One thing that I was really hoping for in Elemental, but was generally lacking in games like Master of Magic, are "dungeons" that have a purpose. What I mean is, classic dungeons (even in most D&D campaigns) are just convenient smash and grab adventures in which monsters sit around in rooms atop stacks of "treasure," waiting for adventurers to slay them and nab the goodies. In a way, I'd like to see the classic idea of a "dungeon" be done away with entirely and replaced with more meaningful "hotspots.” For instance, a tribe of trolls near a run of game; a drake's lair and jealously guarded territory; unhollowed grounds of a recently razed city where the dead now walk; a rogue necromantic channeler expands a tower with his growing army of undead; an abandoned mine, once in rigorous use by a sovereign, now infested with troglodytes.
What's more, I want to see these "dungeons" influence the landscape beyond their front door as well as “emerge” into the world throughout the game. In a way, they would all be very simplistic AI opponents with simple behavioral algoriths. So to use the examples above...
A tribe of trolls follows wild game in the wilderness. Once a sovereigns kingdom expands into their territory, though, they develop a taste for the soft flesh and crunchy bones of pioneers and caravan workers. If they are allowed to rampage long enough, their numbers may swell, creating splinter tribes and compounding the problem. If defeated early, they will yield some exotic pelts. If defeated later, they will yield many of the goodies that they looted themselves, as well as the pelts. If your kingdom has enough food, you just might be able to feed them enough to sway their loyalty…
A fearsome drake rules over a vast wilderness territory (a territory that contains many sub-dungeons.) While he may not notice a small party of adventurers sneaking through his territory, he will attack large armies passing through his territory, or budding settlements near his lair, on site. He adds to his horde any treasure from defeated opponents or monsters in his domian, as well as jewels that he might discover in his expanding lair. If he isn't dealt with, he will grow larger, bolder, and expand his territory (which may lead to him attacking a sovereign's city should it be in the way.) If you can storm his lair and defeat him, a sovereign may move his armies throughout the drake's former territory as well as begin harnessing the resources within.
A large, burgeoning city belonging to a sovereign is razed by another sovereign during a fearsome war. Given the option to spend resources to give the dead proper burial rites, the channelers decline and leave the city in neglect. Gradually, the restless dead arise and populate the ruins. While it isn't a problem initially, by the time one of the sovereigns has won the war and has the opportunity to deal with the problem, the city ruins have become a terrifying necropolis, with undead ghouls carting away villagers from other cities and caravans regularly to swell their ranks.
A necromantic channeler begins constructing a tower. At first, he exerts little influence over the landscape, at if he is defeated swiftly, you might gain some mana, some tombs, and some treasure. If he is left alone too long, peculiar cults begin springing up in nearby cities, and some citizens begin to go missing. Coincidentally, the Necromancer’s army begins to grow…
After a city is destroyed/ conquered in a fearsome war, a nearby mine falls into disrepair and disuse. After a few years, troglodytes tunnel into the mine and set up residence. If left alone, they may bore throughout the mountain into other mines and become more than mere pests.
Nice idea. i The thing i didn't like about MoM was that the monsters randomly spawned out of thin air. Marauding monsters should spawn out of some dungeon or map location so that i know where to beef up my defenses.
But the problem will be how to balance the game so that players starting near dungeons are not swarmed. Some of the most annoying things about games like these is the crucial land grab at the beginning. If you run into too many foes at the start, this will slow you down and possibly cost you the game. This leads to a frustrating restarts.
I think the idea of this game is to avoid "early land grabs" altogether. Which is why there is an "efficiency limit" on the number of cities you can easily maintain. Do you want a large an unwieldy empire (ie lots of vassals to keep happy and possibly betray you) or a small and streamlined nation? Also, since you can establish cities without essence only on already fertile tiles, actually making a major land grab could be very costly in other ways... namely the opportunity cost of using essence to imbue land as opposed to enhancing heroes, making your channeller stronger or preparing for those end of world spells later on in the game.
So in summary, I don't think that starting off next to a dungeon or series of spawn points would necessarily be a bad thing. It may just shape the type of game you play away from an empire heavy one (where you expand as much as possible), and towards one that is very hero or channeler centric (think of all those monsters as an opportunity to gain experience and gold). I think the beauty of this game is that it should be possible to be an extremely powerful and influential nation with only one or two cities.
Life, and games, can have high luck factors. As long as the code is right it shouldn't be too killable anyway, and if you get stuck with 5 dungeons near you...well, that's 5 chances of good loot to!
goodmorning allPart of the reason i suggested the multiple cave levels think was so that at the starting game you are never overwhelmed by the spawned monsters. At the start, at best, the monsters would come up out of the cave, Walk to some thing of intest, river, trade route, if they know where yor trade routs are, a forest, an outskirt of a town, whatever, they would steal something petty and retreat back to the cave (only if they take it from a town, or trade route, or building you build out in the land whould it matter what they took.) At the start it would be mostly Food, and occationally building supplies, some types of monsters wouldn't even nessisaraily take gold, because what use do they have for it. The idea being that the first level of monsters are almost ignorable, they will never seriously attack your towns. They are in a steady state, living off the land like they have since the cataclisim, and have no more interest in your cities, then bears do, "nice place to find food once and a while, but wouldn't want to live there." It's only when you're strong and inpolite enough to evict them, (or strong enough to have an uncontroled hero ( party )l eave your town and go evict them for thier own reasons.) By then your stronger, and so the monsters get stronger, and only after the first layer would they ever start to get aggressive, depening on thier relation to the level above. (two caves with orcs on level 2, only the ones that set up a vassalage with the goblins on level one would be vindictive, the ones that were caught in a long and unwinable war [eather larger goblin tride, or smaller orc tribe] might acutally by glad you evicted their enamies. . . depends on story.)
So if you had 3 caves, the only thing you would want to do is probably not have all level 1's emptied at once. Nomatter how many level 1 caves you start with, you can always play it safe and ignore them safe inthe knoledged that level 1 caves never span anything vindictive, or intersted in more then petty change and a backpack full of food. Take care all Robbie Price
Well Robbie, I like the idea of some multi-level "caves," but there would need to be a very careful balance between multi-level and linear dungeons. Obviously, if there are too many multi-level caves, most players won't ever even bother raiding them if there is a great risk that they will just be causing themselves an even bigger headache than when they just let the first level rampage.
Goodmorning all,
Yup, it lets in a bit of statagie, The first level is hard to kill only for a very low level chaneller, or hero small army. but it's mostly benign. However when you clear it you discover what lies benith, which could be out of your league, of if you waited, just enough of a challange again to be good for farming XP off off for a while. If you do nothing too long, somebody in your town, or a wandering hero, will empty the level for you just to get the glittering prizes,Now you have a stratigic choice, Empty the cave soon, hope below it is just rock, or not overly agressive.Wait a few turns, develop stealth movment training, and cave crawling training, and send in a scout or two, till you know what awaits you and make an informed choice of when to pummel it. Don't invest in scouting, and speed to get strength so that you'r confident that whatever is on level 2 (it's only level 2, no dragons or beasts from the deep with more arms and tenticals then the immagination has use for) isn't going to be able to run you over. or lastly, Never bother the cave, wait till somebody clears it out of you, then hope they blow the booty chez toi (your place/town). It's nicer then just global monsters that pop at aribitrary locations just because you arn't looking. Monsters who's strength is detirmined pritty exclusively by what turn it is. Robbie Price
It's a turn-based strategy game with RPG elements and randomized content. Having dungeons with deep story lines seems a bit outside the scope of a game like this, and more appropriate for a more pure RPG. <shrug>
Maybe for campaign-oriented gameplay.
I'm more of a proponent of the original idea of small neutral-ish power bases of different types that expand if not taken care of in early game, eg- dragon, necromancer, etc.
Excelent ideas, Demiansky. Great post. +1 to you my friend.
Well, I never really suggested plopping down deep story lines into dungeons to begin with. I'm personally not so much in favor of getting hit with paragraphs of backstory every time you enter a dungeon, rather the idea was that dungeons would have a marked effect on the landscape, which in an of itself would inadvertently create a story. In other words, if you and the other sovereigns were to "step away from the computer" for 100 turns, the world would still be alive with activity and, upon return, the landscape of the world would have changed in your absence.
And thanks Raven
I agree. Logical (at least within the context of the game) reasons for dungeons appearing and developing would inadvertently create its own story (albiet not in a paragraph form).
I think this idea is awesome. It is an excellent occasion for modders too, because such thing may add new stories to the game. The dungeon files should have following properties: spawn condition of the dungeon: initial condition for spawning the living cave. For start: game starts, area not in someone's influence, in players influence, city of <size> defeated*), city created, megaevent, terrain is <type>, battle has been fought here/nearby, the place has not been in in anyone's vision for at least <n> turns**(* vilages and small town will attract lower type dungeons, however if you burn a megapolis, it may attract powerful encounters. (** all these conditions are not considered to be automatic, but you should have a chance per turn they happen. You set what the chance is at the game begining (often, sometimes, never, like anomalies in GC2)). If the game realizes some dungeon shall be started, it chooses randomly from those, theirs starting conditions are met. The dungeon shall have following properties:level - every dungeon starts at level 1 (no matter how powerful the dungeon is)cloth map icon - the picture, that shows the dungeon on the cloth mapdescription - the description that shows up on the map, if a tile is chosenThe following things should be level depended:map object - the object, that appears on the map. It should be possible to choose any object, that can appear in the game. The modder chooses it. For a group of bandits it may be some building, for a group of trolls some stone pile or a cave... If the object is level depended, it may follow the stage of the dungeon. A group of bandit may have a tavern at the begining, later a keep or something. guarding monsters - type and minimal and maximal ammount. More types of monsters can be added. ActionsThe actions will define the "life of the dungeon". The action will be fired, if:<n> turns passed and the dungeon has not yet been defeatedp% probability (per turn)The action have one of the following results (one or more):the level of the dungeon is changed (increased or decreased)some units are spawnnearby players may hire unitsnearby players receive/loose some gold(resources)nearby player(s) gets an option to change the level of the dungeon (for gold, resources or simply by a decision)the dungeon is removed from the map. Some examples:Trolls settled down in some place and they are terorizing the area. If left there, their village grows and they overrun the area<dungeon> <name>Troll dungeon</name> <description> Trolls settled in this location </description> <clothmapicon>.....</clothmapicon> <level number="1"> <monsters> <monster type="troll" min="2" max="3" /> </monsters> <treasure> <gold min="10" max="50" /> <artifact id="1d8faffa" /> </treasure> <actions> <probability p="10"> <!-- 10% chance per turn --> <spawnmonster type="troll" min="1" max="1" /> </probability> <turnspassed turnsmin="10" turnsmax="20"> <message text="Troll lair grew in strength" /> <!-- inform the player, if it is in his dominion --> <setlevel level="2"> </turnspassed> </actions> </level> <level number="2"> <monsters> <monster type="troll" min="5" max="8" /> </monsters> ....... <actions> <probability p="50"> <!-- 10% chance per turn --> <spawnmonster type="troll" min="1" max="2" /> </probability> <turnspassed turnsmin="10" turnsmax="20"> <message text="Troll lair grew in its strength" /> <!-- inform the player, if it is in his dominion --> <setlevel level="2"> </turnspassed> </actions> </level></dungeon>Another (positive) example: dwarwen merchants have settled in the area. You may let them be (you receive money per turn) or kill them and loot their treasures. <dungeon> <name>Dwarven merchants</name> <description>Dwarven merchants sell their goods here. They pay you for the "protection"</description> <clothmapicon>...</clothmapiicon> <level number="1"> <monsters> <monster type="dwarvenwarrior" min="5" max="10" /> <monster type="dwarvensmith" min="2" max="3" /> </monsters> <treasure> <gold min="200" max="500" /> <artifact id="a4f5afaf" /> <artifact id="ffafadf1" /> </treasure> <actions> <turnspassed turnsmin="1" turnsmax="1"> <givegold min="3" max="5" /> <!-- The player receives 3-5 GP per turn --> </turnspassed> <turnspassed turnsmin="50" turnsmax="100"> <dismisdungeon message="The dwarwes have left..." /> <!-- the dwarwes leave after 50-100 turns --> </turnspassed> </actions> </level></dungeon>
Oops, I have forgotten the setup conditions in the example.
Wow, some awesome examples mrakomo! You set some great, but simple, parameters by which an infinite variety of dungeons can spring up through the world that would influence the landscape. Perhaps upon emmergence, they can also have a variable that observers proximity to civilization and that civilization's might (trolls are likely to spawn in the distant wilderness, but a dwarven caravan is not.) Keep up the good thinking
I especially like the "good" settlement idea, which while I don't think has been brought up yet is an important part of a living, breathig world.
Second: this concept does not solve the reaction of the AI to the dungeon. Analyzing the dungeon properties may be difficult, so perhaps some good/bad property may should be added. This property shall be level depended (the bad dungeon is simply not as bad in early stages). And if the dungeon is in the enemies area, it is good if it is bad. And otherwise if it is good, it is bad for the player/AI, if it is in hands of the enemy, because he may gain some profit.
Well, I don't think its necessary for all dungeons to have linear growth, otherwise they go right back to appearing "canned." In some cases, a population of monsters might decline because they can't find enough food (the player may keep killing all of their raiders before they attain any success) or they could splinter on their own or even succumb to other, different kinds of monsters independant of player influence.
The whole point of the post to begin with was to propose making dungeons seem like a living part of the world, rather than just "goodie spots," so they should succeed and fail in the same way as a standard opponent might. Rather than simply have dungeons emmerge at random, I would like to see populations of monsters, dungeons, etc. be created at the beginning of the game (as though they were already there), and then allow them to grow and change as time goes on. If a dungeon emmerges in a player's territory, it's because there are forces (like other monsters) in the wilderness that are forcing or encouraging monsters to move into the player's frontier. So in other words, nothing simply "spawns" our of the blue. For instance...
Let's go back to our troll tribe. At the beginning, they start in the wilderness a good distance from any player settlements. They grow nicely until they are large enough to catch the attention of a local, hungry drake. Player X watches with a ranger from a healthy distance as the drake gobbles down dozens of trolls, and the rest flee in small groups in every direction. Some go deeper into the wilderness, but some end up at the edge of Player X's territory. Wherever they end up, each group creates a small mini-tribe. Now, multiple things could happen. Player X might decide to take no action at all and there is a small chance that the troll tribes will remain peaceful or simply die of starvation (whether they starve could be based on the favorability of the terrain). Idleness may also allow them to grow and gain confidence, however. If the trolls begins to raid Player X's territory, Player X may simply kill the raiders and cut off their food supply or he may go straight to the source and erradicate the tribe alltogether.
Now, I understand that having hundreds of monster tribe/troupe/group mini-opponents can cause any computer to huff and puff, but their behavior and growth algorithms can be very simple, and they don't need to behave intelligently like a human or AI opponent does. There would be some balance issues to work out (for instances, if there are numerous competing monster types in the wilderness, you need to make sure that one doesn't end up dominating the world and the others go extinct too quickly--- perhaps certain monster types would grow/defend more capably on certain terrains?) but this kind of element would add greatly to making the world appear alive.
wowo awesome work mrakomo! That would be really interesting to see it implementend in the final version (else we ever have the mods)
The devs are talking about vassals splitting into more vassals. An organic approach to 'dungeons' seems like a reasonable variation, and maybe a few types might be on that borderline between simple primitives/animals and sentient beasties that could stabilize as a society of some sort.
Very good work, guys !+1 Karma Demiansky
1) A dynamic dungeon system would give a wonderful RPG flavor.2) It's a perfect area for modding. Let people imagine dungeons, treasures, monsters, dynamic rules of evolving.
3) Dungeons could be a threat (monsters) AND an opportunity (treasures and xp). This could give players critical choices. Will you build yourself powerful weapons in your forge or will you try to find those already existing in the world ?
4) Idea : player could research techs about ancient knowledge => clues about localisation of relics, artefacts...
5) Idea : a "guild of adventurers" building => find dungeons (larger area for each additional upgrade), identify defenders... Maybe you could give adventurers a directive : "find powerful shields", "find gems"
6) Add interactions :- make deals with a dungeon leader (if sentient) : "2 virgins sacrifice per week for no attack", "500 gold to leave the place and cross the frontier"- chase the pack of wolves from your borders, easier than killing them- help a dungeon developement in opponent territory
We should keep pounding on this idea.
If dungeons can "spawn" then it wouldn't be hard to make them spawn in meaningfull locations.
I'm sure if customization is added to the game as downloadable content, there will be quite a few people that will write their own story's into dungeon's and such so that will be cool.
This is in possible loot of all stages of the living Dragon-Lair dungeon.
I think that every dragon would have at least one egg ... kind of like a pheonix, and if you kill the dragon, what-not, you can capture the egg. The egg by itself would be massively expensive, and for those so inclined, it could be used for a quick massive gold bonus, or a very high diplomacy bonus (especially if you give the egg to a nation that has the reptilian homage civ-trait, and wishes to do more than keep a precious bauble.
however, if you keep the egg, at a certain technology, your animal handlers will be able to properly hatch the egg, and you can start to grow your own little wyrmling, slowly into a dragon. Most likely, it would take as long for a civilization to grow to fruition as it would take for this wyrmling to grow to full strength. In all likelyhood, it would be almost as important to keep the drake alive (until reaching maximum potential) as to keep your Soveriegn and cities alive. Although Soveriegn is more of an "ultimate" fate. I wonder though ... to increase or dilute the importance of a single worm ... Im thinking you can carry up to 10 eggs, but only one can be alive at a time. I think this may have to do with territorial tendencies of dragons. In addition, you would probably only be able to keep one type of lizardmen in your army. One army could have black-swamp lizadmen, and another army could have red-cave lizardmen, although red cavelizards and black swamplizards would not be able to get along in a single army, suffering morale penalties, at the very least (to each other). In addition, the territorial nature of a dragon would be such that it would wish to eat another dragon (unless the same species, perhaps?) Either way ... its an important question as to how many dragons a nation can raise at one time. Also to what level of technology would be required.
There may not be any off-map, multilevel dungeons.
Last time I asked (a month or so back) Frogboy was not keen on the idea of multiple "maps" a la age of wonder. I guess I should say that "multiple map" means support for dungeons, because transitioning into a dungeon is a change of "map," unless dungeons are entirely done in the tactical mode or another game mode.
https://forums.elementalgame.com/371166/page/3/#2609195
As of 2009, Boogiebac has said they were looking at adding support for it, but had not yet done so.
Multiple Maps in a Single SessionBy Aeon221 Posted December 17, 2009 10:56:51 AM
One of the major sticking points for fantasy and rpg mods in Civ4 is the inability to create multiple maps for dungeons, planes planets and shops that could not be displayed on the overland map.
BoogieBac
As we move forward we're keeping your request in mind so this sort of thing can be modded. Note that it will not be a 'canon' feature and may have to wait until a post-release update to be properly implemented.
Frogboy does still intend to do dungeons (as of May 2nd 2010)
Quoting TCores, reply 75No dungeon interiors to explore then?
Not in 1.0. Bug a dungeon wouldn't be a plane. But we do plan to add dungeons in the future.
- Frogboy
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