I am actually overjoyed to see this thread and hoped something like this would happen
I have been talking in private chat about some of this sort of thing but was always worried of stepping over a line where it seemed i was saying they could not do their job right
yes evil me
EDIT i meant private messages, not chat.
- no really i was being very nice about it.
anyhoo, i have been working on some compiled notes of some things about elemental - which i had to rush the last few days - its not in a final form, but since so many people are talking about this sort of thing and it adds to what everyone is talking about.
I have to thank Kestral very much for the patience I have been shown the last few messages we have sent back and forth.
My united theory on how to improve elemental
-or-
How I would gut the game and mod it.
(note: this is not as complete as I originally wanted to make it, but I see that some interesting things, similar ideas, are being suggested as well by others on the forum)
Less dependency on the warfare tech. For example ,harvesting could provide access to flail and scythe as weapons.
mining could provide pick ax as a weapon.
Side teching vs Forward teching
There are no options in this, you must tech forward in weapons and armour. There is no incentive to really forego advancing the warfare tech unless you need food/housing tech to keep the machine fed.
(you know, on ridiculous evels with the ai getting some big bonuses compared to the player i don't know why the ai does not stomp all over your little kingdom and snuff it into the ground - it should be out-teching and out marshalling your army, but it does not)
I realize this is a sandbox game but there is too much freedom in the current choices in tech advancement - meaning that given enough time, every faction will have every tech and field the same units and buildings, with only minor variations in the diplomacy allies.
possible solution:
1) introduction of requirements: sort of like age advancement, you need several of each tech branch to continue advancing, with a bonus given when you fulfill all the requirements.
2) more interlinked tech requirements like kingdom requiring bunt and cutting to advance armour tech, but interlink between the various branches so that unlocking a warfare tech + a diplomacy tech will give access to some new civilization tech options.
3) have core tech plus some random ones so that not every game is the same. You don't necessarily need advanced farming beyond harvesting - since you need it to gain access to metal - if you can build better housing, mind you this means houses would need to have an upgrade cost rather than being tied to city level.
4) racial tech combined with faction tech.
Some special options that can only be used by races and factions to improve individuality between players, with several random special techs per game. Racial & Faction tech could not be traded.
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Make higher tech buildings more useful.
Basic resources are: materials, arcane research, tech research. More strategic resources are population, gold, mana, metal, crystal, horses.
Example: that building that provides +10 arcane research for excessive requirements is a waste of resources - 10 basic buildings are cheaper and more effective.
______________
Make some factions use resources in unexpected ways.
EX - a darkling or sion faction won't use mounts - they see horses and wargs as a source of food.
Not all factions should have access to every tech, especially the military and magic techs so we can more variety between factions.
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On heroes.
some more depth to the adventure tech would be nice.
Perhaps after you discover superior equipment/ superior tools you can unlock some branches off of the hero tree.
ex: priest gear- unlocks divine heroes and allows you to create some units that have minor spellcasting (level 1 and 2 spells, probably with a cooldown since we don't have personal essence)
higher adventure tech would unlock more options
Based off of the character creation for sovereigns, a basic lv 0 hero (those that appear before you advance tech) with baseline 10 stats have 90 character points plus an ability (on average).
If heroes started with 1 skill and gained another every 2 levels and finished with 10 skills they wouls reach level 19.
Character classes:
miner - improves the production abilities of a city
+25% mining metal in city
+20% to material in city
+25% to gold in city
Miner's Strength: provides +2 strength
upgrades to -> stunning blow - chance to stun with blunt
upgrades to (cumulative) -> driving blow - move someone back with a mighty blow
administration: faster building
upgrades to -> improved building skills: adds tile space to town
upgrades to -> fortified walls: defence bonus
survey: finds a small mine near the town
upgrade to -> makes the mine bigger
Warlord - a fighter that protects the realms and improves the standing army.
spawn guardian unit
upgrades to: loyal aide - a better warrior
up[grades to : Field marshal - has a battle aura
crushing blow
upgrades to great strength: +2 str
upgrades to -> critical strike
administration - build buildings faster
upgrades to -> improved training - trains army faster
upgrades to -> great garrison - bonus to the number of units defending a city
improved shield use - bonus armour and dodge
upgrades -> to vengeance
morale bonus
upgrades to -> rallying cry - once per battle heals all units and gives a to hit and damage bonus
upgrades to -> hold the line - once per battle boosts hit points of all units
field banner bonus to all army stats
upgrades to -> knights banner - bigger bonus
upgrades to -> Banner of the realms- greater bonus
Warrior - Superiority through force of arms
crushing blow
upgrades to wide strike: %chance to hit 2 people side by side
upgrades to crippling strike: -1 to the number of attacks for the rest of the fight (not stackable)
improved armour
warrior strength
surprise attack
regeneration
strength of arms
charge attack
head but % to stun
hero makes it possible to build a unique building in target city:
marshal yard: a building that boosts population of a city by a small amount to help provide the necessary resources needed for war (gold and people)
level 1 -> 5 people level 2 -> 10 people level 3 -> 15 people
training yard: building that provides +2 xp per turn to hon-hero units
Merchant - a mercantile force for procuring what the kingdom requires
+1 gold
upgrades to: +10% to a city
upgrades to: improve caravans in other cities
Free economics: trade materials for gold
upgrades to: free market policies - trade metal for gold
upgrades to: full economic freedom - trade horses & crystal for gold
buy a building
buy faster troop production
hire mercenaries
buy black market items
discount at store
bribe enemy soldiers
hire raiders to attack other kingdoms with impunity (raiders are neutral and no-one would know who hired them)
Thief - superiority through intelligent actions
more resources after winning a fight
stealth movement
surprise attack - go inv in combat and attack for bonus damage
scouting: +1 to radius
upgrades to +2 to radius
upgrades to +3 to radius
lay traps (on world map)
upgrades to lay snares - more dangerous
upgrades to lay lethal inconveniences
steal from enemy cities
upgrades to cattle rustling (don't ask, don't tell)
upgrades to magic loot (crystals, mana and magic items)
waylay caravan: attack a caravan to steal resources from enemies global pool
sabotage - attempt to destroy buildings in a city
feint: to hit penalty
upgrades to distraction: action point penalty
upgrades to dazzle: stunning effect due to indecision
Royalty - My liege, My lord, why do you keep…..
administration
upgrades to: improved city tax rate
upgrades to: feudal labour (boost production speed for free) - as opposed to merchant paying money for it
domination
upgrades to: mind numbing strike - reduced stat penalty on target
upgrades to: paralyzing strike
prestige bonus
upgrades to: population bonus
upgrades to: city tile bonus
raise mob: defensive unit spawned when city attacked
upgrades to: rouse the peasants: peasants attack invaders in your territory causing damage based on the amount moved per turn
upgrades to: call for aid: summons supernatural aid from local monsters
forceful shield: adds charisma bonus as a (temporary) dodge bonus in battle
Bard - Supports the development of heroes
Bardic voices - reduces hiring cost
upgrades to: Heraldry (as in announcements) - improves hero quality
upgrades to: Voice of experience - provides 1 xp per turn to heroes in the same city
Charming Voice: soothing voice improves diplomatic standing
upgrades to Charming diplomacy - 0.25 diplomatic capital per turn
warrior poet: The bard is capable of entering a form of battle frenzy. This is a magical effect created by the bards chanting of heroic stories of warriors past performances in battle. Provides bonus to hit and damage.
upgrades to: Battle poet: as warrior poet but also boosts other heroes in the fight on his side.
The song of celebration: makes people happy. Happy people work harder. People are attracted to places with happy people - bonus to production speed and prestige in town.
Story of Wisdom: grants a one time bonus to a hero when they meet the bard for the first time. A hero can only get the bonus once from any given bard.
A voice as smooth as crystal: a bard can use his voice to charm the magic out of rock -> provides 0.25 crystal per turn.
Song of festivals: has a chance to have a town festival which increases tax gold production temporarily and boosts prestige BUT it also lowers production speed during the festival - lasts several turns at a time, random chance to start.
Song of discipline: increases the organization of workers increases materials and mining production but lowers tax rate temporarily.
Assassin - Single target elimination Specialist
Initial attack deal double damage
upgrades to: Sniper training - initial attack deal double damage with a bow/range attack
poisoned weapons: damage over time not effected by armour
stealth: hero can run around hidden by himself on the world map
upgrades to group stealth: can lead a small party in hiding on the world map
upgrades to raiding party: can lead a medium party in hiding on the world map
upgrades to ravager: can lead a full size party in hiding on the world map
assassinate: a special attack in the world map
upgrades to a version that gets more lethal
Faster movement
tracking: group led by hero gains a move speed bonus for several turns while it chases target stack
scouting: bonus to sight range
upgrades to +2 sight range
upgrades to +3 sight range
dual weapons: damage and dodge bonus due to second weapon
caltrops: throw sharp pointy bits onto the ground to slow movement in an area