Elemental: And now for something completely different

It’s not the loudness

I’m a stalker.

No. Really. I am.

I don’t just read the feedback on Elemental in our forums. I read the feedback on lots of other forums. So I lurk on sites like RPG.net, Octopus Overlords, PCCohort, Qt3, CnardPC, WArgamers.com, rpgcodex.net, tacticularcancer, colonyofgamers, bay12games.com, Shrapnel Games, penny-arcade forums, etc.

And one of the most consistent concerns I read is that the hard core beta testers who post the most will influence the game to become too hard-core.  There is nothing to fear.

I have happily debated, over the years, the merits of games like Space Empires V vs. Galactic Civilizations and such.  And while Elemental will be “deeper” than Galactic Civilizations, players are not going to have to micro-manage sword production or something.  Elemental is, at its core, a macro-game. Your stratregy will have more to do with your victory than tactical prowess.

That doesn’t mean that the battle system won’t be heavily modified to be richer than we currently have it but it does mean that we will not have cutting versus slashing damage. 

Where things stand with the beta

We are officially at Beta 1-B.  The economic phase of the beta.  Several weeks have been schedule to work on this until we’re all happy with it. So expect more beta 1-B updates before we get to the initial AI skeleton beta.

Elemental Economics

My sovereign founds a city.

The city has an initial prestige based on the prestige ability of that civilization (typically 10).

Each turn, the population of that city grows by prestige/10 + existing population*prestige/10 % pre turn.  The first number represents sheer prestige, the second one is meant to model natural population growth (babies).  Sure, we could have a “fertility” rating but we are trying to keep the number of variables down to a minimum so that players aren’t having to build 20 different types of buildings.

Each citizen pays taxes at a fixed rate. There is no slider to increase taxes ala Galactic Civilizations. Instead, if you want to increase income, you need to increase the wealth of your city through improvements. Your money comes from people.

When you harvest a resource (food, metal, crystals, stone, whatever) your city gets M per turn. In addition, your other cities will receive Q per turn (typically 1.0).  If they are connected by roads, they will get Q * R (road bonus which is typically 2.0).

You can increase these variables based on improvements you choose to build in your city.

Each citizen produces T technology units per turn (typically 0.10).  You can increase this rate by building schools, libraries, and other improvements. 

Building a new improvement in your city takes L turns for the labor plus S turns based on the supplies needed.  So a fancy estate that increases the prestige of your city may take 10 turns to build due to labor + an additional 2 turns to get the 4 stone needed to construct it. Improvements also have an up-front cost that is the labor (in turns) X A for the labor cost per turn (typically 10.0).  So that estate would cost 100 gold to build because it takes 10 turns of labor.

You can produce soldiers. Soldiers cost Z gold per turn to keep around. They are the main drain on your economy per turn.

Researching

We are playing around with different types of research mechanisms for Elemental.  The current research screen UI is deplorable.

Here is a rough mockup of a new one that we hope to make available next Thursday.

image

The idea being that players would choose amongst the 5 research categories:

  1. Civilization
  2. Warfare
  3. Magic
  4. Adventure
  5. Diplomacy

When they chose a category, they would get a list of technologies that may become available when they make their breakthru.  If the listed technology is green, then it will definitely be available when you make your breakthru.  If it’s yellow, it might be available when you make a breakthru, if it’s red, it probably won’t be available.

Some technologies will require a pre-requisite. You can’t simply (by luck) get access to say plate metal armor. You would have to research warfare, then defenses, then armor and then after that you would have a chance to get plate metal armor. The more points you have in a particular category, the greater the odds that one of those techs will pop up.

So let’s walk through this:

I choose warfare: level 1 and I see:

  • Barracks (green)
  • Weapons (green)
  • Defenses (green)
  • City Walls (yellow)
  • Archery (yellow)

Warfare level 1 costs 10 technology points (which at this stage means 10 turns).

I know I want to get to plate mail so I pick Defenses.

10 turns pass…

The breakthru window pops up and I choose Defenses. City Walls also showed up but Archery didn’t.

The research window comes up again and I see this:

Warfare: level 2

  • Barracks (green)
  • Weapons (green)
  • Armor (green)
  • City Walls (yellow)
  • Archery (yellow)
  • Fortify Position (red)

Warfare Level 2 costs 20 tech points (which at this point in the game is taking 14 turns).

14 turns pass…

The breakthru window pops up and I get to choose between Barracks, Weapons, Armor, and Fortify Position.  Now, because it was red, it means I got pretty lucky that it is an option and next time, it may not show up as an option. Do I pick that now or do I go with Armor?  I choose Armor anyway.

Now I see this:

  • Barracks (green)
  • Weapons (green)
  • Leather Armor (green)
  • Plate Armor (yellow)
  • City Walls (green)
  • Archery (green)
  • Fortify Position (red)

As you can see, City Walls and Archery have become green which means they will always be choices because enough points have been put into Warfare that they’ve gone from being maybes to certainties.

Warfare level 3 costs 40 points (which at this point will take 20 turns to get).

The other thing about this system is that we can have a giant pool of minor but interesting techs that normally don’t show up in a game but when we go through the new game generation, we will randomly give them a slight chance to come up during a game. So, for instance, you might get a tech called “Forest Defenses” where if you have it, it will give your units extra defensive bonuses in a forest.  All players would have access to such a tech (i.e. it’s not per player though we might make some race-based).

We’re finding this system to simply be a lot more fun to play and give the player a lot more interesting choices.

The idea here is that you’re researching an area of technology, you have breakthrus and the player can then choose what that breakthru was.

Next Beta opening?

For those who are pre-ordering, we will probably let more people join just before Christmas. But that really depends on the state of the game.  Right now, we’re still working out basic stuff like crashing, memory leaks, and low level game mechanics.  I don’t anticipate the game being “fun” until Beta 2 and even then it’ll still be pretty raw.

A typical “beta” program that is open to the public wouldn’t start to what we are calling Beta 4.  So others might call Beta 1, 2 and 3 “alphas” if you’re into the semantics of this kind of thing.  But it gives you an idea of the distance that must be traveled between where we are now and where we expect the game to be something that a sane company would want its fans to see.

Why are we torturing our top supporters?

Stardockers are a rare breed of power user / gamer.  Most of them know what they’re in for already.  The reason they got involved is because they know that we’re reading their “walls of text”. We may not always respond, but we’re reading them, thinking about them, and will make real changes.  We’re making the game with them.

When all is said and done, every game design decision the game has will have to be defensible to the main base.  Hence, there will be posts arguing that the magic system should be different or that the research system should be different.  The question is whether the design decisions that are ultimately made can be logically defended and whether most of our target audience likes what we ultimately have chosen.

323,417 views 196 replies
Reply #1 Top

The new research screen looks pretty good to me. :thumbsup:

Reply #2 Top

This sounds like an actually fun research method.  It's also quite clever.

Reply #3 Top

I really like the research system your planning on implementing, it does sound fun! tis a shame to hear the game won't be closer to the hard-core tho... :'( aww well i've already bought the game ^_^

Reply #4 Top

The research screem looks good, the description of how research is going to work looks to be a HUGE improvement!

I really like the direction and the ability to direct research but not be sure what your are going to get (or you CAN be sure by going with a green. Very very promising, Bravo Zulu, Great Job!

Reply #5 Top

That's a very nice Master of Orion / Alpha Centauri approach of research. I like that very much. :thumbsup:

Reply #7 Top

Cool, thanks for the info, Brad :)

I like where this is going, as I would like the mundane research to be more "wave"-ish and spell research to be very "particle"-ish.

Reply #8 Top

Very, very promising! A nice blend of SMAC uncertainty with choices at each breakthrough.

One question - after reseaching to Warfare III (30 pts), if I switch to Civilization I does it cost 10 pts or 40?

Reply #9 Top

so I like to Micromanage... this game isn't for me?

Reply #10 Top

One question - after reseaching to Warfare III (30 pts), if I switch to Civilization I does it cost 10 pts or 40?
  10 pts...each tree has its own counter.

Reply #11 Top

Any hint on the impact of exchanging warfare tech (in green, yellow or red) has on your next warfare level or research costs? And one might be cautious about impact on AI research capability when you give it lots of techs.

Reply #12 Top

Quoting seedrat, reply 8
Very, very promising! A nice blend of SMAC uncertainty with choices at each breakthrough.

One question - after reseaching to Warfare III (30 pts), if I switch to Civilization I does it cost 10 pts or 40?

Warfare III is 40 points, not 30 (per the OP) so it appears that each level is double the previous. (10,20,40,80(?))

Reply #13 Top

so I like to Micromanage... this game isn't for me?

Yes. That's exactly what I said.  Not being able to manufacture swords in one city, ship them to another city, and then have the local barracks then equip the soldier is the same as saying that there's no way to micro manage anything...

Because isn't that the only option here? Either you're personally forging iron ingots into swords to ship off OR it's been completely dumbed down into a console game.

Seriously though, a better answer is: If you don't think this game is for you, then it's not and you should give up now. Seriously.  

Because otherwise I'm going spend countless hours during the beta debating people who have chosen to read a particular statement in the most extreme way. So it's easier to just say: No, it's not for you. 

Reply #14 Top

I like the idea of partially random research, and having different breakthrough choices should make sure that new technologies can be chosen to fit a player's research focus.  The steadily increasing costs promote specialization, too, which should help push nations towards more diverse technologies and spells.

Reply #15 Top

Ohh. the new tech tree sounds interesting. cant wait to try it out.. and i must say, its been fun to help and actually be able to report some bugs, so they get squished.. (I hope) }:)

Reply #16 Top

Warfare III is 40 points, not 30 (per the OP) so it appears that each level is double the previous. (10,20,40,80(?))

I'll bet the numbers change from experience from the beta. The increase should probably be modified by the map size and other factors, so I wouldn'd want to nail them down on anything (although doubling seems like a good base to start from).

Reply #17 Top

That new research method sounds pretty good. It's got some randomness, but not the kind that will bother people (at least, it doesn't bother me). Good stuff!

Reply #18 Top

That type of research sounds like a lot of fun.

Two things, though:

1. It looks like the number of available techs will pile up, if you get more than one new option after a breakthrough

2. Since cost is determined by number of breakthroughs, won't the early techs become relatively more expensive with each breakthrough where you don't pick them?

Reply #19 Top

I like this research model and the example GUI a lot better.

But I've got a question. Alpha Centauri did something similar and one thing I really liked is that a tech in one path was often a pre-req to an advanced tech in a different path. Anything like that?

For example before being able to research iron weaponry in the warfare path, I'd need to first unlock iron mining in the civ path right?

Reply #20 Top

Awesome, this is looking great!

A couple questions though - how will infinite techs fit into this new system? I'm assuming you haven't given up on them.

I think one of my favorite aspects about this system is that it really does encourage specialization. Because the cost to reach the next breakthrough is independent of which tech you actually choose, if you forego archery and all related techs and delve deep into some other aspect of the warfare category, then decide to work on archery it will cost a lot more than if you started with it.

All I'd like to see now is multiple prereqs (pre-reqs are clearly in, so presumably multiple prereqs wouldn't be a big step), and prereqs across category lines! :)

Yes. That's exactly what I said.  Not being able to manufacture swords in one city, ship them to another city, and then have the local barracks then equip the soldier is the same as saying that there's no way to micro manage anything...

I still wish we'd get that :P Or at least, I wish we'd get that for regular resources and to hell with manufactured resources resources like swords. You have convinced me at least that shipping raw materials to industrial cities to manufacture them into manufactured goods, which then would need to be shipped to other cities to equip troops would be pretty bad. But if you just make everything require regular old resources, I think that'd be perfectly manageable, fun, and extremely strategic.

(I will continue to harass you on this point until Stardock drops support of Elemental and all future derivatives and additions; which likely means until Stardock ceases to exist, if such a tragedy were ever to occur). Or I suppose if someone makes a good mod for it :P

Reply #21 Top

Amidst all the "that research system is awesome!" comments (which I certainly agree with), let me interject that I really like the idea of fixed wealth/research/etc generation per citizen. I am more of a hardcore gamer and I usually don't mind micromanaging, but adjusting GC2's tax rate or Civ4's research slider turn-by-turn was something I never cared for. I also like that (so far, anyway) there doesn't seem to be a citizen "happiness" mechanic, which really just provides another not-fun element to babysit turn by turn. So far I love Elemental's concept of: more people is more money and more research, if you want to improve your empire just get more people! - cutting out the delicate balancing of gold vs. research vs. keeping citizens "happy" sounds simple and straightforward, it should help us focus on fun things like marching armies around, casting/researching spells, and developing a better sword with this solid new research system you've come up with.

Reply #22 Top

Definitely a big improvement over the previous version.  Looking forward to trying it out.

Reply #23 Top

kudos on the reaserch system seems intresting :)


I got several questions though:


1. Are those the only reaserch trees?

2. Would we be able to reaserch several trees simultaneously? i.e having a slider to indicate the precentage of reaserch points that go to each tree in each turn.

3. Could we mod in more trees? and the ability to add trees after unlocking them via reaserch?

4. Are you thinking about implementing a system that after a player disregard a tech for X times it become harder to reach?

5. Regarding schools, libraries, and other improvements, will building them require manpower? (for that matter will any building ingame require manpower?)

6. How does situational techs fitt into this mesh?

 

As always, thank you for your dedication, I've been a follower of Stardock since GalCiv2 and I got great hopes (and expectations) from you guys :) .

 

Warder

Reply #24 Top

Quoting Frogboy, reply 13

~snip~....Because otherwise I'm going spend countless hours during the beta debating people who have chosen to read a particular statement in the most extreme way. So it's easier to just say: No, it's not for you. 

Ha ha ha, someone got told :D

I also really like the way the research system is headed :) It sounds like it'll give you good enough control that if you start out a game totally set on doing a certain thing then you'll be able to do it..but at the same time there's enough random spice thrown in such that every game will hopefully feel different and the replayability of the game should benefit.

One thing I think might need to be addressed..and I'm not really sure how, but I imagine it's more a UI thing than a systemic change, is the need for it to be eaily understandable as to how the various different research areas interact. What I'm talking about is that when you have a big wide category that you select to research as a player I'm never really sure when's a good time to switch to another category..and what the effects of such a change in research emphasis might be. Like for instance.. are there going to be techs in one category that are necessary to research a tech in another category? If so you may need some way that players can map out ahead of time what steps they need to take to get to a particular tech that has a bunch of prerequisites spread out all over the spectrum. Maybe this could be accomplished by having a big old standard style tech tree that you can view the techs on..even if they're not actually researched in that way.. so you can scroll along to some future tech and see what prerequisities it has and thus how to get there efficiently.

Another example would be that maybe the achievment of some techs in one research area act as kind of a threshold and upon attaining them another tech from a totally different research areas becomes vastly more useful/productive.. maybe in this sort of instance a tip could come up on that breakthrough pointing out that the tech in the other area might be a good next choice. Say for example.. you get armour in the warfare branch then suddenly having mining from the civilization branch becomes much more important (as you'll need to boost your metal production to quickly produce armoured troops).. it's not necessarily a prerequisite in the current resource system, but the 2 techs still have an interactaction and it would be helpful if this was pointed out in some way :)

Reply #25 Top

Quoting Warderin, reply 23
kudos on the reaserch system seems intresting


4. Are you thinking about implementing a system that after a player disregard a tech for X times it become harder to reach?


ewww