Choosing opponents should just use the advanced screen.
Sovereign Customization:
Sex: Male or Female
Base Attributes:
All default to 10. You get 10 points to add from this. Each point over 10 represents a 10% bonus to whatever it is applied to. So a strength of 11 would be Attack = Base Attack X (11/10).
· Strength (helps with attack)
· Intelligence (helps with spell learning)
· Wisdom (helps with spell casting cost in terms of mana)
· Charisma (helps with Diplomacy)
· Dexterity (helps with defense)
· Constitution (helps with HP)
Triggered events would make use of these to provide additional options.
History: (pick 1)
· Mason. (provides construction bonus in cities he’s in, gains access to unique tech)
· Warlord. (increases combat effectiveness of army he is with, gets special equipment)
· Merchant. (increases wealth produced in city he is in, gains access to special improvements).
· Bard. (increases moral of any army he is with, heroes easier to recruit)
· Swindler. (gets bonuses added to trade treaties)
· Assassin. (bonus to initial attack)
· Thief. (more loot after battles)
· Adventurer. (more and better goodie huts)
· Hunter. (“game” food resource becomes available)
Talents
· Brilliant. Increases research in any town he is in.
· Diplomatic. Increased diplomatic ability.
· Shrewd. Superior at negotiating deals.
· Lucky. Random events go your way more often.
· Organized. Decreases movement penalty for larger armies.
· Intimidating. Decreases enemy morale in combat.
· Natural Leader. Increases morale of friendly army in combat.
· Hardy. Bonus to HP.
· Tracker. Movement penalties reduced for going through rough terrain.
· Naturalist. Starting position slightly nicer.
Weaknesses (give points back to pick more items)
· Stubborn. Is more likely to not escape from a battle that goes badly.
· Unlucky. Random events tend to not go your way.
· Blunt. Increases difficulty in recruiting allies.
· Insane. Prestige of any city he is in is lower.
· Cruel. Morale of armies he is with is lower.
· Ugly. Fewer children
· Inefficient. Provides construction penalty in cities he’s in.
· Clumsy. Movement penalty in rough terrain increased.
· Outcast. Starting position slightly worse.
Additional traits and training can be picked up during quests in game.
Found it! I found it like right after i posted the first time but the forums messed up on me
So I'd assumed that the sovereign will have the same system used.. right?
And it wasn't from a post, it was from a preview at Kotaku a long time ago, which i thought i'd include for new users who might not have seen it before.
And wow, i could see it as an easter egg or something totally
I like the idea of traits and weaknesses, but I dislike the suggested DND-like attributies (strength, IQ...). They work very well in DND, because all creatures and NPCs have them. In Elemental however no unit has them. So why the channeler? He shall have the same attributies as all other units + some traits, bonuses etc, that are special to channelers and heroes.
Almost all the D&D I've played (too much) was 1st Edition AD&D. The critters did not have the same stats as PCs and NPCs.
It seems to me that at least one unit in a questing group will need something like traditional RPG stats to make interaction with 'dungeon' objects fun and interesting. But I've semi-consciously been thinking that any non-channeler or non-champion units in a questing group would be more like a befriended direwolf than an NPC follower. Things that can come in hordes generally need to be less complex to keep the code running smoothly and maybe to keep the UI less tedious.
I like the idea of stat requirements. Maybe not for everything but having a sovereign with 1 dex (assuming we can lower abilities) and the assassin background doesn't really fit for example.
Also your Adventurer ability got me thinking. I think it might be a good idea to have a visibility associated with "goodie huts" that is determined at the beginning of the game when each one is generated. Moving up in adventuring research could let you find the harder to spot ones (at all or easier depending on preference). The Adventurer trait would give a bonus to this also. I'm not sure how you were planning on implementing a kingdom getting more goody huts but I think this system would work well. This could also potentially be used for quest locations depending on how that works.
I agree but would like to see a system with more customization. The magic system isn't in yet so I'm not sure how much we will be able to customize our spell lists but MOM's system of letting you choose spell books was really nice. A system like Dominions might work also. Not sure if these fit into this game but I'd like to see lots of magic customization.
I will also second this idea of "giving a smaller bonus". Great idea and I am glad you suggeted it.
However little sense the "ugly" bit makes to me, I don't care. Its not like its going to take away from the game. It'll actually add to the game, but I don't have to think that it would in anyway apply to an actual realm of existence where women care more about marrying into rich and powerful families than an attractive man with unmatched charm. Maybe add a "fertility" trait that is a modifier of the frequency of child birth? That seems to make much more sense to me. The more fertile the people are, the higher chance of impregnation and thus more children are born, and faster.
yea, fertility makes more sense. At least in the realm of makin babies.
The previous fertility stat, mentioning farming, could be chanced to Farmer trait ... or something
This loks better than the first post. I really like the approach of choosing a history for your sovereign. Also, to add talents and weaknesses is ok.
But there is one risk or problem: it's still too much a collection of small attribute additions/subtractions. Frogboy wrote in his earlier post that you should be able to give unique traits, and I think we could go much further than this.
More overall and special options should be there to really make different and colourful sovereigns (many examples already mentioned). e.g. vampiric: you need to drink blood etc (however treated in game) ... Cannibalistic: you eat your servants (I let Stardock come up with some game mechanics ) ...
Also, more fantastic and magic related attributes, not just "merchant" and "ugly". Ugly is ok, but please add something like for Sauron: hideous apparition: (chance to petrify any enemy who looks at you, or opponent must check for morale or flee from meele, but you are really bad at diplomacy etc.) Or why not "incorporeal" (with all it would mean). Might be a challenge to program and balance, but this is why it would also give a much richer game when finally implemented after a looong beta.
Unique talents could also give you the possibility to "cash in" something once in the game (you choose when). E.g. as history you have a hidden treasure: you can cash in (a lot) of gold once. "Prophesized to do or be something" could be very useful, e.g: prophesized peacekeeper (you can end a war of your choosing once), prophesized hero (benefit in a dungeon etc once), prophesized clan father (you can "create" an offspring once as you like) - these are only ideas I throw out but you might get the flavour.
Another problem with just letting the player distribute a zilllion plusses and minuses (on history, on talents, on weaknesses) is that it may not often add up to a coherent and memorable character at all. Ok, it is up to the player to choose, but in a challenging game you might feel obliged/tempted to distribute your points more evenly, or many players may just not have the time and inspiration to suceed in transforming all the small modifiers into a coherent and memorable character. (if the end result is "merchant slightly better than average on strength and int" it's pretty bland.)
In GC2 one thing that could really change the game was the special abilities, however they were way too few, not that well balanced and went with just one race. But it showed how important special abilities are for the game experience.
1. Attributes:
1.1. "Attributes" is an indpendent system to history, talents & weaknesses.
1.2. Every stat starts with 10, but can be lowered to 1 point; apart from that there are 10 free points that the player can distribute to any skill. When the player lowers some skills (below 10), he gets bonus points, but the total number of points that can be spent can't get higher than 30. In other words attributes can look like this: 10 10 10 8 1 1, free points: 30.
1.3. As already said, depending on stats some events could be triggered, and maybe some development paths could be blocked if the related attributes would be set too low.
1.4. Charisma should determine the 'quality' of his offspring, not the diplomacy, as diplomacy is basically useless in the multiplayer.
2. History:
2.1. Every effect of the history should nation-wide. Talents might be used in various situations, but the your sovereign's history is something that shapes his whole life and thus the country.
2.2. There are basically two types of histories: good ones and awesome ones. Awesome ones bring much better bonuses, but in contrast to good histories, they also introduce some penalties.
2.3. History examples:
3. Talents:
3.1. Talent are ... talents which are centered around the sovereign and their impact is of "smaller scale" (i.e., it doesn't affect the whole nation), but powerful, nonetheless.
3.2. Player can choose only 1 talent (that's why it's a radio button).
3.3. There are only good talents.
3.4. Examples:
4. Weaknesses:
4.1. Weaknesses are the bad side of your character. They are the opposite of talents.
4.2. Examples:
Agreed on everything Red, except:
Brad said explicitly he won't sacrifice the singleplayer for the sake of multiplayer (in general terms), therefore while I consent on 'quality', diplomacy bonus cannot be overruled and in fact, I believe it is a much more natural following of Charisma.
A few thoughts from here:
http://www.atlas-games.com/pdf_storage/ArM5VFIndex.pdf
Weakness, Lycanthrope: every x turns your channeler spends 1 turn as a werewolf (an exceedingly powerful unit that attacks the nearest other unit). The character can build a prison for himself to use on these turns and thereby protect his own units. this means tha thte characer will not be the player's to control on that turn.
Advantage, Cyclic Magic: Channeler gets a bonus or penalty in a regular cycle, thsi is an advantage in that the player can time their events to coincide with the bonous.
Advantage, Adept student: bonus to reverse engineering spells that the character has seen others cast
Weakness, Deleterious circumstances: The character suffers penalties under certain conditions that should be possible for their opponants to bring about. (for instance wheater phenomina that could be created by an opponant).
Advantage Fertility Magic: Channeler is able to craft spells to give bonuses to their offspring (spell is specific to a specific child, the player would need to research "make my daughter grace's child tough as a rock" seperately from "make my grandaughter lena's child tough as a rock"
I agree that charisma should effect the quality of your offspring, so that it will bring at least "something" to the table on multiplayer. However I think bonuses to diplomacy are a welcome addition to the attribute. I mean, charisma is historically a useful attribute for interacting with NPC's and I don't see why this is any different. Also, perhaps Charisma could effect the effectiveness of any Mind spells and Illusion spells that might make it to the game.
I don't agree with soldiers "deserting" you. That just seems ... unfun in any situation. However, an alternate drawback would be 10% less morale for living soldiers, and extra health points for undead soldiers. Maybe even raising 15% of fallen soldiers. Also, I think there should be an ability called "Quell Dissent" which kills no more than 10% of your army (you get to choose who dies if you wish, otherwise its automatically those registered as "least powerful") and you publically execute them and raise them as corpses. Meanwhile, there is another ability called Die for Me! in which you can select up to 75% of your living soldiers to become undead. However, the turn after you use the Die for Me! ability, each of your living non-hero soldiers have a 50% chance to desert or turn barbarian. However if you choose to turn a hero undead against his will (some heroes might ask you for a favor, to turn them into a powerful lich) but if its against the hero's will then all heroes have a 50% chance to turn barbarian, and a 10% chance to flee to a random rival nation.
I'd say that, since diplomacy is in single player, there should be traits that do effect how it works in single player, and in multiplayer, those traits might be specially adjusted to benefit however multiplayer diplomacy works. (Though I'm not sure how simple this would be, or what those multiplayer effects would be.)
I don't think Charisma (or whatever) should effect multiplayer diplomacy. In fact, they are creating two separate UI's for multiplayer diplomacy and singleplayer diplomacy.
I'd be curious though, if diplomacy with AIs in multiplayer would follow the Single Player construct. I believe it is like this in Civ 4, however Civ 4's diplomacy for SP seems to pale in comparison for what is in store for elemental's diplomacy.
I know this. (what I was suggesting is that, charisma in single player diplomacy has an effect appropriate to single player diplomacy, and in multiplayer would have an effect appropriate for however multiplayer diplomacy works. That way, it would be useful in the same game area in both single player and multiplayer, even with the two mechanics being different.)
We'd probably have ot know what the actual diplomacy systems are to have a good guess at this. (Since the multiplayer human system may or may not work well with A.I. factions.)
This would be a really interesting trait, actually, and possibly add some real strategic decision-making. "Do I send my heroes on a quest to retrieve the Elixir of Vitality, or spend the next few months researching my own concoction, or just keep my sorry hide out of danger for the foreseeable future?"
I searched and was surprised to not find anyone mention the new play by E-mail game Solium Infernum. Like Dominions or MoM you design your leader (an Archfiend competing for rulership of a very hexogonal Hell), but SI takes it a step further as you also choose a "Public Objective", which gives you bonus victory points for completing a condition by the end of the game.
Some of the interesting conditions are:
Sloth: Make no Demand or Insult the entire game (Solium Infernum is very diplomacy based, you have to have cassus belli to attack another Archfiend's land)
Envy: Steal at least 10 resources from other players and bribe at least one of their heroes or armies to your side.
Wrath: Destroy at least one other player through capturing his capital.
Pride: Complete the game never having sent or recieved an Emissary (which means if anyone sends you one you must refuse the gifts he brings).
Gluttony: Consume at least 35 souls (one of the games main resources).
Greed: Hold at least 50 resources in reserve at the end of the game.
One cool part of these is that you can at a glance gauge a player's (Or computer AI) strategy based off their Objective. A Wrath player might be nice to you, but you know that at some point they are going to want to crush someone. An Envy player is going to be sending thieves and bribes your way, so you either need to get off his target list or beat him at his own game. A Pride player is going to refuse all your emissaries, a good excuse to attack him! And a Gluttonous or Greedy player near the end of the game will have a lot of resources to use, or be stolen
Some of these concepts do not work with Elemental's gameplay, as Solium Infernum is based around a power struggle that ends relatively quickly after a semi-random number of turns. Elemental from what I've played/read seems more traditional 4X style, with Conquest, Research, or Magical Mcguffin as your typical win conditions.
Another cool aspect of Solium Infernum is that Archfiends have a Rank, from Prince of Hell descending to Duke, Marquis, Baron and Lord. These ranks cost a lot of points to start with, but give you greater starting armies and resources, as well as making your diplomatic overtures more forceful.
Finally, there are a couple special perks that Solium Infernum has available that I have not seen in computer gaming. Kingmaker allows you at the beginning of the game to choose another player, and if that player ends up with the most victory points at the end of the game you win instead. Other players do not by default know who is or isn't a Kingmaker, but once players figure it out, it puts everyone in an interesting position as the target has to annihilate you before he can win. Power Behind the Throne is the other perk, it allows you to switch places with the winning player if you get second place and convince him to make you his vassal before the end of the game.
Both of these perks seem extremely powerful, but cost enough points that they make the archfiend who chooses them take a big risk, because if you choose the wrong player to "King-Make" you can go down a rough path, or if you overtly help him too much early on, leading him and his allies to destroy you.
It seems to me that Elemental Channelers could use some of these "goal-oriented" traits, as these allow you to implement sweeping changes without upsetting a games opening balance.
I hope that all troops HAVE these attributes -- that is, every entity in the game should have a dexterity or a strength rating (NOT of course the same ones the Sovereign has!), so that spells which affect the sovereign can also affect anyone.
eh, not everyone has to have these stats. Only the sovereign, giant magical creatures, and adventures/heroes.
As for war-heroes though, that happen to be field-promoted to commander or something ... I see them as more-so Suped up regular dudes, that have the added ability of large morale bonuses for any nearby soldiers. Also perhaps with a command stat as well.
Regular units should have those stats too. But only if that means some mechanics that can make use of them in interesting ways: promoting regular units to Heroes would be more clear; agility checks for the squad to don't lose movement over difficult terrain; strenght checks to avoid knock down for the squad (instead of a % of knocking down enemy units)... Altough depending of how implemented and/or the mechanics considered, it'd be also be a very bad idea.
As Stardock isn't considering it anyways.
Wintersong: That is precisely what I mean. To illustrate: I cannot imagine a magic system which would have spells that would not rely on these statistics. For example: Quickness might increase movement rate and dexterity; if there is a powerful, battlefield-wide version of that spell, why shouldn't it have the same impact on your troops with the same mechanic? Casting a spell which increases Wisdom would, in most circumstances, have little affect on most standard ground troops under the current circumstances, but you never know -- personally, I'd like to see things like Wisdom and Charisma also be used in some contexts that are either explicitly battlefield-relevant (e.g.: spotting hidden traps or hidden units on the field might be related to Wisdom as the D&D 3E rules interpret it) or at least relevant to standard troops in other related contexts, for example:
BATTLEFIELD:
- The spell Weakness causes all enemies who fail a save (vs. Constitution?), including troops, to suffer a Strength penalty for X turns; their damage is thus sufficiently reduced; if their strength is reduced enough, they may suffer extreme fatigue penalties if they wear heavy armor
- Troops are facing a fearsome (undead) unit or units; insofar as there is no "routing" mechanic, the base chance to calculate a squad's result to this fearsome unit would be that fearsome units Fear power (itself based on its Charisma) vs. that squad's net Charisma value.
OFF THE BATTLEFIELD BUT STILL PERTINANT:
- Troops are used to patrol the tile, searching for stealthy enemies: their net average Wisdom and Intelligence/2 is used as a factor in finding stealthy enemies
- Troops are used to patrol the tile, looking for upstarts, troublemakers, and other unrest causes to quell the trouble: their net average Charisma is used as a BONUS to quelling unrest
- Troops are approached by enemy insurgents or spies looking to bribe them into doing a favor or even bribe them to lay down their arms for X turns -- those troops net average Wisdom is used for the basis of the resistance roll vs. the bribary
Just some examples of things besides the obvious dexterity and strength which even troop units could have
These are just great ideas. Great post! +1 Karma
From the posts I've seen so far from devs, I've found that they are doing things in a very 'data-driven'. This is all find & great. I'll love to also hear more "goal-oriented" game-designs.
Actually, most of this would work somewhat better if there were an explicit "Willpower" stat (like there was in Arcanum), one which controlled "mental" endurance and could be used to determine resistances to fear-like spells. Still, I believe that the stats provided in the current build would be sufficient, given enough freedom for interpretation, to allow us to base rolls such as the ones I suggested above upon -- for ALL ENTITIES IN THE GAME. Each swordsman or swordsman squad will need to have its resistance to fire, to fear, to charm, etc. based on some statistic, and I see no reason why those used by the sovereign need to have other rules governing it. I think it would in fact be simpler to give each unit the same statistical range. Obviously, common troops will not have those "perks" that the sovereign will need, but for each other stat I can see a use, including Wisdom and Charisma and Intelligence, which I would interpret to be representations of the quantifications of the basic troops' ability to use their wits, their mental strength or robustness, their ability to interact with their environment, and their ability to interact with their fellows and other sentient beings. Simple troops, scouts, spies, and other recruitable units will NEED to be able to do this, so why not use the same tools for them as those available to the sovereign?
I do notice a bit of a difference between these histories:
And these ones:
I'd hope every character background would give the same kind of access to special advantages along with the simpler bonuses. I'm not sure what, exactly, they would get, but I can't really see how getting a bonus to trade or combat loot could compare to getting bonus wealth and also getting special improvements for my cities, at least not until I actually know how good those improvements are.
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