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Brad’s Quickie Eval of Elemental Alpha 1

Brad’s Quickie Eval of Elemental Alpha 1

Greetings!

Today I’m evaluating the Elemental Alpha.  All the various “platforms” come together to start putting together a game. Next month, the Beta of Elemental will be released for those who have pre-ordered it.  Shortly after, we will

Downloading…

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First, I have to download it from Impulse.  This is the version of Impulse that people will be getting by the time the beta comes out. It’s “Phase 4” and has a lot of new stuff but we’ll talk about that soon enough.

 

For those who aren’t in the alpha, you’re not missing much. There isn’t much “game” there yet.  The primary purpose of this alpha is to let us just get some early feedback on the basic engine and let us get things set up for the beta.

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The Alpha intro screen.

 

The Alpha, like Beta 1, will all take place on the cloth map. The idea here is to take all the eye candy away and let beta testers focus first on just the game play. So again, people looking to have “fun” with the alpha or beta 1 should stay far far away from this. The whole point of a Stardock beta is to let people help mold the final game.

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When a player starts the game, they have just their sovereign. If he (or she) dies, you die.   You will want to build cities near fertile land which, in Elemental, is relatively rare. Fertile land is designated (for now) by a green and yellow flower tile.

 

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Once you build a city, you can begin researching techs.  This screen is still a work in progress (like everything else) and not likely to resemble the final screen. Suffice to say, as you research technologies, new paths open up which are displayed at the bottom.

 

 

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Clicking on a city will allow players to build new things right on the map. At first, there won’t be much to build. But over time, lots of different things will become available (though in alpha 1 we have purposely limited it to just a handful of things).

 

 

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Early on, you will want to build units to protect your cities. You can also design units (though it’s pretty basic right now). 

 

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As your influence grows, your zone of control will grow (which as you can see in this screenshot, I’ve asked to tone down a bit).

In Elemental, the power of your empire will rest on your control of the magical shards which give your side the mana necessary to cast ever more powerful spells. In addition, your economy is based on your control of key resources.  Elemental (unlike Galactic Civilizations) has no concept of “industrial units”.  You want to build something, you better control the necessary resource otherwise it’ll take a ridiculous amount of time.  The more of those resources you control, the faster you can build things.  Thus, control of one iron deposit is not as good as controlling two or three iron deposits when it comes to making steel weapons.

So over the coming weeks, the economy and magic of Elemental will begin to take shape and beta testers will, ideally, find the game fun despite the Commodore-64 style graphics.  Then, when the full environment is added in as well as the tactical battles the fun will be greatly amplified because you’ll be able to see the true effects of your power and we can convey a lot more information visually in a way that is pleasing to the eye (which we can’t really do without the cool graphics easily).

Once the Alpha program gets complete, assets and features will start getting injected into the game at an accelerated rate.

170,289 views 84 replies
Reply #51 Top

Quoting Tiefling, reply 48

I am wondering about this having to build on fertile land thing...

Although I understand that this makes sense within the story of the game, it seems like a fairly arbitrary limitation. It sounds like the game is basically forcing me to build cities in rare, pre-determined locations.

Is this the way it is supposed to be?

 

No, because your sovereign can turn wasteland into fertile land - at the cost of essence. From various dev posts over time it seems like there will be rare fertile areas already on the map, but that most of the fertile land will be created by the players. A dev also recently said that fertile land will slowly expand outwards, meaning that if you don't want to spend essence rapidly creating cities all over, you can wait for one patch of fertile land to expand enough to fit another city. 

This is intended (I presume) to prevent city spamming; or at least to prevent city spamming from being the only viable method of winning.

Reply #52 Top

Excellent to see that the Devs are focusing on game-play over prettiness, even to the extent of keeping the eye-candy out of the Beta. Games like this hinge on the fun factor of the strategic decisions you can make and the power of the user interface to give you easy access to all your options.

If Stardock gets both these things right, this will be a game for the ages. Looking forward to testing the Beta.

Reply #53 Top

I fear the particular research model being displayed.  If it's like the Europa Universalis model of there's 6 or so tech groups for the whole game and you divide your research points amongst those groups...  UGH.  That model is terrible.  Focus is almost entirely removed from research.  It just becomes something where you set your percentages at the beginning of the game and then completely ignore it.  

If on the other hand, we're just seeing the breakdown of Laser I - Laser IV ala Galactic Civ...  That's a vast improvement on that model.  The expansive tech tree is key.  I hope Elemental doesn't get rid of it.

Reply #54 Top

This post probably belongs in another thread, but I wanted to inject my thoughts to Simplicity123's point.

I hate to be the devils advocate (OK, not really) but regarding division of research points/resources amoung multiple technology groups. This is something that I always liked about MOO, MOO2.

I was actually adjusting these regularly during gameplay based on things like whether I was at war, trying to upgrade planet/city building technologies, etc.

Additionally (and without really knowing what E:WoM is planning magic-wise), it is my hope this concept is carried over in some manner into the spell/magic model. That would more closely mimic the model used in LoM:SE and Dominions 2&3 (that I really liked) where different wizards stationed in towers/libraries across your empire could be researching different spells simultaneously (concretely in LoM and abstractly via the groups in Dom2/3).

You could add more wizards to increase the research speed at any given tower/library, but that meant that they weren't readily available as active heroes/units for attacking/defending/exploring. That was always a great strategic decision to me...just how many of these guys to I use to keep researching new spells vs. building up killer parties/stacks.

I think these are a more realistic construct that makes you strategically choose where to devote these resources.

I think that you could always just focus 100% of the resources on one group/spell if the division really bothered you, but with very little overhead, you've got the flexibility to divide your labor.

As always, just my $0.02 

Reply #55 Top

Oh, I have no problem with being able to DIVIDE research.  The Total War: Empires model, where you have a person researching a particular tech...  But it's still a tree in that case.  I just don't want to see a model where you choose between Civilization, War, Magic, Resourcery, or Frobnids with various advances along those six paths for the whole game.  That model eliminates choice.  It also reduces "one-more-turniness" that comes along with having a fresh tech advance coming up.

Now maybe one of those techs in the Civilization path opens up the "Fancy-city folk" path.  And you get advances along that.  Great.  More choice.

Reply #57 Top

The research is similar to GalCiv's except that instead of having say Phasors I, Phasors II, etc. you would just have Phasors with different milestones.

When you research Civilization, you will soon get Diplomacy which becomes another tree which in turn would lead the way to Trade and other kinds of things.

The dock on the bottom gradually fills up with different options to choose from.

Reply #58 Top

In that case, "w00t!"

Reply #59 Top

Quoting Frogboy, reply 57
The research is similar to GalCiv's except that instead of having say Phasors I, Phasors II, etc. you would just have Phasors with different milestones.

When you research Civilization, you will soon get Diplomacy which becomes another tree which in turn would lead the way to Trade and other kinds of things.

The dock on the bottom gradually fills up with different options to choose from.

Sounds good, I like it... but does that mean no infinite research? Twas one thing I really looked forward to seeing come to fruition... yet, your system sounds good, even if it does end.

 

Oh, by the way, you keep bashing your current graphics but they are quite nice IMO. Even if not flashy, they have a "smoothness" that is easy on the eyes.

Reply #60 Top

Quoting Frogboy, reply 57
When you research Civilization, you will soon get Diplomacy which becomes another tree which in turn would lead the way to Trade and other kinds of things.
Well, it sounds like Galc Civ to me.o_O

Reply #61 Top

I think the difference is that you keep being able to research and improve the "Civilisation" tree (infinitely assuming it's in) even once you have acquired all the "Diplomacy" style branch offs that it has,

Basically, i see it as a way of removing the feeling of redundancy in the tech tree by framing them in a different way, ie your not wasting your empire researching Phasors II even though 3 turns later it will be superceded by Phasors III, you're just researching Phasors and they will gradually improve aslong as you do so.

Reply #62 Top

Wow, guys, this is a Alpha.  Any complaining about the looks, sound, graphics, ect at this point will really point you out as an Alpha-noob.  This is the "framework" of the game; the "paint job" comes nearer the end.  Alphas usually look about as attractive as a newly born baby.

Reply #63 Top

Frogboy, 2 of your thumbnails are identical, but when I click on one I get a different graphic. Might want ot ammend that.

Reply #64 Top

I'm beginning to like the new tech system..... infinite possibilities, but without sacrificing tech variety or resorting to unfair RNGs.

Reply #65 Top

@PurplePaladin: errr.... did you just kinda hint you were in the alpha?
No, don't tell me actually...better leave it there.

PS: Where did you get that pict of me??

Reply #66 Top

Too similar to the president of my country the baby of that pic. Poor baby.

Reply #68 Top

Quoting plang75015, reply 65
@PurplePaladin: errr.... did you just kinda hint you were in the alpha?
No, don't tell me actually...better leave it there.

PS: Where did you get that pict of me??

Well it is obvious that any screens that Frogboy posts right now are alpha or pre-alpha, so I don't see how PP is saying anything one way or the other about being in the alpha.

Reply #69 Top

Any complaining about the looks, sound,

Well it is obvious that any screens that Frogboy posts right now are alpha or pre-alpha, so I don't see how PP is saying anything one way or the other about being in the alpha.

Well, I missed the sound on the screens...So...

But you're probably right

Reply #70 Top

I am not in Alpha; at least I don't think so (*checks email again*).  Nope.  *waits by mailbox*.  Looks like my picture of "Baby Alpha" may have got me cut.

But FB told me that for only 10 easy payments of $4.99, that I too can become a licenced Beta-tester. And that if I "Act Now", they will include a free cloth world-map add-on, complete with bright, blotchy colors, so I can always feel like I was in the Alpha, . WHAT a deal!  HEY, that reminds me, he never did send back my credit card. . .

Reply #71 Top

Quoting endofdayz, reply 59

Oh, by the way, you keep bashing your current graphics but they are quite nice IMO. Even if not flashy, they have a "smoothness" that is easy on the eyes.

He loves understatement.

I like the look of the cloth map too.

Reply #72 Top

WHAT a deal!  HEY, that reminds me, he never did send back my credit card. . .

Those boat payments don't take care of themselves you know... :)

Reply #73 Top

Quoting Draginol, reply 72

WHAT a deal!  HEY, that reminds me, he never did send back my credit card. . .
Those boat payments don't take care of themselves you know...

Boat? I figured you for a yacht kind of guy. Specifically the 118 WALLYPOWER! Given you position and all that jazz!!!

 

See it has all the Amenities a modern CEO & President would need for those power lunches, meeting and planning sessions on the go!

Reply #75 Top

Quoting Annatar11, reply 74
That's a nice boat.

Yes it is. I love it but I lack the $25M to buy it - for now, one day however....

Frogboy on the other hand, could snag it as a "mobile office" and "executive retreat facility" and put it down as a business expense. It would do wonders for those trips to CA for SD staff. Hell for access to that I would move to Michigan!