Wow sounds awesome. No lie all these mechanics are amazing.
DsRaider
Cities do get rather large but since the world is so empty there is no real need to make them smaller. Plus placing all those buildings allow you to claim resources and expand your borders, if random improvement placement is your thing you just have to double click..... One thing that bugs me about cities is that all the buildings are so small and there are no tall towers. It would be cool if libraries and sanctums could stack on each other to form towers. This would look much cooler,
This seems like a good system to me. A improvement over what we have now.
[quote]New Setup option: Random Events [enabled][disabled][/quote] huh I would have thought this would have made it into 1.3. Seems kinda weird not being able to turn off random events.
[quote who="Alstein" reply="29" id="2942463"]Other ideas: Building units in higher level cities is cheaper in terms of materials used (more efficiency) If you need that knight in the border hovel, you can get it, but it will be more expensive to get the stuff there. Experience levels could be capped by buildings that require city levels such as training grounds. Another idea, higher level cities get more value out of the resources in their domain. Shar
The main problem with peak oil is the rising of energy prices. It is ridiculous how much modern society is based off insanely cheap energy from oil. If energy prices rise than everything from transportation, to heating and cooling rises in price as well. Since in the modern economy basically everything is transported half way across the world absolutely everything we buy would rise in price from higher oil prices. Even rent and food would climb in price. This increase in basic costs woul
You don't necessarily need to make sovereigns mortal in order to have a good dynasty system. Just remove their ability to respawn in their territory. What would be the point of life spans? Oh the sovereign that you designed and put all that hard work into just died for no reason, and was instantly replaced by a worse version.... How would that make the game better exactly? It would also be weird if all your champions were immortal or even if they kept dying off. Yeah I got my champi
Ya it's awesome to see you still trying to make Elemental reach it's full potential.
Really really awesome, alot of awesome changes here. Just a few questions... [quote]When a sovereign dies, its faction is inherited by the player with the best relationship with them.[/quote] What does best relationship mean? Could we get the nuts and bolts explanation of what exactly happens behind the scene please. [quote]Random Events[/quote] Sweet, but could we get an example of what Random Events are? [quote]Improvements that can repeatedbly be bui
From 1.3 notes... [quote]Harbors (sea faring techs) eliminated until further notice[/quote] lol, you totally called it! [e digicons]:rofl:[/e]
I don't think they will change how sovereigns currently die. Losing your sovereign will still be a game over, the changes only effect what happens to the sovereigns old stuff. Occasionally an AI sovereign will wander out of his territory and die but ya it's rare. However it will fix situations like when a AI attacks you and takes a few cities but then loses a battle and their sovereign resulting in all his cities including your old ones totally disappearing.
You forgot sand dolphins, the lesser known close cousin of sand sharks. [e digicons]:grin:[/e] In all seriousness I think a simple naval system would be cool and fairly simple to add. Just add the ability for AI's to use ships, the ability for ships to attack each other and have the armies duke it out on a new ship tactical battlefield. Then the devs or even modders could add sea resources(that require a harbor), and sea monsters and pirates that simply board your ship and start
[quote who="greggbert" reply="8" id="2942263"]I want a kracken mount. Actually having 2 fully water-based races would be really cool, like they did in Alpha Centauri.[/quote] Real men ride dolphins to war!
1.3 is supposed to include a system were upon the death of a sovereign his property will go to the faction with the best dynasty relation. However the details haven't been worked out yet, and 1.3's content is very fluid. I like your ideas, I would like to see a system were you appoint your children governors of cities, so that upon your death the cities go to their spouses parent. Your heirs spouses parent would get everything else unclaimed. This would allow for more interest
[quote who="alborrelli" reply="35" id="2941686"]To me the difference is, and always will be that Civ5 (warts and all) is something I come back to every once in a while when I have time. The only thing I do EWOM related is check the boards to see if anything has come out to make it more fun and more playable. I keep telling myself I'll check it out now that 1.2 came out, but then I remember that 1.2 was only bug fixes and didn't have any of the alleged "fun" stuff that alleg
[quote who="Sarudak" reply="8" id="2941525"]Wrong direction! This is going to make city spam and monotony even worse because you will want many more small cities so that you can take advantage of the cheap producing buildings that you can create at each one. This choice will make cities more monotonous because you will want to spread out your generic production buildings among many cities rather than having cities specialize! Do the math and (given the numbers you are throwing out)
Nice this fixes several different issues at the same time.
[quote who="Trojasmic" reply="5" id="2940960"]I get the part about this being a cooler world to explore and conquer. I still don't get how this new world works with city building, city spam, claiming world resources, etc. Any ideas?[/quote] Ya I know that exploring and leveling champions will be extremely cool in FE, but what about warfare and interacting with other factions? Any improvements over WoM?
[quote who="Umbranoth" reply="10" id="2940491"]My guess is the AI recognizes the Fishmarket as a food producing structure and builds it accordingly.[/quote] Ya Frogboy's pride and joy AI makes real decisions instead of following a script, meaning if you mod in a new unit it will weigh the pros and cons and build it if it thinks its a good idea.
Dynasties were half-backed in Elemental because diplomacy and any sort of interaction with the AI whatsoever was quarter-baked at best, not to mention I don't think they ever really decided on how exactly your sovereign dying was supposed to work. I'm excited for FE but I am afraid that all the focus on RPG elements and gutting the "half-backed" 4X elements like Dynasties or even Diplomacy will leave us with a game that is basically a rather good RPG with some basic base build
It's not like any improvement in WoM isn't relatively easily transferable to FE.
[quote]3. Speed up spell learning It's good for techs to take a long time to learn, but spells should come a little faster in EFE than they did in EWOM. With the focus supposedly on "magic", we need access to a lot more cool spells here. By the way, I think the books of combat and summoning should be incorporated into life, death, fire, water, earth, and air. I think the books of mobility and enchantment should be basic magic spells that all casters begin with. You can sprinkle
Honestly, as cool as all the new stuff will make combat and exploration it seems to me that faction on faction combat is being starved and gutted. With dynasties going the way of the old electric cars I don't see it's close cousin diplomacy getting any attention, and it badly needs it. I would love to see the ability to mod dynasties back in but I wouldn't get your hopes up. Elemental as it stands has absolutely no mod support whatsoever for changing any part of the core
Words cannot describe the disappointment I feel.
I for one welcome our new Elemental AI overlords. [e digicons]:cylon:[/e]