wate
Goodmorning all, Firstly, I'm not acutally suggesting a fixed spiral solution, the algorithem is simply to aim to go beyond the nearest dark spot, along the line that reveils the most dark spots. The algorithm generates a spiral if started in on one square surrounded by darkness, but that's just one outcome. Also the algorith only fails when the radius of the unknown wall is small, My example was a worse case sanario, and it showed that after as
I don;t see how the search algorithm fails in retagular worlds.. If you are told to auto explore after running a long way you'll end up doing an arc one way, then turning around and doing an arc the other way, (or just jumping accross the gap), it would need to do an edge detect, and not try to walk off the map. . . . but that's one condition. comparied to the alternitive, 'go to the nearest unseen patch' i fail to see how this method could preform si