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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.

323,440 views 196 replies
Reply #101 Top

Replying to #92 & 91, Denryu & Pigeon

Assume you want to research Barracks, Weapons on top of Plate Armor.   When GREY is selectable, the only economic way to sequence your research is to go directly to the Plate Armor first and hope for freebie Barracks and Weapons.   When GREY is non-selectable, you are taking a risk to do the same sequence, as the freebie may never come.   This make gamer face a decision on whether they want to do Barracks, Weapons, Defence and finally Plate Armor; where there is no hope of getting freebie but there is no risk of not getting what you want.   It gives a meaningful Choice.

When GREY tech is selectable,  the cost of getting Barracks, Weapons, Defence and then Plate Armor, must be 10+20+40+80.

When GREY tech is selectable,  the cost of getting Plate Armor first and then Barracks, Weapons, can be less than 10+20+40+80 (due to the posibility of freebie).   So going directly to Plate Armor is the ONLY best way to get them, it is no-brainer.

When GREY tech is non-selectable, I need to decide if the risk of beelining is worth it or not.  This is more fun imho.  
 
Old GREEN tech should turn GREY eventually.   If it is important early on, you should research it already (see my #5).  If it become important later, you should use other way to trade it.  Turning grey also means you have a chance to auto-discover and reduce clutter on having a long old tech green list. 

To me, if a gamer want to get a nice nice Plate Armor early game.  Go Ahead, but there has to be  a price to pay somewhere else.    If a gamer wants to build a boarder base of earlier tech step-by-step (see my point #5 in Reply #76) before going to high end, it should work too.

GroWi, My point#2 probably is not that important.  It is just nice to have. 
And I believe you’ve misunderstood my point#3 tech leak somehow.

Reply #102 Top

and yet if you dont get grey techs for free ... it will end up costing alot more to go that same pathway, and you have to choose which techs will be the most expensive to tech ... barracks, or platemail. Which one is better for you to get sooner.

Reply #103 Top

I really like where the tech mechanics are going.  Very good on the OP and the way the 'Grey' techs are working out sounds great.  I think that there should be a combination of the % chance to get them free and the ability to select them at a cheaper rate than the current level, by either the lock down rate or a 2 for 1.  I also think that there should be a % to get all the greyed techs not just one.  I think it will prove in playtesting, but it seems to me once a tech has gone grey, it is very obsolete and you are way behind in not having it, so some catching up will not change the game much.

As for the Reds:  I think the intent is that a red shows up at a 10% chance and Yellow at a 40% chance or something like that.  When the red shows up = you won the RNG lottery and can get a high tech early.  If you don't select it and it is red next turn you have another 10% chance to get it, but most likely you won't.  When it turns yellow: better chance and eventually it turns green and you get it until grey.  I think that's how I see it was intended.  This will also make for a tougher decision: you won't lose the chance to get it, so picking the very much needed green is still a viable decision, but you probably won't see that tech for a few more levels, so it is something to think about since you can get the green next turn for sure.

Reply #104 Top

getting too many grey techs for free though ... would only encourage universal beelining. I think it should be a strategic choice as to how broad or how specific you tech.

I specifically like the system stated in the post. Grey I feel has the potential to unbalance the system.

Reply #105 Top

Yeah I think people aren't getting what frogboy meant about red techs. It's not permanently red. Only red at the level you're at.

Reply #106 Top

Quoting Tasunke, reply 104
getting too many grey techs for free though ... would only encourage universal beelining. I think it should be a strategic choice as to how broad or how specific you tech.

I explained above why it doesn't make beelining the only option. For one thing, you have the exponential cost of each succeeding rank within the tech you are in. Also by beelining you are advancing no other areas. So you get +10 adamantium armor, but don't have the the infrastructure built up to create it...your opponent has been building up his civ and warfare in a more balanced way and sure he only has steel breatplates, but he has 10,000 population to recuit from and you have 1,000.

 

Reply #107 Top

Assume you want to research Barracks, Weapons on top of Plate Armor.   When GREY is selectable, the only economic way to sequence your research is to go directly to the Plate Armor first and hope for freebie Barracks and Weapons.   When GREY is non-selectable, you are taking a risk to do the same sequence, as the freebie may never come.   This make gamer face a decision on whether they want to do Barracks, Weapons, Defence and finally Plate Armor; where there is no hope of getting freebie but there is no risk of not getting what you want.   It gives a meaningful Choice.

Sigh, I just wrote a big post before realizing I was misunderstanding your point. I'm still not sure I get it.

I don't see at all how going directly towards Plate Armor first then hoping for freebie Barracks and Weapons is the only economical way of doing it, because then you very well might never get Barracks or Weapons. If you choose to bee-line towards plate armor and forego barracks and weapons, then you might be stuck with well-armored troops wielding wooden clubs for a very long time, and no barracks to train them in. For something as important as weapons or barracks, I don't think many people would be willing to wait so long into the game counting on the off-chance that they might get one or the other as a freebie. Of course you could try doing this, and if it fails you could then pick barracks and weapons at your next two milestones, but then you've paid for them in significant lost opportunity. I don't really see how Plate Armor is going to help you very much if your soldiers are wielding nothing but sticks, and if you have nowhere to train them.

The point is that if you are willing to go so long without a tech, then it is clearly not that significant to you. It doesn't factor in as a major part of your strategy and it isn't going to have a huge effect (if it would, you'd have picked it). If it is something that you really do want and would have a large impact, then intentionally putting it off in the hopes of getting it for free somewhere down the line (statistically, very far down the line...) would probably hurt you more than paying the 'extra' cost to get it earlier. The only way your post really makes sense is if all techs are made equal in all situations. If they are situational, then your choices will reflect your situation and the most 'economical' path might not be the best path.

Personally I don't fancy the idea of never being able to research Barracks if I accidentally waited one milestone too long to research it, and then have to count on some small random chance of being given it for free at some point. Doesn't sound like fun to me.

All that said, I still prefer a 'freeze-out' system, where the research point cost of techs are frozen once they turn grey. Maybe there'd still be a small chance of getting them for free, maybe not (whichever works best). But a system like this would completely invalidate your post.

Reply #108 Top

I really, Really, don't think everyone should get Every tech. This severely limits the usefulness of Tech Trading and other tech related options that could be a big part of diplomacy. Part of the draw of these games is the feeling you get when you're doing good and slaughtering your opponents. This is partly done with Technological Superiority.

I can agree that as a tech gets older and has been around longer it would make sense that those who don't have it would get it easier after it's been around a while, but still it shouldn't be Too Simple to get or it defeats the purpose of needing to research it to begin with.

So far I'm seeing a very disturbing trend when the easy most generic way out is being chosen for option after option, mechanic after mechanic. Not good, not good at all. If this trend continues not one feature of the game will have any real "depth" to it at all.... 

Reply #109 Top

Games can be strategically deep without complex mechanics. Consider a game like go. The key is to make the choices a player has to make strategically relevant and make sure that players don't have to make a multitude of choices that are NOT strategically relevant.

Reply #110 Top

I wonder if this might work with regards to the gray techs, getting all the techs and getting free techs:

You may have some possibility of getting a free gray tech when you discover another tech.  You can choose to get the free gray tech or not. 

If you choose not to, it goes back into the gray tech pile. 

If you choose to accept the free gray tech, then some other gray tech gets pulled out of the 'gray tech pile' and permenantly thrown away, you never get it.

We end up with the player still retaining some control of their destiny, they can get all techs if they choose no free ones, it is slower, perhaps quite a bit slower.  They can get free techs, but only at the cost of having something else they never get.

What wouild be an example of this in 'real' life?  You are pushing research on plate armor and a blacksmith apprentice, perhaps named Toadboi, is an unusually smart little fellow.  While figuring out how to hammer out chest pieces for plate armor (your tech advance) he realizes that the same methodology could be used to make better plows (the potential free gray tech advance of agricultural plows).  You could either:

 - ignore him, and hope someone else later discovers how to make plows, or

 - listen to him, get the free tech (agricultural plows) and put Toadboi to work making plows...but that means that Toadboi will spend his life on the farm and never realize the application of using hammered metal in better crossbow stocks (you lose the gray tech for high powered crossbows)

 

Reply #111 Top

We should all probably just wait for it to get implemented before praising/damning it.   I feel everyone has their own take on what's being suggested and has started arguing hypotheticals.

This research model will give the player considerably more choice and control over the current system, which gives the illusion of choice through a mess of techs and results in passive (boring) payoff.

Reply #112 Top

Quoting Raven, reply 108
I really, Really, don't think everyone should get Every tech. This severely limits the usefulness of Tech Trading and other tech related options that could be a big part of diplomacy. Part of the draw of these games is the feeling you get when you're doing good and slaughtering your opponents. This is partly done with Technological Superiority.

I can agree that as a tech gets older and has been around longer it would make sense that those who don't have it would get it easier after it's been around a while, but still it shouldn't be Too Simple to get or it defeats the purpose of needing to research it to begin with.
 

I agree. I think, though, that the ease of aquisition of a "grey" tech is something that can be hammered out pretty easily during the beta testing.

Maybe only the first "tier" of techs will turn grey or something, so that factions stay specialized and have to trade for anything above the first "tier" that they didn't research themselves.

edit:

We should all probably just wait for it to get implemented before praising/damning it. I feel everyone has their own take on what's being suggested and has started arguing hypotheticals.

whoops, maybe I should post faster...

Reply #113 Top

Quoting Warderin, reply 88
Quoting Sarudak, reply 87I don't see why old tech should fade out eventually. Is there any country today that's incapable of making spears?

 

It indicate the dissintrest of the kingdome in said tech and it add a lot of "minor" techs you can trade or gift as part of diplomacy...

 

Warder

What if you get lucky and happen to get a few yellow/red techs in a row? It's not disintrest, its just that something better came up. You may very well want it eventually.

Reply #114 Top

I'll just reinstate that I love the new system (as specifically referred to in the OP), and that its a billion times better than earlier yammering. Plz keep this one ^_^

Reply #115 Top

This research model will give the player considerably more choice and control over the current system, which gives the illusion of choice through a mess of techs and results in passive (boring) payo
Interesting. One of the reasons I've refrained from posting on this topic is because there isn't enough information, specifically the ratio of red to orange to green techs. As the thing fleshes out, I'll probably have something to say, but not quite yet.

I haven't had time to read through this entire massive thread so maybe I'm just missing it, but what exactly are "breakthroughs" and how do you get them? It would really help me visualize this system if I could just get a coherant answer....

Reply #116 Top

From how I understand it you make a "breakthru" every time you level up a specific tech field.

Reply #117 Top

The red/yellow/green idea is interesting and adds a dynamics.

The 'cost increases depending on when you research it' seems gamey -- defenses costs more to research because I learned barracks?  Granted the time required is offset somewhat by increased research capacity (generally) but this feature seems counter-intuitve (as research in 1 field often applies in part to other fields, especially in similar fields such as the 'warfare' category) and more designed as a 'game' feature. 

It seems more of a 'hey that's a neat game feature, how can we justify it' than a 'things should work this way, now implement that'.

If you have to implement that feature, the gray option helps.  However, instead of the '10% chance of free' part, use pigeon's suggested 'freeze the research cost as it was when it went gray' (assuming I understood him correctly).  That way the gray tech cost would be higher, but capped.

Or.... perhaps the research cost increase per level varies by color -- red increases most, green the least.  So putting off fortify position (red) results in a maximum increase (say triple), archery (yellow) would say double, and barracks (green) the least -- say 1.5x.  As a tech's color changes, it's increase would change.

A downside of this is that it would encourage folks to take reds, perhaps too much, making that the 'best' option each time.  On the other hand, since red appearance is random(?) and players having specific strategies would be otherwise rewarded, then if the random red tech is 'off path' then it'd add a hard choice -- go off path and slow your strategy, or grab the red now while it's cheap.  If the red tech was 'on path', well, you hit the jackpot.

You could still have gray tech with variable cost increases, and either the '10% chance free' or 'capped at its cost when it turned gray'.

 

I'm also curious about the talk of infinite techs.  Not sure how that could be done without emulating civ4's 'future tech X' method, which is unsatisfying.

Reply #118 Top

Fundamentally Stardock would rather make a game that's fun than one that is realistic. You look at a game like Sins of a solar empire and there's little realism in having military and economic concerns be entirely separate fields of research. Nor to I understand why more labs increases how far you can research but how fast. Nonetheless it forms an interesting and fun game mechanic and I believe the game is better for it.

Reply #119 Top

Quoting Scoutdog, reply 115

This research model will give the player considerably more choice and control over the current system, which gives the illusion of choice through a mess of techs and results in passive (boring) payoInteresting. One of the reasons I've refrained from posting on this topic is because there isn't enough information, specifically the ratio of red to orange to green techs. As the thing fleshes out, I'll probably have something to say, but not quite yet.


I haven't had time to read through this entire massive thread so maybe I'm just missing it, but what exactly are "breakthroughs" and how do you get them? It would really help me visualize this system if I could just get a coherant answer....

When you are deciding which general field to study, the green yellow and red just corrrespond to the techs that you get to choose from when you reach your next breakthrough in that general field. The greens will definitely be available, the yellows represent hihger level techs that have a fair chance of showing up, and the red ones are very advanced techs that have a very small chance of showing up. A breakthrough or milestone is when you actually have made a discovery and you are presented with the actual list of techs that you get to choose from.

Reply #120 Top

Quoting pigeonpigeon, reply 107

I don't see at all how going directly towards Plate Armor first then hoping for freebie Barracks and Weapons is the only economical way of doing it, because then you very well might never get Barracks or Weapons.

Did you play Civ? Which was more economical researching techs or getting them for free in goodie huts?

You're getting something for free which makes it more economical. Furthermore because the proposed research cost is exponential, you're saving an exponential cost which is HUGE. To pick up even one of those techs before it turns grey would mean doubling all the costs of remaining techs.

Reply #121 Top

I'm not sure I totally like the exponential increase and all techs in a field come at equal cost part of this plan but I'm willing to see how it comes out.

Reply #122 Top


When you are deciding which general field to study, the green yellow and red just corrrespond to the techs that you get to choose from when you reach your next breakthrough in that general field. The greens will definitely be available, the yellows represent hihger level techs that have a fair chance of showing up, and the red ones are very advanced techs that have a very small chance of showing up. A breakthrough or milestone is when you actually have made a discovery and you are presented with the actual list of techs that you get to choose from.
That's the part I understood. What I want to know is how you get a breakthrough: spending RPs? time? an RNG?

also, I would really need to see a ratio of red to green to orange in order to critique the system.

Reply #123 Top

Quoting Sarudak, reply 118
Fundamentally Stardock would rather make a game that's fun than one that is realistic.
Hopefully it won't be an either-or choice (skilled devs can provide both), but if it devolves to that I agree that fun factor > 'realism'.

Reply #124 Top

Quoting Scoutdog, reply 122


When you are deciding which general field to study, the green yellow and red just corrrespond to the techs that you get to choose from when you reach your next breakthrough in that general field. The greens will definitely be available, the yellows represent hihger level techs that have a fair chance of showing up, and the red ones are very advanced techs that have a very small chance of showing up. A breakthrough or milestone is when you actually have made a discovery and you are presented with the actual list of techs that you get to choose from.That's the part I understood. What I want to know is how you get a breakthrough: spending RPs? time? an RNG?
If I understand your question check out this from frogboy's first post:

===== start quote  ==============

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...

 

======== end frogboy quote ============== 

So for lvl 1 you need 10 rps, which takes 10 turns at that stage of the game.  No rng.

Does that answer your question?

 

Reply #125 Top

Quoting Scoutdog, reply 122


When you are deciding which general field to study, the green yellow and red just corrrespond to the techs that you get to choose from when you reach your next breakthrough in that general field. The greens will definitely be available, the yellows represent hihger level techs that have a fair chance of showing up, and the red ones are very advanced techs that have a very small chance of showing up. A breakthrough or milestone is when you actually have made a discovery and you are presented with the actual list of techs that you get to choose from.That's the part I understood. What I want to know is how you get a breakthrough: spending RPs? time? an RNG?
also, I would really need to see a ratio of red to green to orange in order to critique the system.

OP:

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

Once you get a certain number of technology units (RPs), you get a breakthrough

the proportions will probably be decided during testing