I still don't see why a caravan shouldn't have an attack and defense stats. In civilization for example, non combat units like the transport still had a decent defense value. In game terms it meant that the unit could not initiate an attack, but could defend itself and even kill an enemy if attacked. Translated to Elemental combat rules, it is the same as having both attack an defense, but still being restricted from attacking someone (or at least, an inability
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[quote who="KingHobbit" reply="6" id="2762222"]There has been some discussion in the forums about a tech level that gives you guarded caravans. Hopefully it is a suggestion Stardock will take a look at. There are several progressions you can make. My suggestion caravan escort caravan guarded caravan King's caravan each one has a different number of troops you could assign with the initial construct
[quote who="tanafres" reply="15" id="2761495"] ...and there's the problem, unfortunately. I also prefer hidden resources that you uncover, but then you could build on them wrongly:-( The replace location on build idea seems good, until you consider this: you've researched a hidden technology, and know where it is, but the person near it hasn't, and builds over it - you see the jumping resources. Not cool:-( Not to mention, what if you had just started a war
[quote who="valamelkor" reply="2" id="2759635"]I think that Empires are not required to be true evil. Just another point of view, another methods and economic model. No baby-eaters please. [/quote] Technically, slavery is also just an economical model [e digicons]O:)[/e] Anyway, I think different tech trees that create totally different paths and strategies is enough (assuming it will be done properly). Don't for
The other alternatives are worse. Option 1 - First city is located in start position. That might work with other games, but not in Elemental where the start location of the city is crucial. Option 2 - Start with a pioneer unit That's a possibility, but it's very possible that a random wondering monster in the first rounds will kill him by accident, while the sovereign at least has a chance. Option 3 - Soverei
[quote who="Carewolf" reply="17" id="2759680"]It could actually be pretty cool if squad combat was resolved as attack, counter-attack for each attack. This would make escaping damage-free (glass-cannon style) less likely, but would also give an advantage against smaller units, since they would run out counter-attacks faster. The animations would have to be faster though, it would be nice to have to look at the units trading blows at the current speed, but I guess it could be animated like aut
Knowing myself, I'll probably wait for civ5 to come out, wait for emergency patches, read reviews, ignore bad ones and buy it anyway. But as someone who will probably have both games, I still know I won't have such a feeling of anticipation from civ5 as much as I had from Elemental. Not sure why. Maybe it's because in my mind Elemental replaces much older games, maybe because of the time I was reading updates about it, maybe because I'm a fantasy
A few tips, hopefully useful: 1) according to the resources around you, decide what the "role" of the city is. For example, if it has food around it, decide it will be a source of food. Most buildings give % bonus to production (of food, gold, iron etc.), so according to the role you decided, it should also be clear what buildings you want placed there. Of course, the decision isn't carved in stone. Feel free to change the "role" if you find new
Magic: - Make spell books different from one another. - Magic is supposed to be something rare that can destroy of heal the world. Make magic users something to be feared or at least respected compared to other units that can be present at the current game phase. Heroes: - Traits, advantages, bonuses. Anything that will make heroes more than just a unit that can buy items. - More than just a few ability points each level. Maybe more/stron
The main problem I see with the randomness of resources, is that they appear when you take the relevant tech, but only around your cities. That means it is better to spread out a bit and only then take the resource techs. Delaying a tech for strategic reasons sounds like a bug to me. Instead, like others suggested before, show a resource locations with a question mark on it, and reveal them only after taking the relevant techs.
Location, location, location. In all strategy games there are better spots to build a city, but Elemental makes the city location crucial because of resources that are relatively rare, tiles that block your city growth, and special tiles for a harbor.
Assuming the next patches will fix the balance issues, Elemental is a very good game that presents a relatively new concept: Post-apocalyptic world. Of course, as an idea there is nothing new about it, but Elemental also placed this in the game play itself, especially in how resources are treated in the game. Resources are rare. Rare enough to make you want to start a war over a single mine. Rare enough that every temple/mine/field you find is a reason for a cel