I've kept a close eye on this thread here: Epic Battles and it's become Very Obvious that a whole lot of people were expecting to be able to have the types of large Grand Scale battles that are in the picture on the side of the box. The picture many of us drooled over when we first saw it. The same picture that was my desktop picture for 6 months. This picture (which I'm pretty sure Stardock is sick of seeing by now lol).
I would like to put forth a Official Request from the Player Base of Elemental to Make The Game Look Like This, with these kinds of Epic Numbers. It doesn't have to be in Real Time. It doesn't have to be in We-Go. What it does have to do is have Epic Numbers...Without Us Modding Them In.
You've got the tools and talent to make this happen. Us modders can't do it easily because it causes issues with units appearing in groups, but you guys at Stardock have the animation tools to fix that.
When people see Elemental in the store and pick it up and think about buying it, they no doubt took notice of this picture. In fact I'm Sure there are some people out there who had no clue what Elemental was until they saw it in the store and saw this picture and decided to buy it. After getting it home and playing it and realizing these numbers couldn't easily happen, more then a few people were let down. This post is to represent All those people and all of us who have been here from the start two years ago who wanted and expected a game of Epic Scale and Proportions.
I figure if enough people all get together and request/demand that Stardock live up to this picture then maybe they'll re-balance the numbers to make this possible. Food, Gildar, Housing, and a few other resources will need to be adjusted. The animations will need to be adjusted. But with a whole team of super smart programmers and animators it really shouldn't be a big deal to get done especially since these kinds of numbers were possible at least at one point with an internal build of the game.
If you bought Elemental and you'd like to see these kinds of numbers in battle. Please sign/reply to this thread and say so. If the community really wants this, which I'm sure most of them do, please say so now as now is the right time to do it while other mechanics get revamped. I'm sure all those people who bought Elemental based on this picture would greatly support this change, as would I.
Thank You and thank Stardock for making such an awesome and epic game that we can all enjoy for many years to come.
To those who weren't here through-out the beta process, there was a time when things were planned this way, which is where the above screen shot came from. This was from the continuous turn system that was set up but got cut. We don't NEED Continuous Turns to Achieve these kinds of Epic Numbers. It CAN be done within a Turn Based Environment with some creative animation techniques to make the units look like they're fighting between turns. I'd really, Really, like to see Stardock live up to this, and so I think those of us who want this should make this Official Request so that Stardock can truly see how many of us want this. The Beta Testers never even got to see this system in action. We were told it was changed from continuous turns to better fit the "feel" they wanted, but that doesn't explain why the unit counts had to be cut down so drastically. 12 guys in a unit does Not Feel Epic in my book.
If you Don't Want to sign the request, but would rather debate it, then please reply in the other thread going about Epic Battles here: Epic Battles
If you DO want to see them live up to these numbers. Please Say So here. No one will get mad at you for voicing your opinion or asking that they live up to this picture that so many people bought Elemental based on. Again, if you Don't want to see this, please keep your replies in the other thread. Thank you.
~ Raven X and the Elemental Community
This post is a reply from page 10, but I thought it should be added to the original, because here is the proof some people might want to see who weren't here for the whole beta process, who didn't hear the devs go on and on about the Inspiration for the Game. This is what was in the hearts and minds of All Of Us when we were all getting excited about Elemental:
Here is the proof, Frogboy had Total War and Lord of The Rings Epic Scale Battles IN MIND when dreaming up what Elemental would be:
Post By FROGBOY: Elemental: scale of power , https://forums.elementalgame.com/343449
Here's a Quote from Frogboy from that post:
"If you like the Total War series, you can imagine some of what we have in mind except here you can get that Lord of the Rings battle feeling where certain units just make mince meat out of whole squads of enemy units."
There are others back in old Dev Journals too. Now, NO ONE can deny that Frogboy had Total War Type, Epic Scaled Battles, IN MIND when PLANNING Elemental: War Of Magic. For all you new people who wanted to see quotes, there it is. I can dig up more old quotes too. So, if Frogboy is Now Saying that ONLY MoM was his inspiration, well, something is fishy in Denmark...
Here's another one where Frogboy Specifically says "huge army" and "vast armies" in the same paragraph!!!
Post By FROGBOY: Design elements of Elemental discussed , https://forums.elementalgame.com/329219
Here's a List of Quotes from Frogboy from that post, some of which are mechanics that either changed, or were simply left out completely from the game we have now, like where he talks about having Walls in cities be a Big Part of tactical battles:
Quote:I understand if some stuff is being kept internal, but here are the things I'm wondering about: 1. Are there non-military victory conditions? 2. Does the game include a campaign? If so do you think the story of the campaign will attract gamers? 3. How are you addressing the steamroller issue of TBS games (ie: spending the first half of the game building a massive army and the last half rolling it over all opponents as a repeatable strategy to every game)?1. Yes. Most of the victory conditions are non-military. Some of the previews may cover this so I won't say anything until after the previews hit. 2. Yes. I think the story is compelling but I'm highly biased. 3. The mechanics in Elemental are a bit different than the typical 4X game because even in terms of warfare, there are very different paths. For instance, Player A may have a huge army ready to steamroll but Player B may have an incredibly powerful sovereign who can wipe out vast armies and Player C may have built up an incredible well of mana that can be used to decimate vast swaths of the world and all three of these things could come together at once based on which path players take and of course all 3 could lose to Player D who wins through the quest victory condition if they're not careful.Quote:Can we build walls? Us turtelers need to know. Yes. One of the key game mechanics of Elemental is how cities are built. In Elemental, when a city grows, it gains a new tile which can be placed where the player wants it to go (as long as it's adjacent to an existing tile). So cities are a multi-tile affair in the game. Now, how you choose to build up your city heavily determines how defensible or productive, or rich it is. Cities are only conquered when the keep tile is taken which could be in the utter center of the city or could be at the end of a peninsula.Quote:What are the objectives for the creation part? how many aspects will be able to be manipulated? will it be part of the game or you have to work on that on a separated editor (one of the many things I loved from MoM was the ability to forge items that were mine, created by me as part of my campaign and war effort). There will be pre-made maps and randomly generated maps in which players can insert a large number of variables in deciding what kind of world they want. Quote:I guess it will have random maps, what is the target for sizes? From tiny to ridiculously large. We are also making a 64-bit native edition to support even larger worlds. Quote:What type of feedback are you looking for the beta process? Everything. The beta process starts about 9 months before release so that beta testers can seriously mold the game. On a personal note, for me the beta process is the whole point of making the game as that's what helped get me into game development in the first place. I was one of those Usenet guys on comp.sys.ibm.pc.games.strategic hanging out talking about games and picked up Teach yourself C in 21 days to start writing (this is obviously a long time ago now). So hanging out with other gamers to tweak and add to the game is the best part. Quote:Any extra payment for the MMO part? what is the general idea of this? No. It's not really an MMO part as much as Impulse hosting the game on the cloud to make it much easier for people to interact with their "world" with their friends. Quote:Brad - will there be any way to quick-resolve combat? Playing out tactical combat is fun when the sides are at all matched, but it's just a drag on my patience when you're going to steamroll the other side or whatever. And sometimes you just want to get combat over with because you're focusing on the bigger picture or a "technology win" or something.
Totally. There's instant-resolve (i.e. two armies meet, one dies), there's auto-resolve where the game zooms in and shows a tactical battle but it's all handled by the AI (ala GalCiv II fleet battles) and then there's full tactical battles where both sides play. One thing I should mention about the tactical battles that isn't clear in the screenshots is that they're continuous turns. They're not like HOMM. The player tells where they want their units and uses the space bar to pause the action to give new directions. That way, we can get much more interesting battles.Quote:What's your combat system going to be built around? Master of Magic-style tactical combat, or Civilization-style randomized abstraction? Or will both be options?It's tactical but it can be made to play like Civ if you have instant-resolve enabled. I will likely play with auto-resolve as I'm not a huge fan of playing out tactical battles but I enjoy seeing the carnage. If anyone has ever seen Fellowship of the Ring where Sauron is whacking out tons of elves and men around, that's the look we're going for. Though, in Elemental, the creatures are much more powerful than a lone Maiar up against a bunch of punks. Dragons in Elemental are incredibly powerful and each of the channelers are equivalent (by late game) to Valar. Enough Tolkien geedkom. Quote:The few available screenshots look great. Hopefully we'll get a look at the spells soon. The spells are going to be intentionally de-balancing in late game. I.e. by late game, you'll be able to do Populous level damage to the world. A lot of the reason we had to create a new engine was because we needed one where the world could be truly wrecked.Quote:By doing that, you can then open the way to have extremely large maps in which players are viable for a long period of time with different paths to victory.
If anyone wants to play catch-up and read the rest of the Dev Journals that talk about the inspiration behind the game, behind the Original Vision, you can find them here:
https://forums.elementalgame.com/forum/513/page/7
Notice how many times Frogboy uses LotR as a direct example of both scale and feeling for the envisioned world of Elemental. He uses it in reference to the Scale Of Battles. He uses it in reference to the Power of Sovereigns. He uses for a lot of things because it is what is commonly known to a lot of fantasy lovers.
That's the very last page in the Dev Journal History. Hopefully some of this information, quoted Straight From The Source, will clear things up for those who may be questioning what the original vision was and what the vision is now. How many things here simply aren't even a part of the game now? A lot that I can see, but, this thread isn't about any of those. This Thread is about the game living up to it's EPIC INTENTIONS. This is about Follow Through. This is about a Vast Part of the Elemental Community wanting the vision to be maintained and lived up to because we want Elemental to be Successful. We want Elemental to be the VERY BEST Fantasy Strategy War Game on the market and some of us will not rest until either that happens, or we're cold, dead, and buried.
In closing, here's a mock-up screen shot I did just now. This took about 5 minutes in PhotoshopCS4. Please don't get crazy over the details. This picture isn't meant to be super detailed, it's just meant to show how the game should feel. The feeling of truly epic armies clashing for control of a ruined world. I only did one army, not two, but I could do a mock-up of two massive armies fighting if I wanted to, but I think the point is served none the less. I didn't spend a lot of time cleaning it up or smoothing over where I patched in clear land that was covered by rocks or cactuses that I just copy and paster terrain over. It's just meant to show the feeling of what it would be like to command a Real Army that's the size of what a Powerful Sovereign of a mighty civilization truly deserves.
From now on I'll only be replying to civil posts in a civil manner. I'm not going to defend my wording of the post any longer as I've stated what I meant more than enough times. I'm sorry if anyone took offense to my wording, but if you're one of the people who did, then this thread wasn't for you anyway, as it was only meant to Count The Numbers of those of us who want the game to live up to it's original vision and potential as much as possible.
I urge those who still want to see this to Please Keep Posting and let your voices be heard. Keep the memory of what the game was supposed to be alive in your mind and hearts and keep the ideas alive in the minds and hearts of Frogboy and the Team who have poured their blood, sweat, and tears into this game right along side of us who have been here with them. We've all invested a lot of time and energy and expectations into this game, and this game is a work of art. Lets strive to make it live up to it's potential and keep your voices being heard. Thank you one and all.
You keep posting around that picture of the dragon surrounded by troops. As most people who have been watching the game knows that is from when the battles were gonna be semireal time. Such a thing doesn't make sense in the current system. Sure you could have more numbers of troops but at this point its purely aesthetic.
Wouldn't this fall more on unit/weapon/armor balancing more than anything else? I mean, if the weapons are balanced and the armor is - there won't be any "I win" units - or at least they could be matched in some form by either "I win" spells or other "I win" type units from the other sides.
12 "I win" units that can steamroll - won't steam roll any worse with 50 or 100.
You could argue the game is already that - or would be if the AI progressed up the tech tree quickly. But, saying 2 humans are battling, and both know there's an "I win" unit that if they get there first, they can just romp over the other side - that's how it plays out now. Changing the unit sizes, imo, won't change that.
Perhaps, if anything, if I'm teching up my unit sizes and my opponent is teching up to the uber weapon, but is fighting with 10-man units to my 60-man units with mid-game weapons - maybe it would create something of a trade-off. Just thinking/guessing out loud, but I could see how it might could work on paper.
Granted, it's all in the same tree, but it depends on what tech are taken.
Thank you my friends. You warm this battle weary soldiers war torn heart.
Well, that is part of the point. Aesthetics do matter (to some anyway). Maybe not to pure strategy gamers, but I play games as much for the strategic, operational, and tactical challenges as I do for the experience and chance to mentally escape reality for awhile. It's probably my RPG roots. Additionally, I prefer the Ameritrash game philosphy where balance is secondary to theme and narrative.
While Dominions 3 makes my eyes bleed and the micromanagement involved with really large empires can be mind-numbing due to the poor interface, I love the fact that the designers didn't mandate in their design that balanced gameplay dictated whether or not to add a feature. If only they had been up to the challenges of a truly competent AI... Thankfully, we have Frogboy.
I would argue that larger armies absolutely would add more than aesthetics, though, even with the current tactical battle system. This is especially true if there is a disparity in numbers or quality between the sides. Heck, there are even opportunities for other Essence expenditure options here. Expend essence to create big armies (think Sauron expending his will to raise and motivate the orc hordes) vs. a foe that husbands essence for direct power (think Malekith and the Dark Elves). In such a war, does quantity or quality prevail? Tactics between the two extremes are quite different.
Good gaming!
They probably ditched the idea of epic tactical battles when they moved away from this kind of battle system: http://www.youtube.com/watch?v=_kwEcgHifaM to turn-based
Wow...Lords of Magic!!! Man I loved that game back in the day. Elemental could learn a lot from some of the finer points of LoM, though not the style of the battles. Turn based is good, And, it can still be epic. There's a lot of other things in LoM Elemental could use. Like magic resistances, a ton of unique spells with meaningful effects in game, unique races that play differently. Large unit counts (at least bigger than Elemental currently), and a bunch of other little details. I wonder if my old LoM disk will work on Win7? Hmm...
Too bad it's still in the two page ad in my newly delivered PC Magazine.
Runonsentenceftwwithepicedit
Irrelevant.
All someone who saw this image still being used (assuming they were interested pre-release, but not heavily invested in the beta) would likely conclude is "false advertising".
In addition, numerous statements by Brad back up the "epic" feel that Elemental was supposed to evince, be it in combat or outside. This has not happened to any great degree.
Stuff changes... hell, I'm still waiting for my damned guild housing in WoW (promised during the original alpha/beta, along with hero classes, guild banks and siege weapons). But given the grand scope that had been PLANNED for Elemental, far too much has been cut and Raven's idea feels like a meaningful step in the right direction. Not instead of, or prioritized before, fixes to the many broken subsystems, but as part of the long, slow march towards the Elemental we'd been promised.
I would love to see the game to become more like this. I thought one of the reasons the game had pretty low quality graphics was to be able to handle a high amount of models on the screen at once.
Yep ... gotta agree, when it comes down to it, while I never wanted a unit of 1000 soldiers, I ALWAYS wanted a unit of 40-100 soldiers.
Call me a Total War purist if you will, its just my preference, and I believe that single heroes can be balanced against a squad of 80 soldiers.
// I'm not saying a hero will always kill 80 soldiers, I'm saying balanced ... as in a really good hero will *actually* be really good.
Actually I loved the tactical battles of Lord of Magic, especially when you played as the Elf faction. There was nothing more exhilarating to watch 300 archers suddenly fire their bows all at once and rain death upon an oncoming horde.
I would have had no problem with Elemental adopting something akin to Lords of Magic with a pause feature. You could still stop the action to issue orders, but your troops wouldn't be locked in their little squares and combat would have been much more exciting and fast.
I'll post here too.
Seeing many units in a battle may be fine, but controlling them would be a nightmare. The hundreds of soldiers in the image pasted several times in this thread would require handling about 30 or 40 units, as most seem to be in groups of 9. And they're all going to be killed by the dragon anyway. Such battles take forever to play in a turn based way. They have to either be automated (a la dominions) or in real time. I wouldn't play the tactical battles if they were in real time, so I agree with Frogboy's decision to make them turn based, like in MoM, even if it means less units fighting around.
We could still have more units around, and fights feel un-epic mostly because the default unit size is 1. If the ai built some squads, the game would look more epic already. Fixing the ai and teaching it to build armies instead of collections of peons would go a long way providing epic feelings to battles.
Also I must state that making an 'official' thread on behalf of a community that hasn't endowed the OP in any way with any authority is just arrogant, as are the remarks to many who disagree in this thread.
As is this comment. Think of it as a petition. An official petition with letterhead. It's not a big deal, and is hardly arrogant.
Horse is beaten to death. Drop it already.
The thing with balancing champions, is, people need to realize this is where the heavy "Fantasy" Elemental comes in. Now of course a level 1 champion, with no essence to cast spells, and no magical weapons and armor, well, he's going to get his ass handed to him even by a few peon guys. When that champion is level 10, can cast some of the more devastating spells, and has some kick ass weapons and armor, I would expect a magical hero like that to be able to take on 50 peons no problem. Just as a Late Game Sovereign should be powerful enough to stand up to a dragon or another large scale beast.
There are many other games that can be used as a reference and example of Strong Magical Heroes and Units, like MoM (MoM had some Unstoppable heros if you knew how to build the right items), Lords of Magic, Heroes of Might and Magic, and many other fantasy games. That's par for the course when you're talking about any Fantasy Game. It's not meant to be "Realistic", if it was, one guy is one guy and any other one guy could kill him. In fantasy games, rpg's, war games, whatever, that just isn't the case, and people need to see that's how it is in Elemental too. Champions need to be beefed up in this game still, quite considerably, but they're on the right track so it's a start at least.
Even with Epic numbers I don't think we need 1,000 guys in one Unit. Maybe in a Whole Army, 10 units of 100, but not in one Unit. The scale needs to be larger then current, that's for sure, and how it was designed to be, but even I don't think there's a need to get overly carried with it as most of the maps aren't even big enough to support a large world. Still, I think for the most part the majority of us, especially those of us who have been here from the start and remember the old inspiration from the quotes I used in the OP, definitely want that "Feel" for the game.
I don't think it will be too hard to balance caster champions if a larger unit scale is implemented. The casters stand at the back and wreak havoc with their spells but are useless and then dead in short order if anything gets into melee range. No problem, except they need to be able to survive a few volleys from a company of 50 archers, or from hostile spell casters for that matter, since anyone with an ounce of strategic sense (and hopefully we can one day say this about the AI) is going to target enemy spellcasters first with focus fire.
A bigger problem would be balancing melee champions against a company of 50 or 100 men (not to mention several of them). Already I find melee champions have virtually no role since and in most cases they are kept in the back so as to not risk losing them to a few counter attacks from spiders or spearmen or whatever other trash troops are in the battle.
All champions need much more survivability even at the current combat scale of the game, none more so than the melee champions. Their survivability needs will be tenfold if an army scale is ever implemented in the game.
Other than trying to directly address this by giving all champions obscene amounts of hitpoints and defence stats, another interesting approach would be to have champions lead their companies as part of that unit, such as what was done in the King Arthur game or several other games. Another option would be to have champions not die but end up back in your capital so that players don't feel they just wasted their time leveling up their champions only to have them taken out by some low-quality but numerous company of troops. The resurrected champions could perhaps have an injury modifier applied to them that makes them unable to move or take action for a certain number of turns as a penalty.
Some here are so tight they must squeak when they walk...
Goodness grief, let it go.
I just ignore the comments I don't like now instead of worrying about arguing with them. I already explained it enough times my fingers feel like they're going to fall off. I knew a Large part of the "Community" wanted this, plus I was asked to do it, and it's "Official" because it was us "Asking/Petitioning" instead of just talking about. Negative comments just keep the thread going raising visibility, so hey, that's fine by me lol.
There's people agreeing on Every page, that's a good thing too. Hopefully someone at SD is taking note and keeping count. Too bad the game didn't launch in the state that was talked about when it was being made, that would have solved all this mess. We all remember the talks and conversations like Frogboy's posts above which I quoted.
I appreciate the support though, Nick, thanks brother.
Yeah, I always picked Life just for those Elf Archers.
They are the reason I beat the game the first time. Shot the Death Faith guy (Balkoth?) out of the sky.
Well yea, I think we can all agree (that are on this thread anyways), that the high-end of squads should be 50-100 soldiers.
My (current) basic unit of "top squad" is an 80 soldier regiment.
Agreed. 100 should be top end for a single unit, with a 1,000 man army total at End Game with level 5 cities backing up the economy. It would really do a lot for the "feel" of the game. Either way, it'll be modded in, but (i think anyway) there's enough demand for those who have the game and those who want to buy it that SD should take note of it and plan it for a future update. Maybe (in Frogboy's A,B, and C examples) for version B or C. There's a lot of other things that need to be done first for version A so it's probably too much to hope for to get in before Fall realistically. It would be cool to get a confirmation from the Devs that they have their eye on this.
Wait, have the developers even commented on this? I've skimmed through this thread, but I can't believe what I'm reading. So, the soldier count from that picture isn't even possible with the game as sold?? How isn't that false advertisement? I bought the game specifically because that screenshot looked awesome! Have the devs said anything about an ETA for this scale of battle???
I love Elemental, but...
a fool and his money are soon parted.
You can't blame him my friend. Not everyone followed the development for two years like we did. In fact a lot of people buy games like a "impulse shopper", and no not Impulse the digital service, "impulse" as in "at the spur of the moment" or "spontaneously". Back when I was 18 or 19, I lived in a area where I didn't have reliable internet, so I couldn't do any online research before buying a game. If I didn't see the game in a magazine I bought in a store, or on a commercial on TV, my only source of info that game was the box I would see in a store. There are a lot of people who still buy things like that in today's market. Sometimes I still buy games based solely on how they look on the pictures on the box (as long as it's a screen-shot and not a painting or drawing) just because it might not have been something I've heard of before and I'm in the store right then and have the money in my pocket. I love the game too, and I'm continuing to work on my mods and make more mods and I already know I'll be picking up the expansions once we get past the two free ones. Honestly though, when I see a Game-Play picture on the side of a box, I EXPECT to be able to do whatever it is I see in that Screen-Shot. That's why it's a Screen-Shot and not a drawing or something that's been photoshopped for an ad.
At this point I think they're just lucky no consumers who have a grudge against advertising who've got more money than brains haven't decided to sue them over the picture. I'm no lawyer, but, I'd say in a court of law here in the US, if someone decided to take them to court over it, the judge would say that if it's a game-play picture on the side of the box, it should be possible in game, and if it's not they'd be liable for false advertising or for leading the customer to think something about the game that isn't true. Since I got the LE addition of the game my game box doesn't have that pic on it, so I can't tell you if the pic has any text under it, but unless it says "You can make your game look like this with our powerful modding capabilities!" or "Your game results may vary" or "Picture taken from a Alpha Build", then a judge would find them liable. Luckily in our economy today no-one has the money to sue a company over a picture on a box for a product. I wouldn't want to see Stardock get sued anyway. I think they've taken plenty of flack as it is over release and are doing a damn fine job moving forward and making things right.
Still, as our poster Kevin here shows, a lot of people who haven't heard of Elemental before are going to see that picture on the box and think that the game plays that way. When they see that it Doesn't, they're going to be upset. Even months from now I'd bet we get people posting pissed off rants because they bought the game based on that picture and then when they get it home and play it they find out it really doesn't look like that even by the end game when they've got a huge Empire or Kingdom. It's not a drawing or a painting, it's not "box art", it's a Game-Play picture, and that's the important part when talking from a legal perspective on false advertising. Even if somehow legally it's not false advertising, it's going to lead to a lot of new customers for whom Elemental is their first Stardock game to think that Stardock lies in their pictures on the boxes of their games and they'd probably never buy a Stardock game again based on that. I really don't want to see that happen either. If they're going to keep that loyal customer base then they need to make good on the expectations people had for the game, and that Includes having epic numbers like those shown on the box.
He raises another good point too, the devs haven't said anything in this thread, and I didn't read through all the other thread about Epicness so I don't know if they replied there either. Hopefully someone on the dev team is paying attention to replies like Kevin's, even if it's one of the guys in the marketing department and not Brad, they can bring it to the Chief's attention. At this point it should be somewhere between needing to recall the games that are out in stores so they can be re-packaged in boxes that Don't have that picture on them, or, they can talk about implementing larger unit counts in a Future update to calm people like Kevin down so it doesn't hurt Stardock's rep even more. Besides, eventually someone with a "get rich quick" idea, or someone who's "sue happy" (which plenty of American's are) might come along and decide to get something going over it. Imagine if a lawyer buys the game because they see that picture and then realizes he can't actually do that in game. What if he's in his 30's or 40's and remembers MoM and other fantasy war games and is a huge geek like many of the rest of us, he sees that picture and thinks "Wow, this looks Awesome!!! I can't wait to crush my enemies with magic and huge armies!!!!" and then his hopes and dreams of doing what he saw on the box are dashed to pieces like so much driftwood against a rocky shore. If I was a rich lawyer with plenty of time and money on my hands who was bent out of shape over "wasting" 50 bucks, I might be obstinate enough to try to make a few hundred thousand off an easy win court case. I don't think that's very a likely scenario, but you never know, there's a lot of crazy people, and greedy people, and people with more money than brains, who might try it.
It would be cheaper in the long run (not to mention better for the feeling of the game) if they'd just add in higher unit counts to the end game so people could have those massive battles they envisioned or thought about when buying the game (like the battle of the Five Armies or the siege of Minas Tirith). A word or two from a dev could go a long way here.
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