[quote who=" Winnihym " reply="91" id="2602913"] , let them produce nothing by themselves, but increase the production of the squares they touch. [/quote] Now that is a mechanism that I l ike . MUCH MUCH simpler. Should be intuitive to most people, AND does exactly what you say, that is improve on Elemental's unique city building style. This I am for. Actually, sunds
StillSingle
Build time for units is " -1 ". Looks like the screen shot (used Jing) didn't appear here properly, will have to play a bit to figure it out. Let me know if you want debug.err file. Build time decreased to -3 for Parties, and -7 for Companies. Every unuit was build in the next turn.
[quote who="PyroMancer2k" reply="88" id="2601453"]Well the city level restriction only serves to further promote having high level cities. If you can only get curtain high end buildings in high level cities that means people will want to have largers cities even more. But if the restriction is instead by other building requirement it would mean cities would have access to newer buildings as they continue to specialize without the need to reach higher level cities. Thus a highly focused farmin
[quote who="PyroMancer2k" reply="85" id="2600796"]I think it is viable to make people value Specialized cities but without the need to add overly complicated mechanics to the game. And here are some suggestions. 1) Increase the number of unique buildings and reduce the number of duplicate buildings a city can have. This way if a city wants to say go heavy research their would be several types of R&D buildings that are kind of limited but also a lot of buildings that instead of
Great suggestions! Espially the one about intercept. I think that there needs to be two parts to intercept commands though: 1) Defensive intercept, which is what you've explained. Leaving a unit in your territory (I think yuo should be able to do this outside your territory as well) and be able to intercept units that try and get by. I think this could be made more robust, and have it so you can designate the tiles which the unit will try and intercept un
[quote who="Climber" reply="67" id="2598468"]Again, agreed with Darkodinplus post #63 completely. Rgds to the penalty needed to increase city level cap, I believe essence should be the best choice as it will always be scarce. [/quote] Last time I checked there was a technology that allowed you to "Imbue your Soverign with Essence". However, currently the tech doesn't work, other than allow you to research it..... John, I haven't been able to build a ci
The idea sounds cool, as Frogboy suggested. However, it seems to overlap the current mechanism to limit the number of buildings per city (the tile cap). Perhaps your system could be used as an alternative to the tile cap for cities, as it allows more sophisticated decisions on city building. The only thing I'm seeing here that could be drawback is that most buildings are going to need the same population per building tile (I might be wrong here). IF that
fourthed. Also, if you have the auto combat done like you said, there could be an auto button in tactical combat so you do not need to manually clean up the rest of the battle, just watch it happen in super speed (AI takes over you troops and issues commands as fast as your PC can handle)!!!!! MoO 1 and 2 had that feature. Was good for cleaning up after your outstanding tactics had already won the fight.
[quote who="PyroMancer2k" reply="23" id="2595260"]Though one approach would be to have a 3 number display in the form of a fraction like so. Current Usage/Current Production (Required to fill current housing). So for easy math let's say 1 food feeds 10 people and use the example above so the food display would show 130/180(300). This simple display let's the player know they are using 130 of their 180 food but will need 300 food production if they want to fill all their houses. [/q
[quote who="Myles" reply="19" id="2595059"]The only thing I would like to see is a drop in production based on how long rationing has been in effect. If a city has just begun to ration food due to shortage it will not have the same decrease in production as a city which has been rationing for 10 turns. [/quote] from Frogboy's post, it looks as though housing could be crippled, which could drop the level of your city, which could mean buildings are auto demolished, which would mea
[quote who="XeronX" reply="17" id="2595028"] First off is just basic stategy. If food is used building houses instead of feeding the population you remove the very basic stategy of starving them out. Especially since this game is using food as a global resource to allow for the specilizations in cities. After playing the beta I was of the mind that food as a global wasn't as attractive as it sounded before I got into beta But if you are trying to avoid the every city is an empire u
your idea is similar to what i loved about the original starcraft!! My bro and I would spend hours playing as the same team against the ai and just have sooo much fun. There is a very big difference thuogh.... RTS vs TBS. In an RTS you're always against time trying to get everything done, in a TBS, you have all the time in the world to organise your tactics and make sure that your overall strategy is happening on the various sub compnents (research, city
Frogboy's last comment on not having to manage whether they have overbuilt houses is probably the igest plus to the current system. That's not saying I don't like the previous ideas of having the population eat the food, therefore houses don't consume food, but without micro managing, it is possible to build too many houses. I believe the current system works exactly how frogboy's post says housing and food should work. food does not = food just because they consume food lik
Yeah I remember the good ol' building grind in MoO2. And yes, at the moment it is exactly the same in Elemental. I'm all for a cutomisable auto build list. Preferably something easy to access and modify In-Game. I recall one of the civilisation games (I think it was no.2) had customisable auto build lists, but you had to create a file in a specific place, using specific formatting to get it to work. Then you couldn't change it while in game. T
[quote]Like the lumber mill only giving you as much as 4 workshops. Well yea late game that seems like a waste but when you plop down your first city and can only build ONE workshop the addition of a lumbermill is HUGE. Suddenly your getting 5 materials a turn from your starting city which really helps get it off the ground[/quote] I build 2 cities imidiately, and each of them gets a hut. first research is farming. Both cities easily get to lvl 2, which means to
All the buildings that you need to place on a resource, eg lumber mill, should give you more than the same squares in workshops.My suggestion is that: 1) any building that takes more than one tile, should provide the benefit of the one tile alternates + one tile worth. for example, schools shuold produce 5 libraries worth of research (10 not 8). 2) any building that produces a resource bonus based on percentage should use my idea above, have half the number of
[quote who="Tasunke" reply="3" id="2591037"]I have found that on a Size 5 capital completely devoted to science, Conclave and Gallery can come quite handy ... but only in this situation. You need at least 4 Schools or Universities to make building a Conclave worthwhile. Considering this, its pretty silly how early conclaves can be built. Although I guess having 16 libraries or 16 Studies might also have some good Conclave effects ... its probably impossible to have that many libraries/Studies
Yeah, I'm with Xeronx with the stacking buildings of like type. Use superscript in the UI to denote the number of a type of building you have in the city. Also, using the stacking system would mean building more buildings wouldn't require as much time for the bigger cities. Once you've decided you want to increase research for example, you'd only need to click build library, and assuming you'd already build one before, you wouldn't need to then choose where
It is possible to create a race with the bonus to research (+10%) and the uneducated weakness (-10% research). I beleive I tried a couple of the other opposing traits, and found the same issue.
[quote who="Cauldyth" reply="20" id="2570003"]What if each city has a central structure, like the Town Hall, which can be upgraded. Without a Town Hall, a settlement will be limited to Level 1. With a base level Town Hall, it's limited to Level 2. With the next level of Town Hall, it's limited to Level 3. If you want a settlement to remain small, you simply don't build the next level of Town Hall. If you want it to grow, you consciously build the next level
Hey Tatsuke again!! Hey Klaxxton! As Tatsuke Just mentioned, we have been discussing this on the XP thread. I'll quickly outline my views as well as a mixed solution that I only just thought of. 1) Adding skills for all units would be overly complex, especially if they gained skills thruogh leveling. I'm not against the soverign having skills, in fact the sovereign already does have skills, but this should be limited so you do not end up with a ube
Whoa, super DnD based leveling. Heroes of Might and Magic had a learn skills every couple of levels system. To be honest, the DnD system you described is waaaaaay to cmplex for Elemental. With the curent system in place, the majority of how the unit will act is based on the equipment you design it with (or aquire and equip). This system is much more alikened to Master of Orion ship design. Only the special units (Soverign, Champion) should
[quote quoting="post"] This experience is then split into the participating units, proportionally based upon total damage dealt to the enemy x (1.10)^n where n equals the number of enemy soldiers* killed. *for killing a company, n would equal 10, and so on. //examples You fight 10 enemy soldiers. Lets say it was a company of infantry with total battle rank of 150. We then multiply this by 2, to get 300. Lets say you fought against them with a com
I'm with Istari up to point regarding race specific Wonders. However, I would be disappointed if these were the sole or majority of Wonders available to be built. Just imagine having wars over the whole glowstone needed to make my floating waterfall idea. Could be that both Sovereign's peoples' petitioned them to build for them this great place of wonder (who wouldn't want to wake up to waterfall in the sky everyd
The magic component still can be. Wonders/Unique buildings could acually be created by magic, therefore requiring certain spells etc to be discovered either through research or to keep along the lines of unique materials as suggested above, by finding a "scroll". Then your unique building/wonder can be something like "The Floating Waterfall" (nice tourist attraction :P ). I definately agre that there should be some type of unique buildings being able to be cr