Welcome to Elemental:War of Magic, a fantasy strategy game for the PC!
Elemental is about you.
It turns out, you are a powerful Sorcerer. And the world needs you. Badly. About 160 years ago, there was a huge cataclysmic battle that nearly destroyed the world. It was so bad that it has been only in the past few years that people have become numerous enough to begin starting up settlements again.
So the world is in pretty bad shape. How much of it you want to take on is up to you. You can either begin your efforts in a place you already know or you can just randomly be transported to begin your epic saga. But the world isn’t a very pleasant place right now.
During the past century though, the wilds have become populated by bandits, monsters, and other nasties that you will have to fight off as you try to reclaim the world in the name of your Kingdom – or Empire.
Speaking of which, you will need to decide which group of people you want to lead. It turns out that very few people actually are capable of using magic. A long time ago, a group of evil magic users decided that only they should be able to use magic and took all the world’s magic and stored them into a series of large crystals that themselves are really just pieces of an even larger crystal. These “shards” will become crucial to your future. In the meantime, these people are looking to you for leadership since you happen to be able to channel magic from these shards.
The world is populated by 10 different groups of people.
And I use the term “people” loosely here.
These people have loosely gravitated towards two ideologies.
One ideology believes in the rule of law and the importance of an orderly society. These are the Kingdoms. 5 different factions have chosen this ideology and all of them are the same race – men. However, if you ask them, they’ll scoff at this. They’ll say there are huge differences between Amarians and Ironeers. Whatever.
The other ideology believes that power comes from the individual. That the world has become savage and to survive and prosper, the strongest and most fittest must be allowed to rise up to their potential. These are the Empires. And unlike the Kingdoms which are all men, the Empires are much more diverse.
Each of the five factions of the Empires are a different race.
Now, not all these factions are equally capable. Some are challenging, some are “normal”, some are fools and some are doom givers. How you deal with this is up to you.
When you start out, you have nothing.
Nothing.
But you’re not alone. Well, okay, yes, you’re alone but you won’t be alone for long.
The world is still littered with the flotsam and jetsam of ruined civilizations which you can scavenge things from. In addition, there are some powerful people out there looking to join a cause greater than themselves.
The key, however, is making sure you find right locations for your settlements. The world isn’t in any shape to just build farms anywhere. Only tiny bits of land are arable.
Once you found your Kingdom (or Empire) you will want to set up a beacon, some sign to let people know that you’re open for business. Get people to start coming out of the wilds to begin living a civilized existence again (and for some, the first time).
As you venture out into the wilds, you will find that there are bits of civilization already out there. The occasional Inn or Hut may offer you a chance for some adventure. These are great ways to find much needed equipment, knowledge, and other relics.
Unfortunately, the wilds aren’t particularly safe. Wandering alone (or letting your settlement go undefended) is dangerous.
For that reason, you’ll want to train some of your new citizens to defend the settlement and your territory in general.
As your new Empire (or Kingdom) expands, you’ll discover that you’re not the only one who has ambitions. Soon you will have to contend with them either peacefully or at the tip of a sword.
Your strategy for victory? That’s up to you. Magical Spell knowledge is one path. Mundane conquest is another. Or perhaps you may locate some ultimate magical weapon to dominate all beings in the world. All I can say is that your adventure is just beginning.
Good luck!
You've got to be kidding me. I figured that the population was split into male and female and that by choosing that trait we'd be able to build larger armies more quickly.
I think there was a time when it was even considered that it could impact the growth of your population. But only considered very slightly.
Why does it cost 1 if it's just cosmetic? Placeholder of something that was not finally developed? I know it makesTarth feel more special (beyond being best survivalist to bandit attacks in the early seasons) and considering the talents of the different factions, for Tarth is "free". Only custom factions are really affectted but are you so cheap that you don't consider your women to be worth of that single point? Bad joke, Stardock should change it to 0 points (or one day add someting that makes interesting to be egalitarian beyond "Oh, Women with a Stick!".
They also patched in a whole lot of 'fun'.
You need to play it, it is much better now.
Yeah, either 0 or just get rid of it entirely and let you choose whether you want to make female troops in the design screen.
I'm hard pressed to think of what they could do with it. When morale still existed they could have given egalitarian societies a higher morale bonus, but I have no idea what they could do with it now.
Of course you could make a grognard-tastic version of the game wherein too high a casualty rate among female troops penalizes your population growth...
Well it is a fantasy game. Women could get higher armor rating as the amount of armor on them decreases. This could open up a new set of armor types. They could start out that basic padded stuff and eventually work their way to the typical fantasy chainmail bikini. In combat they would have a special ability with the chance to stun male units.
so kingdoms are socialist and the empires are.... american?
I have no idea why it costs points, in 1.09t the base human peasant (a male) has +2 hp over designed units, so making a female with egalitarian appears to just give you an inferior unit.
Although I could be misunderstanding. Personally I still field a mix of male and female soldiers, just makes more sense considering every female member of my family is charging into battle too.
yes you can make female warriors now. You can create a new faction that has that option also
I have heard that before in this game going all the way back to beta. When it comes to this game I'll believe it if I see it.
The modifications that have been made to this game are very intense and have greatly improved playability throughout, which also ups the fun factor. Yet all these dudes care about if they can give a skirt a sword and send her to be slaughtered with the rest of your worthless stock. Leave your women at home - my men will meet them soon enough.
It should not even be in the trait section. When we create troops there should be the option for male or female at no cost. They should replace that trait with one more usefull. In fact they should add more traits both good ones and escpecially bad ones.
Point ----->
Lets see here, Empires are not for Individual freedom nor do they have a successful free market system. They do not have a Capitalist system, which is superior to any Socialist based system. They do not send money to ungrateful countries around the world when natural disasters happen only to be spit upon once these countries have received the help they needed.
So no Empires are NOT American. They are more like Nazi Germany and Iraq under the leadership of your hero Suddam Hussain.
Here here.
You know, even if you'd bothered to add the standard ' ' to the end of post to indicate you're kidding, you'd still come off just as skeezy.
What is the point of this thread? The game looks exactly the same as it did on release. What am I missing here????????
Sometimes you have to PLAY a game to "see" and feel, what is all about and whats the differences between 1.1 and release version. Did you play the release version?
-You can now build more then one copy of a building in a city, adds a lot of depth
-Combat has been reworked. Dexterity now grants chance to dodge instead of boosting armor.
-Units no longer have essence. There is a global pool. Enchantments/summons now have a upkeep of 1.
-Spells have also been changed. There are tons of new interesting strategic spells.
-New items
-Much Improved Stability and far fewer bugs. Really the community has been like "here's a bug" and the devs have been like "ok now it's fixed". This has been going on everyday. Actual daily patches!
What he is saying is, is that this thread would look exactly alike if it was the walkthru for 1.0. And he's right. This thread isn't really showing any of the changes. Difficult to show that kind of thing, I ain't got any ideas. But changes have been made and the game is better for it.
I know. Thats why i wrote, that you have to play the game and if you played the release version and then play 1.1, damn quick you will "see" the changes and improvments. If you haven´t played the release version (or until 1.09e) and you like TBS Fantasy Games, than Elemental "only" will be a very good game in my opinion (with still a lot of potential, what is great).
Ok thanks all for letting me know about the the shards and you are right. I have 5 of them in my current game and they sure do make a difference. Maybe its because i have usually only 1 in most games or what not, but I do see the mana difference!! Thanks for pointing it out. AS for finding a wife, well, when i started my new game I didnt have a girl there! I had 2!!! Thats called a win-win or bonus!! LOL I now see that when you come to these forums and say something, that it then magically happens in the game! Now that is great customer service from Stardock!!(You guys do realize im just being silly saying that right...but not really, but yes I am, but not really) (Sorry just watched Dodgeball).
I've been wanting to make more videos, but purposely waiting until 1.1 is released; as I see it, 1.1 will end up being as close to what 1.0 should have been and it'd be nice to see that represented via an online vid.
That'll be great...I'll look forward to seeing it!
Just either reduce unit costs or give a little bonus to population growth. After all, a nation which allows women to serve in the frontline has just doubled it's recruitment pool.
Really it should be given to some of the Fallen factions too. Their society isn't the kind that is predisposed to having inhibitions regarding women serving on the frontline, although in some cases it's not exactly clear what differences (if any) exist between the genders (and I suspect it'd be a brave person who'd ask ...)
It would actually drop population growth. People serving in the army don't usually have kids. Also if you lose men your population growth is unlikely to change much, because one man can have children with multiple women at the same time. While women can only ever have one child(Except twins). Thus with population growth women matter much more then men. Every women lost decreases population growth while losing half your civilizations men can be shrugged off. It would however increase the maximum size of your army.
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