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Elemental: And now for something completely different

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.

323,428 views 196 replies
Reply #51 Top

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.

Does this mean that there's no way to rush build?

Reply #52 Top

Quoting Tridus, reply 37

That sound you hear is the intent going way over someone's head. (At least, I hope so. It seems out of character for Raven to have actually been serious though, I sure didn't read it that way.)

I do you think you're the only one who read the post the right way Tridus, I was being mostly sarcastic yes. Still though, it was partly serious. If you take away all the "Hard Core" what are you left with? Spore?

How much is too hard core? How much is not enough?

+1 Loading…
Reply #53 Top

Quoting Raven, reply 52
If you take away all the "Hard Core" what are you left with? Spore?

Funniest thing I've read all day. Karma for you, Raven.

Reply #54 Top

New research system looks very promising. Though it should address issue of old technologies pilling up. Several good suggestions already posted (buing with gold, old techs gets chance to get auto-researched). Another one comes here :-)  system that there can be picked more (2, 3?) "gray techs" instead of one of green/yellow/red. Obviously tech will turn to gray after some quite decent amount of time. Effectively this does nothing more than cutting price of old techs down.

Also being a little bit nitpicky - will there be some automatic tech research balancing system? So kingdoms wont stay behind too far? It is not really fun if one kigdom (civ...) stays way too behind and I crush their swords with my proto-plasma cannon. (well, it is fun once, but gets boring fast). After all, techs always "diffused" after some time in history. Obviously you would still be behind everyone else but not ridiculously behind. This makes a game little more interesting as usualy large states tends to prevail in 4X games.

Regarding tech dependencies - on the mockup screenshot there is button "tree" at the bottom - is this the button which will show what depends on what? Perhaps some indication on main screen might be good as well - Perhaps if you choose one area of research, other will glow as well and amount of glow might be level of interconnection so it should spark your interest to check tree view. Or maybe some icon, bar or even "physical" lines (it may look quite ugly tho).

Also what is idea behind "compare" button? "research" button is for screen you have posted?

Reply #55 Top

The tech tree methodology is an interesting presentation of the research path, but I wonder how effective it will be.  After so many games opting for the "PERD chart" method of displaying the tech tree, I wonder if that isn't a better way to go, because most games have done it this way, and it's become a custom.  Yes, it lets you beeline, and that may not necessariliy be a good thing.  I also don't know how you'd display "improbable" techs in a PERD graphic.  Even MOM, with it's tiny little tech tree, though, came with a piece of celluose that let you see the entirety of the tree "at a glance".  Provided the prerequisites are static (that is, plate armor may or may not be in your game, but if it is, it will always require iron working as it's prerequisite), someone in this community is going to map the entirety of your decision tree and put it out there anyway.  Unless the game has some AI to generate new tech tree after the old is exhausted; you've said before the tech tree is infinite, but I've always assumed that meant that you can continue to drill down a base technology to continue to get incremental improvements. 

Just a thought; as I said, I don't know how this new tech tree display will work, but my initial impression is that it's restricting my access to data that someone will eventually tabulate and publish.  So, why not eliminate the middleman?

Reply #56 Top

Just a thought; as I said, I don't know how this new tech tree display will work, but my initial impression is that it's restricting my access to data that someone will eventually tabulate and publish.  So, why not eliminate the middleman?

There is a "tree view" button on the bottom that I can only assume will display the actual tech tree. I imagine it'd display everything, all techs except perhaps the occasional surprises. As I understood it, this milestone system simply looks at the tree and says "Ok, which techs have satisfied prerequisites? What probability is each of those going to have to show up at the next milestone?" and then displays that graphically.

Reply #57 Top

Quoting Denryu, reply 44
If you focus on warfare, warfare warfare, the cost of doing so is that you are not advancing in other areas. This may be a "realism vs fun" issue, but seriously if a faction focused on just warfare, wouldn't they start to get really good at developing warfare tech and thus push research costs down? And I realize this is all still up for a LOT of tweaking.

I don't agree. If you want someone to research how to build siege engines, do you want researchers who spent the last 10 years perfecting refining techniques to make the best swords and shields in the world... or some civilians with engineering experience?

Sure they're both under the "warfare" tech tree, but trebuchets have more in common with civilian machinery like windmills then they do with Draginoltite Swords. Same thing with advanced wall construction. While you want millitary folks involved to design defensive fire positions on that wall and other strategic concerns, a large building construction expert is better suited to figure out how to build the wall then a fletcher is.

I would liek to suggest a fourth tech color - grey. And I think that it should be used just as it is used in an MMO (when an opponent is so far beneath you that killing it does not give you experience. My suggestion is that 3 or 4 (or whatever you guys deem appropriate) tech levels beyond when a tech "goes green" that it goes grey. It can still be selected when a breakthrough is made. However, each tech on the grey list has a 10% chance of being "auto-developed" each time you make a breakthrough - even a breakthrough in a DIFFERENT tech area! (again the exact percentage, the number of tech ranks from green to grey etc are specifics for you guys to balance out.

So from your example, when you reach warfare IV, barracks and weapons (which were green at warfare I) go grey. you can still choose one of them if you want, but if you don't, they each have an x% chance of being developed every time thereafter when you make a breakthrough. If you then researched adventure I, after selecting the adventure tech that was available, again there would be a x% chance each for your greyed techs to be researched.

I guess my issue with this is that it means the best strategy for research is to always pick the highest color on the list. If you have a red one, take it, no matter if its useful or not to you. Why? Because if you keep doing that you can get expensive techs, and eventually push down the "easy" ones to the grey level and thus get them free.

Leather Armor might still be useful even after you research doomfire, but the player should have to make that decision. If there's a way to get things for free, players will inevitably stop making decisions on what tech they really need and simply go for the most effecient route.

Reply #58 Top

The idea of the research tree is very nice. However pure doubling is too steep. 10, 20, 40, 80, 160, 320, 740 ...

And of course the number of green technologies shall never be too big.  If all technologies are randomly calculated, I can even imagine the situation, where you achieve let us say warfare III, but you have no technology to choose from. It is really bad luck, but I think it is perfectly valid.

Is the player limited to research exactly in one category? If not, he shall be able to prioritize the categories of the research. However I liked earlier suggested idea, that the research points are not linear - you have some probability to achieve the breakthrough. Otherwise it is useless to split the focus to several categories at once.

The calculation of the success for the non-linear research:

probability = (research points earned) / (research ponts earned + level difficulty) * 100 %

research points earned = research points, that has player earned through the research (and/or earned on quests perhaps and/or earned through diplomacy treaties)

level difficulty = some constant for each level of research.

Reply #59 Top

One more thing: I don't see how easy/difficult it is to invent technology in specified area. The player shall be able to see it at once, so one can set the next category (or prioritize the research, in case you can research more than one technology at once)

Reply #60 Top

Thank you sooo much frogboy. Having college and a job stops me from participating in these inane hyper-complex topics that would kill the game. Its refreshing to see that you realize that making combat an exercize in calculus would drive away most normal people. There is a huge audience out there for a FUN fantasy game, not so much for a second job...

PS- I love the tech system, and though I have no proof, im gunna pretend that you took the idea from some of my ramblings :grin:

Reply #61 Top

And .. does any category gives bonuses ? If I got warfare 3, I can choose a tech. Can I get some bonuses from the warfare 3 (like army cost bonus) ?

Reply #62 Top

Quoting mrakomo, reply 58

Is the player limited to research exactly in one category? If not, he shall be able to prioritize the categories of the research. However I liked earlier suggested idea, that the research points are not linear - you have some probability to achieve the breakthrough. Otherwise it is useless to split the focus to several categories at once.

Yea, it would always be better to focus your research instead of splitting it, if the distribution is directly in the players hand, e.g. by sliders.

But as we have direct player control when picking the tech at breakthrough, why not take away some direct control from distributing researach points (RP) on research fields? RP could come from different sources, some more under player control than others, like:

- base RP from population, no player control, they are distributed evenly on all fields

- RP from buildings, indirect player control, e.g. build a military academy or an arcane university. They produce RP in one field or raise the RP from population for that field.

- RP by doing something, indirect player control, everytime you do something related to a field of research, like building, training units, casting a spell, do some adventuring etc. you get some RP in that field

- setting focus, direct player control, spending money on research projects, or having direct control over a certain percentage of population generated RP

As I said, not as alternatives, but as all as different sources for RP piling up in the different research fields.

 

Reply #63 Top

You should make a tech tree like Ascendancy had. Except, maybe make five main trees, that branch out rapidly?

Reply #64 Top

I have to admit I'm a little confused by this new research system. I'll have to lay my hands on it before I can make my opinion. I'm happy that you're resisting to the temptation to implement everything and the kitchen sink in the game though, I certainly don't mind depth but I wouldn't want Elemental to turn into Fantasy Transport Tycoon either, or have to put everything on autopilot (MoO 3) to make any progress in the game. I'm exaggerating of course but I think you get the point. You have to draw the line at some point and devs are the only one to see the full picture at the moment.

However, a lot of people would disagree here so I think a lot of efforts should be put into making this game as moddable as possible. But you realized that long ago I'm sure :)

 

PS: oh and..

CnardPC
  Really? As a fan and contributor of this magazine, I'm flattered :)
As for rpgcodex and tacticularcancer, these guys are pretty smart but as a developer and CEO, I don't know how you can put up with all the spite (not saying they're necessarily wrong...)

Reply #65 Top

-snip- I would liek to suggest a fourth tech color - grey. And I think that it should be used just as it is used in an MMO (when an opponent is so far beneath you that killing it does not give you experience. My suggestion is that 3 or 4 (or whatever you guys deem appropriate) tech levels beyond when a tech "goes green" that it goes grey. It can still be selected when a breakthrough is made. However, each tech on the grey list has a 10% chance of being "auto-developed" each time you make a breakthrough -snip-

I like this idea.

Reply #66 Top

Quoting Xenomath, reply 62

Quoting mrakomo, reply 58
Is the player limited to research exactly in one category? If not, he shall be able to prioritize the categories of the research. However I liked earlier suggested idea, that the research points are not linear - you have some probability to achieve the breakthrough. Otherwise it is useless to split the focus to several categories at once.

Yea, it would always be better to focus your research instead of splitting it, if the distribution is directly in the players hand, e.g. by sliders.

But as we have direct player control when picking the tech at breakthrough, why not take away some direct control from distributing researach points (RP) on research fields? RP could come from different sources, some more under player control than others, like:

- base RP from population, no player control, they are distributed evenly on all fields

- RP from buildings, indirect player control, e.g. build a military academy or an arcane university. They produce RP in one field or raise the RP from population for that field.

- RP by doing something, indirect player control, everytime you do something related to a field of research, like building, training units, casting a spell, do some adventuring etc. you get some RP in that field

- setting focus, direct player control, spending money on research projects, or having direct control over a certain percentage of population generated RP

As I said, not as alternatives, but as all as different sources for RP piling up in the different research fields.

 

+1. Then you would be able to focus on one thing with your research and be able to try to breakthrough in other category thanks to your buildings.

Reply #67 Top

Quoting Frogboy, reply 65

I like this idea.

As stated by another poster I think it would make it always preferable to pick the rare red tech and try to drive as many techs down to grey as possible.

As simple techs become widely known throughout the world though, might some independent 3rd party like a guild find a way of selling simple technologies that have been missed?

Reply #68 Top

Quoting Frogboy, reply 65

-snip- I would liek to suggest a fourth tech color - grey. And I think that it should be used just as it is used in an MMO (when an opponent is so far beneath you that killing it does not give you experience. My suggestion is that 3 or 4 (or whatever you guys deem appropriate) tech levels beyond when a tech "goes green" that it goes grey. It can still be selected when a breakthrough is made. However, each tech on the grey list has a 10% chance of being "auto-developed" each time you make a breakthrough -snip-
I like this idea.

 

No no no, if we do so we end up in a situation where eventually, no matter what, you end up with all the techs, so in the long run (like the uber games on my brand new i7) it doesn't matter what tech you reserched.

 

Warder

Reply #69 Top

As stated by another poster I think it would make it always preferable to pick the rare red tech and try to drive as many techs down to grey as possible.

I disagree.  You're still making a choice of one thing over the other...and you dont INSTANTLY get it when it turns grey. You may have to hit 10 additional milestones to get 1 low-level freebe.

No no no, if we do so we end up in a situation where eventually, no matter what, you end up with all the techs, so in the long run (like the uber games on my brand new i7) it doesn't matter what tech you reserched.

Your choice to DEFINATLY get something now or PERHAPS get something later makes your input absolutly vital. And if youre playing long enough, guess what...you're going to get all the techs eventually anyways ;)  This is just a fun little way to keep ALL techs you can get on the first milestone from costing 1000000 zillion RPs when researched later (which could still happen, if you're unlucky).

Reply #70 Top

Quoting Warderin, reply 68



Quoting Frogboy,
reply 65

-snip- I would liek to suggest a fourth tech color - grey. And I think that it should be used just as it is used in an MMO (when an opponent is so far beneath you that killing it does not give you experience. My suggestion is that 3 or 4 (or whatever you guys deem appropriate) tech levels beyond when a tech "goes green" that it goes grey. It can still be selected when a breakthrough is made. However, each tech on the grey list has a 10% chance of being "auto-developed" each time you make a breakthrough -snip-
I like this idea.


 

No no no, if we do so we end up in a situation where eventually no matter what you end up with all the techs, so in the long run (like the uber games on my brand new i7) it doesn't matter what tech you reserched.

 

Warder

Not true at all. You far from end up with all techs eventually. If you pushed Warfare to rank 10 (which would be astronomical research cost if it is indeed exponential as it appears to be) this means that even so, only the techs that were GREEN at level 6 would be greyed. Also you need to get another breakthrough to get the chance at getting the greyed techs, and even when you do it is only a 10% chance per tech (more or less depending on balancing). So no, you do not "eventually end up with all techs" that is completely false.

Also the concern of this jsut pushes people to continue to push in one tech. Again, wrong, if anything this is to make doing so at least somewhat viable. Again assuming that each rank of tech costs double the research as the previous rank - Level 1 = 10, Level 2 = 20, Level 3 = 40, 4=80, 5=160, 6=320, 7=640, 8=1280, 9=2560, 10=5120.

So is someoen REALLY going to push for level 10 in order to grey out as much as possible, when for the same 5120 points they could have another tech line to the 9th rank and have research points to spare? I would suggest that there are plenty of disincentives to this strategy, such as letting all your other tech trees do nothing.

I don;t even think someone would always take the rare red option, although that surely would be the temptation. But say the tech you really want is green. Are you really willing to wait for three more breakthroughs to get it on the grey list and then only have a 10% chance for every breakthrough thereafter of finally getting it? Sure some people will play that way, but is it really optimal? Instead I think incorporating this provides a meaningful and balanced strategic choice. It gives people who want complete control of their techs the option to do so. It gives people who like a little bit of random luck to go that route.

Reply #71 Top

Or what Boogie said while i was creating my Wall of Text (tm) royalties to be paid to Wintersong for using his trademark ^_^

Reply #72 Top

Regarding tech trading and tech pillaging:

When you conquor an enemy city, rather than getting a free technology why not get some 'tech points' in areas where the enemy was ahead of your technology?  So if you have been researching Armor and they had researched Archery, your examination of their 'fletcher shop' gives you enough knowledge that your research of Archery would now cost you 8 reasearch points instead of ten.

Perhaps the diplomacy would have a similar system, rather than just trade techs or spells, you could trade some number of tech points in specific fields.  This would be the equivlent of letting their blacksmiths spend six months learning in one of your forges while your apprentice wizard spends six months in their potions library, you each gain some knowledge in another area rather than simply learning a technology.

Regarding 'gray' or free technologies. 

I would prefer not.  Warder made excellent points in his post.  Perhaps 'older' techs would not increase in research cost as quickly as 'cutting edge' technologies would, but they would still have to be researched and you would still have research inefficiencies because you were working in another area than you were accoustomed to.  The earlier analogy of trying to have military researchers learn to build walls rather than civilian construction organizations doing so was a great one.

Reply #73 Top

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.

So would constructing this estate take 12 turns or would the  "gathering stone" step and the labor happen simultaneously ( = 10 turns)

What happens if I lose access to my only source of stone after 6 turns?

Reply #74 Top

I don't know if the new system will be fun or not (need to test it, lol), but as someones has asked befor me...

Can modder add new research categories?

Is going to be a tech tree or an easy way to know dependencies within technologies so you can easily know what to research in order to reach a given technology?

Is going to be really rare technologies that only appears with a small probability and never turn into green?

What about situational techs?

Reply #75 Top

Quoting BoogieBac, reply 69

As stated by another poster I think it would make it always preferable to pick the rare red tech and try to drive as many techs down to grey as possible.
I disagree.  You're still making a choice of one thing over the other...and you dont INSTANTLY get it when it turns grey. You may have to hit 10 additional milestones to get 1 low-level freebe.


No no no, if we do so we end up in a situation where eventually, no matter what, you end up with all the techs, so in the long run (like the uber games on my brand new i7) it doesn't matter what tech you reserched.
Your choice to DEFINATLY get something now or PERHAPS get something later makes your input absolutly vital. And if youre playing long enough, guess what...you're going to get all the techs eventually anyways   This is just a fun little way to keep ALL techs you can get on the first milestone from costing 1000000 zillion RPs when researched later (which could still happen, if you're unlucky).

 

Tיhis depends on how many tiers you have to reaserch, I guess that i'll just have to wait for it in beta and see how you implement it... mind you 10% chance to get a free tech isa bit too much IMHO.

 

Warder