Brad’s Beta 3-B Walkthru

This is both a walkthru and my critique of where we are on the game.

This is going to get updated a lot as I go through this so keep refreshing.

The New Economy

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We definitely listened to your feedback. After considering the reports and lots of prototyping we came up with a significantly better, more original, more interesting way to run your Kingdom/Empire.

The world of Elemental is populated with many resources. Admittedly, the screenshot above represents one of those really lucky moments where there’s a lot of resources together but it does illustrate the way things work now very well.

Cities no longer produce resources on their own beyond the absolute most basic research, materials, and arcane knowledge.

The action comes from the very finite number of resources scattered about the world that you can now make use of if they are within your territory. If a resource is in your territory, just click on it and choose build. You don’t have to create any special units to make use of it.

The most common resources are:

  1. Fertile Land.  Produces Food
  2. Old Growth Forests. Produces Materials.
  3. Lost Libraries. Produces Knowledge
  4. Ancient Temples. Produces Arcane Lore
  5. Gold. Produces (well gold)

Your settlements don’t produce these things anymore in any real amount. Instead, the improvements improve upon these resources.

So a market doesn’t produce gildars anymore. It provides a bonus % to the existing production of any resources associated with that settlement.

Magical Speed Up

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A Dangerous World

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There are other things in the world trying to ruin you besides other factions. And they will if you’re not careful.

Tactical Battles

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These need more polish (for instance, the movement tiles are far too opaque), the sound is highly iffy, and the overall play tuning still needs work.

1,345 views 10 replies
Reply #1 Top

will there be an option to increase or decrease the amount of natural resources?

 

 

Reply #2 Top

I love the new economy thing! :inlove:

Reply #3 Top

@frogboy

seeing the enchanted farms, please let me cast city buffs from anywhere in my realm. running around on larger maps just enchanting cities is not fun.

Reply #4 Top

So, can you still research any types of spells from your temples or are they also limited based on the type the temple it is?  It could be interesting if you couldn't always use your favorite spell set and just had to be able to use whatever you were given the chance to use.  Just a random idea.  Thanks for the update.

Reply #5 Top

Brad's a spammer.

"

4 Elemental Dev Journals
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Today, 2:53 PM
12 Elemental Dev Journals
Today, 2:53 PM

"

Reply #6 Top

So Brad will ban hammer himself? Wait wont that like destroy our universe? :X

Reply #7 Top

Lol. Now for the big question on everybody's lips. Tentative release time for 3-B? :-) :P

Reply #8 Top

I really like this new economic system as outlined.  Cities serve an essential purpose, but city-spamming isn't necessarily the best way to get lots of resources.  We can now easily have large, inefficient kingdoms, or small, efficient ones.  I like how Influence now has a larger, more direct effect as well.

Seriously, some modder should remake GalCiv2 on this engine.  All of the art assets are there...(and not saying GalCiv2 wasn't great; it's one of the best strategy games I've ever played, either on paper or on computer).

Reply #9 Top

We're having some forum issues today--trying to clean up the dupes. Please redirect discussion to the original post or the most updated one.

Reply #10 Top

Players start off by knowing spells: Do we get to pick the spells that we start with or is it randomly assigned?

I can also see that if the resources are 'very finite' extra care will have to be taken to make sure that they are somewhat evenly dispersed on the random map. Even if the generator is programmed to make sure some resources are near your starting position, if the general area that you are in is pretty sparsely decorated, you could end up playing for quite some time before you realize that you have a untenible game position. For example, if you are not near to a metals deposit in the game OR a magic shard, you might find it really hard to play your game (or if the AI starts in the same position, they will be very weak). In Civ, some resources would just appear over time so even a weak starting position could be a strong position later on as other resources made their appearance.

Just a thought.