Apologies if this is discussed elsewhere. I'm currently enjoying the current build, but I am still finding the magic system unintuitive. Conversly the tech research system has been working well for sometime, so I suggest copying many of the elements of this into the spell system. This is less of a game play change, and more of a suggestion as to how to use the existing game assests to streamline Elemental for slicker, easier to learn gameplay. In short I propose two changes.</
strawbdragon
Just need an item that can be equipped in the unit design panel like the pioneers pack. That way you can make soldiers with fort making skills (like the romans), but at additional cost. But an awesome idea, so long as it is balanced so there is a penalty for spamming these everywhere.
This is going to make the game hugely more enjoyable and interesting for me, great job! As for the idea that players will reroll maps constantly to get the perfect start, well that is their choice. I used to do that but committing yourself to play the game with whatever start you've got is much more challenging and interesting, and means you will be playing varied games rather than the same one over and over with a similar awesome start position.
I feel that rather than the tiny hard to hit arrow, there should be a separate button to make them leave the city, similar to the "Launch Ship" button in Gal Civ. Either that or a button that boots all the units out (maybe allowing you to select the square you want them to go to) would be a useful addition to the UI.
I agree with what you say about the magic system. It doesn't feel very intuitive at this point. Spells effectively have at least 4 very different resources, named very different things and behaving very differently that determine which spells you have access to at any one time. In particular think that "spell points" should be called "spell research points" or something similiar to make it clear from the outset they are not used in spell casting. It took me some time to realise this, and find
I agree with the OP. I'm finding the huge army problem something I don't really like at the moment. I'm tending to find I only build one huge army, with lots of trash units to protect my squishy casters, and then use the teleport spell if anything threatens my cities. The first problem I see is that leveled up heroes represent a large investment, so I am never going to put them in a vulnerable position in a small army. I will always want them with a big army that always wins, so that