Penalize big realms, and not just that they are hard to defended because that would cause the game to be even slower. Large nations require lots of infostructure or they become unmanagable. It costs something to send messages to coordinate and manage the realm, and to ship resources to where they are needed. more details -> https://forums.elementalgame.com/397068
Gwenio1
(based on the discussion at https://forums.elementalgame.com/396888 ) Building Variety: As it currently stands, there is not a lot of variety in cities other than resources and a few with with unique structures. The simplest solution is to add more buildings, both unique and common. In fact, a city should not be able to get all the normal buildings within the normal tile limit. One idea I would like to
[quote who="Kilsonx" reply="12" id="2779784"]Each turn food is set to 0 then all your farms produce XXX amout of food, with -XXX used by your cities...= current food amount. [/quote] Nothing cost food as a one time deal, so you are over complicating it. For all practical purposes, food income - food expendatures = total food period.
It does not accumulate.
I had just rather not encourage it by helping only those near the capital, though after thinking about it weighting cities by distance might be a good idea. I think a formula like DistanceToCapital / XY = I, where X is a constant based on map size and Y is a variable that starts at one and increases each time you research a specific tech. The sum of I for every city is added up and placed in another formula that calculates adminstration cost (likely exponitial, so cost is low for a small
I do not see how this addresses the spamming of cities. Spamming cities is building the in locations with no resources or strategic value. Outposts would just let those that build a few big cities already control more resources with fewer cities.
[quote who="ColonelFlagg" reply="99" id="2779712"]So, with this new system, are Channellers really not that special anymore? Because now, when you Imbue a Champion, the Champion starts with a really small mana pool and has to work up to being as strong as the Channeller. But with the new system, the Champion can be immediately as strong or stronger than the Channeller if they have a higher Intelligence (which is common with the more Adventuring types). So if I was in this wo
I just turn Jansuk off.
[quote who="Urrumi" reply="96" id="2779658"]The Role of Essence: Suggstions / Comments #1: A caster's essence controls the amount of mana that caster can channel. This opens the option for Caster-based use of tactical spells (like MoM), and allso allows for controlling the power of spells by mana cost. All mana is drawn from the GMP. (snip) #2 The caster has an p
Essense will be replaces by mana income that adds to a global pool in 1.1, so it might be better to talk about how to work with that than essense as it is now.
I think negative food causes all cities to have a gildar income penalty for "rationing".
[quote who="angryandroid" reply="8" id="2778564"]lol, I've won a few games but haven't seen one dragon yet. How do I get one? [/quote] Research diplomacy, it has a branch to unlock extra cratures. Higher levels (dragons) have little chance of being researched so you will basically go through most of the diplomacy tech tree getting them.
Food is consumed by building such as houses, and lately mechants. Caravans boost food production.
The idea is they are selling the food, but that does not work because they would be selling it to the people of the city and your cut of the profit is aquired via taxes.
[quote who="Malsqueek" reply="88" id="2779494"]I really don't understand the perception that one lonely little champion running around would be capable of burning through several thousand stored mana that seems to be prevalent among the detractors of this method. My understanding of what is being proposed in the Global mana pool is that you generate mana every turn just like gold and materials, and use it as you need it. Running low? Don't cast for a few turns.[/quote] They seem to th
The idea is to encourage the player to no build a large number of cities with no valuable resources or strategic value, so upgrades that make packing cities close together are not a good idea, but upgrades that generically reduce the cost would be good.
It would scale somewhat as things are now, as larger maps have longer games which result in more research of the upgrades the continually increase resource production. As I said earlier, there could also be a new upgrade specifically to reduce the cost of having a large realm. Then the cost would scale naturally with the size of the map. (Technically, better tech does make control lots of land easier)
One other consideration would be to have distance matter for travel time/mana cost.
In general the preposal fits with the back story, with the exception of the sovereign generating mana. Where does the mana they are generating come from? And why do your offspring (also able to use magic naturally) not generate mana? I do not disagree that having the sovereign produce mana is needed, but I would like to know how it fits into the setting.
[quote who="StarCruzr" reply="67" id="2779199"]True. Then provide a checkbox to prevent the caster from using ANY spells in the autoresolve at all. It is a restrictive solution though. Ah well maybe you guys are right after all, it's just that the original proposal got me interested as mana suddenly became another important thing to factor into your overall strategy, influencing decisions about unit production and so on. The double pool is simpler and more forgiving. [/qu
[quote who="cpl_rk" reply="68" id="2779201"]Sorry, but I don't understand this (too little detail for me), how does this affect an imbued champion raising a level & choosing essence? If mana "income" (which I take is supposed to mean "mana recharge rate") is fixed as N "mana regeneration points" (or "income") per shard (say N=5) then you can have only 4 champions (minus four "reduced mana income") and hence only increase mana by 1/turn (5 for one shard - 4 im
How about this: - Shard at one side of the teleportation slightly reduces time. - Shard at both ends results in instat or near instant (they arrive at the start of next turn). And making use of this could be a new magic tech (or two).
[quote who="cpl_rk" reply="63" id="2779175"]Also, if an imbued champion levels up & chooses essense, how does this work? does it just increase the size of the global mana pool? Is there any extra regeneraton for having multiple imbued characters (i.e. curently 5 guys regenerate 5 mana, 1 guy regenerates one .. in the new system if regeneration is tied to shards then there is only "N" mana regernation regardless of how many imbued champions. So, if you have 10 imbued champions for example
That is another reason to limit how much mana each mage can draw from the pool each turn. It would also make each caster have more diffrence besides some casting spells with greater effect.
When a faction is significantly weaker that at least one other, it should be more willing to have an alliance with anyone, not just the "super powers". And more actions need to affect diplomatic stadings.