Up front I'd like to say I am really starting to love Elemental, of course I've had to ask a buch of basic game play questions on this forum in order to understand what's going. A manuel would of helped, but oh well. Thanks again for all the help figuring Elemental out.
The point of this post is to point out what I feel is the number one thing that will cause me to lose interest quickly and that is the ease in which cities can be build by both the player and the NPC. Cities should be difficult to build, cities should have a reason for being build not just because there is ONE resourse to be had. The NPC should not have 15-30 cities build before I even meet them, in a wasteland that is just wrong, City spaming in wrong and it doesn't seam to fit with the Elemental theme.
Make cities valueable, make it cost me something to build cities, make each city a choice that I have to consider carefully, counting the cost. Please!
He says food production will be 'more balanced', which likely means at the least caravans will be changed.
..................Easy when the lvl 4 city can build multiple irrigation buildings, banks, money changers, great mills..."Very special" resources like crystal will always require a minig camp of sorts but that's not the same as building 30 generic outposts just because they produce something (like a food caravan) for nothing.
Ok, well then let's say 7 outposts then. The point is, at some point I'll be even with you on with my multiple small towns vs your one big city. The difference is I'll be covering a much larger area (influence wise) than you will. I'll also have N times as many caravans with N times as many roads and the potential of building N times as many horse archers who can book around on those roads anywhere I need them gaining N times the experience & loot fighting N times as many monsters. That's not even to mention the extra teleportation hubs (which I rarely use anyway given the increased cost & the fact that I can do the same thing with multiple strong armies).
Also, there's not infinite resources available in this game, especially when considering crystal & shards. I can assure you, Ill be making a beeline for these resources as part of my spam (they're top priority in my spam-expansion, especially crystal since it affects military squads dramatically), and who's going to be more likely to find them: somebody sitting on their butt building up gotham city as well as it can be or someone massivly expanding as much as possible? Outside of obscene luck, the guy expanding would be the guy finding these extremely valuable resources first & harvesting them.
It is a 4x game after all.
Also, I'm not going to be completely ignoring building up cities. I might have fewer built up in comparison, but I typically make a beeline for that mint of Ravenna, which helps a lot financially at midgame, so I'll have at least a few cities that are being built up. Endgame is usally no problem finance-wise as I always take gildar increase, resulting in endgame of 100+ gilder per turn typically.
Of course, depending on how 1.1 is, or how much they nix city spam, it might make your approach more viable. So, it's all just wait and see at the moment.
there's only one place to settle this ... to the Arena!
This is actually what we had during the betas and it was a nightmare.
v1.1 is going to be dramatically different economically because population returns to being a proper resource.
10 small cities will still probably beat a single big city. But 10 outposts would likely get wiped out by 1 metropolis fairly easily.
Frogboy, it sounds like you don't want to go down this path... but let me suggest it anyways!
Again, I haven't played the game yet so I don't know exactly how this stuff works but:
What if each population point costs 1 food to maintain, and your population won't grow unless you have enough surplus food to support more population, and your pop will shrink if you have negative food.
Then all you need to do is re-balance food production by creating a larger output for large cities. IE let the large cities make 1.5 food per farmer where a small city might only make 1.1 food/farmer (i.e. 1 new citizen every 10 turns, but farmers cant produce goods or research). This allows larger cities to generate enough food to grow itself more quickly than smaller cities, and also allows you to support new cities eventually. You would have to use caravans to link together cities so that excess food can go from one city to another.
A simple system like this would solve all the problems I think, since now small cities can't significantly produce goods/research unless they are connected to a larger city or they happen to have a food resource. This adds much more strategy and makes it so you have to choose carefully which cities you make since they aren't free anymore.
Now that I think about it... this is basically a modified version of Moo2 system... I think its a good way to go... but note that it doesn't require specialists to implement... you just have to factor in percentages of the total city population...
Care to elaborate on what will make outposts and large cities diffrent such that lager cities are better (other than the current diffrences and that large cities will have more specialist)?
Actually here's a question- should there be a penalty for negative food?
Such as population loss?
One idea- when you conquer a city, it has to rebuild its population for mostly scratch, (maybe CHR*2%). Excess housing is destroyed in the takeover randomly. that might solve conquering= negative food.
I'm new here so forgive me if this has been addressed else where. Can you raze / destroy a city? I haven't been able to figure out a way to do it yet in game. But it seems like there are plenty of situations where this would be to your advantage...especially if the AI is spamming Cities, or if you just need to hurt someone without having to gaurd it afterwords.
Currently negative food halves gildar income in all cities (or at least it did in 1.07).
Well, I hope you plan on putting a great big army in that great big metropolis while it's taking forever to build up all those nice buiding improvements, because I'll take my 10 to 1 combat unit production with each of my 10 dinky outposts pumping out military squads over your one big fat metropolis anyday. And once I take it down with my 10Xsize military, I'll have the benefit of a great big fat metropolis too with all the nice building improvements you just built for me.
Don't forget the 10 to 1 caravan limit.
Except it won't work that way because:
1. The AI will be a lot better at building improvements that reduce training time.
2. There won't be nearly as much penalty for training larger groups which require higher populations. I.e. how is that outpost going to train soldiers when outposts won't have any population in them?
I'm not sure if you guys are changing anything else, but with the existing mechanic, outposts can pump out the next to highest squad size (8 or 9 guys). While it doesn't have the same power as a 12 size company, when multiple outposts are pumping them out, it's very hard to compete against with just one build queue unless you abuse stacking training time to build everything in one turn (I consider this a bug though). This is ESPECIALLY true for empire outposts, which can build 2 training buildings.
There really should be some sort of garrison mechanic that is dependant on the size of the city and the current tech available. Would solve a lot of potential problems.
In my mind a lot of this can be boiled down to 1) how the game distributes resource tiles across the map, and 2) ensuring there is little economic incentive to founding a city that will never have an associated resource tile.
Personally I had to move away from tiny and small maps because the worlds would quickly run out of uncontrolled space where monsters would spawn, and darn it I like hunting monsters. I didn't play MoM to see how quickly I was going to beat the AI, it was a forgone conclusion I was going to win no matter the difficulty. I liked going around and clearing out all the nodes and dungeons and such, because they were way harder than the AI's cities. Same applies to Elemental at present, we are all probably going to win, it is just a question of how interesting the ride is. For me part of that ride is the unclaimed forests that spew monsters.
I had this great game going where there was a large swath of monster forest, but then Ceresa went and ruined it by founding THREE cities in that area, and the only resource anywhere in that whole area was a SINGLE clay pit. Three cities for one resource tile, and one of the least useful ones at that.
I can't imagine (outside of every map being custom-made) how complex the programing must be to make the "just right" mix of clustered resources, but not TOO clustered, and also leave somewhere in the world some space where absolutely no one would want to settle. But that's what I want.
And with population as a resource, doesn't it seem like founding a city anywhere, even with no associated resources, is going to be a good strategy (or rather, even better than now)? I mean then I can assign those specialists as more troops or whatever. It sounds like the player is getting "something for nothing" in that hey, as long as I have the food to support the housing that I need for population growth, then I can have infinite population with enough cities and caravan routes (as I pointed out in my post above regarding food production).
There needs to be a penalty to a city with no resource tile - maybe it takes a prestige hit, or extra turns to produce buildings. And if the overall Kingdom can support that, OK. But at least make the player/AI think about it long and hard.
Side note: pre 1.08 it seemed that resource tiles that were "discovered" through tech would always spawn within your existing borders. Now where they appear seems weighted towards your current border, with a strong chance of it being outside your current territory. While it is annoying for my researched stuff to appear in my neighbor's territory, it is the opposite that needs to be balanced for the AI; my last game I had two ventril mines and crystal crags appear in MY territory that the AI researched. Great for me, bad for AI.
Not to change the direction of this thread...but Frogboy you mentioned a couple pages back about one thing you were unhappy with was the tactical combat. Which for me was for sure is something to me that just feels very unfinished for some reason in the format it currently is in.
I would like to make a suggestion....
My suggestion would be to look at something like Disciples 2. Not the Disciples 3 as it changed the system. In Disciples 2 the combat screen had your forces in set positions on a battlefield (you could setup your "Formation" on another screen you could add). You didnt move them during the combat. It was more tactical in regards ot the actions you were taking (and abilities of your units) and not on the actual movement of the units. The style in which you move the units in Elemental just doesnt feel good and is more like a chore then it is tactically challenging in any way.
I think this style of combat would fit with the game much better especially with some of the magic abilities etc.
Never. Right now your options are far too limited: attack, cast / ability, move, and (for heroes) retreat. Disciples 2 removed movement making the battle less tactical. What it needed something like Age of Wonders: Shadow Magic with lots of interesting abilities and where you move is very important.
Dude the AI can instantly pump out pioneers. They are literally like cockroaches. I killed off one neighboring faction. This created a small empty area nearby. I immediately made a pioneer. Before 6 turns could elapse the AI had apparently surveyed the territory and settled like 4 cities there. In addition there were still like 4 or 5 pioneers roaming. It's kinda disgusting. The AI I think cheats a bit to do it that fast and to know exactly where the resources are.
Higher difficulty AI are allowed to see everything.
The tactical combat is in the process of being redone completely. When I can grovel marketing approval, I'll start putting up screenshots.
Basically, the "sides" don't take turns anymore. Instead, individuals take turns based on their combat speed and each "turn" they can either move, start an attack, start casting a spell or start performing a special ability.
So there are no longer overall "turns" in tactical combat per se. It's per unit.
There's one key thing Elemental does that kind of throws a monkey wrench in everyone's perception and approach to the game.
And that's research.
Research basically says, on all fronts "whatever limitations are inherent in the system can be completely broken with enough research."
That's why in current game, someone who maximizes food research never worries about food. They just forewent all the other goodies for the time being. But they had enough food to expand rapidly, and that's one key part of game play everyone notices.
Since the game currently GUARANTEES you the 1 Food and Gold you need to get started, it's really just a matter of time and choices on the player's part. That the AI has a set priority, while the player explores, balances their tech, and does flavorful stuff, is what creates the dysfunction in the overall system. The AI researches prestige like, immediately, once it gets it's legs under it. It's cities grow exponentially fast compared to a player that doesn't do that. The AI seems terrible at focusing on Ag research though, so it craves every single food resource on the map, and goes into a death spiral if it's food needs exceed what it get it's hands on.
(i.e., I've starved AI empires into tranquility by just building my empire across the heart of the map so they can't expand anymore. Rather than continually researching Ag, as a player would do to get a TON of food from one bit of research, the AI just sits there. Lonely. Hungry. Bored.)
So where exactly is the problem in a game where the limitations and ratios that define balance in the conquest/city game can be researched into triviality? The problem is up and down the game. It applies to weapon research, army building, all that. I can see where I can like the system, but because so much rides on how the player chooses to progress and in what areas, the question of what's balanced is really....hard to nail down. The fact that almost all the important expansion researches are under Kingdom/Empire means that players who opt to research other things run the risk of falling drastically behind the AI. I sort of do all the trees one level at a time, and that usually leaves me leagues behind the AI in expansion, but far more capable of mounting a solid comeback. It's just the game you have to deal with if you do that, dozens of AI cities and trying to beat the AI to the punch on your own turf, gets old after you do it two to three times.
What's the difference between an outpost and a newly founded city of size 1?
How about this to limit city spam: the level and size a city can reach is dependent on the size of its hinterlands.
If you have a bunch of cities crowded together, the highest they can reach is, say, level 2, before the supporting hinterlands are exhausted. If you space cities apart some they can grow to level 5, the rationale being that it takes the production of a large area of hinterlands to support a large city, which is how it works IRL.
With this, the player should have the option to limit city level. Even with a bunch of cities spammed togather in a small area, if all of them are optionally kept to level 1, except for one, that one remaining city should still be able to grow to a good, high level.
If you have a level 5 city every few squares, that runs contrary to common sense and may be the sources of the problem here.
Mechanistically it would go something like this: when the city is ready to grow a level, it would require a baseline number of contiguous (diagonals okay) unoccupied tiles surrounding it, within the zone of influence. It would then "own" those tiles as its hinterlands and other cities could not make use of them. If it has the requisite number of tiles, it would be allowed to level up. I'd say level 0 outposts wouldn't require anything, level 1 maybe 2-3 unoccupied tiles, growing exponentially to level 5.
I haven't played Elemental in a while, nor do I have any experience in game design, so this may be totally unworkable, but I thought I'd add my 2 cents worth. Would it be workable to require either the SOV or an offspring to be present in a new settlement until it reaches a certain level. If it required magic to produce fertile land in order to produce food until the population reaches a certain size, which then allows the peasants to cultivate the land, then this would limit the number of settlements you could produce while giving consequence to building more settlements, ie. do you want to use your Sov/children for settlement building or combat?
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