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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).

248,307 views 141 replies
Reply #76 Top

I see that your warrior has 17 movements. That translates in cost and time to build. Since Procipinee doesn't have this kind of movement, what is the point of having such movement if the unit is to be stacked with her?

Reply #77 Top

Quoting larienna, reply 74
100 turns?

That is way too much for what you did. I say you should be able to do the above in at most 25 turns (10-15 turns would be the best). Try to make sure each turn is meaningful.

Remember that in multiplayer, people has to wait for other players. If there are too much turns, it will indirectly slowdown the game.

As I said in the epilogue, the pacing is the real problem.  But 25 turns to do the above? No way.  

In my view, the above should have taken place in about 50 turns.

The first 10 turns felt right in terms of pacing.

The second 10 turns felt pretty good.  But after that, it started to slow down too much.

A lot of that was caused by having to build so many huts (5 turns a crack) and then not having enough tiles to build economic, research, or spell tiles.   I lost 20 turns easily just because of the huts. Then I lost another 20 turns due to everything being slower to get because I didn't have non-houses doing things.

 

Reply #78 Top

Are turns and tiles being used to represent real-world units of measurement? Does 1 tile represent a X meter * Y meter area? Or are they simply "tiles". Same thing for turns: does one turn represent X days, or is it simply a "turn" ?

Establishing some real-world units of measurement will help refine the pacing.

As it stands right now unit movement is about 2 or 3 times too slow (coming from 1G). Huts should take no more than 4 turns, probably even 3.

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Reply #79 Top

Now I was just thinking about huts and houses. Now when you research houses and your city levels up, huts are turned into houses (good idea.) Now how about if you placed some huts or houses (lets say 3 huts) and your city levels. Those three huts in those three tiles are now six huts. Basically you setup the basic community and as the city grows, homes expand too.

Reply #80 Top

Broke the post! WOO! >_>

Reply #81 Top

Quoting Frogboy, reply 77

Quoting larienna, reply 74100 turns?

That is way too much for what you did. I say you should be able to do the above in at most 25 turns (10-15 turns would be the best). Try to make sure each turn is meaningful.

Remember that in multiplayer, people has to wait for other players. If there are too much turns, it will indirectly slowdown the game.
As I said in the epilogue, the pacing is the real problem.  But 25 turns to do the above? No way.  

In my view, the above should have taken place in about 50 turns.

The first 10 turns felt right in terms of pacing.

The second 10 turns felt pretty good.  But after that, it started to slow down too much.

A lot of that was caused by having to build so many huts (5 turns a crack) and then not having enough tiles to build economic, research, or spell tiles.   I lost 20 turns easily just because of the huts. Then I lost another 20 turns due to everything being slower to get because I didn't have non-houses doing things.

 

 

Make hut building faster and allow them to hold more pop to conserve building space. After all they are huts not houses!

Reply #82 Top

Also add other bonuses to houses. Having a normal house after any cataclysm is no small feat considering that the priority of new empires would be to build other things first: (military, resources, food)

Reply #83 Top

100 turns too LONG for that little? Are you guys nuts? In 100 turns you should barely be starting your second city, with a population of maybe 50 people. Give us time to explore, learn the lay of the land. Remember people this is a tiny map - On a gargantuan size map, you should hopefully not have even had a chance to discover how big your landmass is by that point.

 

Frogboy- will it be possible to maybe add a scale to the game (slowing down building, research, population growth etc.) so people who want super fast games (like having all this happen in only 50 turns) can turn that on, and people who like slower paced games can get that too (personally I think what you described should be 250+ turns easy)....

Reply #84 Top

stager: yes. There will be a pacing option but it'll be different than what we've done in the past. You'll be able to change it mid game back and forth to suit yourself (kind of like in Sins where you can hit + or -).

Reply #85 Top

Quoting Frogboy, reply 84
stager: yes. There will be a pacing option but it'll be different than what we've done in the past. You'll be able to change it mid game back and forth to suit yourself (kind of like in Sins where you can hit + or -).

Well that will be.... interesting.... One second it takes 30 turns to research something, than with a flip of a switch it takes 3 turns.... I'm assuming (hoping) that this can be disabled for multiplayer and won't be essential for playing in any way? Will this effect movement and "game time" as well? I.E. with the speed turned "Up" do units move further per turn, and do kids age faster? Any other obvious questions I missed?

Reply #86 Top

Hmm, even if you remove the housing to shrink the city size, that still seems pretty dense me.  My gut feeling, having not actually played 1Z yet, is that either cities should be much smaller (1/4 tile for all improvements, not just housing?) or some other mechanic should discourage founding them that close together.

 

Reply #87 Top

I can honestly say that I have NEVER been "aroused" by a forum post...

 

Until now!

This preview shows that this game is everything I hoped it could be and more.  I now actually fear for it's release because I'm going to fall into the rabbit hole and never come out.

Reply #88 Top

@Stalvos - Too much information.....

Reply #89 Top


.....

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.

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.

......

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).

I have to disagree with you on this. True, there could be a little more variety in the appearance, but at least in the bottom screenshot Amarian looks like an actual village with all those huts. If you need to build less huts to house the same amount of people, then it would start to look more like a militairy base and less like a place where people actually live. To me it would really kill immersion if I have to conclude that a city has a huge population because there are nearly a dozen houses in it. As in the real world, most of the surface area of a city should be used for housing people.

I'm not suggesting that you should have to use more tiles for building houses, because that wouldn't be a lot of fun. But the visual aspect is important too. I think it would be bad for the whole atmosphere of the game if even large cities would appear to only have a handfull of houses in it. When I look at the screenshots that I link to below, I can believe that those are actual cities.

http://www.mmorpg-center.com/wp-content/gallery/dawn-of-fantasy/dawnoffantasy041.jpg

http://www.sg.hu/kep/2001_02/age_of_wonders_2_hir0225_01.jpg

This is one of the reasons why I don't like building on the map, because it's very hard to get the atmosphere right visually without having to build a whole lot of houses, which isn't fun for (most) players. I know it's very unlikely that you will change this part of the game, but I just want to have it said.

Reply #90 Top

I have to agree with what others have said. Don't cut out all the housing because it makes the city look inhabited. I do agree however that it takes too long and huts should be a quick 1 turn build pretty much no matter what.

Reply #91 Top

Lol, very, very funny.  Okay, so let me illustrate why this is not true through a scenario.

Great story demiansky!! Geez, you sound like you really understand what this game needs. It sounds like my idea from the Bartering in a Post Cataclysm World post.

From Frogboys story, when he was talking about building up an economy, it was sad to think that it meant just grabbing random coins and using them. Gold pieces of an olden time would be of no use compared to raw goods, just like in your story. After some time, as you collected and minted your own coins and allowed folks to use those coins to buy goods from you an economy would form and they would have use again. However, before then, I think coins should have no value when compare to "materials" or "metal" or whatever.

I have to agree with what others have said. Don't cut out all the housing because it makes the city look inhabited. I do agree however that it takes too long and huts should be a quick 1 turn build pretty much no matter what.

I think there needs to be a separate system for housing, but yes, i agree, don't take it away, it makes the city a lot more believable to have them there. It frustrates me in games like these when cities don't have that epic feeling when they have large populations.

 

Reply #92 Top

How and Why does your Sentinel have 17 move!?

 

In any case, you could either make huts cheaper both in time and materials (What I prefer), in some ways this might go hand-in-hand with giving cities more squares to build on.

or you could make each housing unit house more population

OR huts could be the "Mass Population" Unit, which can hold ... a LOT of people, and increasing tech increases how many people you can cram into your huts/slums. And then Houses, Manors, the rest, can hold about half as many for increasing Prestige n Commerce.

Reply #93 Top

Quoting strager, reply 48
[quote who="=Outlaw=" reply="47" id="2585861"]
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.

 [/quote]

If it required level 5 cities, you'd hardly ever see it done. Either way, yea we want to prevent newbies from needlessly crippling themselves, but at the same time lets not hold their hands and suck their thumbs for them too. At level 3 they are far away enough that the player not knowing what the the fack they are doing should only slightly cripple themselves.

Reply #94 Top

Is it possible to have decimals for unit-upkeep?

Frogboy's post made me think that a single soldier unit should probably cost 0.1 gold in upkeep, and a party could cost 0.3 (25% discount) gold, and a company could cost 0.73 gold. (27% discount)

In this way, a company is indeed cheaper than ten individual units, as advertised in the tech tool-tip.

a unit of 50 soldiers could cost 3.5 gold per turn (30% discount), and a unit of 100 soldiers could cost 6.5 gold per turn. (35% discount)

a unit of 250 soldiers could cost 15 gold per turn (40% discount), and finally a legion could cost 50 gold per turn (50% discount)

And finally, (for soldier upkeep only) maintenance costs would be rounded down to the lower whole number at each juncture. Thereby, if you only have two individual units and one company, "expected" payment is 0.93 gold, however rounding down, this means no maintenance (or free units).

So that when you have enough units to go over 1 gold per turn (10 soldiers, 3 parties, or 2 companies) you will start to pay Military expenses ... beginning with 1 gold per turn. Personally I think this is the best way to handle unit maintanence, given the example from Frogboy's post.

I don't have any scientific reason as to why we should always round down on military unit costs (other than historic cases of the people paying for a certain percentage of the military/not funded by the state), simply that it "feels right". I suppose that if only even rounding was used, then there would be no difference between (0.73)x4 and (0.75)x4 ... which would completely ruin the point of Companies being cheaper than parties. That difference between 25% discount and 27% discount would be apparent at each multiple of 4 when pertaining to companies. 4 companies would cost 2 gold per turn, (would of cost 3 per turn if 0.75 cost). Now, with even rounding, that difference becomes meaningless, useless, and 4 companies would always be 3 gold per turn whether we had a 25 or 27% discount.

I suppose what I mean to say, is that always rounding down makes tiny decimals more important for this type of necessary thing.

Now I will support the argument of my Values. @ turn 50 (ellegedly) w/ 350 people in my empire, and only 4 gold per turn, I should be able to support 30 soldiers or so? well, if I have 10 individual soldiers and 2 companies, my costs will be 2 gold per turn. If I have also recruited a Champion, my costs would be 3 gold per turn (Champions are always a solid 1 gold per turn fee)

Now, later, when I have my City Level 5 with Tax Offices making 25 gold per turn, I can support a brigade of 250 soldiers at the fee of 15 gold per turn ... or any combination of units which doesn't exceed 25 gold per turn. If I had no city maintenance or other reasons to have extra gold, I could also support a platoon of 100 soldiers for an additional "6.5" gold per turn, making the total to be 21 gold per turn in fees. I could have an additional 4 individual units, say scouts, without upping the upkeep. This leaves me room to pay for 4 champions, and still breaking even.

Reply #95 Top

Another possibility might be to have any individual Soldier(s), while stationed in a Town, have no Upkeep cost, but once you accrue 5/10/15 singles, they automatically become a named section ready for the field and the appropriate Upkeep costs kicks in using the fractional costing idea thus keeping the use of Party, Company, Battalion sized groups still a better over-all cost per, value.

That way, someone couldn't try and keep 300 single soldiers at home for any length of time, just to try and save on upkeep costs. But could always have a small defense force left at home to defend the city at no added cost other than feeding them as any other civilian in town.



Reply #96 Top

Quoting leeboy26, reply 71
I see what was meant by the soldier cost/upkeep problem. If cost were reduced though would an early troop rush not be almost unstoppable against a player that is building infrastructure etc? 

Perhaps a preferable solution would be to allow the first few troops at greatly reduced price/free perhaps as personal guards for the channeller. Then at least you'd have something if the opponent troop-spams even mediocre units in the early phase.

Or perhaps an Empire:Total War situation whereby citizens are called to arms when a city is attacked. They may be useless but at the early stage so will the attackers be. The 'penalty' would be a loss of valuable citizens to the defenders making an early 'raid' a valid strategy but not a game-breaking one.

 

The new Civilization game does something like this. I think it's a great idea and is a good way to de-emphasize armies and rushes in the beginning of the game. Each person in your kingdom should have 1 attack and 1 defense by default. When you "conscript" a person, they get training that gives them an additional 1 attack and 1 defense for the most basic level of training. Higher levels of training should give higher attack and defense, just like gaining levels should do. On top of the person's intrinsic attack and defense skills, weapons and armor would add additional attack and defense.

Let's face the facts here. If an enemy sent 15 conscripted peasants at your city in an early game rush and you have 100 citizens in your village, it's going to hurt, but you're not going to loose the entire village if the entire village fights. However, some of the villagers will be unable to fight (too young, too old, crippled, etc) and so you should not get all 100 villagers mounting a defense. Let's say maybe 40% would be in fighting shape and so you would have 40 attack and 40 defense against 30 attack and 30 defense. You would win the day, but would take some heavy casualties.

In this case, the attacker would have gained ground against you because person-for-person, they won out due to the training they devoted to those 15 conscripted peasants. Even though they did not take the city, maybe they reduced your population by 30 where they only lost 15 people. But, also with the odds in favor of the villagers, they may actually have had a bonus to attack and defense so maybe you only loose 25 people to the attackers 15, or perhaps get lucky and break even. Also, you should get a defensive bonus from the fact that your people are fighting for their own families and livelihoods and will therefore fight much more vigorously.

Now, let's say 50 more turns go by and you now have 250 people in your village (some people in the country side heard of how your village drove away the attackers [your village gained prestige for winning] so they flocked to the village for added defense). But, now another attack force has arrived and they are well-trained soldiers armed with metal swords and wearing leather armor. They each have an attack of 5 and a defense of 5 and have been taught to fight in formation. These 20 attackers fighting in formation negate any bonus you get due to overwhelming numbers because their formation fighting allows them to manage the number of people they each face at any given time. They are now fighting your villagers 1 or 2 at a time and have much better attack and defense than any one or even two of your villagers have. They kill 80 of your people loosing only 5 people of their own and finally your villagers surrender.

So, training and weapons should matter a lot, but your villages should be able to defend themselves against a very early rush. If you had trained 10 people to defend the village and they faced these 20 attackers along with the rest of the able-bodied fighters in your village, you would probably have won and saved the village. So you can't just let the villages defend themselves for the whole game, but they should not be helpless or just surrender to any attacking force.

In the late game, with large armies, the overwhelming odds should trigger something where the villages just surrender without even trying to defend. But larger cities where the odds are better due to their shear size should end up triggering actual battles. If the larger cities are being decimated, then at some point, they will still surrender.

When figuring out how the battles go for undefended cities, the game will need to figure out how many able-bodied people are actually available to fight. It should use the number of people available to determine what the odds look like and then calculate bonuses to defense or whatever based on those odds.

Doing things like this also opens up the possibility that you could have racial traits like 'Martial Arts Way of Life' where everyone in your kingdom is instructed in martial arts and it adds 2 to their attack and defense and reduces conscription/training time by 50% (they only need to learn how to fight as a group). Because they spend so much time training their martial arts, it would reduce productivity for everything else (farming, building, research, making money, etc). For example, you could assume they spend 2 days a week worth of equivalent time learning martial arts instead of farming or building or whatever. Thus, their other activities would take a 2/7 penalty.

Another possibility would also be 'Female Warriors' and 'Male Warriors' check boxes which would make more people available to mount a defense if attacked. So, if you wanted all your warriors to be women, you would check just 'Female Warriors'. If you wanted them to be men, you would check 'Male Warriors'. If you wanted both, you would check both. So, instead of only having 40% available, maybe you now have 80% available. Combined with 'Martial Arts Way of Life' it would make a powerful combination that would allow you to not worry about building an army for a long time.

This would add a lot of new dimension to the game. You would have to keep your opponent's capabilities in mind if you decide to attack their cities. If you went up against an enemy with these options, you would know you need to bring a much more powerful attacking force.

Reply #97 Top

Quoting larienna, reply 74
100 turns?

That is way too much for what you did. I say you should be able to do the above in at most 25 turns (10-15 turns would be the best). Try to make sure each turn is meaningful.

Remember that in multiplayer, people has to wait for other players. If there are too much turns, it will indirectly slowdown the game.

 

A lot of this has to do with movement and scale. We need to keep in mind that a person can, in real life, walk about 20 miles a day when traveling. On horse-back, 50 miles a day is a good number. Depending on how many days each turn takes, movement points in the game should generally match what can be done in real life.

However, there is a difference between traveling to get somewhere and traveling to explore. When traveling to explore, your movement per day is much, much less, but you should get increased sight range. When traveling to get somewhere, you get no sight range outside the tile you are in (unless you're flying), but your movement should be realistic.

Right now, it seems that the biggest problem is that all units are treated as traveling to explore. Armies and most other individual units don't move like that in real life. They move to go somewhere and do no exploring. All their energy goes to getting to their destination. Scouts expend tons of energy covering large areas while moving very little in any one direction. Elemental needs to have similar mechanisms. If you want to send an army to your enemy as quick as possible, that army should have no line of sight at all. If you accidentally run into another unit, you should have the option of attacking it, allowing it to pass, or attempting to go around it. If you travel with a mounted scout, that mounted scout would give you one tile of site in one direction around your army. So, you should travel with at least 8 mounted scouts to keep 1 tile of sight around your army in every direction. A flying scout could give you several tiles of sight around your army in all directions.

Fixing the movement stuff so it is more realistic like this would solve the issue of having turns not be meaningful enough. You would also then have to decide whether you want to move quickly or whether you want to actually explore. It also means that when you are not in exploring mode, you should only have a small chance of seeing a dropped purse or running into an overturned caravan or finding remains or whatever. You may move right through several tiles with those things and never realize it. However, when you later bring a scout through in explore mode, you would then find them.

Reply #98 Top

Quoting TheProgress, reply 78
Are turns and tiles being used to represent real-world units of measurement? Does 1 tile represent a X meter * Y meter area? Or are they simply "tiles". Same thing for turns: does one turn represent X days, or is it simply a "turn" ?

Establishing some real-world units of measurement will help refine the pacing.

As it stands right now unit movement is about 2 or 3 times too slow (coming from 1G). Huts should take no more than 4 turns, probably even 3.

 

Yes, the scaling is off and needs to somewhat reflect real-world measurements. Based on the amount of space that cities take up, the tiles can be no more than half a mile (a quarter mile would probably be more accurate). In the case where the tiles are half a mile, a unit should be able to move 40 tiles in one turn when not exploring or maybe 5 tiles in one turn when exploring on open land or 3 tiles in one turn when exploring in forests or 2 tiles when exploring in mountains/hills. This would be assuming that a turn is a day. In that case, children will never grow up in the course of a game.

If your turn is 1 month, then children can grow up eventually. However, in that case, a city needs to fit entirely on a single tile and each tile needs to cover probably 100 square miles (10 miles x 10 miles). Units exploring would be able to explore that area quite well in a one-month turn. Remember, they would have a 1-tile sight around them, so they are really exploring an area 30-miles x 30-miles in that one month, which is probably reasonable. Units not exploring should be able to move 60 tiles per turn to be realistic. They would have something like a 0.1% chance of actually discovering anything that might be in their tile when they are not exploring. In this case, cities could be literally one tile apart and never worry about running into each other.

Now, if you make the assumption that the units hunt for food as they travel, then they should take no upkeep in terms of food and the movement should be reduced because they will spend some time searching for food. If they take food with them, then they must have a limit of no more than maybe 5 days travel from friendly territory before they will be out of food and be required to hunt for food, reducing their rate of travel. So maybe you could give units in friendly territory a bonus to movement due to the fact that they can get food readily and don't have to waste time hunting for it. In neutral or enemy territory, their movement would be slowed because they need to spend time hunting for food.

So, if we assume that hunting is required when traveling, then in neutral or enemy territory, travel is done at 30 tiles per turn using 10-mile square tiles. This would assume about 6 hours of travel time each day devoted to moving. When in friendly territory, you could assume a full 12 hours of travel each day and 60 tiles per turn movement.

 

Now, you could compromise and do 1-week turns. At 1-week turns, it takes 936 turns for your child to come of age. But, then your number of miles traveled per turn is 140 in friendly territory or 70 in enemy/neutral territory. Each tile could then be a 5-mile square. Movement points would be 28 tiles in friendly territory and 14 tiles in enemy/neutral territory. Of course, at this scale, you still don't have cities showing up on the main map or blocking movement of units. If you make the turns one week, then you need to have the tiles as half a mile and do 280 tiles of movement in friendly territory or 140 tiles of movement in enemy/neutral territory.

 

With tiles so small, movement would appear more analog than digital. That is, movement on the map would appear to flow smoothly and paths would appear more curved. Armies could end up taking up several tiles on the map. You could also make an army camp and it would really appear on the map. When the army goes to 'camp' mode, it would spread out to take up even more tiles because of the extra space required for all the tents and fires. It would be a pretty impressive site.

Reply #99 Top

In my view, the above should have taken place in about 50 turns.

Well it depends on the size of your world. How many cities in average each player should be able to build before needing to capture ennemy cities?

If it's around 3 to 4, then it would have taken 50 turns to reach the full size of your empire, not so bad. If it's 6 to 9, then it might be too long.

I am designing a similar board game and I change the size of the land according to the number of players. More player = bigger map. If you do not perform a similar counter balance, getting a large map with few players will take a huge amount of time to fill it up. It might be what you want, but that will meant that it will take much more turn to reach your full size. So you might have to consider map size in the number of turns you want.

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Building Huts?

I think I missed that part, but in my point of view, building hut is boring and it shoud be abstracted by the game. You are building the special buildings. Even if you only see these buildings on the map, we know that there are huts in there for the civilians, there are just not shown because they does not need to be managed since you should only mange special buildings.

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Population

There is really too few population. Near the end of the game, you are going to end up with millions of people, so why should you manage individual people at the start. I think your should manage hundreds of people like in R3K II. Ex: 32 soldiers and 162 population = 3200 soldiers and 16200 population. But only show the hundreds in the interface for easier calculation.

The game is supposed to be epic, so it is normal that there is a lot of people.

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Movement

Making units move faster can make you require less turns to do what you want. In Civ I always find units way too slow.

 

Reply #100 Top

Another issue that needs to be addressed with scaling is build times. At 1-week turns, it should take just one or two turns to build a hut. But, if you have 50 people in your village, you should be able to build 10 huts simultaneously. Something like a watchtower would take maybe 5 people working on it, but you could still build 4 of those simultaneously. Maybe 10 of those 50 people are children and 5 are elderly leaving you 35 people to be productive. 15 people would be gathering food leaving 20 people to work. Only 2 people are needed to build a single hut.

If you do 1-week turns with .5-mile square tiles, then you should have areas where all tiles in a large swath of land are farm tiles or wheat tiles or orchard tiles. You could send a single pioneer out to a single .5-mile square tile and have that one person work it as their farm. You would keep sending out new pioneers to adjacent tiles to build more farms to bring in more food to grow your cities. A pioneer unit would probably be a "family" which would be 4 people.So, instead of recruiting a single pioneer, you should really require 4 to build a farm.

Sending a pioneer out to a mine would not make sense if a pioneer is one person. Instead, you need to train 20 people as pioneers and send the group of 20 out to build and run the mine. These things would reduce your city population just like armies. It helps mitigate early game rushes.

Now, when you build buildings like the watchtower, you must staff that tower 24/7. That means you just allocated 3 of your 50 population to staffing that watch tower. When you build a market, you probably need 4 people per city size allocated to that market during the day. You can do that by making the market allocate 4 of those 47 remaining people to it and allowing an additional market or multiple additional markets for each increase in city size. Now you have 43 people that can build new things. So you build a blacksmith shop and it gets manned by 2 more people. You build a library and it gets manned by 2 more people leaving you at 39 people available for building things. But, to build a library, you need 10 free laborers to actually work on the building at all, even though it only allocates 2 of your population to work in library after it is built.

Building a palace would take 100 laborers or more to build it and would probably allocate 100 or more people to working it.

This sort of people accounting needs to be in there in order to get build times and requirements adjusted properly and to keep army sizes sane. People building large armies should have fewer people resources to build other buildings and run other buildings. So, when you see someone ahead of you in research, with more food in storage than you, walking around with an army twice the size as yours, you know for sure they are really trouncing you in people. I remember a previous post way back in the day about how having an army of 10,000 people should really mean something. But that will only happen if people are allocated as resources for upkeep and used as requirements for building each type of building. Making this happen will drastically assist in balancing out the game and make all of our decisions about how we play it much more meaningful.