July is almost over and that means it’s time for another FAQ answer list!
Q: What are channelers and how do they work?
A: Channelers are beings who can harness the magic locked inside the elemental shards that are scattered across the world. When your faction (or an ally) controls a shard, you gain access from its type of mana (which is either earth, air, fire, or water magic). Channelers also generate on their own either life magic or death magic depending on the path they’ve chosen.
The maximum amount of mana a channeler can accumulate is based on their essence. At the beginning of the game, a channeler currently starts out with 20 essence points by default (though this number will change during the beta and will depend on how you construct your faction). When channelers gain levels, their essence increases.
However, channelers can also (and as a practical matter must also) imbue things with their essence. For instance, at the start of the game, your channeler will have to imbue the land with life (or death) magic in order to allow you to build a city on it. That means taking away some of your essence. Once essence is used, it’s gone forever so it should be used sparingly.
Over time, the life force (or death force) that a channeler initially imbued in the land will naturally spread so each founded town won’t usually require the sacrifice of essence to create. However, if the player wants to quickly spam out a bunch of cities (which is a typical strategy in 4X games) it will come at a very high cost.
Channelers can also imbue their minions with some of their essence to make them far more powerful.
To learn more on this concept, see the Wikipedia entry of Morgoth.
Q:How is good and evil handled?
A: Rather than using the terms good and evil we have elected to go with factions that either align themselves with life magic or death magic. The Empires make use of death magic and the Kingdoms make use of light magic.
Q: Tactical battles, are they real-time?
A: They make use of continuous turns. This makes the battles play out much like a real time strategy game but without feeling a rush. The Corporate Machine was one of the early games to make use of continuous turns. Some have said that Sins of a Solar Empire plays like a continuous turn game.
The idea is that winning tactical battles has nothing to do with speed or reflexes but strictly strategy and tactics. Players can control the rate in which time units pass, pause while giving commands, etc.
Q: How advanced is the mundane technology tree?
A: Players always stay within a medieval setting. There will be no space dragons or something. What we see instead is the continual refinement of existing technologies. Weapons get better and better. Farms become more and more productive. We are currently not intending for a tech tree to have any practical end though beta testers will have the final word.
Q: Is there going to be a lore book?
A: There will be announcements on this in the next couple months.
Q: Will there be priests?
A: We do not include pre-built units. What players choose to call their units is up to them. However, a channeler can choose to imbue a unit with essence that makes him or her able to cast spells. However, players won’t simply be building armies of priests and clerics. Those who cast spells are rare and special and lethal.
Q: Will there be summoned units?
A: A magical caster can summon elementals and other beings of magic.
Q: Is there a distinction between the sovereign and a channeler?
A: Yes. The sovereign is a channeler and can imbue units with the power to channel magic who in turn can pass on their essence to others.
Example:
The sovereign starts out with say 20 essence points. Each time he levels up, he gets 5 more essence points.
The channeler might choose to imbue a hero with 5 essence points to make him into a channeler. Now, that hero goes up N essence points per level too and could in turn imbue other units with essence points.
Similarly, since Elemental takes place on a fantasy world, a party of adventurers may have in their ranks a “wizard” or a “cleric”. These channelers might choose to join your group and thus not have to sacrifice any essence to make them into channelers.
Q: How powerful can individual units get?
A: They can become astonishingly powerful. Ever see the beginning of Lord of the Rings where Sauron is whacking elves left and right? Sauron was only a Maia. Not well known but in Middle Earth, there were elves and man so powerful that they could take on Sauron in single combat.
Q: How does modding work in Elemental? How can I make my own creatures?
A: In most game projects, art assets are checked in through source control (CVS, PerForce, SVN, etc.). In Elemental, we are moving our artists to checking in those assets as if they were modders using the built in UI.
We will have two types of assets in Elemental: Canon and non-canon. Canon assets are ones we created. Non-canon ones are ones that players have created. Players will be able to pick and choose what assets they want in their games.
We won’t be putting elves into Elemental for instance. No unicorns. No fairies. No gnomes. No orcs. But if someone else wants to use Maya or 3D Studio and export it into the format we’re using (we’re using a standard 3D model format, forgot which one) you can put it into the game and then share it, within the game, for others to use.
Q: How was the economy settled?
A: We have taken the path of keeping it as simple and open as possible and leave it to the beta testers to play through. One of the things we realized is that when discussing it online, people fixate only on the economy and thus tended to want to have it extremely sophisticated. But when playing the actual game, they might discover it’s better to have it simple.
That said, the key to winning (militarily anyway) will be controlling resources. Having an iron mine is good. Controlling 4 is much better, however. How much you produce is dependent on how many resources you control.
Q: How will dungeons work?
A: We are still playing around with dungeons. Realistically, we’ll probably keep them simple and then do an expansion pack later on that will make them what Scott (project lead) wants them to be (where players can literally explore a dungeon).
Q: Will there be mega events?
A: Optionally. We are planning on vastly more types of events, quests, etc. than we’ve ever done before. For example, on your 20th game you might come across a great tower that you can’t answer. The tower’s magical door sends you on a quest to get the key. Once you have the key, you can enter the tower which provides you with some strategic advantage.
Unlike in GalCiv where we had to hard code special events, Elemental has an entire class dedicated to it so that we can add as many of these events as we want.
Q: Will there be mounts?
A: Yes. Researching Animal husbandry will take you to various types of animals you can ride from horses to wargs to bears. Researching those types of animal husbandries will then cause herds of that animal to appear on the map. If players control that resource (building a stable or what have you on that tile) their kingdom then has access to it.
When players design units, they can then “equip” their unit with a horse or what have you. However, like any other resource, the length of time to build that unit will depend on how many of those resources you have.
Q: Where does the game stand now?
A: It’s still pretty rough. Right now we’re putting in the technology tree but there’s a lot of usability issues, cosmetic issues, etc. It’s definitely an alpha.
There’s a lot of really basic cosmetic stuff that we need to resolve before a public alpha. I know it’s silly but it does matter (it is a video game).
Magic spells aren’t in the current build nor are tactical battles (they won’t go in until Fall anyway). The AI is still being API’d up for Python 3. Map generation still needs work.
But given how much time we have left and how much time we lost due to Demigod I’d say things are going well. Progress is swift. I’ll be a lot happier once the beta is out (PAX).
I am still not convinced. There are so many ideosyncracies between the two games that I just don't think there is a link. It's probably more likely that Brad just re-used names and ideas, which he does A LOT: I remember some ancient and now open-sourced RT"S" (that I am currently attempting to dig up) that used all the major races from GC1, but in a totally different context that was unconected to CG1 in any way.
Yes, this is a really cool addition!
Considering the question, it seems that good is indeed linked to Life (cf earlier Unicorn discussion ...) and evil linked to Death. Fully ok.
Yes, the right way to go.
Yes, thanks for keeping any gunpowder or lasers in GALCIV!!!
Strange answer, since a priest is not just a magic-user but a user of divine powers - traditionally not the same, like in D&D. Are priests in Elemental just magic-imbued units that you choose to call Priests instead of Wizards??
Not a surprise, but I still hope for the elves and orcs official expansion ... And unicorns, please, please ...! - linked to Life magic! There are a lot of "no's" in the answer above. While I really like the approach to modding, the problem is that not all of us have the time to actually indulge in it. And that is exactly one reason for buying a game in the first place. You buy the work done and can expect it is of good quality. So saying that all of this won't be in but please go ahead and do the job yourself is a bit of a disappointment to all of us who won't be able to mod in a really cool elf maiden riding on a unicorn ...
Yes, this sounds really cool. Replayability will be much enhanced with LOADS of events and it would make the world feel so much more alive.
Overall comment: keep up the good work!!!
Just make sure to put a big sign that says about Mega Events being optional. No need for Gal Civ II's flashbacks.
And expansion packs that add new features are always welcome. But optional pack(s) with extra races, props and the like, would be absolutely great. Maybe as some extra in some patches, like those extra Demigods for Demigod. Original or not, many want elves/dwarves/orcs... as races. Be it to mimic MoM, LotR or simply try some traditinal european myths, they are just too popular.
Still, a pity that it seems that models will be used as they are and that no modifications will be possible (reducing height, add some props... think Spore but not as much detailed).
Well, I am hoping for a Blender-compatible file format, which will allow people to fairly easily make the sorts of "tweaks" you are invisioning.... and I too am in BIG support of excess art being included: Boogie et al, KEEP EVERYTHING YOU DICARD! I don't care if it looks like crap.
This game looks like it will be really good.
But remember, Master of Magic (and for that matter all the variants of Age of Wonders) succeeded on the diversity front.
In the expansions, we will all be asking for more canon graphics assets.
(i) More races
(ii) More spells
(iii) More magic creatures (i.e. unicorns)
(iv) More scenery / dungeons
Well, naturally, but that is all fat, so to speak. If an expansion contained only the listed above things, I'd feel like it were an expansion to the Sims (which most of them to me are not worth the price tag given to them).
Expansions should really add something. Its pretty much a given that any expansion should add new races and scenery, but they should also really improve something. Whether it be really giving a new story, improving dungeon features, or allowing alternate planes of existance. And even then I'd want it to feel like something that A: I couldn't have added myself with just a little insight into the game code and B: able to enhance gameplay enough to make me play it for as many hours as dollars spent on the expansion. (Not meaning to bash Sims specifically, but the Living Large expansion to the 1st sims is the only one that met A or B. I remember when "house Party" came out and I was like "ok... they have new animated objects... that wouldn't be that hard to recreate from a mod point of view. And there are less items in this than in most Sims Mod Sites. What a waste" and the same for the dating expansion except add the words "And I bet I could have modded some way to allow my sims to travel to a 2nd town on command."
Sins of a Solar Empire did not really add much other than a few new units that allowed for a subtle change in strategy, but as a result it had a much smaller price tag than what many expansions these day hold. So I thought that was grand. If Elemental had a "Micro-expansion" that only had the listed above things, I wouldn't mind. But Otherwise I'd want a game mechanic improved.
You make a good point Landi. Let me explain. MoM and AoW were successful because they had a huge diversity of races, spells and creatures.
The developer posts here suggest that there will be a great engine, a great game, but a comparitively smaller number of spells, races and creatures.
What made MoM and AoW great was the sheer variety. So, when EWOM is released I have no doubt we will all go ... 'cool' followed by ... 'and we are willing to pay teh $$$/£££ for more content'.
I think that somewhere Frogboy (or BoogieBac?) already mentioned something about the number of spells and it was similar to MoM.
It looks like the spells will be as varied as in MoM. The number of races will be much lower, but hopefully the 12 factions will be different enough so that that variety is still there. And yeah there will be fewer creatures, but the creatures in Elemental are being treated completely differently than in MoM. They are rare but extremely powerful, recruitable but not trainable.
I can't speak for others, but I have a feeling I won't be asking for more races or creatures in the first expansions (maybe in later ones). I have a feeling I'll be more interested in having new game mechanics added in - including some that were planned or considered but left out due to time constraints, as well as new ideas. For example, the expansions to GC2 were incredible value and they mostly improved on or added new game mechanics - they didn't add very much 'content,' if you will.
One thing I just realized is that the factions don't necessarily have to be physically identical. Probably won't get anything radically different or non-humanoid, but with all the magic zipping around during and shortly before the Cataclysm, I could easily see groups of people getting scales, fins, pointy ears, odd skin colors, and so on.
Common, one of the very few negative points with elemental today (IMPOV but also genreally speaking when comparing with MOM and AoW) is that it is so narrow when it comes to races to play and apparently also when it comes to the creatures in the world. So this would definately be the number one choice for an expansion, if there is no major problem in the actual game design we still have to learn about ... Anyway, I definately want more races, and more magic is seldom wrong as long as it is well done (as we can expect from Stardock).
I'm actually looking forward to just that aspect of it. Sure, I wouldn't mind another race sometime in the future, but I'm excited to play a fantasy game that has just two dominant species, with fantastical beings being rare but proportionately (or even disproportionately) powerful. An expansion that adds in a slew of new races and all sorts of other creatures would just ruin that setting and make Elemental just like every other fantasy game in that respect.
So no, I don't view those as negative points. I view them as very gutsy moves by Stardock and as features (yes, features) that have me very excited.
In expansions for this game I'd rather get fleshed out dungeons, upgraded AIs, improved diplomacy, and other completely new mechanisms (for example, like asteroid mining in GC2's expansions). Things that will change the game, not just squeeze in more of the same. Actual content like races and creatures don't seem like they'll be at the top of my list. And that's especially the case if talented modders manage to create creatures and such of as good quality as Stardock's own.
I don't even view the move as "gutsy". Just sensible.At most, ever, I'd like to see maybe 1 more species. Other than that, there's absolutely no need for dwarves, elves, draconoids, halflings and whatever omgthisissocoolIwanttoplayonelol-"race" you can come up with.
It probably helps that my favourite fantasy author is David Eddings, not Tolkien.
I just wanted to led Landi know that Makin' Magic was actually worth the price tag. I consider it to be the absolute best expansion they made.
NTJedi, GREAT idea. I/we have been playing the Homms and Age of Wonders I & II for many years, and that's always a huge letdown: You can get two armies ready to attack or defend, and then you flip a coin to see who gets to be the first suicide attack, and who goes second and gets the killing blow and all the glory. . .
If I were to create a mod based on copyrighted material, It would be a copycat of "Three Hearts and Three Lions" by Poul Anderson. (Or more probably about "Zothique" by Clark Asthon Smith, but this one is more about vampires, mummies, golems...) Considering that the only kind of elves are those of Tolkien (or D&D) would be like considering that the only kind of vampires are those from Twilight.
His point is that Tolkien incorporated all sorts of different creatures in his stories - from hobbits, to elves to orcs to balrogs to trolls to all sorts of crazy shit like the watcher in the water. And humans are just one of the major races - by the end of the story the become the only major race left in Middle-Earth, but for most of its history it was populated by many major races (really Men, Elves, Dwarves, and Orcs).
David Eddings' books, on the other hand, focus on a world that has one dominant species - humans. There are other creatures and beings, but they are very rare. Psychoak wasn't inferring anything about the nature of elves in general, or anything other than that his favorite author writes stories that don't contain a smattering of different major races or an abundance of magical creatures.
I took it more in the sense of extras, not campaign.
Having fantasty creatures being rare is a nice change. It's gotten kind of old to play a game that tries to make something like dragons seem unique and powerful, only they rain from the heavens.
If I convince a dragon to side with me, that should be a big deal. It shouldn't be "oh go over there and train 200 dragons for a new squad." So this is a great direction.
Even though it may be a little restricting, it is good to see this being balanced more than in some previous games.
As much as I loved Gal Civ II and Civ IV, success seemed to depend a lot on how well you "land/planet" grabbed in the early game. I found myself sometimes re-starting games because I was woefully behind due to bad randomization in Gal Civ II and then other times feeling guilty and unchallenged because I got lucky to have all the good stuff near me.
Either way, this looks like a nice addition that could help overcome this and make it more rewarding when you succeed in a game .
[...]
I'm really not a fan of Tolkien, but it has nothing to do with the elves and dwarves (even if an argument can be raised as to wheter or not he did create the current elven and dwarven races of fantasy at large). What I meant was that David Eddings almost exclusively had humans as the major species. They were then divided into nations, cultures and races with all the uniqueness of any elven vs. dwarven story.
Edit:
I completly agree with you. I think it's great that fantasy creatures will be rare. I also dont mind that the fantasy races are not included in the campaign as I dont really have a desire to play through it. But I'm hugely dissappointed that their not designing fantasy races to be included in the sandbox games. I would love to see dwarves, elves, and orcs of the like in this type of game. Especially, in those huge 64 bit maps. It would definitely make each area more unique. Considering I have absolutely no artistic or coding talent so I'm just hoping the fantasy races get addressed by ether Stardock or the community. I think Landi was dead-on with a micro expansion. Maybe just include one with tons of fantasy assets. That way a true expansion can be focus on more features.
Ooh! Luckmann was burned and he didn't even notice it!
Or maybe I was the one burned...
Since I'm posting anyway, Tolkien didn't create elves and dwarves. Both are from pre-existing mythology. His works are entirely derived.
I know, I'm getting yelled at again. It's sacrilege and whatnot. For the level his work has been recieved at, he's one of the least imaginative fantasy authors to grace the earth with his presence.
Well, when you say stuff like that, you're asking to be yelled at.
Least imaginative? He may not have created races out of whole cloth, but his world creation is one of the most imaginative and complete in the history of fantasy writings. Entire mythological origins, with multiple ages. Complete languages for Elven and I'm sure other races as well. Tolkien created an entire, comprehensive world with a full history over millenia, including large detailings of specific characters, such as those in his grandson's publishing of Tolkien's work on Hurin I think it is.
The guy spent his entire life imagining mythologies and fleshing out the world of middle earth in a way that no other author ever has for their world. You could even say he was something of an eccentric mad man with his devotion to imagining this entire world and it's history.
When you call him one of the least imaginitive authors to grace the earth, it's just screaming that you either don't know what the hell you're talking about or that you've focused on such a razor thin component of the overall work that it's hard to take you seriously.
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