Frogboy Frogboy

On the plane

On the plane

Hi guys,  I’m on the plane heading to San Fran for various meetings on various things.  Anyway, we’re pretty happy with how the latest beta of 1.1 is working out. From here on out, we’re focusing on stability. More new features will come in for 1.2.

Sales of Elemental have been..unusual.  For the first day, Elemental was our top launch in company history. Then the infamous PC Gamer UK article came out and sales went to nearly zilch.  Since then, it’s picked up. Dramatically.  It has resulted in us not being able to project its future revenue because traditionally sales maximize in the first 30 days and then go down.  In Elemental’s case, sales (at retail especially) increased in October and further in November.  Word of mouth matters. 

The good is is that means Elemental has been able to stay at retail at full price.  Now, anyone who buys Elemental before the end of this year can still get the first expansion pack for free which is a pretty good deal.

The AI in v1.1 is much better than in v1.0 largely due to the threading of it which has enabled us to put in a lot of new algorithms that we couldn’t have realistically put into 1.0 otherwise you’d be waiting several seconds between turns which isn’t acceptable.

This week, Kael and the team are trying to get the game ready for v1.1.  The demo version probably won’t make it out until January due to marketing considerations (late December is a very bad time to put out a demo because coverage would be sparce).  But we’ll be putting up videos and such so people can see how much has changed.

Last night, the AI beat me for the first time on Normal. Now, if I was really focusing on it I could have totally won. But it’s a good sign that the AI has gotten a lot better and the strategic part of the game.  That said, I’d still rate the AI at being around a 4/10 (GalCiv II’s AI being a 7/10).  I am hoping to really get going on the diplomatic AI over the Christmas “break”.  If there are any diplomatic features you guys would like, feel free to chime in.

When Stardock shuts down for Christmas, I’ll be available quite a bit on irc.stardock.com #elemental to hang out, chat, and hear your ideas.  This is your game.

Next year, we’ll be bringing in an expert to help us begin the transition of our general engine to being a true modding engine.  We’ll be talking about that more in the future.

I also want to emphasize how much we enjoy hanging out with you guys on the forums.  Truth be told, the community of Elemental is really amazing.  Seriously, check out our forums and look at how people are.  It’s a great experience for all involved and we thank you for that. Your continued support and ideas fuel our motivation to keep making the game better and better.

P.S. I love free airplane WiFi.

185,820 views 79 replies
Reply #51 Top

Quoting Blaze, reply 6
I would like to see factions band together to stop expansion of another faction that is getting too big/powerful. (band together for defense)

I also would like to see factions switch allegiance (fallen to kingdom or vice-versa) if a similar/ally faction is getting too big. (treachery)

Finally, I would like to see factions band together to demolish a faction between them. (dog pile)

This should result in massive wars, shifting alliances and interesting gaming.

 

This.  Amen.  AI should respond to other AI as well as Player actions.

Reply #52 Top

What about agreements over territory. At the moment we see the zone of control be pushed back and forth, couldn't we set up agreements over where our borders lay. I.E. give the AI control of a gold mine resource under dispute, in return you get control of a disputed metal mine.

Can we please make threats towards AI, as they do to us.

Finally can we trade shard access (fire for water etc.)

Reply #53 Top

The AI element in diplomacy I always find lacking is the ability to tell an AI opponent "Do THIS or else I'll do THIS".  In other words, give me city NewCity or I'll take it and two more or I'll declare war and wipe you out.  

Reply #54 Top

I would like to see factions band together to stop expansion of another faction that is getting too big/powerful. (band together for defense)

I also would like to see factions switch allegiance (fallen to kingdom or vice-versa) if a similar/ally faction is getting too big. (treachery)

Finally, I would like to see factions band together to demolish a faction between them. (dog pile)

This should result in massive wars, shifting alliances and interesting gaming.

Yes! Intrigue of the Tudors, Roman Empire etc.

  • I would also like the opportnity to divorce my current spouse--woo Verga's wench--either marry her or take her on as a mistress. Let's give it a Song of Fire & Ice/Seanchan/White Tower/Shakesperean/SunTzu flair. Give charisma another dimension. I would relish the chance to convince any King's wife ro Queen's husband to kill their spouse
  • The ability to create a harem as a male or female sovereign.
  • AI needs to stop sucking up--e.g if I have 20 cities and can squash Tarth, why is Irane (2 cities) asking me to help her kill Altar (one city). How do I benefit? Offer me something! Allow me to counter offer--just spare me the obsequious entreaties.
  • benefits & penalties for a sov's altruism or treachery.
  • Train offspring in the art of regicide---like a green beret ninja death squad---oh how I HATE Verga! or single assasins that would pose as a hero offering services to an opposing faction to get in for a close kill.
  • ability to bribe opposing heroes/units---depending on an INT/DIP?CHA rating of your sov.

just spittballin....

Reply #55 Top

Quoting nitey47, reply 37


Allow boarder trespass for 5 turns. This allows you to enter into a rivals territory to complete a quest or plunder a goodie location or to pass through to get to the other side of the territory. This is not a open boarders access, you just get temporary access.
Allow Open boarders for X turns (20 or 30 turns). Allows access through both countries for the duration of the agreement. Similiar to what is done in Civ.
Territorial occupation. Usually part of a peace agreement, one party allows the other complete access to their territory in agreement to cease warfare. You are allowed to station armies in the territory and access to the cities, but the cities remain the property of the host civilization. Basically the territory becomes a vassel state.
Allow Diplomatic capital to be spent on espionage activities. This is along the lines of you paying rebels in another territory to commit acts against the host territory. These acts could be sabotage, techincal espionage, causing riots or upheaval in a target city, causing guarding units to desert when attacked by your forces.
Different levels of trade agreements that provide additional bonuses to caravan trade routes.
Different levels of research agreements that provice additional bonuses to Tech or Magic research rates.
Trade excess resources between nations. However for this to work, the current levels of resources would have to be reduced to create kingdom shortages or need.
Game altering events that cause diplomatic solutions. For example, plagues that strike your allies kingdom, this sovereign comes to you asking you to send help, you can also ignore it or take actions to increase the level of the plague. Many of the events from GalCiv could be used to add flavor to the game.
Think out of the box. Currently, the game allows you to marry off spring to other nations, how about actions that may add skills to your offspring if the children are allowed to be 'placed' with another Civ for a period of 5 years. (Starting at their 10th birthday). If your child stays the entire 5 years without being recalled, they get a skill from that training.
Allow trading or selling of military units. Value of these units are the cost of Training. This allows you to trade off units of one type to another nation.
Allow us to ask for gilder loans or gifts without it being a demand. There have been times when I've really needed cash to aid my war effort and I would like to hit up one of my friends for some cash now to be paid back later. Same goes for military units. Allow us to buy now and pay back later plan.


 

QFE.  I like just about everything in this. 

I'd also like to see more subjugation options at the end of a war.  Multi-turn resource payments for letting an opponent live.  Territory access.  The ability to put other game conditions on opponents as a criteria for peace.  Say.. no units with metal armor/weapons or no use of cavalry for x number of turns.  No Warfare research for X turns.  Royal heirs/champions all become wards of the conquerer/victor for 5/10/15 years to ensure good behavior.  Etc.  Think of things that might actually be imposed on a dominated society by the victor in a war.  Without trying to start a political argument think of Ireland & Great Britain or the various defeated countries during WWI and WWII for examples of things that may be imposed.  And like those situations the harsher you try to be as the victor the more long term bad will you build up with that society.  

I'd also like to see multi-nation negotiations.  A screen with three or four leaders negotiating an alliance (obviously, more difficult the more people you bring to the table).  But that would recreate an aspect of diplomacy that is missing from nearly every game (I can't think of any at all).  The ability to hold "summits" to deal with big world issues (powerful bad guy nations, monsters, etc) or to forge powerful blocs of countries (NATO/Warsaw Pact) that stand against one another.  This could lead to interesting diplomatic situations where an independent country is wooed by both sides because each blocs fears being underpowered.  Or imagine bringing together all Kingdom players to forge a "clean up the wilds" pact where each side agreed to dedicate part of its military to taking out monsters and making the land safe for travel and trade again.  I want the Elemental version of Yalta. 

I know these are big (probably unrealistic) requests, but everyone else already knocked out all of the nuts-and-bolts diplomacy options I thought were missing so I figured I'd dream big.  

 

 

Reply #56 Top

A nice diplomatic option would be cooperative progress towards the Spell of Making or the Forge.

Reply #57 Top

For diplomacy I think it would be great if it was somewhat more realistic.

You don't think you can bother a nation's leader without any problems day and night, do you?

I would *LOVE* to see a kind of Chamberlain or King's Advisor role NPC, that 'picks up the phone' if it were, and that he then decides whether the leader wishes to speak to you.

You can try to bribe him/intimidate etc into letting you speak with the King, but that could work in your disadvantage.

If the position of the Leader is weak, he will want to speak to you immediately, with the ...(I don't know a good term...) Minister? welcoming you in and superpolitely telling you that the King is ready behind that door (or something).

If his position is strong the minister/advisor will just regard you as one of the lesser nobles at their court and tell you the King has other matters to attend to (should be quite a variety in these messages, dependant on the faction, the state of the diplomatic ties, etc etc). Of course the behaviour of King and minister should be different for each faction.

Regardless of the advisor (that you can bribe or offend and thus can have a personal problem with so you cannot have talks with the King regardless of your mutual like/dislike), you have once every 8? turns some kind of 'Open Court' and the King will speak to you immediately that turn.

The advisor should know how much you have spoken to the King and remember the results. If you just pressed 'offer peace', saw the cost, and exited a few times just to check, he may next time say "You're not sincere... how often more will you ask questions of the King without answering him yourself? No, you will not waste the King's time like that." and abort contact. He should also become even more angry if you then try it again that turn or the next two after.

Basically... diplomacy should feel like it matters what you do all the time (not too strict, we're not a diplomacy sim here). Makes it a LOT more realistic and fun in my book.

Also: I as a player can initiate diplomacy whenever I want, and they never seem to unless they're about to be crushed. This makes diplomacy feel unreal as well. I would wish for them to send you an ambassador or such asking you if their Faction Leader may speak with you. Begging if they're weak. Bribing just to speak if they fear you a lot. And that they ask for technology or such things.

I hope this will be considered, it would really be fantastic I think. Just explore the idea in your mind, don't go nitpicking details because that's not what matters yet.

Reply #58 Top

The ability to spend diplomatic capital or resources/gildar to improve your image with a faction or create foreighn population based effects. (gifts, or helping them out when they are in a bind, instilling unrest, quelling an uprising for them). Keeping track of those for bonuses and penalties such as helping out with a food shortage would create a greater feel of conection and impact on the world. The ability to hire npc adventurers (perhaps after having the right diplomatic tech) to do tasks for you, such as attack a certain location, monster or faction or raid for resources (either destroying the improvement or stealing the output/stockpile) or theiving from caravans. (could be used as a bounty or propaganda- help free the people from an oppressive ruler).  The ability to trade control of resources or cities is also an option.  Granted you could implement the resources as a given trade of their output.  Though the other day I had an opposing faction with a one tile city surounded by my teritory.  He had a trade route, but no improvements, nowhere to build, and couldn't cross my borders.  It would have been nice if i could take control by 'buying' it off of him, he would abandon it to get the people back, or i could gain posession like in civ4 thrue cultural saturation. (if that feature isnt already present- not sure as the game crashed not many turns after) I would also like there to be a notice pop up from an advisor or something to let me know before my existing treaties expire so i can renew them or renegotiate.

Reply #59 Top

If you guys are keen to keep the 99 turn non-aggression pact, then i would like you to add diplomacy option called "right of passage" or something which is simply open borders for 10 turns or so.

Reply #60 Top

I agree with many of the suggestions here and see how they could be incorporated with other aspects of the game.

The suggestion of espionage can be linked with the hero/champion system.  I think there is already an "Assassin" hero type.  "Spy" could be added, as well.  These characters would then be able to travel undetected, unless an opponent army moves next to them.  This would give them the ability to travel through opponents territories without the non-aggression pact and without declaring war or an alliance  Also, the "Spy" characters may be able to see other spies/assassins within their range of sight.  "Assassins" kill opponents' heroes/champions, obviously, and spies can steal tech/spells, see what a city is building/recruiting, or a host of other mission types.  The missions will have a chance to succeed based on their level and the mission type and maybe some of their statistics.  There would be possibilites of succeeding, failing and being executed, failing and escaping but the opponent nation knows they work for you affecting diplomatic relationships, or failing but escaping without the opponent nation knowing by whom they had been sent.  This would give us an additional couple of hero types that need neither sit in a city or travel in an army (though they would, of course, be able to do either).

I would like to be able to mix and match my trade offers, i.e., offer money or resources for a tech/trade treaty.

I didn't like the diplomacy in GC2 that much.  It annoyed me that I could dial in all deals to the absolute minimum they would accept.  It seems to me that I've dialed in deals to the minimum that was acceptable in EWoM, and they've refused the deal.  I prefer the uncertainty.  It should be a scale of probability.

I would like to see a relationship points system similar to Empire:  Total War.  (Probably, the first time CA created a good, working diplomatic system for a TW game.)  Each faction has starting point values which reflect their opinions of each other faction, based on historical relationships, similarities and differences.  In EWoM, this could be a positive adjustment if for two Kingdoms nations or two Empire nations and a negative adjustment for Kingdom: Empire.  If AI personalities are implemented (and let's hope they are) these could affect realtionships, as well.  Peaceful nations have a positive adjustment of their opinions toward all other nations, but maybe warmonger nations have a negative adjustment to their opinions towards peaceful nations.  Also, maintaining treaties gives a positive adjustment between the nations involved and the length of time the treaties are maintained affects the total adjustment.  If you break a treaty, it has a strong negative impact on the opinions of you for the nation you betrayed, and it has a smaller negative impact on all other nations who are neutral or allied to the nation you betrayed.  It has no impact on nations who dislike or are at war with the nation you betrayed.  In fact, maybe it has a positive impact on the opions of you for nations at war with the nation you betrayed.  I haven't articulated this well, but hopefully you get the idea.

Sorry for the wall of text.

Reply #61 Top

You guys should do a new interview with Three Moves Ahead! I bet that would also help sales!

Reply #62 Top

I really like the world war ideas. What I think would be cool would be some non-trade diplomatic messages. Maybe like a taunt message where you can basically say tell the AI to go to hell, or a relax tensions message for calming tension between factions of the same side. Another thing I would like to see is a method to impose trade sanctions, where you could immediately cut all enemy trade routes to your faction.

Reply #63 Top

There are a bunch of good suggestions in this thread re Diplomacy already, so I am just going to comment on something in the OP with which I disagree: anyone not prepared to wait a few seconds between turns - if that means an excellent AI - probably should not be playing TBS games. While your approach is excellent, I think that maybe you have applied unnecessarily limiting objectives on AI development. But Kudos to Stardock for working so hard on improving this game.

Reply #64 Top

Quoting LightofAbraxas, reply 49

Quoting Istari, reply 41


Quoting Trojasmic,
reply 25
Somebody remind me... what comes first?  1.2?  or the Expansion?


1.2X is the first expansion. 1.3X is the second expansion.

  

Incorrect. The 1.x update line is independent of the expansions.

 

Thanks. I think I was synonymizing it with 1.A and 1.B.

Reply #65 Top

Sorry, I wasn't trying to be nit-picky, but just wanted to remind everyone that we are getting more updates in addition to the expansions.

 :blush:

Reply #66 Top

To those of you waiting for 1.1 to start playing again, I suspect that once they get the 1.09 beta stability issues out of the way you are going to enjoy this game a heck of a lot more.

 

It still needs some work, to be sure, but it is actually fun to play now (even with the crashes).

Reply #67 Top

frogster, the AI is still sending unprotected pioneers through my territory during war time.  fix it!  i mean, will you please fix it?  also, Capitar is sending wave after wave of the same 4 units to attack my city with 10 units in it.  fix it!  i mean, will you please fix it?

Reply #68 Top

i would like to see if you have a non agression pact you could move straight through there citys

Reply #69 Top

Ok so I was recently playing and found myself wishing I could simply diplomatically combine my nation with that of one of the minor factions. Sadly, I could not so I was forced to attack this tiny city with virtually nothing simply because they were in a strategically good position for my faction.

Reply #70 Top

How about you leaked the AI code and the designdocuments for 1.1 of Elemental to Wikileaks? You sure would get a lot of free press :)

Reply #71 Top

Quoting joasoze, reply 70
How about you leaked the AI code and the designdocuments for 1.1 of Elemental to Wikileaks? You sure would get a lot of free press
 

heh, this is great (but then just about everything on this thread is)

I would love to be able to ally with the minor factions (but they stay independant), hire'em to attack others or defend your lands, hire units from them, be able to support them with money/goods/items/units (perhaps even a city?), maybe have them able to ally with one faction only (would make for interesting game play)

& I too support minor factions being 'just like' major factions but no pioneers

THANK YOU FOR BRINGIN ON THE MODDING EXPERT

oh & I need someway of spending more money on this game, bought it with the two expansions free & have alot of people asking me what I want for the holidays ;)

 

Reply #72 Top

Hum, I agree with a lot of suggestions about diplomacy but I'll go into more detail about the AI leaders.

 

I'd like them to have basic 'stances' like in Civ (ie expansionist, peaceful, mercantilist, etc)  that are readily viewable by players.  However, one or two extra hidden stances should be added to each AI leader to spice things up (and those would be randomized so you wouldn't quite know what to expect from a given leader in different games).

So let's say that Procipinee starts with Mercantilist and Diplomatic (which everyone can see) but ends up with Treacherous as a hidden stance.  You'd expect her to focus on diplomacy while in reality she'd stab you in the back at the first opportunity that presents itself.

Lots of different stances can be put into the game so that no one game would feel 'same old, same old'.

 

 

Reply #73 Top

If there are any diplomatic features you guys would like, feel free to chime in.

There is one. 

Make "diplomatic capital" more than just a way to steal stuff from the Ai. Make the AI use the diplomatic capital you've sold it... in its own way. You could, for instance, let it buy roaming monsters. Or you could give it specific items it could buy with the capital. Anyway, give a consequence to the inconsiderate overuse of diplomatic capital, and give to the AI a motive to accept it in a trade.

Reply #74 Top

Hm... I'm not sure if this is in the works, or has been suggested, but how about, if your sovereign is killed, the next in line of heritage takes over, so a kingdom needs to have the entire royal line hunted down or the country can come back.

Reply #75 Top

Diplomacy suggestions

1. Demand percentage income of (insert commodity here)

2. Dowry for marrying daughters

3. Technology trade (in this regard a faction with a higher ranking of tech in one field (civ for instance) can assist with a major boost in points - 25% of something of needed tech requirement

4. Spell trading

5. Lets make a supprise attack - attack in # of rounds vs # faction