Maybe to make this mod more interesting you should add a possibility for the Sovereign to die of old age and be replaced by one of the children?
_PawelS_
I think Goontrooper meant introducing new gameplay elements rather than graphics... Edit: Corrected the username of the original poster, sorry for spelling it incorrectly earlier.
[quote who="Raven X" reply="3" id="2606951"]A lot of people thought that when we had the debate on it. It was decided internally though that Sov Death = Game Over is a necessary and needed core mechanic. As a player, while playing Elemental you are playing the "role" of the Sovereign. Once he/she dies, your role is over. Your Nation may go on and fight the good fight but you aren't alive to see it. Then again it's going to so hard to really kill a Sovereign in game you most likely won't have
I think this should be done in the normal (unmodded) game. Why make a complicated dynastic system without implementing the kingdom inheritance?
I like the current system. When you research something, you don't always know from the start what the result will be. Of course the base cost of researching new technologies in a category should increase when you get technologies by trading, and there should be options to disable tech trading and brokering.
I had the same feeling and googled this quote - it comes from Sid Meier's Alpha Cantauri. I don't remember the drones in that game, maybe they were something like Workers in Civ4? Edit: Checked in Wikipedia, seems the Drones were the equivalent of "unhappy citizens" in Civ.
I like your idea, and I think leveling up should look similar - a few options to choose from instead of spending points on increasing stats.
For me the most important thing is that the factions (not only the one that you play, but also the ones that you play against) should be really different - not just a diplomacy bonus or a research bonus, but different buildings, units, technologies etc. that encourage the player to use different strategies when playing different factions, which is good for the replay value. It's not important if the customization is done on faction level or on race level (although the ability to hav
[quote who="Magicke" reply="79" id="2603147"] Now as far as AoW2, I hear that was much improved over the first and have yet to play it.[/quote] Instead of AoW2 better try AoW: Shadow Magic, it's a standalone expansion to it (and install the unofficial patch, which I was involved in making :))
Currently my favorite game is Age of Wonders Shadow Magic, but I think a "modern" version of MoM (with a map/campaign editor, modding capabilities, multiplayer, better AI and fixed bugs, graphics is not important for me) would beat it.
The problem that it's usually better to move diagonally on a square grid can be remedied by multiplying the movement cost by sqrt(2) (this value can be rounded to 1.4 or 1.5) when moving on diagonals. But I still prefer hexes.
[quote who="Tasunke" reply="30" id="2602872"]I remember a NON-tile based system in Total War, and it was pretty good imo.[/quote] Well, I remember I tried to play one of the Total War series games, and the combat was too complicated for me. I had no idea how to control these hundreds of soldiers to achieve good results. So if the combat system in Elemental is similar, it's not a game for me (I know there will be an option not to control my units in battle, but I think it will be bette
[quote who="Frogboy" reply="18" id="2594594"]TURN BASED but NOT tile based combat.[/quote] I prefer tactical combat with tiles, I remember a "tileless" system in HoMM4 which was pretty bad imo. I think tiles make the situation more clear and easier to plan ahead - for example when you know how many tiles you can move, you know which enemy units you can reach, and which ones can reach you after your move (unless the battle system is "realtime with
Age of Wonders