After literally decades of magic-infused strategy gaming, ranging from Master of Magic to Age of Wonders and beyond, I believe that Elemental could be a title that can impress the audience and spawn a long-lasting franchise. That is IF a few things are considered. First off, balance between magic and technology. Some games eschew technology all together (such as Heroes of Might and Magic, Age of Wonders) but E:WoM seeks to include different styles of empire building along RPG
VetMichael
I respectfully disagree: Given that the spell book is rather lackluster in terms of a magic-based 4X game, and also given that at early levels the average peasant/observer-style troop would be overpowered by Bandits early on, Enchanted Weapon is (IMO) pretty much the ONLY buff spell worth the Mana. I played several games with Sovereigns who focus on spells and a few with those Sovereigns who ignore magic. Without the Arcane Weapon enchantment, and with no way to upgrade experienced tr
Hmmm...some of these I'm happy about but one I have a problem with is the combination of Tech cost increases with Study cost increases. As it stands right now (v1.2) you should build 3 to 4 times more Studies than Labratories to even keep techs somewhat competitive. This might put more emphasis on magic (which is, to be honest, not all that great at buffing your troops to begin with) which means you'd need more mana producers or your army will quickly fall behind the enemy quickly.</p
Hey, just bought the game a few days ago and played a half dozen times thus far. I appreciate the new developments but would like to suggest a few things: 1) When researching Tech Tree "Civilization", the Housing technology which enables 'Villas" for the Kingdoms inevitably crashes my game regardless of how early or late in the game. Might be a unique crash to my game, but its consistency suggests a deeper issue. 2) The list of units & settlements on the left side of t