The major economic nerfs that were slipped into 1.08 have dealt a blow to the fun of this game, and there wasn't much to be had to begin with as we wait for 1.1.
Besides the absurdity of merchants consuming food (which is just a blatant attempt to limit the number of cities in the game), resources are less common, particularly materials and food. This reduces the size of an empire. Plus, it severely limits the number of cities that can reach the higher levels, which are required to start having anything resembling fantasy, rather than just medieval, armies.
Empires were already too small, with too few cities and too few armies even on large maps. Elemental has tried to impose its vision of "one city, one party" on us with an even heavier hand. I just don't understand how a game that supposedly takes its cue from MoM, GalCiv, and the Civilization games can be so determined to reduce player states to a handful of cities and one big stack that runs around using teleport.
I would try to mod some of these changes out, but the modding system is so cumbersome (and buildings can't be modded anyway, since mod effects stack with core/base game effects rather than replace them) that isn't really worth the time.
So I'll make one final plea to the devs to stop trying to limit the size of empires and states. Restore a more reasonable economic balance to the game by making resources more plentiful. And roll back some of the silly changes designed to simply made food and cities scarcer without remotely being logical.
That's the classic system used in so many games.The people in a city produce things. And taxes. Not the buildings or the attached resources. Unless these are to be considered robotic factories and robo miners.
"Tagging" a gold mine for later (if you can protect it = ) can obviously be beneficial but it shouldn't immediately start coughing up huge amounts of gold without anyone to actually mine it.
Even good ole Civ 1 let you adjust how many workers you set to research/food/production and such balancing choices are the bread and butter of strategy games. To build a market + merchant in a city with a gold mine is not an actual choice.
"build multiple buildings in a given city as long as you have the resource (available citizens) to make use of it. This encourages fewer cities and makes players choose between using their population for building their economy or putting them in arms. "
Wait, so help me if I'm seeing this wrong. Improvements will be consuming people like weapons consume metal? So, if I build a workshop the people in my city will disappear into thin air?
If buildings now eat food along with people, maybe we should have an improvement minor faction now that eats everything in site. Attack of the hungry buildings!
Seriously, please tell me I'm wrong. Otherwise this is a very, very bad idea. Something like MoM's and Civ's worker system where you can allocate your population to different jobs is fine. But buildings should not be eating people like food.
Balanced means that there is no obvious good or bad choice, so you can pick any of the availible options you want without weakening your ability to play.
I build dozens of satallites. Every one has a caravan & road. Huge road networks, easy movement for large armies anywhere. I can build up satallites when I need to, town hall to get influence for example. End result is a game win, but not as much surplus food. Less food but more roads. I usually never have more than 4 surplus as I plop down new city/outposts. Especially with the lack of monsters, it's sooo easy to city spam & create road networks where I want with so many caravans in 1.08. I'm a micromanagar, so I like have many cities to begin with, although I don't think this was the designer's intent.
Yay for returning back to one local resource.
I hope after it is successful you'll reconsider reverting back to the rest of the original concept which got lost. Strategic locations, tactical buildilng locations, not spamming cities regardless of location.
Some original concepts of dynasties and tactical battles while hopefully follow.
yay for peope focus, that's what strategy should be about. so long as resource doesn't mean what it does for materials and so forth.
if you have a system where income is generated as a proportion of population, and bigger settlements get a bigger %, then you really encourage building up a few, good cities instead of spamming loads to get the minimum bonuses they all give.
if you have a system where food is shared amongst your population, and that combines with other factors, like prestige, to determine growth, then you get a good balance of play: players end up building quite a few settlements, but leaving most of them without housing (ie, small farming communities or mining towns) to supply resources to one or two big cities (because the population is worth more there, where there are better taxing facilities and unique wonders), instead of spamming honogenous settlements. ie, you get economies of scale.
that way war begins with small skirmishes to control resources on the outskirts and ends with a final push on a big city that remains quite competetive until the end, so factions can hang in there for longer, and the final epic battle comes at the end not the beginning.
elemental was supposed to be about bringing a dying world to life. if population growth is determined primarily by food production, and income determined by settlement level and population, then the one who manages to do that gains the advantage they were always supposed to.
I want that very much. I dislike having too many cities to manage, preferring to build-up and defend only a few mega-cities.
Now that is more like it. This would also give us the ability to more specilize our cities.
Would it be possable to turn up the danger level and reward level of the wondering monsters. They have been nerfed down too much. Or at least allow an option in the game that will enable up to turn us the heat so to speak of the Independant monster units/heros
As my city grows, my population shrinks? My buildings consume people like materials? Yeah, woohoo, this is a great idea! While we're at it, how about we can also turn our champions into buildings too if we want. Afterall, they're people too, they should have that magic ability as well. [/sarcasm]
For those worried about the buildings "eats" up people, he's not talking about using people as a local resource in that manner, basically think of city tiles instead of gold. The city still has x amount of people, but a certain amount is "used" when a building is constructed. If there aren't anymore "tiles" then you can't build more buildings. The only difference is that the tiles here grows over time (since they are people). It's a fine concept, but like I said in my earlier post, they need to relook at their prestige mechanic as if they just add this in without changing several facet of the problem, it will backfire.
Well I think you're making that all up. I'd like to hear that from Frogboy before we go pulling stuff out of our butts.
What he said was, "players choose between using their population for building their economy or putting them in arms." Now the way I read it is that when you put a citizen into the military, it is REMOVED from the general city population. Logically, if you have to "choose" between using a citizen for a building or your military, you're going to be using a citizen up in the process, otherwise there would be no choice at all.
If he's not going to be removing actual citizens from the population, then he shouldn't be using the military comparison and calling them "resources".
Edit: Okay, hold on a second, I think I'm understanding it better after reading the Nth time. I think he means that buildings cannot be built, period, until you have surpassed a population threshold. So if you decide to recruit 10 soldiers, then your city will not be able to expand any further.
If this is the case, then I love it.
The thing I worry about, however, is what if you have a huge metropolis and you decide to recruit 500 units all at once. Will you still keep all of your buildings, or will you have to demolish some first?
... Is it so hard to believe that if a building is already using people, say 199/200 you won't be able to build anything that use more than 1 people? It's really not that hard to do.
Edit to reply to edit: Think of people as local food. You make x food, but are using x amount. What you can build depends on the amount EXTRA you have.
personally i don't think it makes sense to to say "you can build one workshop for every ten people." if you want to limit buildings by population than that is what city levels are for. and if you want to have production relative to population, then have a building that gives 0.05 gildar per citizen. then have a researchable upgrade available to it at the next level, that increases it to 0.06, and so forth. why make people build huge cities instead? the map's crowded enough already.
best of all if you have 0.05g/person at level one, followed by 0.06 at level 2, then you get economies of scale that encourage people to build big cities for money and small outposts for resources, instead of one identical city after another.
Okay, I think I follow. So, for example, if my city population displayed (working)286/300(total) then I could either spend 14 people as units or 14 people on a building. Demolishing a building would then change the population to 265/300 allowing me to recruit 35 soldiers or build something else with it. That would be cool.
My original confusion came because I was thinking of resources as in metal/materials/gold, not as food resources which work fundamentally different.
I think the choice would be,
Do you want a building that takes 4 employees to operate or a squad sized unit ?
Getting Prestige to attract new peeps is how a city grows , building more places for them to work should help factor into that prestige somehow.
This really deserves a journal entry on its own but...
10,000 years ago, humans were mostly hunter/gatherers.
Agriculture changed that. With surplus food came larger populations which could support specialists. Specialists were people who could defend the village from barbarians, the priest who could help the city get along with "the gods", the people who made pottery, jewelry, metal works, as well as the people who could sell them.
Currency allowed people to trade more easily as well as provided a way for the village elders to "tax" the people.
In Elemental, the only resource available to me that doesn't "store" is food. That's why I made merchants use food because I could have it reserve one of your food resources.
In v1.09, we will have specialists instead. So a merchant will use up a specialist slot. The number of specialist slots a Kingdom/Empire gets is the total population /10 (the idea is that 10% of the population are specialists of various kinds though historically it's a bit less than that but this is a game not a historical simulator <g>).
So your village with 80 people will provide your Kingdom with 8 specialist slots. A merchant would use 1 slot. A Study would use another slot. You could build multiple such buildings as long as you have available specialist slots available. Similarly, a military unit would use a slot (not 1 per soldier but rather 1 per unit giving the advantage to those kingdoms that can field larger groups AND get us back towards a more epic feel because if a unit costs a specialist slot, the base training time of training ONE unit can be lowered and thus allow training of much larger groups to be much quicker getting players back to fielding much larger armies).
This is hardly an original idea of course. Sins of a Solar Empire has a supply level, GalCiv II has logistics (and incidentally, we do plan to introduce more logistics into Elemental to deal with singular super armies).
To the argument "You shouldn't limit the # of workshops by population" I say this: In the real world, and this is a pretty well known fact, that only a tiny % of people are capable of being a specialist. It's actually less than 10%. Most of us aren't specialists. If it were easy to start up a workshop or run a market or be in charge of a university then what's stopping people from going out and doing that? The answer is that most of us can't do it, only a small % of the population is capable of doing it.
Most of us in the real world are drones.
Now, if you'll excuse me, I am going to go stare at the wall for a bit while drooling.
My apologies on interrupting your wall staring, but I posted this in the other post and thought it fits here:
I'm not sure how else I can clarify this, except to say that with the current description of things, I feel like spam outpost will be even more useful than ever. I'm not saying that the specialist idea CAN'T work, but population growth right now is multiplied when you spam cities. It's like mana regen and imbue. If you can't grow people fast enough in one city, make multiple and you'll get more growth.
Yeah, this sounds pretty awesome, and makes way more sense than what we've got now. I just wonder how exactly this will translate into the interface. Will I see my total population with something to indicate how many specialist slots are being used next to it?
I think you have to factor in the Pioneer as a specialist here. You won't even be able to build a pioneer until you have a very large population in your city. So you cannot simply spam them because you won't have enough population to make a new settlement.
You COULD spend 20 slots on pioneers and spam cities, but what would that get you exactly? You'd have 20 satellite colonies with no population to do anything.
Edit:
I think pioneers should take a lot more than one slot, maybe 5-10 (50-100 pop) slots for a single one. It should be a very big investment to build a pioneer as you're simulating the removal of a chunk of your colony. So the balance is: do you waste slots on a new satellite colony, or use it for improvements and army instead?
What would be cool here is that you would need to purposefully leave yourself undefended and forgo building improvements for many turns to reach the number of population to build a pioneer. So spamming cities comes at a great cost - it slows down your economy and leaves you more vulnerable to attack.
But, as stated before, 'balanced' is not ultimate goal by itself. FUN is.
As long as factions are balanced, its all good.
I totally dislike this 'nerf everything' mentality most game designers have. Organized was too good? Add some other worthy traits and its all settled.
Game is too shallow as it was already, and removing good stuff makes it even more shallow and boring. You talk about strategic choice, but as of 1.08, there is none. You see, people are already screaming to nerf royal, and once that is 'fixed' same way as organized was, sov creation will not matter at all. There will be simply no choice.
Why not simply bump other traits to same power level, and make you actually be able to choose? I like god creation from Dominions series and MoM muuuuch more, there are no useless stats, you usually want to have everything and have to actually sacrifice something.
Seriously, why so many economic nerfs?
Will the number of specialists be mod-able to such a high number that they might as well not exist or will this be yet another change (like no metal) that we simply have to deal with?
I think thats a nice idea.
Yep I like the upcoming changes as well.
First of all, this isn't how the specialist slot Brad is talking about works though. It's like making pioneer cost food to maintain. It doesn't work. Both resources are non-perishable. A pioneer maybe using up 10 specialist slot while he's active (as maintenance), but as soon as he settles or gets killed, the resource is returned (like you scrapping a house). The only way to make this work is to actually have pioneers use real population. Because specialist is a derivative of real population, if you use up, say 100 people in your city, then you effectively use up that 10 specialist.
That leads to a bigger problem, now you run into the situation where you literally can't expand for the first 50-100 or so turns (it takes 100 turns to get 100 people without any prestige bonus). This means empires without royalty bonus are completely screwed. Bad start? screwed. Etc. Not to mention the implications of what taking out 50-100 people in a city would do once you get that much.
Even if you were able to get pioneers to somehow actually consume specialist slots without consuming real people, all it does is mimic the imbue system we have now. You spend x specialist to make a pioneer, who will then be able to generate specialist when he settles at a outpost. You still can't require 5-10 specialist thing, because you'll be looking at the can't expand problem all over again.
50 cities?? Holy crap. I am adjusting to the new economic system. I am at turn 140 or so with 11 cities. Idk. Maybe i am used to GalCiv & Civ4. Maybe it's just me. I don't like merely eking out an empire with no reserve cash. Building shards, darling camps etc cost minimum 100 gilder. I am currently pulling 32 gilder per turn but over all progress seems slow at this point. And what about that bad sword for 2k gilder? How do you buy that now? Not that it was anything special. Maybe my expectation was high at that price. I wanted to seem serious Jedi glow when I smote an enemy--not so, just another sword:(
Btw, your avatar..is that from Squad Leader?
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