Talk about Seafaring

For whatever reason I'm intrigued be the seafaring aspect of Elemental and what it will eventually have. Right now it is an empty-shell in the beta and we can't do anything with it.

I believe that it is meant that most of the focus be on land and that there will be ships we can build to fight on the sea and transport troops.

How much economy should take place by sea?

How much industry? Can you build into the sea?

How much combat focus should be at sea?

9,303 views 9 replies
Reply #1 Top

Thread starter means I can put my own ideas forward first, right?

Myself I would like to see a robust economy take place by sea, but with its own risks. Traditionally port towns have been the major centers of commerce because it is easier and often faster to transport goods by sea. Why should the magical game setting of Elemental be any different? But it should have greater risks and sea caravans should be subject to storms at sea, piracy, as well as random sea monster attacks.

I'd like to see some similar realism in industry. Coastal and river towns should have a better farm bonus. Possibly subject to magical water attacks though? The bounty of the sea has always provided well for food as well as unique industrial substances (fish, salt, dyes, pearls, etc). The Open Ocean should be be particularly useful, but might have some unique high level adventures. Mysterious floating/flying islands, Sea Dragons, special magical quests. Because you don't have immediate access to the sea you can safely put higher level quests and tougher content out there because by the time the player can get to it they should be more ready for it.

I do believe that most of the military focus should be on land and that while a strong naval component is good most people want a land based strategy game. So I think that naval ships at sea should be risky as a basis for power. Subject perhaps to random attacks from ocean storms, Sea Monsters, as well as enemy naval forces. Magic might easily able to destroy a fleet of ships as well when they're outside the protection of their Channeler. For me it also ties in with the historic risk of moving vast armies by sea (Romans won a lot of sea battles by making their foes chase them in sea storms when they stayed coastal). Greek legends are full of stories of their pantheon and sorcerers stirring up the oceans and dooming sailors. So I think the option of naval assaults should be available but more risky so that only the skilled, lucky, or desperate are likely to try it.

Reply #2 Top

Being able to build a magical underwater city would be a nice feature. So would being able to make a magical island or to rip a island out of the water and make it fly.

Reply #3 Top

I have to agree with Rishkith.  A robust seaborne economy is essential... but possibly not so much focuse on the naval battles (although a naval tactical battle would be great).

Reply #4 Top

for naval battles, the sovereign should probably be able to ride a shark or a sea-horse, assuming that he didn't have a proper flying mount (like a griffon or a pegasi)

Reply #5 Top

for naval battles, the sovereign should probably be able to ride a shark or a sea-horse, assuming that he didn't have a proper flying mount (like a griffon or a pegasi)

IMO naval battles should just include boats, and if they exist then water-dwelling creatures or amphibious creatures. Maybe also flying creatures. But we already know there will be no naval tactical combat, so I'm more of the opinion that units that can participate in naval combat should be a separate set of units that does not intersect with regular units.

I think Stardock is doing the right thing by not making seafaring a huge aspect of the game, at least for release. I would love a future expansion that adds in the ocean, both above and below, as major playing fields - but for release I'd rather they focus on getting the ground-based stuff right.

It's probably too late for this, but another thing that would be nice to see is more than one 'water plane.' Many game engines are capable only of raising the sea level, and this determines the altitude and depth of all water on the map. But it'd be neat to find a valley and flood it with magic, things like that! It's not the most important thing in the world, but it's something that's left out of most 3D game engines, and it's unfortunate.

Reply #6 Top

Quoting lwarmonger, reply 3
I have to agree with Rishkith.  A robust seaborne economy is essential...

I second this. I think its important to have caravans that travel by sea and maybe up/down rivers and such. But more importantly, if there happens to be bandits/pirates I would want them to appear from somewhere (like a former hero of a destroyed nation becomes a pirate or troops that routed from a battle decide to go out on their own and start raiding caravans) not just randomly showing up from nowhere (and be stronger than everyone... >_> *cough cough* Galactic Civilizations)

Reply #7 Top

I hadn't thought about it before this thread but river-based transport or caravans would actually be an excellent addition.  Few games really give rivers the importance they should have.

I personally want gigantic sea turtle transports, but I kinda doubt I'll be getting them.

Reply #8 Top

Interesting post, and something that we've definately neglected to discuss much in the past.  If we're to assume that Elemental: War of Magic gets its namesake from the classic Fire/Earth/Air/Water interpretation of elements, than presumably water should play a notable role in the game, granted, an inland empire that has neglected mundane and magical water aspects should be perfectly viable. 

A meritime strategy would be a very fullfilling strategic option, too.  Being able to develop magics and techs that empower River Cities, or to build cities on shoals or shallows would give the game setting a sense of "enchantment" indeed.  Imagine gaining the magic or tech to build a trade city atop a rich, mid ocean reef, harvesting the magical fire corals, iron kelp, and moon pearls and hunting/befriending the Ethersong Whales that travel the currents around the budding metropolis.

And then of course there are the rogue factions of pirates who raid your coastal holdings... or whom you have conscripted via, bribery or whiley diplomacy as privateers against your foes.

Definately an aspect of the game to explore. 

Reply #9 Top

Quoting Valiant_Turtle, reply 7
I personally want gigantic sea turtle transports, but I kinda doubt I'll be getting them.

You can find those in AgeofWonders:ShadowMagic with the unofficial patch 1.4....  but you'll need to find a map which has them or place them into a map from the editor.   It's the dragon turtle.

I'm praying modding will be available in Elemental where players can add underwater battles and underwater structures.