[Idea] Multiple Races

Hi

 

The Title explaines it pretty much. It would be really nice to see multiple races to be able to start with and to build unique citys(style).

A more diverse gameplay in this way similar to heroes of might and magic, where every race has it's own "units",upgrades, research etc.

Even the Sovreign should be having a unique look for every faction...could be a bad a** demon.

 

 

4,563 views 7 replies
Reply #1 Top

Try the Expanded Fractions Mod - it adds in many new races & the group are currently in the process of creating unique buildings for each fraction

The best fun in the game so far can be had running the above mod, with Murtea's Grimore (additional spells), ACP (Adventure Content Pack - more NPC's, Goodie Huts & Monsters) and Updated Weapons

Reply #3 Top

Make sure to enable mods in the options section first, otherwise the game will not make use of them

The AI absolutely loves the 'Angel' race in Expanded Fractions

Reply #4 Top

Really the main reason Elemental doesn't have more than one race is due to the world and storyline.  The only creatures who exist are Humans and Fallen, and all the sub-species of Fallen.  No Elves, Dwarves, Orcs or anything like that, which really irked me the first time through.  Elemental is restricted by it's own background, which doesn't help sales any; people usually appreciate rich, deep gameplay better than storyline.  It's still a very good concept, though, and I'm in love with that Cloth Map idea among other things.

Reply #5 Top

When one follows Brad's outline of the game and why the 2 basic races (think early days of Gal Civ for the background story) then it is logical.

That said, the new races introduced in Expanded Fractions certainly make for lots of interesting play - Angels, Elves, Goblins, Golems, Living Rock, Desert Warriors, Ghosts/Undead, Deamonic beings .... all with their own cityscapes and additional of race specific units

Reply #6 Top

I am all for more races. The more the better as far as I'm concerend.  The problem with the current game races (Human and Fallen 'Bad guy humans') is that there is no difference between them. Yes in the story there may be but not in the game. Even with sub-races there should be some differences other than just looks. 

Reply #7 Top

Agreed with you all: The factions in Elemental need far more personality, especially factions of the same ideology. What is the difference between Altar and Capitar, or between Resoln and Umber? The aesthetic spark is missing in the different factions. To this day, I can still remember most all the different factions of Galactic Civilizations, despite not having played it for years. The warmongering Drengin and the calculating Yor, the greedy Korx and the mysterious Thalans; they all had a unique flavor and distinguished themselves in my mind, despite the fact they all had the same tech tree in GCII (Vanilla). In contrast, I have a hard time even remembering what factions are in the game, let alone what their own unique styles are. Increased personality is certainly in order. Unique Architecture and weaponry would certainly help. If the buildings of Gilden sported hard edges and mighty pillars, while the Tarthians used earthen foundations and roughshod designs, they would feel more unique. If the Kraxis attacked with dark plate armor and serated blades, while the Yithril used intimidating pikes and chain link armor, the two would feel more different.

An interesting dilemma is the issue of different races. Pulling out the orcs and the elves, staples of fantasy worlds, would be an easy way to differentiate and add spice to the different factions (if not too easy, but I digress). Yet as Kellhound_AU pointed out, only two basic sentient race types exist in the lore of Elemental: humans and the human-like fallen. There's no room in the lore for all of the different species we might have in mind. And besides, the goal is to improve existing factions, not replace them. So what can we do? Aside from reimagining some of the races, I would propose that we could have our cake and eat it too by giving each kingdom and empire their own unique sub-factions. Perhaps the Tarthians, living so long in the forest, have a natural connection with the woodland nymphs, and the tunneling Gilden have alone uncovered the long-slumbering Drath from within the mountains. Maybe the Magnar, consumed with desire for knowledge of magic, have learned to bend the wills of Elementals, and Resoln has learned to tame the spider as Capitar and Altar have the horse. These subfactions would begin small and weak, but as the kingdom/empire grows, so too would the strength of these subfactions, and they would make a greater appearance in your army (Mounted spiders, Drath soldiers mixed with Gilden troops in the same unit, etc.). Giving each faction their own unique subfaction would help make their backstory an active part of the game and provide each faction with more unique flavor.