While Elemental comes with two races -- Men and Fallen, each of these races are split into 6 factions each (12 total). Each of these factions has its own technology tree and own spell book to make each faction play very very differently.
The thing to remember here, these are groups that have been split off from each other for a long time now and they have evolved in very different directions.
Aha! That's a wonderful bit of news! I'd been thinking that two races wasn't going to allow for that much variety, but twelve factions makes much more sense. The more I learn about Elemental, the more excited I get
Sounds good.
I am wondering, at what point are the modding / community sharing tools going to be released? I think it would be excellent if there were already a functioning mod community come launch time.
Are the faction spell books mostly different in theme (Ice DD spells vs Fire DD spells vs Both Fire and Ice but less damaging) or substance (No DD spells vs no Healing spells vs no Summoning spells)?
Sammual
I'd imagine (completely uninformed-like) the spellbooks would be based on what element/alignment you choose, independent of civ.
Spell books make use of the various types of mana in the game.
I'm assuming that while each faction has their own tech tree and spellbook, they are mostly constructed from "generic blocks". Like there's a spell called "Enchant roads" that speeds up movement on roads when cast, and 3 human and 1 fallen civilization has it in their spellbook(but you need a specific amount of spheres to cast it even then), and "Siege engines" can be researched by all the human civs but only 2 of the fallen ones. Then perhaps some human civilization, let's imagine a barbaric one, has a spell called "Berserk" that is unique to them and can be cast on troops.
Or are all spells and techs more or less completely unique?(somewhat like in Twilight of Arnor)
Oh, and what about units? Are units totally dependant on merely tech, or also the empire in question? Anyone who can research Arcane Steel can get Magic Knights(that are identical regardless of nation), or is it that the units gained from Arcane Steel differ between human empire 1 and 2? Like the knights of a merchant republic aren't as well trained but have better armor than from a feudal kingdom?
Thanks for the clarification. I was a little concerned about "two races" when I first heard of it. I should know by now you guys would provide more diversity than that.
It sounds something like:
Faction A- access to spellbook Fire, Water, Air
Faction B- access to spellbook Life, Water, and Earth
Faction C- access to spellbook Death, Air, Earth
Maybe that's too simplified of an explanation, though. With 6 different magic types, though, that's a decent number of combinations. And that's just assuming that these spellbooks are that broad. It could be more refined like:
Faction A- Defense, Economy, and Heroes
Faction B- Channeler Buffs, Troops, and Diplomacy
Faction C- Defense, Offense, and Weather
It will be interesting to see how these spellbooks play out. And if you can get more over the course of the game. I assume since you can create spells yourself, there will be a lot of ways to compile a book and how you get access to it.
This is great news to be sure. I look forward to seeing faction profiles in the near future - hopefully...
So, Men and Fallen are like Alliance and Horde, then?
Definitely the best news I've heard today. Now we get to sit around and speculate about what six factions make up 'Men' and what six make up 'Fallen.'
Or we could just refuse to believe in the different factions until sd proves it to us with all the info they have . Still, sounds awesome, are they going to be as distinct as the different civilizations in galciv, or will each race have a similar basic structure. It'd be absolutely amazing if the two races had completely different ways of doing things, and didn't even have the reuse of techs we saw in galciv 2 but were just absolutely different. It'd increase the learning curve a bit, but only two games could give a player a rough familiarity while still making the races feel very different and have the other side's planning feel a bit alien to you.
The problem with that is it renders *any* form of tech trading impossible, which most people will find as a surprise. The alternatives (tech swapping accellerating your own research of 'related' projects, maybe) will probably be difficult to learn / hard to code. But oh-so-nice if they could pull it off.
It would be nice if a spellbook with the spells in it would be published by the developers. So we can estimate the tactical possibilities.
PS: MoM had 210 spells! That was very cool. I hope there are more spells (f.e. taken from MoM+AoW:SM-Spells ) and a lot of spells with intersting effects. Armageddon (MoM), Mass Confusion (AoW:SM) or Tornado (AoW:SM) are very cool. Take a look on: http://aow2.heavengames.com/aowsm/gameinfo/magicspells/
Wonderful news, and I who thought the game would be shipped with only 2 races as basis but that could be modded. This opens up for so much more variety.
When it comes to alignment it's not really clear to me how it will work, if you can choose it, could you then e.g. play the fallen with good alignment?? Also, I hope that good alignment will not be punished like in GC2, this would be extremey annoying in a fantasy game.
EWoW rocks more and more...
If the game just revolves around spellbooks, maybe you could "learn" them by trading notes.
You could flag some researches as something a race wouldn't even consider (such as ones based off necromancy for the good guys), but other than that, I think having related research be accelerated or even in the case of very compatible techs, just being able to use the research for a all-new capability would work well (but keep the second one very sparing). Plus, I'm being endlessly optimistic, and coding related techs may take way too much work. I'd say a system based off three levels of 'compatibility' would work very well if it can be done. I think that your proposal would be great if it applied to most things, but having outright impossibility of trading (who else thought that the altarians using slave pits in galciv TA was a bit odd for them?) and full trade capabilities added into the mix would help some. I'm not sure, I don't know the tech trees.
I like the notion of customizing each faction. It hinders the "clean slate" philosophy where a player can play any style they want, but I think a very challenging part of any strategy game is to work out the strengths and weaknesses of your own side. If your side can be any thing / all things, then there aren't so many weaknesses period.
MoMdid a great job here, because it allowed you to pick a race, and then pick your skill points to allocate across different schools of magic and different special abilities. I hope Elemental does something similar, where you have a couple different axes to work with (e.g., Faction, alignment, etc.) to come up with a faction that plays the way you want to play that particular game.
What will be different between the factions if:
-Spells are mana dependent only
-Units are built in worlbuilder
?
Graphics?
Names?
That doesn't sound very interesting unless there are some special abilities, bonuses to production or some such.
So:
Production bonuses/penalties?
Economic bonuses/penalties?
Growth bonuses/penalties?
Special monster that can be summoned by a national summon spell that everyone has (different kind of demon/angel for instance)?
...
Apparently the technologies they can develop and the spells the Channeler can research. So I would say spells are both faction and Sphere dependant.
very interesting and I am hoping more can be added on in future expansions?
Possibly, though with the emphasis on a modding community, Stardock may not feel the need to focus on developing any 'new' factions (unless they're developing a new aspect of the game that a new faction could be used to introduce).
Will it be possible to customize / create our own faction, in a manner similar to GalCiv2? Or will we be required to play as one of your twelve pre-determined factions?
- Ash
I'm under the impression that full customization is the goal.
While I don't have anything against that, it could be different side by side. Instead of Men and Fallen have each 6 factions, Men could have 6 and Fallen just 3 but these 3 be more variable/different. It would be more in-deth, allows for better storytelling, leting things more realistic (immersive) and less symmetric. Games tends to follow these symmetrical correlations a lot, would be likeable to change.
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