Satrhan

Satrhan

Joined Member # 3393530
21 Posts 520 Replies 948 Reputation

Annatar: I read it more like at logistics level 1, you can have 4 units at the normal upkeep, any units above that will cost you a lot more upkeep. And at level 2, you can have 6 units at normal upkeep, 8 at level 3, etc. So a big kingdom that can spend more on research can field a larger army at 'normal' cost than a smaller kingdom with a lower tech level. I'd rather have the 'normal' upkeep be the limiting factor, but I agree we don't have enough information.

78 Replies 165,605 Views

[quote who="Annatar11" reply="57" id="2660215"] How do you think it as a double win? [/quote] If kingdom A is twice as big and has twice the economy of kingdom B, it will (roughly) be able to support twice as big an army as kingdom B. If they go to war, kingdom B will have to field an army about the same size as that of kingdom A. An army that is twice as big as it's economy can support. This will hurt. But if B is also behind in logistics tech (which is quite likely, a

78 Replies 165,605 Views

[quote who="Frogboy" reply="52" id="2659412"]I do like the idea of logistics affecting the size of armies. I also like the idea of being able to go beyond the nominal limits of logistics (Napoleon discovered this the hard way). So for instance, you could have have "Expert Logistics" provide a nominal army unit size of say 8. Every level above that costs N gold per turn where N is how many beyond 8 you have. So if you have enough gold, you can have a bigger army but

78 Replies 165,605 Views

[quote who="Darkdoom2" reply="2" id="2660039"] Quoting bilskis, reply 1 Some blokes in stardock are giving us their mods around release. One would be a new race if I remember correctly. But vanilla will only have two races. Im pretty sure that the fallen were going to be more than one race. [/quote] Fixed[e digicons]O:)[/e] But otherwise correct, with emphasis on were . Right now we don't rea

7 Replies 5,766 Views

@tesb: I figured you would, I wrote this post after I read yours in the changelog thread [e digicons]:)[/e] @Annatar11: I think you are wrong, I don't think it would be more difficult than the current system. [quote]1) Breaks down as the size of the game increases. It's easy with one city, you see 16 food and know that you can get 16 people in your city, so you build one house that can hold up to 32 and go do something else. But what about when you have 5 cities, and 1600

11 Replies 9,710 Views

I would like to suggest a (IMHO) small but crucial change in the way food, population, and housing are handled in the game. Instead of having food determine how many houses you can build, have it determine how many people can live in your towns. Currently, farms don't produce food but rather give you an abstracted 'food production capacity'. I like this, it is an elegant solution that removes the hassle of distributing individual units of food every turn, problems with food spoiling,

11 Replies 9,710 Views

MagicwillNZ, neutral settlements are still in. I asked Frogboy in the June FAQ, and this is his response: [quote who="Frogboy" reply="107" id="2640406"] Quoting Satrhan, reply 105 Frogboy (or any other dev), is the vassal system still in the game? Because I haven't heard anything about it for a while and I saw somewhere that you are redoing the diplomacy system, and I was wondering if the whole vassal system was included in those changes? <br

15 Replies 11,961 Views

[quote quoting="post"] More mobility in general (units get more moves) [/quote] Great, I was just about to make a post suggesting this[e digicons]:grin:[/e]

219 Replies 336,616 Views

Frogboy (or any other dev), is the vassal system still in the game? Because I haven't heard anything about it for a while and I saw somewhere that you are redoing the diplomacy system, and I was wondering if the whole vassal system was included in those changes?

135 Replies 485,278 Views

I thought Beta 2 wouldn't be for a few more weeks, but if it launches this week or next week thats a lot better than some screenshots [e digicons]:grin:[/e]

3 Replies 3,903 Views

I really like the idea of being able to use Essence points to improve the stats and abilities of your Sovereign and Heroes. But how would you separate the 'normal' leveling up and the corresponding improvement in stats and abilities from the improvement caused by spending Essence points (I'm assuming that most heroes won't have Essence points to start with, and will only be able to get them after the Sovereign invests some of his own into them)? I propose that the improvem

27 Replies 102,669 Views

Could we please get a few new screenshots, just to tide us over until Beta 2 launches? It feels like it's been ages since we last got a few pictures bigger than a post stamp. I'm just curious to see what you Dev's are looking at. They wouldn't have to reveal anything significant (although I wouldn't mind if they did [e digicons]:P[/e] ), they could just be eye candy. Also, I can't seem to find a specific screenshot I saw a while back. It's one of what I think

3 Replies 3,903 Views

[quote who="Raven X" reply="12" id="2626571"] ... [/quote] I can only say 'Hear, Hear'. This is pretty much how i see the future if we allow the world to continue the way it is now. But what can we do about it? But there are some good arguments for having some criteria on who can go 'colonize' space. Most of all, its bloody expensive. And I don't necessarily mean money, it takes a lot of time, effort and resources to get someone into space and give him a place t

25 Replies 86,162 Views

Again with the essence investment, what's the point? I agree with you that essence should be scarce, but it should only be used for magic, not everyday life. Humans are perfectly capable of building huge cities without requiring magic in this world, why should it be any different in Elemental? To me, once the sovereign has cast the revitalise spell to turn 'dead' land into something habitable, he is done with it. The revitalised land slowly spreads outwards, making room for not just one, but

114 Replies 234,955 Views

[quote who="Climber" reply="60" id="2597555"] ... I do want that whether a city reaches L5 depends on geography, but probably not entirely limited by water as this is not a real world game. For some fractions, likely the man, will need access to water to achieve it. For other fraction, whether there L5-abilty should related to their racial habitat. Dwarfs (I know, I know) won't need much water to build a huge L5 lybrinth in the mountains. Restr

114 Replies 234,955 Views

[quote who="MagicwillNZ" reply="27" id="2595936"]You know, prestige seems like a weird mechanic to determine population growth. I understand the quality of palaces attracting adventurers and dragons, but I would have thought that survivors of the apocalypse would be more concerned with pragmatic matters like food, water, shelter and security. I'm just saying: when you've got palaces as a way to improve population growth in the early game, it doesn't make all that much sense... espe

114 Replies 234,955 Views

[quote who="Mandelik" reply="8" id="2595204"] Quoting 2big2fail, reply 2 No doubt all the testers want the game to go into multiplayer... No. I can't care less about multiplayer, probably will never play MP with Elemental. I wonder how many % of testers feel the same. [/quote] I'm not big on multiplayer too. But I doubt the multiplayer beta will be just about the multiplayer aspect (stable connections, communication and stuf

38 Replies 29,957 Views

That second one looks like the Swamp Lord that will be in the game, a creature that I think looks great: I'd like to see some undead creatures in Elemental. Not just your basic zombie and/or skeleton created by necromancy, but also some rare and possibly ancient beings like a Lich, or more ghost like Wraiths, Wights and

23 Replies 15,991 Views

[quote who="strager" reply="30" id="2588704"] By that same logic your characters are about the size (or bigger ) than downtown portland too - those must be some BIG miniatures....[/quote] Not exactly, because the miniatures are a representation of a (military) unit that currently is in that tile. The unit doesn't occupy the entire tile, and the miniature itself can represent anything from a single soldier to an entire legion or more. The presence of the miniature/unit doesn't exc

35 Replies 68,797 Views

[quote quoting="post"] ..... Moreover, I’m spending too much time building housing still which also eats up valuable tiles. In my build an outpost gets 16 tiles, a village 24. But I’m using 8 – a third of my tiles – on huts and that’s not enough to get my city to level 3 unless I upgrade them to houses which would require 27 more turns which is an eternity. If I wasn’t using so many tiles on huts I’d be building more researc

141 Replies 249,512 Views

I have a question. If I understand correctly only base resources like Iron will be stockpilled in the game and these will be consumed when you produce stuff like swords, but these 'refined' resources will not be stockpilled, either globally or locally, right? My question then is: will there be building requirements for a city to produce weapons and other equipment? So if I want to train a 'knight' at a certain city, will it be necessary that there is at

191 Replies 604,866 Views

Great, looking forward to it Bara! Edit: Oh dear, i see i forgot to give Jafo some well deserved karma, this has been rectified[e digicons]k1[/e]

16 Replies 43,015 Views

[quote who="Jafo" reply="3" id="2582292"]Fixed... [/quote] Thanks for the quick fix [e digicons]:thumbsup:[/e] [quote who="Mumblefratz" reply="2" id="2582291"]You can use FF (or most any other browser) to read them in the meantime. But yeah MSWord is notorious for posting bad html that IE chokes on. [/quote] I suppose i should install FF or some other browser, but i'm just so used to using IE that i don't feel like going through the hassle of learni

16 Replies 43,015 Views