Sovereign Attributes discussion

Picture this game-flow:

Choose new game…set up world…choose faction (or create a new one)…customize faction…choose sovereign…customize sovereign…

Now, at that point, we’re talking about customizing ones sovereign (as opposed to your faction)

So what might some of those traits be that you’d want to tweak?

Here’s a few off the top of my head:

  • · Essence (-1, 0, +1, +2)
  • · Fertility (-10%, 0, 10%, 20%)
  • · Base Attack (-1, 0, 1, 2)
  • · Base Defense (-1, 0, 1, 2)
  • · Base Strength (-1, 0, 1, 2)
  • · Base Combat Speed (-1, 0, 1, 2)
  • · Base Movement (0, 1)
  • · Base Diplomacy ability (-1, 0, 1, 2)

You’d start out with N points and can spend them on these various traits.

What would you add and how would they affect the game?

154,363 views 47 replies
Reply #1 Top

+/- resistance to each damage type

added ability with a given element (raise/lower mana cost in certain elements, or spells mroe effective)

Higher/lower liklihood of getting random techs (filling the tech tree)

Higher/lower liklihood of getting a "red" or "yellow" tech after getting a research rank

Higher/lower chance of getting a freebie "grey" tech (if grey techs are still planned)

Maybe some of these would be more appropriate racial/faction adjustments rather than specific to your channeler.

 

 

Reply #2 Top

Most of those are generic. Ultimately, giving ±1 point in any of their base stats won't really be customization - those effects would be washed out with time and all mid-late game channelers will look the same. The goal of sovereign customization should be have players choose 'picks' for their sovereign that truly differentiate them in ways that cannot easily be done (or can't be done at all) within the game. This could be done by making the numbers big, making them percentage-based, or coming up with more meaningful traits.

Examples could be magical (or even non-magical) abilities that can only be obtained by starting out with them through sovereign customization (or possibly just very difficult to obtain them during the course of the game). More binary things. Things like +1 Strength is ultimately just a small shift. Traits like the following, binary abilities or passive traits would be much more interesting:

•  Mason: +construction speed, -construction cost in the city where the sovereign currently is
•  Warlord: Boosts the combat effectiveness of an army led by the sovereign - this could have all sorts of effects depending on the complexity of combat (could affect morale, experience earned, combat effectiveness, etc)
•  Attuned to Air/Earth/Water/Fire: gives some sort of bonus to the respective magic element
•  Brilliant Mind: +X magic research
•  Open Mind: Access to more spells? More efficient at researching spells from multiple schools?

And so on. Lots of other games can be used from inspiration here! Also, I mentioned this above but I also like the ability to be able to unlock ~unique spells/abilities for your sovereign during customization (I didn't include any in my list because I don't know enough about the magic system to be remotely specific). 

I realize there will be faction customization and sovereign customization, and there shouldn't be too much overlap between the two. However, some overlap would definitely be nice! Perhaps I want to sacrifice my faction's magical research competency in favor of regular technology research speed, but make up for it during sovereign customization (of course at the expense of some other sovereign trait[s]).

I think a lot of faction customization can be appropriate for your sovereign as well, but at a local level. For example, choosing "Expert Masons" during faction customization could increase building speed and reduce costs kingdom-wide by a modest amount, while choosing "Mason" for your sovereign could boost those same properties by a higher amount but only for the current location of your sovereign.

 

Basically - sovereign customization should be important, adding both flavor and strategy. My strategy should be heavily affected by my sovereign's traits. Things like +strength/combat speed etc are pretty boring, don't really add flavor and definitely won't affect strategy much.

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Reply #3 Top

I agree with both of the above posters, especially pidgeonpidgeon.  If you want a great idea of how to customize soveriegn take a look at tropico 3 customization of the el presidente.  That system is both fun and actually custom.  Forcing real positives and negatives if much better than the generic options in the OP.

Reply #4 Top

I must agree with pigeonpigeon (does that sound as if I didn't like to agree with him? :S ). Not that I can say not to +1 to Strength... but special skills/traits seem more appealing. If those bonuses to the stats can be included in a trait with some flavor, they are welcome as they become flavorfull (does that word even exist?).

From this thread https://forums.elementalgame.com/366003 

Life Inheritance

The Sovereign has a past of his own and in this screen we can shape it a bit while giving our Sovereign some soul, bones and meat.

Background

The Sovereign isn't a no one that popped out of thin air. He had a life before starting his journey as Sovereign. Maybe he was a hunter or maybe a merchant. Maybe he was nothing but a thief. To reflect this, the Sovereign can choose a single background.

Choosing a background for the Sovereign, paying it's cost in Perk Points, he gets access to exclusive set of Perks (maybe Skills too) that would be otherwise unavailable. It also gives extra bonuses to the common Perks that every Sovereign can select.

(Incomplete) Examples of Backgrounds:

  • Courtier: bonus in Diplomacy Skill, access to the exclusive Blackmail Skill
  • Merchant: bonus in Commerce Skill, grants +5% benefit in trades.
  • Mercenary: bonus to Resistance stat, -15% to the cost of mercenaries.
  • Peasant: farms produce a 10% more, Peasant Defense development for free.
  • Hunter: bonus to Sight, bonus to Movement.
  • Bard: bonus to morale and/or prestige to the city where the Sovereign stands.
Skills

These skills allow the Sovereign do some tasks with more efficency than someone untrained in them. They are not compulsory but they help. Some skills are only available with the proper background (some backgrounds can unlock some of the same skills).

(Incomplete) Examples of Skills:

  • Diplomacy: Provides extra bonus when dealing with the AI. At least with those who will listen to words and not actions!!!
  • Commerce: Affects the prices of trades, including those in the Diplomacy Screen.
  • Gambling: Allows you to play in the Casino and (maybe) earn some extra money (or lose it!!!)
Perks

Perks are traits that the Sovereign posses due to the species, race or other reasons. Each has a different cost in Perk Points and some might be unavailable due to species/race selection.

(Incomplete) Examples of Perks:

  • Lucky: You are lucky and good things happen to your more often than to the avergage John Doe. More probability of good events and less probability of bad events. Influences battle, spell casting and item creation too. Cannot purchase Unlucky (no unlucky enough to be allowed).
  • Unlucky: Just the opposite of Lucky to the point of giving you Perk Points for selecting it!!! Cannot purchase Lucky (not lucky enough to be allowed).
  • Blood of the King/Emperor: No matter your actual origin, you can trace your lineage to one of the Kings/Emperors of old. Increases the Prestige of every city you control and get and extra Prestige bonus in the one your sovereign currently is.
  • Blood of Ice: You are inmune to Ice Damage and resitant to Fire Damage.
  • Swan Song: When you die you can cast any spell available to you for free. Just one. Once. For free. If you survive the experience, you are set to level 1. Then this Perk won't work anymore.
  • Touch of Death: Any normal and low level unit the Sovereign touches in combat dies automatically. Special monsters, heroes and other Sovereigns receive damage proportional to the difference in levels. It lowers the population growth of any city in which the Sovereign is. Cannot buy Touch of Life.
  • Touch of Life: Can use a pesonal Spell of Life on any unit. Undead units receive damage instead. The population growth increases in the city in which the Sovereign is.

I'd add some more but right now I'm trying to catch up with many things so maybe later. Specially once more people has commented about Frogboy's post.

Reply #5 Top

I am also in favor of having a bunch of perks instead of just a bunch of +/- modifiers as in GalCiv2.

But nothing prevent you from having more or less "mundane" perks, examples :

  • Fast walker : +1 move on the strategic map
  • Strong : +2 strength.
  • Large build : +1 strength, +10 health, -1 speed.

And some more fancy suggestions :

  • Frugal : Only cost 3 essence to create a new city, but the city doesn't start with any population.
  • Scary : -1 morale to any enemy in a battle where the sovereign is present.
Reply #6 Top

I agree with the other commenters so far: I would prefer for perks/weaknesses you pick at startup to be special things which are unattainable during the normal course of levelling up your sovereign. They should continue to have a useful effect throughout the game in general, but not be overpowering (although they could be a part of a generally strong strategy). Most importantly of all ;), they should have good names and flavour text.

I am generally against giving one-off spells or units as perks, because they are usually only useful for a short period of the game. I would prefer to have existing things augmented in an interesting manner. However, if spells were to scale over time (rather than the usual obsoleting them with the same spell with a different name and some higher numbers), then those might work.

So, I am thinking:

1) Unique powers for the sovereign. I'm thinking Dominions type stuff here: an aura of fear or regeneration effect or flight (if it exists), which might grow in power with level.

2) Interesting side-effects to spell casting. For example, lower chance to have your magic cancelled by enemy spells, or all fire damage does an additional x% of life damage (think holy cleansing flame), or resistance against enemy scrying attempts.

3) A small bonus/effect on all of your units. For example, a bonus to rate of experience gains (not affecting heroes, or maybe only affecting heroes), or a bonus to resistance against death magic.

4) A small bonus/effect on all of your units or all of your cities. For example, constructed defences give +x% bonus above normal.

5) Miscellaneous abilities affecting game systems I haven't thought of yet, for example bonus to crafting.

The customization system in Master of Magic is, of course, excellent for this. I like the example of Tropico as well.

My final suggestion is the system of having some form of government policy which give various similarly unique bonuses and penalties that combine with your starting bonuses. I'm thinking very much in the vein of Alpha Centauri or Civ 4 here.

Reply #7 Top

A few other Sovereign Trait-Abilities


Burning Blood: activatable Rage ability, can strengthen rage upon level up (increases speed, attack, and attack speed, blitz through opponents at the cost of a slow mana burn)

StoneSkinned(StoneWarrior): earth-based activatable mode, no mana burn. Defense doubled, movement halfed, mana cost for spells increased 30%.

Nature's Fury: Sovereign Mutates into a writhing tree, man-eating Vines shoot forwards across the ground. Occasionally the vines will form pods which spew forward large mutated tigers. This abililty only unlocks at level 10, (level X), uses 30% of mana (or X% of mana) ... and the Power of the Vines, length the vines grow, and the duration of the ability is based upon total mana/essence of the sovereign, plus total attack, plus ability in earth magic.

i'll think of others later

Reply #8 Top

I agree with PigeonPigeon.

Customisation traits should include some extreme, game changing traits as well as bland ones. So you can go for a balanced or specialist sovereign. You should also be able to go for a 'vanilla' sovereign, with no special disadvantages or perks.

Also, custom traits should be UNIQUE. Why start with an 'extra' spell that everyone else will have in a few moment. A UNIQUE spell or technology that cannot be found any other way, that is worthwhile.

Examples ...

Artefacts
The Ring of Fire - player begins the game with an artefact left over from the war that can cast the volcano spell. It begins the game charged with a single use. Enough to strike a huge blow against a single enemy player, but not to win the game.

The Last Seed of the Tree of Joy - before the Titans devastated the world of Elemental nature's verdancy was focussed in the World Tree. In the war the Tree was destroyed. The Last Seed can be planted on a tile in a city. The tile becomes equivalent to a an epic farm. In addition it gives bonuses to fertility, prestige and mana income. The player also gets a one-time bonus of 2 essence.

Spell
LIFE - Attendant Light - The Forces of Light enable you to summon a divine creature of light to attend you. The power of the creature is proportionate to your essence (i.e. grows in power with summoner, valuable throughout game). You can only have one of these creatures at a time. Power is equivalent to a dragon, depending on the cost of the perk.

DEATH - Demon of Lust - The Forces of Darkness enable you to sommon a lascivious demon of darkness to attend you. The power of the creature is proportionate to your essence (i.e. grows in power with summoner, valuable throughout game). You can only have one of these creatures at a time. Power is equivalent to a dragon, depending on the cost of the perk.

FINER HEALING - The sovereign gets a healing spell that gives better HP / mana than any standard spell. Only the sovereign can cast it, not their heroes.

Perk
Fey Friend - Can periodically recruit fey creatures. Cost varies (i.e. more powerful units become available as the game progresses). Vary from tiny fairy scouts to ents.

Child of Darkness - Is the child of a dark titan and gains the power to cast a death spell on mundane units once per turn. (Overland turn, so if three combats in a turn, can only use the power in one). Mundane units wounded in melee have a chance of dying. People are terrified of the sovereign and they suffer a massive prestige penalty.

Cripple - Your character has only one hitpoint and they cannot be raised but gets double essence per level though. This gives you magical power to burn but forces you to play as a sorceror king enchanting minions, not as a Sauron.

Heroic - Your character killed a monstrous creature early in his career. Huge prestige bonus but very small chance of recruiting magical creatures.

Dark Pact - Before the game began, the player made a pact with a demon. The player begins with DOUBLE essence (but gets normal increase per level). HOWEVER the player must one day repay his debt. Essentially, at some critical point in the game the player's population AND armies are reduced in size by 10-90%. Ideally this should always be at an inconvenient moment, like after declaring war on another player. The catastrophe is one shot ... once it has happened the player does not have to worry about it a second time.

Reply #9 Top

I agree with most/all of the above comments.  I'm just a bit disappointed that the initial proposal for the sovereign is so basic.  MOM is supposedly a major influence on this game and your channeler customization options there are much more varied and interesting (artificer, warlord, spell bonuses, etc).  I was looking for something at least as good as that.

Reply #10 Top

I would stay away from being able to adjust essence; it's likely to be the commodity of the game (which lets you build cities, and imbue other characters with the ability to cast magic).  Even if the price in points was daunting, I think it would become the equivalent of picking myrror start in MOM; just too valuable for anyone to pass up.

Adjustments to training times, research, magical affinities, attack speed (as opposed to movement speed), and luck (increase the chances of finding something good from goodie hut, all the way up to adjusting how often and well your units hit in combat) are all fair game.

Winni

Reply #11 Top

I think a set of unique powers--costly, but useful--would be nice.  I'm less inclined to go with damage-dealing special abilities, and more for "soft" benefits, such as:

  • +10% to all interactions with animals (charm spells, negotiations with intelligent bunnies, taming bears for cavalry, etc.)
  • Ability to automatically spot a random enemy Sovereign every turn (perhaps only if within own territory)
  • Ability to add +10% morale to an army that doesn't belong to that Sovereign
  • Ability to remain undetectable by magical means so long as the Sovereign is in a forest, or in a city completely surrounded by forest
In terms of stats, I would consider adding only:
  • Base mana
  • Base magical strength (I'm currently not sure how magical strength will be represented, except in terms of the "tech tree".  I think natural magical aptitude should be taken into account, though.  Perhaps Essence would do this in an interesting way...

Reply #12 Top

I agree with most/all of the above comments.  I'm just a bit disappointed that the initial proposal for the sovereign is so basic.  MOM is supposedly a major influence on this game and your channeler customization options there are much more varied and interesting (artificer, warlord, spell bonuses, etc).  I was looking for something at least as good as that.

Okay guys, let me give a warning here: If journal entries are going to have to be presented in "marketing speak" then they're going to go away entirely.

Under the covers, it's all "basic" or "generic".  The C++ or XML only cares about the values and categories.  When these DEVELOPER journals are provided, they're provided in that way. They're not here as some sort of preview.

We can talk about flavoring of these values and their organization at the same time.

But in the end, whether we're talking Master of Magic or Elemental or what have you, it's just C/C++ code with very generic/boring sounding names and conventions.

I like the ideas Pidgeon and Winter bring up in terms of flavoring and categorizing.

Reply #13 Top

I like Wintersong's Background idea  lot more.

Unlike some of the others I don't think starting bonuses should mean a lot in the endgame. I'd like to see things that are minor or fade away. However, I wouldn't mind seeing more bonuses that could be earned during quests. Basically I'd like to see something like a RPG setup for the Sovereign rather than the way leaders were setup in Galciv.

Reply #14 Top

I like Rishkith's idea.  It blends Wintersong's idea, but allows the concept to change over time with the game.

Even more interesting would be items that gave additional attributes/powers over time.  Think "corrupting influence" or "angelic influence" and the like.

Reply #15 Top

We can talk about flavoring of these values and their organization at the same time.

But in the end, whether we're talking Master of Magic or Elemental or what have you, it's just C/C++ code with very generic/boring sounding names and conventions.

I like the ideas Pidgeon and Winter bring up in terms of flavoring and categorizing.

What you need to think about are the unique aspects of the game which i would say are economy/cities, military, magic, and diplomacy. Unique bonuses to each of these such as otherwise unaccesible spells units and heroes would be much better than any point system. For me this is similar to how in Age of Mythology (RTS i know) what myth units you could build were entirely dependent on the Gods you chose.

Reply #16 Top

I like the ideas Pidgeon and Winter bring up in terms of flavoring and categorizing.

I agree. A lot of the other ideas seem more like faction customization rather than sovreign. Like some of Denryu's; random tech, increase of red/yellow techs, etc. To me, those are more of faction specialization, not your sovreign.

Quoting edpfister, reply 9
I agree with most/all of the above comments.  I'm just a bit disappointed that the initial proposal for the sovereign is so basic.  MOM is supposedly a major influence on this game and your channeler customization options there are much more varied and interesting (artificer, warlord, spell bonuses, etc).  I was looking for something at least as good as that.

I think it's worth reminding everyone, this is still a very early beta. I doubt this stuff is set in stone just yet.

Reply #17 Top

Trying this back onto the Frog's original topic. [sarc](Despite his habit of bashing Stardock employees and telling them they'll have to take their journal entries away  :p  ) [/sarc]


So what might some of those traits be that you’d want to tweak?
Here’s a few off the top of my head:

  • · Essence (-1, 0, +1, +2)
  • · Fertility (-10%, 0, 10%, 20%)
  • · Base Attack (-1, 0, 1, 2)
  • · Base Defense (-1, 0, 1, 2)
  • · Base Strength (-1, 0, 1, 2)
  • · Base Combat Speed (-1, 0, 1, 2)
  • · Base Movement (0, 1)
  • · Base Diplomacy ability (-1, 0, 1, 2)

I'm not sure what all effects Essence is going to have in the Magic system. Right now it is only usable for founding cities and 1 or 2 points makes no difference. Being able to found an entirely extra city in the early game seems too huge.

Likewise movement speed is too important in my opinion to give away as a bonus. Sight range would be a nice bonus that I don't think would be overpowered in the early game.

Combat bonuses are certainly good for the early game. It seems like the Sovereign is going to be weaker than a lot of random monsters like Trolls wandering around.

I would like to see some carefully crafted economy bonuses. It could be as simple as

+ starting gold

+ goodie hut gold

Maybe advantages versus certain monsters types?

Honestly there is so much about the game that I've not even seen I'm not sure I could tell you what a quarter of the good advantages are going to be really. I think you should go with your instincts and we can tell you which ones are a bad idea.

Reply #18 Top

Quoting Frogboy, reply 12


Okay guys, let me give a warning here: If journal entries are going to have to be presented in "marketing speak" then they're going to go away entirely.

I like the ideas Pidgeon and Winter bring up in terms of flavoring and categorizing.

 

You tell them!

Also, I really like their suggestions, too.

Reply #19 Top

Now, at that point, we’re talking about customizing ones sovereign (as opposed to your faction)

It looks like some people who have replied thus far have failed to notice that you are only asking about how would you customize the sovereign and not the whole civilization.

----

Customizing my soveriegn:
-I would like to have some spells that I could cast at will, but are minor enough to not require mana or essence in any form.
-I would like to have the option to select some equipment that my soveriegn might start out with. Maybe have this stuff bought using starting cash instead of whatever point system is used to create the soveriegn.

I'll add some more thoughts later.

Reply #20 Top

I think yoyu could bring over analogs of almost any of the MoM options and wouldn't be too far off. (maybe with some tweaks.

For instance, in EWOM Warlord might give combat bonuses to any armies fighting with the channeler. Alchemy might be able to convert vast amounts of gold into either mana or (gasp) essence. Or maybe the ability to convert one mana type into another....

Weaponsmith. Any twon that the channeler was in, weapons produced there are exceptionally good.

Armorsmith - same idea as weaponsmith except armor is enhanced.

Aerosmith - really good at singing naughty songs...OK sorry, had to say that...^_^

Reply #21 Top

When i think Soverin specliazation i ask Early  - Mid - Late ?  what bonuses can we give that come into effect in each time period.

Early : 

All the ones mentioned by frogboy, except diplomacy and possibly fertility.

also included any combat related skills.

Midgame: 

If there is a population cap / city, before building XYZ ,  something that boosts that,
Fertility, diplomacy,

Spell casting range,

Spell casting effecency *uses only 80% of listed mana for all spells*

Carismatic, more people in town willing to take up arms for your cause,

build time/cost decreases


and Late:

Military Mind,  costs associated with large armies decreased, all heros have higher command ablilty,
Broad minded  broad intersts, can unlock spells from another school of magic.
Hyperfocus, lower list of avalible spells, but all do double effect, or can be cast 2 for 1, after a certain level.


In short I want to look at the options list and wieght late game stuff vrs early game stuff.   But perhaps that's just me

Robbie

Reply #22 Top

specliazation i ask Early - Mid - Late ?

Hmm i think that this could be interesting cause if you specced your channeler/sovereign right you could be very weak early game but then once your unique skills hit a certain point be unstoppable

Reply #23 Top

I can think of quite a few options that would be nice here. A lot of them would require balancing and testing of course. I've gone a step further and split these up into "Positive" and "Negative" Attributes. Positive Attributes have at least one bonus but also have at least one negative effect. Negative Attributes have at least one negative effect but also have a small bonus of some kind.

Attribute Cost/Creation Points: Each Positive Attribute should have a cost in "Attribute/Creation Points" or "AP's" . Choosing a Negative Attribute will Give you "AP's" so you may pick a extra Positive Attribute at creation. The amount of Attributes, both Positive and Negative, should be limited by the amount of "AP's" given at creation. 

Positive Attributes:

  • Expert Channeler: Expert Channelers have learned to draw more power from the lands. They cast spells faster then other Sovereigns by pulling more Essence from the world. Increased magical power comes at a cost though as this Sovereigns mines must produce more Magic Crystals to keep up with the needs of the Kingdom. (-5% Essence cost for All spells, +10% Mana Generation, - 10% Magic Crystal Production from Mining Elemental Nodes) Cost: - 1 Attribute Points

 

  • Summoner: The Summoner relies heavily on calling Magical Beasts to his aid. By specializing in these magics the Summoner is able to call more creatures to his side then other Sovereigns can. Summoners do not need to expel as much energy to keep magical beings alive as non-summoners do. (-10% Cost to Summon Magical Units, -10% Upkeep on Magical Units, +10% Essence cost to learn Summoning Spells) Cost: - 1 Attribute Points

 

  • Archmage: The Archmage specializes in Non-Summing magics. Preferring to study the powers of destruction and the flows of magical energies the Archmage is a true power to contend with. As with the Expert Channeler though, the Archmage's Kingdom must use more Magical Crystals to meet the needs of the Sovereign and the Kingdom. (-10% Essence Cost to Learn Non-Summoning Spells, -10% Mana Cost to Cast Non-Summoning Spells, -10% Magic Crystal Production from Mining Elemental Nodes) Cost: - 1 Attribute Points

 

  • Artificer: The Artificer makes powerful artifacts to give his heroes the edge on the battlefield and in adventuring. Items made by a Artificer are far superior to normal magical items and can also be sold at a far higher price on the black-market, but would you risk selling such items that could give your enemy the upper hand? (-10% Mana Cost to Create Magical Items, +10% Power of Magical Items, +10% Essence Cost to Learn Creation Formulas) *Every Magical Item should have a Formula or Pattern that should need to be learned at least once per item type. I.E. one for swords, one for axes, etc etc* Cost: - 1 Attribute Points

 

  • Warlord: The Warlord raises large armies to crush all those who oppose him. By carefully managing his resources he is able to train better men and support longer supply lines then other Sovereigns. Superior training and better skills come at a cost though as the Warlord's armies consume more food. (-10% Upkeep Cost for all Non-Summoned Units, +10% Strength/Health for all Non-Summoned Units, +5% Food Consumed by Units) Cost: - 1 Attribute Points

 

  • Node Mastery: The Node Master can harvest more Magical Crystals then other Sovereigns. They achieve this by building specialized extraction machines that are far better then standard mining practices, though they are a little more expensive. (+10% Magic Crystal Production from Elemental Nodes, +10% Cost to Build on Elemental Nodes) Cost: - 1 Attribute Points

Negative Attributes:

  • Magic Drain: Sovereigns afflicted with Magic Drain have a harder time then others when casting spells. Their spells cost more to cast. their items cost more to make, and they must study longer hours to be as magically adept as others. Magic Drain does have a upside though as with increased demand comes increased production of Magical Crystals. (+10% Mana Cost to casting spells, +5% Essence Cost for making Items, +15% Magic Crystals from Mining Elemental Nodes) Returns: + 1 Attribute Points

 

  • Flawed Elementalist: A Flawed Elementalist will corrupt shards of magic left throughout the world. These corrupted shards are not as powerful as normal magic shards and more of them must be used to give mana for casting spells. A Flawed Elementalist's Kingdom will generate more gold however to keep up with the demands of a flawed supply source. (-10% Magic Crystals from Mining, +5% Mana Cost to Casting Spells, +10% Gold Income from Mines) Returns: + 1 Attribute Points

 

  • Resource Hog: Resource Hog's have Empires which don't care how much of the land they devour to meet their needs. Everything they make is the best of the best, met to meet the needs of a society that must have the best of all things no matter if they cost more and do less. (All Buildings cost 10% More to build, People Consume +10% More Food, All Farms and Mines Produce 5% More Income)

 

Passing Down Attributes: All Attributes should have a random chance of being passed down to Offspring for free.


We'll be able to customize how our Sovereigns look as well won't we? I only ask because I don't see it mentioned in the customizations anywhere.

Reply #24 Top

I'd like to see something beyond modifiers. I get beneath the scenes it's all numbers, but I'd like to see something more extreme. Things that cause dramatic differences in playstyle. Something like "descendents of gods" where every citizen is quite powerful, but you have much fewer and they breed slow so you'll end up fielding fewer armies that are individually very potent. Or "Nomadic heritage". You have some extra affinity for plains: bonuses to combat, movement, farming, etc.

In general, things that really adjust play style, with bonuses and/or penalties you can't get any other way during the game.

Reply #25 Top

What has been told, has been told and pigeonx2 and wintersong said what had to be said. Just a couple of my opinions:

  • No positive & negative traits.
    I really don't like with the +/- perks that end up as mega power-gaming part of the game. It just feels funny that one per is worth 5 pts., while the other 8, but the second one is in fact much worse than the first one. Of course it's a subjective decision, but I remember when I played around with such system in MoO2 - it wasn't that great.

    I propose to include 2 types of perks into the system: positive ones & risky ones. Positive ones are the standard "small bonus to something", while the risky ones are perks that can give you a lot, but either under special conditions, or when you sacrifice something for them.

  • No numbers.
    As much as it is possible. there shouldn't be numbers, as with system based on numbers, most of the time, the rewards of choosing one perks to another are meaningless. Also, the non-numeric bonuses seem more interesting, at least most of the time. I understand that there will have to be some percentage (numeral) advantages, but at least make them high: 20%+.

  • Quality, not quantity.
    As there shouldn't be any +/- perks, players should have a limited number of traits that they can choose. I vote for a magical number 3. Imho, this number really forces the player to think about specialization, but leaving a little place for taking feats that you really want. Total number of perks should be about 10.

  • Sovereign & kingdom specialization.
    Apart from sovereign specialization, there should be a system to specialize the kingdom, and how it will be run. In this system there wouldn't be any traits, but a set of (let's say) 5 kingdom 'properties' and 3 options: balanced, one extreme, second extreme. Properties: warfare (rapidly trained units, stronger units, opposed to bigger population growth and mana+research gain), magic (faster development of spells + bigger mana regen for units, or bigger mana regeneration total) and so on.

Examples of traits/perks:

Master of rituals: Sovereign can prepare rituals in half the original time.
X mastery: X spells are 50% more potent - they either deal 50% more damage, or they have 50% higher chance of success.
Master of learning: Sovereign and accompanying units gain 200% more (3x normal) experience points.
Beast tamer: Sovereign can tame all beasts (the higher the level of sov., the bigger his chance of taming stronger creatures).
Hero of time: Hero has access to a special ability called "Bend time". This spell can be cast on a unit/city. The next turn (after casting of the spell) the time for the place/unit will flow 3x slower. Unit will move 2x further and have 2x bigger speed in battle, while the city will feel as 10 days has already have passed (units will be ended faster, more gold will be acquired, etc.).
Hero of space: Sovereign can teleport to any place (with army, or not) every several turns. After he chooses a place to teleport, he has to remain stationary for 3 turns, during this time the destination place will be lit (so that enemy can see it). In order to teleport to a place, the destination has to be already visited (can't teleport to the black fog of war).
True leader: In the city that the sovereign resides, population growth, income, materials production, training time is doubled (only half training time in case of unit production & building).
Spell Master: Spells cost 50% less.
Spell Stealer: Sovereign can steal a spell from enemy sovereign. If the spell is not known to the sovereign, he will learn this spell. After stealing the spell, enemy will have to research this spell once more. One spell can be stolen only once. Together with the spell stealing ability, hero will be able to see the spells that the enemy hero possesses.
Hero of sloth: Every several turns, the hero can cast a super curse, which will stop the enemy empire for 1 turn. No units will be able to move/attack (however they can still defend and guard), no money will be gained, no new citizens will be born, no research points will be added to the research pool, unit production/city building will be slowed by 1 turn.
Master of disguise: Sov. (together with his army) can disappear. For 5 turns he will be invisible. If he encounters an enemy forces (two forces on one tile) he can decide to attack or proceed further. He won't be able to be stopped by any barricades/blockades/whatever.

As you can see those perks are game-breaking (and possibly many has to be further balanced), and they should be such. This way the player really feels that his sovereign is special & powerful.