[As with most of my detailed posts I would appreciate any feedback on better formatting/bulleting/colors/sizes to help out readability]
Having nations with bonuses. weaknesses, and affinities are always a nice way to add diversity and longevity to a game.
However, I really want to see the game go beyond just minor differences. I would like to see that factions and sovereigns could be customized to the extent that they can be in GalCiv 2 where there are dozens of point based traits.
For me, designing factions for a unique strategy was half the fun. I can still load up GalCiv2 and there are so many combinations I haven't tried yet. I have a feeling this previous suggestion is something a lot of people either expect or would like to have so I won't talk about any specifics until the game gets more fleshed out.
One thing that is probably thought about a bit less is sovereign customization. In MOM and AoW:SM you could at least determine magical affinity and some other traits for your guy (though a lot of it was mixed with faction stuff). I'd like to go one step further than that.
Extensive sovereign customization
Example of a random soverign:
Lazy (-1 map movement speed)[-1]
Thorn Shield (The soverign is always enchanted by a shield of thorns that does damage proportional to the soverigns level) [+2]
Mana Battery (100% max mana, but 50% slower recharge)[0]
Healer (All healing spells are improved when cast by the soverign)[+1]
Terraformer (All terrain changing spells are more effective and happen faster) [+2}
Unstable Energy (Damage to the soverign can cause a discharge of a random amount of mana, damaging nearby units with magic damage proportional to damage lost)[-1]
Chivalry (The soverign is half as effective in combat versus female units) [-1]
Decrepit (Less chance of sireing offspring and reduced hitpoints) [-1]
Lost an Eye (Reduced perception/aim/vision) [-1]
So with this single combination of traits I already have a very different game. I most likely won't be using my soverign as offensively, and during any fights I need to be very mindful of my mana, unstable energy, and that I'm not having to face female characters. I could easily even make a strategy around trying to teleport in and let people hit me, hoping for a massive mana discharge of doom (probably would take off the decrepit trait for that).
[Note-I actually prefer a system based with hundreds of points instead of +1 -1 as it allows for more in betweens instead of having stupid fractions and such.]
Advantages to sovereign traits:
Disavantages to sovereign traits:
There are some ways of dealing with skill synergy problems:
Let's take this a step further and use different physical forms:
The Dominions series is absoultely amazing in terms of content and customization, which is the main reason I still play it. In this series, everyone can choose their "sovereign"'s form before play. These forms range from dragons, demons, huge monsters, statues, fountains of blood, or crazy old men. They can essentially be anything. Each form can cost a varying amount of points so they don't all have to be equal in power. If I want to play a huge dragon instead of some random old wizard I'll have a play experience more suited to what I personally enjoy playing, while not forcing other players to use my same play style.
Advantages to different forms:
Disadvantages to different forms:
Solution:
Statues, fountains, and other immobiles are said to possess chosen followers who allow them to make items, reproduce, etc. Any actual conceptions can also be explained as immaculate magical ones. These forms can be polymorphic where the sovereign can choose to become human at will or is only human out of combat.
Let's put this all together
Ideally I imagine a combined system where every starting choice I make takes points from a global pool
I'd be happy with allowing just physical form choice or just allowing trait/skill choice, but I really don't see a reason besides laziness to why they can't both be done. Instead of there being let's say 10 general strategies for faction design there would be at least 10*10 since there is another additional layer (really three if you could physical forms).
What overall effect would these systems have on the game?
The main thing it would mean would be that you would never be able to anticipate what kind of other sovereign you would face and thus your own strategies and counters to opponents would be more unique to each game. Players that find themselves always using similar strategies can use these traits or forms to help nudge them in another direction. If you can't stand the game because you think the early game is too boring you can always try to make a combination that is especially strong/interesting early on, or vice versa. AI can deal with these relatively easily by simply giving them premade combinations or labeling certain forms/trait combos with flags that tell them what the main strategies they should be following are. Modders would be a permenant bliss. So who might not like this?
The only people that might not like this initially are the hardcore multiplayer crowd. Inevitably, people will correctly or incorrectly believe that certain combinations of factions and sovereigns can be overpowered. Why is this not a big deal?
Closing Thoughts
If this idea is not implemented (not to sound like I'm blackmailing or something) I would definitely make it my priority to mod such a system in first. That is how strongly I feel about it. Compared with the work of actually coding it in the benefits are simply huge.Having even basic traits still goes a long way and as long as you make the customization menus have drop down or scrollable menus instead static buttons it should be real easy for modders to do what they want. Regardless of whether this is out on release I'll probably try snagging people like NTJedi and adding tons of new options for players.
Excellent post. I actually assumed that extensive Sovereign customization would be included. I'm saving my posts like this for when the beta is a good deal farther along and we have a better idea of how things will be in game. +1 for effort and thought though. I agree totally with just about everything you suggest.
Dude this is great!
I got work soon need to sleep. I'll read it all tomorrow but still very good stuff!
God post yeah.
But.....-> Chivalry (The soverign is half as effective in combat versus female units) [-1] Huh? Do we have a male/female unit system in the game at all?
We better have a male/female units system or else...
Sovereign background and traits: The sovereign can select a background for a cost. This background gives some "skills and/or traits and/or bonus in something" as benefit and at the same time unlocks a set of specific skills/traits only available to those with that background. Then you have the usual list of common traits. All these traits can only be bought with points that share pool with civilization traits (it's not like if my blind sovereign trait is going to give a penalty to the whole civ, right?).
About the physical form, there is a God that had a soon with a virgin without... you know. So your statue sovereign could just use some essence and... Anyways, if your sovereign is a statue, I'd be more worried about how the hell does he move trough the map creating new cities. Really. Or if he is a fountain.
And altough I know this is Elemental: War of MAGIC, I'd like to have a sovereign the less magical as possible as in MoM, where I could end with a more martial wizard f I wished. So I wouldn't be raising volcanoes but my armies would kick dragon ass for breakfast.
Dude im loving the trait system for your sovereign!
Hopefully heros and generals can get or develop the same way with traits.
Thats why I love Total War series and Star Wars Rebellion with important characters/leaders developing over the game. It just adds so much to the game.
With ideas like this, the early they are implemented the better. It would require at least one new customization screen to be designed so you want to give the artists and interface guys some time to get ideas on it. With increasing customization means a harder time predicting how gameplay will flow. If this gets tacked on too far down the line there ends up being a lot more problems than if you consider the possibilities now. I'm waiting on posting specific ideas for traits and such since we don't know enough about gameplay.
Hey no nitpicking random examples I spit out after a second of thinking or I'll try and banish you back to Bay12 . Seriously though, that's what was on the top of my head while trying to think of another psychological type of trait. No need to discuss any of the specifics of these traits, though many fantasy games do have women and the distinguishment actually matters for charm and seduction spells.
Immobile sovereigns would either have to turn into some other weak mobile form, or more likely they would get a unit or spell that would create cities for them.
With this trait system you could easily make a martial wizard and you'd be rewarded probably by having an overall better civilization. If you don't want everyone raising volcanoes late gate the settings I suggested would let you restrict people from playing sovereigns that are too magical for your liking.
We already know the Sovereign can have Sons and Daughters and that we get control of them. I don't know about you, but if one of my daughters happens to be a magical ass kicker I'm not going to marry her off right away.
This is very true. Good thinking ahead.
That's pretty much exactly what I meant with my post.
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