I've seen some discussions about advancing tech trees in Elemental in a manner not entirely unlike Galactic civilizations 2, civlization and other games.
It seems to me that the two of the big influenses on this game (The Sillmarilian and Master of Magic) didn't have tech advancement n this manner. (I could be wrong about MoM I haven't played it since 1995).
Tolkin's middle earth existed for thousands of years without any real improvement of technology
I think MoM was similar to Age of Wonders wherein you developed new and better magical abilities but your technological economic and industral abilities was (outside of magic) linked to an unchanging set of city developments. Ergo if the city of Townsville has building X it produces result Y. There wasn't a civilisation wide advancement from iron weapons to steel or from three field farming rotations to two field farming rotations (aside from magic).
Do you see a benefit from technology advancement system that work partially independantly from "social production"and magical advancement? If so is it only in customizability, or also in flavor and richness?
For me, I like to have lots of knobs to tweak but ancient civilizations with static technology is a staple of the genre that I think adds to the feel rather than detracts from it.
(Yeah, you people don't think I'm watching, just because I'm not saying anything.. but I am! Be afraid!)
The "unholy" adjective attaches to the "doom paladins" noun.
Why yes... of course it does...I have no idea what you're talking about... ... OH MY GOOD GOD, LOOK, A BEAR!
*yoink*
*steals the fridge, jumps out the window and escapes through the back door*
It means the Doom Paladins are unholy, not the bears. And don't worry, my grammar teacher is only contagious if you attend the classes.
Duh.
I think that pigeonpigeon and Zaisha are digging into what might be the question behind the OP's questions: how much 'realism' do you like in your 'fantasy' story? Especially if that story's main purpose is to provide context for a 4X TBS game.
At base, the fantasy genre is infinitely flexible--that's why it can yield subgenres like steampunk and extremely esoteric things like Samuel R. Delany's stories set in Nevèrÿon (which I still can't pronounce despite loving the stuff utterly).
As an old hand at watching (and nagging) Stardock game devs, it seems to me that this might actually be an area to consider seriously as part of game-start options. In GC2, we have a research speed option and we still have a few folks who find the lowest setting too fast and resort to mods to get the 'galactic' feel they want--the gameplay detail is clearly important. Maybe Elemental can be the project where Stardock devs figure out how to do a parallel sort of option for tech complexity. That way, folks who liked to spend hours reading about medieval armor construction can play the game in ways they like while folks whose primary concern about armor is how it looks can play a slightly different form of the game and be equally satisfied. And of course, plenty of folks seem to like the middle ground of whatever 'pair of opposites' might be at hand.
I think that "It's fantasy, it doesn't have to make sense" is the weakest excuse in the world. Fantasy -does- have to make sense, otherwise we could all just sport a bottle of acid pills and call it "the greatest fantasy book ever".
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