
This Thursday we WILL have beta 1G of Elemental.
Anyway, one of the things that I am finding more enjoyable than I realized when we were designing it is the unit design because of the way it UN-abstracts what raising armies means.
In Elemental, when you design a unit, you literally grab a random peasant from your cities to train. That means that each guy will look a little different from the other.
So you take this guy and you then have to decide what you're going to equip him with. That equipment may be cheap in resources but high in training time or maybe it's cheap in training time but high in resources. These two ingredients determines how quickly your unit is produced.
The reason I'm finding this really enjoyable in our internal betas is because now players get to see the sophistication of different civilizations in action.
The Romans, for instance, couldn't just crank out legions of troops because they had access to iron. Barbarians had access to iron too. They were able to produce legions because they had a sophisticated civilization capable of producing the various pieces of equipment and then training their soldiers how to use it.
And as we'll see later, other factors are equally important when talking about training: Leadership and the effects on morale in battle, effective use of weapons (combat speed), and so on.
The point being, in Elemental, you really do have a clash of Kingdoms (and Empires) where it's not just about cranking out 50 of the same unit but having to make a lot of interesting choices on what types of units to build, how to equip them, etc.