After playing a few games, I have to say that global resources have some negative consequences. It certainly eliminates some micromanagement, but it completely trivializes the value of real estate and infrastructure. I can build whatever I want, my most advanced military units, even on a brand new outpost without any concern for logistics. It matters not that I had to escort my pioneer to this place with half my army because of the deadly expanse of forest filled with terrible monsters, and it really should matter. It's alot funner if it matters.
Another thing that devalues real-estate is that you can spawn resources by researching techs. You build a city any old place with enough room, and eventually it will justify itself after the fact. It seems a little goofy.
These two things really take alot of the fun out of exploration. You don't want to lose one of the X's. You only have 4 and 4 is better than 3 in that regard. It also means that it doesn't really matter which of an enemies city you conquer, because they're all kinda the same with resources spawning in after the fact.
Each city shoud have it's own pool. Caravans could be used to spread some of the resources around (maybe creating a percentage of the source cities income in the destination city).
Well ... I think the ideas of "Global Economy" and "Resource Sites" should first be separated for this thread to continue.
Global Economy ... each city in the world has the POTENTIAL to access your supply of resources.
Resource Sites ... large amounts of resources are granted by specific locations, as opposed to buildings.
I still support a "Global Economy" ... although I think cities should only have access to metal if they have a "smelter" building + road to a city with Metal within its Influence, or simply metal within its Influence. (as an example)
I'd prefer a hybrid of Resource Sites and a Creative Assembly style economy. (by Creative Assembly I mean like the Total War series ... but really not just the Total War series, but MASTER OF MAGIC also has a similar economy).
In this system ... the buildings you build affect your economy (the most??), while special resources like gold/etc have a HUGE EFFECT early in the game, and less-so later on.
Basically, where you build your city has some effects on how effective its production will be ... perhaps you could have certain features produce vectors? which stretch outwards giving bonuses to tiles along the path, slowly diminishing in returns.
Thereby ... Cities close to a few forest tiles will have a slight materials boost. Cities close to many forest tiles will have a large materials boost.
Cities close to a few grassland tiles will have a slight food boost. Cities close to many grassland tiles will have a large food boost.
River tiles could have an effect on both food and gold.
Basically, any swamp or desert tiles near your city will make it less effective because you are not receiving any food or materials boost that you would otherwise receive.
Of course, Resource sites could (and probably should) still be in effect, and still directly contribute to the nearest city whose influence covers it, and still be very important.
Now ... perhaps resource sites should give such "large advantages" ... (much more-so than the crappy advantages Gems or Gold Deposits gave on MoM)
Still, I think another thing that could improve Elemental's economy is a taxable population with a population happiness. (obviously NOT large enough to be able to simply pay for the entire game on taxes alone)
Now ... happiness could have several factors, in Elemental the population doesn't produce any resources (like food, materials, etc) .. but if they were taxable they could *at least* produce gold, or knowledge, or magic.
Now .. citizens (maybe 1 "face" per 200 people), would be taxable if happy, and non-taxable if not happy. Also, unhappy faces would be more likely to spawn angry/chaotic NPCs ... as well as bandits and rebels.
Basically, if you have low taxes, you'll get low amounts of gold per pop, and happy cities with no unrest.
If you have high taxes, you'll get high amounts of gold per pop, and many bandits and chaotic NPCs ... plus the possibility for Rebels spawning, as well as the possibility for a City to defect.
(A City will only defect if an uncontrolled Chaotic NPC or a controlled Champion with low loyalty is stationed in a city with more unhappy faces than happy faces) ... also, a City will still not defect if there happens to be a High Loyalty Champion is present within a city, even if unloyal heroes are present.
However ... if there are Chaotic and unloyal elements near a very unhappy city, rebel forces will form outside the city walls, and those Chaotic or unloyal elements will abandon your empire and join/lead those forces. So if you have a Chaotic NPC, a low loyalty Champ that you own, and a high loyalty champ that you own ... all stationed in a very unhappy city, then the high loyalty champ and most of your army will stay in the city ... though the other two Heroes will leave and form an army mostly consisting of Rebels (city population) and some of your stationed military. Plus some bandits and savages from the wild.
So basically ... part of your army will leave, low loyalty champions will leave, Chaotic NPCs will actively turn against you, Rebel forces will begin to spawn ... and all of these will team up with each other, and bandits, and attempt to take your cities.
So then, if a city defects, or if it has been captured by a Rebel Army ... it is controlled by a Faction of Rebels (psuedo-Minor Nation) who is controlled by the strongest Chaotic Champion that joins the cause (so the leadership may switch hands several times).
Rebel factions are automatically at war with all factions, but if the leading NPC has good relations with any faction, they can declare peace to become "recognized as a nation".
Anyways, these rebel cities will continue to produce rebel troops, and lead their armies against your cities ... until you declare peace and "recognize them" as a nation. Of course, there is a slim chance that they may not accept your peace ... but that would only be in the bloodiest civil wars, or if the Rebel faction is led by one of the most ambitious NPC AIs.
//
So as a recap summary ... surrounding terrain = loose bonuses on the economy of a city (not directly tied like Civ was)
resource sites are important ... high pop cities with good buildings become more important (but are still more effective WITH complimentary resource sites)
taxable population (for gold, knowledge, and magic)
population happiness (no unrest -> bandits -> Chaotic NPCs -> rebels -> Civil War)
Well yeah....the combat system, tactical battles, the magic system, the AI & UI fixes/polishing should have priority. Like I've said the eco system is boring and simple [subjective opinion of course], but it's in a much better shape than those other gameplay elements what I've mentioned.
I agree that, boring and simple as it may be, the economy is at least functioning. The other parts you mentioned should get a lot of attention first. I'm just afraid that they will fix those things with the current economy in mind, any significant changes they would like to make to the economy would also require them to change the already fixed parts. They could then either decide not to change it, or risk that Elemental feels like a different game after each patch.
I guess what I'm trying to say is that, with Elemental being called a 'frankenstein' of several parts that don't really fit together, I'm just worried that they will continue to change one part at a time. Essentually making the same mistake they made during development, by not keeping in mind how all the parts should interact.
One might say that the only reason that the economy is functioning is because it is so boring and simple.
Strangely enough, though... Just like in real life, the economy can drive everything else. In my Dark Sun conversion mod, I am building from the ground up, and the economy was the first place to start. Everything (and I mean this quite literally) derives from it and the resources. As I am developing new resources, new game ideas and concepts start emerging. There are so few resources in Elemental, and they are predominantly global not to mention very generic.
In other words, it is obvious to me that because this game is lacking in a more complex (read: too simple) economy, the rest of the game suffers because it is forced into that simplicity through natural progression. The foundation is simply not structurally sound or powerful enough to support the complexity that is being built on top of it.
Couldn't agree more Jharii. Your mod sounds good, both the setting and your plans are very interesting. I'll definitely give it a shot when you release it.
Frankly, global resources don't both me in the slightest. It speeds up the pace of the game a bit, which I think is a good thing. It means when I take a new city, I can immediately build some defensive troops... which STILL TAKES many, many turns.
A smart player will still bring along extra troops to leave as guards, since then they can steamroll from town to town anyway.
Good, successful nations usually have a good system to get resources to where they are needed. So rather than separating into local and global, they should impose a cost for the distribution of resources (an "adminstration" cost) that increases as the kindom grows. This would cause people to be more selective in town placement.
Thanks. Be patient, though. It's going to take quite a bit of time.
Rishkith's point (and the others making it) is that the economy should have been on that list -- especially given some of the other items on the list like more quests and campaigns.
Rishkith's point does not preclude/contradict/invalidate what you're talking about, and I'm wondering why some are replying as if it somehow does (not saying you are, I'm speaking generally).
No don't increase the time it takes, add a localised cost modifier based on the city level to train those troops
City levels are a wonderful idea that removes the need for micromanaging every resource in the game and constructing a stack of erroneous building types, yet there is no need for more than one level 5 city and all the rest can be level3s. What we are seeing and is being talked about alot is the city spam problem. City spam is a direct result of a poorly conceptualized economy that provides no real game benefits to expanding your cities up past lvl3.
So if you're not expanding up you're expanding out. Thats not a fantasy model that's viral like an RTS, and something that gets lost in the city spam model is the ability to make small well designed fantasy kingdoms that have a chance against the zerg armies of kingdoms with 20+ cities.
Back to the original premise:
lvl1 city : x2 cost modifier on training units
lvl2 city : x1.5 cost modifier on training units
lvl3 city: no cost modifier on training units
lvl4 city: 0.5 cost modifier on training units
lvl5 city: 0.5 cost modifier on training units plus units get a bonus relative to the significant resource available in that city(*) plus have a title of <city name> <troop type>
(*) possible bonuses are +health for food producing capitals, +defense for iron capitals, +xp gain for research hubs etc
Global economy can work if the city levels are better utilized and there is actual value in consuming the resource to expand cities vertically.
Until then I would agree with most of what the OP is saying
It's very true that the economy is "functioning", and also true that it's VERY "Simplistic". The problem here, with adding more systems that all fall back on relying on the economy, is that without a STRONG economy you'll never be able to reach a grander scale. Like having more troops in mid to late game. Large Armies, in the hundreds, couldn't be supported on the minuscule numbers we have for an economy now. IF they ever plan on trying to live up to the picture on that box they'll need to drastically increase the flow of income and food.
In Elemental's case, food and money aren't the only parts of the economy. While things like Iron and Crystal and the like are something you need to keep your people alive, you do need them to produce better armies, weapons and armors. In a way all those other resources Are part of the economy as well and some of them could use tweaking. Imagine if mines eventually went dry and didn't produce anything anymore. Now a whole city may or may not be useless (if you built it there just for that resource). If a city becomes useless, then the player may wish to abandon it and try to build a "better" city elsewhere. The city would be "better" because it would have fresh resources to use, but, it would also have to start from scratch building up.
Stupid question, but we DO get Gildar from taxing the population in game correct? I don't see a "Tax Income" value in the city info screen so I could be wrong about that. If so, then Taxing the populous should be considered as being put in because that could help strengthen the economy as well. I'd like to see a lot more "finesse" used when balancing the economy. Individual buildings, everything from a school, to a hall of knowledge, could all generate income of some kind to help offset the costs of other buildings. This could turn city planning and building into a much deeper part of the game while still keeping the game-play aspects of it the same. Perhaps it could be set up to where building certain buildings next to each other give bonuses. Like building Lore Shop next to a Temple of Essence and then building that next to a School could have a "accumulative" effect. The Lore Shop generates magical income for research, which in turn boosts the Essence generated by the Tower of Essence, which could in turn boost the tech knowledge coming from a School. These bonuses however would ONLY come if those buildings were placed together linking by at least 1 tile (note: those were just examples off the top of my head, better building examples could be used). A system like that could add a lot of depth to the economy over-all I think and might be worth looking into if the devs like it.
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