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A walkthru of Beta 1Z

A walkthru of Beta 1Z

To recap:

Elemental is an upcoming turn-based strategy game set in a magical world that is recovering from a great magical battle known as the cataclysm. The world has been devastated and most of the magic of the world is gone.

Fortunately, a handful of beings have risen from the ashes with the ability to channel magic. These great Sorcerers are the sovereigns who must build new kingdoms (or empires) from the ground up.

When you start the game, there is only 1 person.

This is one of their stories.

Note: BETA 1 of Elemental strips out the graphics engine to allow us to focus purely on the game mechanics. The 3D engine will be added back into beta 3. NOTE that all these screenshots are works in progress and not representative of the final graphics.

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BETA 1 Game Play Example 

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Chapter 1: Of the migration

Procipinee is the only daughter of Emperor Amarian III. Like her father, she is a channeler – a sorcerer capable of casting spells of great power.

Amarian is himself the son of the evil Morrigan who had wrought great sorrow for the men of the East. Amarian has done his best to undo the damage but he and his line will always be tainted by Morrigan’s dark deeds.

Procipinee is unique amongst the sovereigns of Elemental in that she was born to rule. In this new world, however, she is an outcast from the other kingdoms of men.

 

imageAs ruler of the Kingdom of Pariden, Procipinee does enjoy some advantages. Pariden, being a direct line from the old Empire of men in the east, maintains the largest archive of lore giving her access to far more spells of power than her rivals.

Unfortunately, Pariden is also distrusted making diplomatic relations more perilous.

The long migration from the east left Procipinee’s people scattered but not gone.

Chapter 2: New Pariden

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Procipinee searched long and hard for a place to found her new kingdom. The world was desolate but channelers have a way of being able to see the potential of the land.

Seeing that the land in the area is potentially fertile, she casts the one spell that her father made her memorize: Restoration.

imageWith restoration, the land around her begins to bloom again. While it cost her a third of her life essence, it is her hope that her gift will encourage the dwindling populations of man to flock to her new city.

With the outpost of New Pariden founded, she begins to consier what to do next.

Nearby, the scattered remains of treasures, equipment and ancient lore from the cataclysm awaits. In addition, other beings of value explore the land as well…

image Old Myrimahus was a well known collector of magical artifacts. Unfortunately, Procipinee cannot recruit him as few men trust the line of Morrigan. She will endeavor to raise her persuasive abilities for the future.

 

 imageImmediately I am confronted with some decisions on how to build my city and where I should go. Procipinee’s royalty allows her to bring new people in faster but does she dare stay in town to do that?

While her royalty allows her to attract new citizens faster when she inhabits a town, her wandering spirit urges her to explore the area.

But first, New Pariden needs to get underway. 

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The first thing we build is a workshop.  This lets us get into the concept of city building. In Elemental, a city goes through 5 stages: Outpost, Village, Town, City, Metropolis.  These 5 levels matter a lot because many types of city improvements require a certain city level. The level also determines the number of a given improvement in many cases. For instance, our new outpost of New Pariden can only support 1 Workshop (hence the 0/1 at the top right).

My worksh0p provides 1 piece of material per turn.  Takes 2 turns to build and 10 gold to build and uses up 1 city tile. I’m going to build it on the north side of my city because I’m looking to cut off access to the east (I’ll show you what I mean shortly).

Procipinee begins exploring and finds a ring of agility:

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In the aftermath of the cataclysm, the world itself is filled with the trappings of the Titans of old who were vanquished in their final battle. Now it’s a bit of a race to find it all and claim it. Of course, there are many races taking place as we know that other Kingdoms of men are rising out there somewhere.

Chapter 3: Growing my Kingdom

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Here we are on turn 3.

My workshop is completed. I’ve started on a Command Post and blocked entrance to the east. This way, my opponents (and NPCs) can’t easily get in and grab the loot and such on the east.

On turn 5, I get my first technology breakthru.

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Researching in Elemental works a bit differently than we’ve seen in other games. The Kingdoms have 5 categories of research: Civilization, Magic, Adventuring, Diplomacy and Warfare. Each level in a given category costs more and more.  Technologies are labeled by green, yellow and red based on how likely they are to be available upon reaching the next level of technology. Green means it definitely will. Yellow means it might be available. Red means it probably won’t.

Upon achieving level 1 in civilization, I am presented with 4 technologies to choose from. 1 of them is solid green (farming). 2 of them are nearly green (civics and engineering) and one of them is yellowish (Mining). Right now though, I really want farming so that I can start to increase my population.

Ironically, I can’t yet build a farm because I need more materials. It takes 10 materials to build a farm and I only have 5 right now.

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I’m going to build a watch tower so that I can increase my vision of the area instead.

Chapter 4: The world beyond

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My Watchtower has vastly increased my line of sight (a bit too much, nerfing..).

But now I an see both the possibilities and the dangers of my world.

News of my new Kingdom has started to attract various notables including Eldmyre the Trader. Unfortunately, Procipinee will need to go up a level because she is distrusted thus making it harder to recruit.

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To go up levels, Procipinee will need some battle experience. First, she’s going to start a second city. This will use up another third of her life essence.  Essence is ones mana cap. She started with 15, now she has 5 left.  Essence can be transferred to Champions as well so that they can cast spells (and once they have essence, they too will be able to increase it as they go up levels).

Speaking of experience…

Those crates you see above provided me with a dexterity potion!

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Combat speed matters a lot. Each turn of combat is made up of 10 phases. Your combat speed determines how many attacks you get per turn. This matters a lot since Procipinee is pretty awful at combat.

I also lucked out because wheat farms are much cheaper than the general farm to build in terms of materials (i.e. the wheat is already there). So I quickly get Amarian (named after her father) up and going.

Chapter 5: Building a Kingdom

Thus far, Procipinee has founded two cities from the forsaken wastes of the post cataclysm world. By turn 11, there are a total of 32 people living in her two cities.

In Elemental, people matter. When you send people off to war, those people came from somewhere – your cities.

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I can train two different types of people from my 32 citizen kingdom. I have a Peasant who is just a random citizen who has been handed a club and a Pioneer. Pioneers are interesting because they can go out and (as their name suggests) settle on special tiles. They don’t bring in quite as much in terms of resources as if they were in a city proper, but they are absolutely crucial to building up an early economy.

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Chapter 6: Rats in the Ruins

Procipinee has traveled to an Inn on the western edge of her kingdom.

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What would Mincs do? Kind of a lowly thing for the Queen of Pariden right? Of course, Pariden has 36 people in it so she’ll need to keep some perspective.

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Upon choosing yes, a new tile appears displaying the object of my quest. Luckily, this simple adventure doesn’t involve me going very far.

Lucky me, I got the rats.

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Now to return it and get my reward (which better be good).

On the way back to the Inn that the distressed family was staying at, Procipinee has been studying the old manuscripts that were passed down to her from her father. She’s been focusing on rebuilding a civilization and finally made a breakthrough.

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I’m going to choose to have her breakthrough be engineering because we need to build a lumber yard so that we can get materials faster.

Now it’s time to decide what Procipinee and her small (but growing) team of loremasters are going to try to recover next.

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To get to level 3 of civilization, it will take 19 turns because Pariden is only producing 4 research per turn (3 by Procipinee herself and 1 by a study that has since been build in New Pariden). By contrast, going to level 1 in the other categories will only take 5 turns and let’s face it, some of those other techs matter.

With warfare, I could start to get some equipment for soldiers. With magic, I could start learning spells. With adventure, I could start recognizing better loot, encounter more powerful NPCs and access more interesting quests (not that rats are terrible but…well…yea, they’re terrible) and with Diplomacy I could start trading and negotiating.  Of course, so far, I haven’t encountered anyone so no point with diplomacy. I think I’ll go with magic.

The lady from the Inn gave Procipinee 250 gold for helper her with the rats. This is enough to start being able to train a small defense force and begin expanding into the west.

Chapter 7: Decisions

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On turn 20, I have two cities. My first city has been grown to cut off entry into that eastern valley. My second city (Amarian) is producing a great deal of food that is allowing expansion.

Now I need to make some tough choices.

First, while my kingdom has access to 13 food to feed its growing (now 41) population, I will soon need to start investing in roads (unfortunately, in beta 1, our road system is about to be tossed out in favor of a more fun way to implement roads that won’t show up until beta 3).

Second, my outposts are still small enough that they haven’t really attracted the attention of the various bandits or notable outlaws. Two cities averaging 20 people each is just not worth the effort. Especially since neither one is producing any money (Procipinee is the one generating the money through quests and abstracted trade of heirlooms and other deals).  I will soon be attracting unwanted attention and that means spending money on a defense force.

Third, I still haven’t found out where my opponents are.  For all I know, they’re coming in with an army (it would almost be certainly an army of peasants but still).

For now, Procipinee will put her focus on getting some magic going. She is a channeler and sorcery is her birthright.

Chapter 8: Arcania

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What use is being a Sorcerer if you have no spells? With Arcane Research, I can now get loremasters to start studying the ancient spell books. With any luck, soon Procipinee will be able to be taught some of the spells in there.

In the meantime, I will put some effort into warfare tech. If I’m going to clean out the west, Procipinee will need soldiers to help her and peasants won’t cut it.

 

I have also put a little time into warfare research and gotten better armor and weaponry.

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Since I am currently not mining any metla, I will stick with clubs for now even if it does wimp out my unit a bit.

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Now it is time to expand.

Chapter 9: We are not alone

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Lord Capitar’s emissary has made it to us. Capitar, unlike Procipinee, is a native of the west. Procipinee, with her father, had traveled the dangerous paths of the east to flee the rising hordes of the Fallen. Capitar, like the other western nobles, are suspicious of Procipinee because of her grandfather (Morrigan) who was the enforcer for the Titans during his time.

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Chapter 10: Wealth & Poverty

Capitar is going to be a major threat. Fighting wars means paying soldiers and that means having money.

The first step to do that is to build a palace so that I can declare a capital for my fledgling kingdom. I also need to start cleaning the west so that I can safely send out pioneers.

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After the battle, Procipinee has leveled up.

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I ultimately decide to put the points into essence so that she can build cities and has more mana available.

 

Chapter 11: Moving out

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With two arcane labs, Procipinee learns Teleport. This is a very useful spell because with it, she and her army can zip around anywhere in friendly territory.

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The Kingdom of Altar has finally arrived to try to wipe out my capital city of Amarian. Luckily, they fail thanks to my soldier being far better equipped than their peasant duo.

But I definitely need to get better stuff and I need to start connecting my cities with roads to increase my resources. With that in mind, I found a new city in the north, Royeker next to a metal deposit. The time to get new technologies is starting to become fairly painful since I’m still only producing 5 research per turn in my kingdom. But at least now we can get some metal and have some superior soldiers.

The problem with roads (in beta 1 anyway) is they cost a lot to build but that’s another story.

At turn 100, here is how things look.

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The nice thing is, with teleport, Procipinee can teleport anywhere within friendly territory.

With metal, now I can build better units.

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However, I may have waited too long.

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Lord Relias along with a party of soldiers is coming.

Yea, that’s going to be the end of me I’m afraid.  I dithered too much.

Epilogue

So what game improvements we learned here?

Lots.

First off, soldiers cost too much. Right now, they’re 1 gold per turn per unit. 

Let’s look at my civilization just as Lord Relias and his 3 goons took me out.

  • Population: 305 citizens
  • Income: 8.0g per turn
  • Expenses: 3.0g per turn (3 soldiers)

Lord Relias and Altar’s situation was basically the same except he had more soldiers.

With a population of 305 people, I should be able to support easily 30 soldiers.  So we need to do some balancing there.

Moreover, I’m spending too much time building housing still which also eats up valuable tiles. In my build an outpost gets 16 tiles, a village 24.

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But I’m using 8 – a third of my tiles – on huts and that’s not enough to get my city to level 3 unless I upgrade them to houses which would require 27 more turns which is an eternity.  If I wasn’t using so many tiles on huts I’d be building more research buildings which would help that.  So huts need to house more people so that fewer need to be built.

There’s plenty of other stuff but to put things in perspective, Beta 1Z is the first beta of Elemental that can actually be played as a game. There’s still a lot more to go.  Pacing matters.

BTW, in the comments section someone noted how closely I had built my cities together. You can’t connect cities into one big city (there’s always a full 4x4 tile between them but they were right.

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This is what the above screenshot looks like with the graphics engine on. It really highlights what too many huts looks like (cities look like a bunch of straw from all the huts).

248,241 views 141 replies
Reply #26 Top

How are sieges being handled? I would think a wall would be more suitable for keeping people out rather than farms or outposts...

Oh damn I hope we can build walls! One thing I really liked from Age of Wonders: Shadow Magic was being able to defend cities from behind a wall.

Reply #27 Top

Frogboy and you say the game is not fun this looks AWESOME! Is the cloth map gonna be usable in the release so I can play it on my crappy laptop instead of just the desktop?

Can't wait till I can join the beta!
-Crasus Akechi

Reply #28 Top

Quoting strager, reply 25

Quoting Frogboy, reply 24My goal is to make my territory very defendable. 

My second city is 4 tiles away from the first one (city center to city center).  My strategy will be to have the two reach out to one another to build a wall to keep other players out.
Shouldn't there be some kind of disadvantage to doing that? Otherwise your going to see everyone linking their cities instead of expanding outwards...

It has an inherent disadvantage. While building cities close together has the 'turtling' advantage, it is an inefficient use of land and essence. Since the cities are close together, they'll eventually start taking up each other's land. Thats land that can only go to one city. Plus, if you ever want to build another somewhere else, thats one more city that adds on to the city upkeep. Building an outpost revives land, if you build another right next to it, it will  "revive" land thats is already revived.

I say if a certain area can support multiple cities, then go for it. But it might be wiser to use your essence and city upkeep to spread the cities around and take advantage of as many resources as possible.

Reply #29 Top

I think that there should be a minimum distance that requires at least one tile between the maximum range a city can build into- this way you can still turtle (you'd have to put an army between them or something) but it would make it much more challenging....just my opinion of course :)

Reply #30 Top

Quoting Frogboy, reply 24
My goal is to make my territory very defendable. 

My second city is 4 tiles away from the first one (city center to city center).  My strategy will be to have the two reach out to one another to build a wall to keep other players out.

I suppose it's an example of a "Twin Cities" thing, which is not unheard of (Budapest is actually two cities grown together - Buda and Pest).  I was just concerned that it would be the norm in the game, but it sounds like this is just a special case for defensive reasons.

Shouldn't there be some kind of disadvantage to doing that? Otherwise your going to see everyone linking their cities instead of expanding outwards...

I think the disadvantage is access to food.  Your total population is determined by your food supply, and if you've just crammed a lot of cities in a small area, you're not going to get access to much land/food.  As a result, you'll just have a bunch of small towns that'll never grow very big, and big cities are essential to building the more advanced buildings.

 

Reply #31 Top

Hm, a whole host of setting problems stuck out like sore thumbs to me.  Most of them wouldn't be issues, except this is a post-armageddon setting and you (Frogboy) have espoused that this game's setting will be engrossing.  First off, making cities to function like tetris blocks strikes me as simply bizarre.   

Overall, I'm not given the sense that the world is recovering from catastrophe at all.  There's no sense of urgency and I really don't feel a sense of desperation and near futility.  Why?  Because there are simply too many circumstances where the setting would seem to indicate that things are proceeding in a normal fashion.  I mean, inns?  What's the purpose of having an inn in a hamlet of 30 people that accomodates no nomadic travelers?  Inns are a product of mature, merchantalist economies.

And then there is the biggest setting killer: gold is a relevant resource at the beginning of the game and it shouldn't be.  Honestly, if a few haggard survivors were emerging from 100 years of darkness, they wouldn't be concerned about gold.  It would be utterly meaningless.  Call it "an abstraction" (or a cop out) all you want, it doesn't substitue for the authenticity of demonstrating what people really would be concerned about: food, water, and safety.  Perhaps the first level of buildings should require no gold at all, because the remnants of civilizations have no formal currency based commerce yet.  At the very least, quests should reflect this fact. 

Instead of some dude and his family offering you gold to clear out rats, they should offer their loyalty.  So the quest should follow something along these lines:

You encounter a young, armed man in the wilderness.  As he approaches, you can see that he is panicked.

"Madam, please help me!  My family and I were living in a cave yonder when a colony of giant rats beset upon us in the night!  Please assist me in rescuing them and you will have my fealty!"

When you engage in combat, the man joins you as an allied soldier.  You engage the rats, but if you kill them too slowly, they begin to slay members of the man's family.  After the fight is over, the number of civilians remaining join the city of your choice.  If the young man survived, he joins you as an armed soldier.  Personally, I'd like to see instances like these be responsible for most of your early population growth, rather than people just abstractly wandering in from the countryside.  Prestige would play a role, but rather than just giving you a steady stream of citizens from god-knows-where, simply make prestige improve the perception of wandering bands toward your sovereign (thus making it easier to convince them to join you.)

It would be rather interesting to see prestige as a commodity in the place of gold at the beginning.  In other words, you would have to spend prestige to raise an army early on (they would go to war for you out of trust not gold, after all, which prestige would simulate.)

Anyway, I'm sorry to say it, but the setting isn't shaping up at all to capture the depth of a D&D campaign as was the claim.

 

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Reply #32 Top

Personally, I think that cities of certain city size should be blocked from building certain buildings (or would it be more accurate to say cities of certain prestige values?) However, I daresay that if you have the technology for an Inn, you should be able to build an Inn inside any city you want to.

Also, this is 100 years! after the Cataclysm ... and the bonus resources don't actually appear "lively" until it is atop of revived land. Otherwise its just a shadow/Marker to indicate that the place WILL become Wheat or Fertile Land if revived land spreads there (something only a channeler can see?).

Perhaps the ability to place more deadly terrain and dangerous lairs would help for the immersion?

Anyways, starting with Gildars from turn 0 is a necessity. Before you research "Currency" you can pretend that its a pure abstraction, and then with the advent of "Paper" combined with the tech "Banking" you can assume/pretend that most of those "coins" are now actually paper-money and bank notes. Having one form of money is a necessary game mechanic for games like these.

Reply #33 Top

Personally, I think that cities of certain city size should be blocked from building certain buildings

Brad stated this as being the case in the OP.

In Elemental, a city goes through 5 stages: Outpost, Village, Town, City, Metropolis. These 5 levels matter a lot because many types of city improvements require a certain city level.

 

Reply #34 Top

You encounter a young, armed man in the wilderness. As he approaches, you can see that he is panicked.

"Madam, please help me! My family and I were living in a cave yonder when a colony of giant rats beset upon us in the night! Please assist me in rescuing them and you will have my fealty

Good idea ! It fits more in the Elemental Lore.

And there's a glitch in the screenshot : Engeneering text says that "Allow the construction of workshops ..." But you were already be able to build one ! With all the changes made to gameplay, text of technologies should be more accurate.

 

Reply #35 Top

You state: "Upon achieving level 1 in civilization, I am presented with 4 technologies to choose from. 1 of them is solid green (farming). 2 of them are nearly green (civics and engineering) and one of them is yellowish (Mining)."

This explains a mystery to me.  Many of your players are Red-Green color deficient.  In addition to your color scheme, please attach some symbol to each technology, representing its likelihood of being offered.  Keep Red/Green deficiency in mind in other parts of the game as well?  Thanks

Reply #36 Top

Quoting Cauldyth, reply 33

Personally, I think that cities of certain city size should be blocked from building certain buildings
Brad stated this as being the case in the OP.


In Elemental, a city goes through 5 stages: Outpost, Village, Town, City, Metropolis. These 5 levels matter a lot because many types of city improvements require a certain city level.
 

Iwas referring to someone saying that an outpost had an inn in it at an early stage. I was of the impression that Inns should require City Size 3 in order to build.

City 1 -> only huts, farms, and resources gatherings + Walls

City 2 -> basic economy buildings like market and training yard

City 3 -> Taverns, Inns, Houses (civics stuff)

City 4 -> advanced buildings, Apartments, Theaters, Acadamies

City 5 -> Really High-End buildings, buildings produce more (I think its normally x city level multiplier (like x5 here), but I think 5 should be extra (like x6)), also capable of building massive walls with Catapult-like turrets. Capable of building wonders faster?? Perhaps disproportionately large area to build in as well (at least 50-100% larger than what size 5 should mathmatically become if sticking to the sequence)

Reply #37 Top

If they follow the City 1 - City 5 play of Tasunkes description then I fail to see the strategy at all. The city building could be totally automated more or less. You would always build the same in all cities (at least the first ones) cause you have no choice. The only difference is what food sources you have. Not much strategy in choosing between wheat and sheep if you have a wheat field and no sheep available. I could write the AI for that :)

Reply #38 Top

Quoting Frogboy, reply 15
BTW, if anyone is thinking the cloth map is ugly, it was actually a compromise.

I wanted Beta 1 to look like this (seriously):

Woah....that's Ultima III. That brings back the memories.

 

Reply #39 Top

I actually kind of agree with the notion that having gold as a relevant currency in the world right after the cataclysm is kind of silly. I'm trying to think what would be a better system. Here's one idea that came to mind:

You start off without any currency. When you stumble upon the first goodie hut that would give you money, it displays an event,  something like "You stumble upon a stash of trinkets from before the cataclysm. People hold these things dear to them, you can use them to barter and trade for favors!" -> trinkets become your first currency

After certain amount of turns / population growth / technological advantages / the first marketplace built, you get an event saying "The trinkets from before the cataclysm are have become commonplace and are starting to lose value. It is time to create a real currency for your kingdom to trade in. What name will your currency have?" Now, you change to the gold standard, and instead of having a fixed name, each kingdom has their own named currency. You trade in your own currency (1:1 between everyone), so it'll just be for your own flavour. A default name could be something resembling the Kingdom name: the Portux kingdom would have Portuxians as their default currency name etc.

I think this or something similar would make more sense given the post-apocalyptic setting, and if different kingdoms have different currencies, why not leave the option open for creative modders to work out some sort of an interesting economic system between kingdoms?

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Reply #40 Top

To rationalize the use of gold early on in the setting, you might simply say that it has an inherent alchemical value as well, making it a useful trade good, because everyone can use it to do some minor things. That way it doesn't just have the abstract value a goverment gives it.

Reply #41 Top

Heh ... I was just throwing out some ideas. All the real choices (in such a situation) would become available starting at size 2, and size 5 would be preferred above all else.

Reply #42 Top

Quoting Tasunke, reply 41
Heh ... I was just throwing out some ideas. All the real choices (in such a situation) would become available starting at size 2, and size 5 would be preferred above all else.

Ok

I think there should be other factors then city size. It just feels strange that a city just below level 3 cannot build a library (or something), but after one more citizen and level 3 suddenly they can. Why not just have some buildings so expensive that you cannot build them until later. And ofcourse some buildings would depend on tech to be available.

 

Reply #43 Top

Well, maybe "limits" on # of building per city (as well as needed tech) will work without performing abstract limits onto cities. Meaning almost everything has a limit of 1 in an Outpost, while some of the simpler buildings gain slots at level 2, some of the more economical buildings gain slots at level 3, Most all gain slots at level 4, and everyone doubles slots available at level 5. (while high-end buildings gain more slots ... equivalent to the same # slots of a lower tech building ... aka if there are 12 house slots, apartment slots would raise to at least 4.

Reply #44 Top

Quoting strager, reply 25



Quoting Frogboy,
reply 24
My goal is to make my territory very defendable. 

My second city is 4 tiles away from the first one (city center to city center).  My strategy will be to have the two reach out to one another to build a wall to keep other players out.


Shouldn't there be some kind of disadvantage to doing that? Otherwise your going to see everyone linking their cities instead of expanding outwards...

Yeah, we shouldn't be able to build cities very close to each other, but this is my subjective opinion of course. :P

Reply #45 Top

Would you consider adding snow terrain and ice over the sea?i wrote it in this post (https://forums.elementalgame.com/378966/page/8/#2585839) would be cool at least think about it i mean the whole game looks barren not even grass.grass is usually everywhere it dosent take long for it to grow at least a year or two i lived next to a burned down farm in 1 year there was grass everywhere i was like wtf

Reply #46 Top

I believe that having Gold as currency even after a cataclysm is just fine.  Gold has retained its value throughout human history.  Gold is portable, can be concealed, does not rust, and is easily recognizable.  It can be converted to luxury goods such as jewelry or armor ornaments.  Being small, it is much easier to trade than other commodoties such as grain, hides, beer or wood.  If you are fleeing for your life you can take a pouch of gold but you cannot take 40 bushels of corn.

When we look at history, at the very worst of times, people still valued gold.  During the collapse of the Roman Empire, the Black Death, the Holocaust, the Mongol Invasions....gold was always an asset of last resort.  I believe it is entirely appropriate to use it thusly in Elemental.

Perhaps it would help for us to think of a gold coin as something the size of a penny, or smaller.  Not an ounce coin, such as a Krugerrand.  This was 250 peices of gold is a reasonable reward not an immense one. 

 

Edit:  Postscript regarding city placement.  I think we should allow the players to put cities whatever distance from each other they want to rather than force certain strategies through the use of placement rules.  If someone wants a dense, diseased, hungry city because that fits with their idea of a fun playstyle, let them!  If someone wants distant, large, hard to defend cities because that fits with their idea of a fun playstyle, let them!

Reply #47 Top

Quoting strager, reply 29
I think that there should be a minimum distance that requires at least one tile between the maximum range a city can build into- this way you can still turtle (you'd have to put an army between them or something) but it would make it much more challenging....just my opinion of course

I don't think you'd want to build them too close to each other anyway. I'd put a minimum distance simply to prevent newbies from crippling themselves. Maybe allow it so level 3 cities can touch, if they were built right at the minimum distance. Something like that. There will be a sweet spot for how far from each other you want to build them, and it will depend on the situation. I think it will add an interesting decision for players to make. Do you build them close to each other and make a defensible perimeter, or do you spread them out in order to secure as much land and resources as possible?

Reply #48 Top

Quoting =Outlaw=, reply 47

Quoting strager, reply 29I think that there should be a minimum distance that requires at least one tile between the maximum range a city can build into- this way you can still turtle (you'd have to put an army between them or something) but it would make it much more challenging....just my opinion of course
I don't think you'd want to build them too close to each other anyway. I'd put a minimum distance simply to prevent newbies from crippling themselves. Maybe allow it so level 3 cities can touch, if they were built right at the minimum distance. Something like that. There will be a sweet spot for how far from each other you want to build them, and it will depend on the situation. I think it will add an interesting decision for players to make. Do you build them close to each other and make a defensible perimeter, or do you spread them out in order to secure as much land and resources as possible?

 

That would be even worse! As a newbie, a player may build 2 cities near each other not realizing they will expand.... all of a sudden mid-game their cities are touching forcing them to start the game over or deal with a crippled empire.  Thats why I figure the minimum distance should require 1 tile between cities at level 5.

 

Reply #49 Top

Quoting Lost_WLd, reply 18
Thanks for the walkthru. It's clearing up a lot of the game concepts for me.

Yes. Thanks A LOT for this, Frogboy! This summary helps understanding many features.

If you could keep it on a little more to show domains like recruiting, spells and diplomacy, that would make an excellent tutorial for Beta 1Z.

(How do you know that your channeler can't recruit XYZ the Trader in exemple?:S   )

 

I'll take opportunity to propose a little UI improvement: in the upper bar with your global resources pool, it would be useful to indicate the current flow by turn so as to know what's the trend.

Ex. for gold: not only "500" but "500 (+3)" or "500 (-5)" and same for other resources. To make it more visual, you could also write it in green when balance is positive and in red when it's negative.

Reply #50 Top

As a reminder:

Elemental takes place a century after the cataclysm.  People aren't just coming out of caves or something. 

A better analogy would be a decade or so after the black plague or something where civilization has been greatly reduced and is dispersed. 

Combine that with the fact that the world is just starting to really recover from the effects of the cataclysm -- there are patches of living stuff and there are manors, estates, and inns that dot the world but there is no real government in place.