More Attributes needed for Elemental
Attributes
I agree with Tormy on being concerned about the combat system being too simple. Having only ATT/DEF/LIFE/SPEED makes it extremely difficult creating many of the fantasy creatures. I've mentioned this topic previously, but revisiting the most important attributes which are missing from Elemental. If we were dealing with only boats, siege weapons and single skilled humans... aka the original CIV_4, then those 4 attributes would be okay. Each of the examples below explain why a specific attribute is needed.
EXAMPLE A} If someone wanted to create a mind flayer this creature attacks primarily with its mind, thus units with low intelligence such as giant ants would die easily while a wizard would be more difficult and a catapult would be immune because it has no mind. In this one example it would not be possible to create a mind flayer accurately in Elemental because a wizard would have less defense than a well armored barbarian. Here is just one example why the intelligence attribute is important... others can be provided.
EXAMPLE B} Also consider the fantasy creatures/beings which can corrupt enemy units/beings using one of the well known seven sins, yet there's no attribute which can be linked for these ethical decisions/attacks. I would not suggest linking corruption attacks to intelligence since we all know lawyers, high rank government officials, doctors, etc., etc., can also easily be tempted by seduction, bribery, domestic violence, etc., . So a seduction attempt from a succubus may work on a wizard, but fail miserably on a paladin... unfortunately this does not seem possible for Elemental unless more attributes are included. Here is just one example why the wisdom attribute is important... others can be provided.
EXAMPLE C} Let's now examine a battlefield which has a group of archers and some swordsmen fighting a few giant spiders(size_of_a_human) and one enormous giant spider(size_of_a_house). All spiders are equally skilled. The group of archers would naturally find it easier to aim at the larger target... whether or not the arrows penetrate is a different story. The size of a unit should also be the most important variable for determining the life of a creature/being this is best explained by taking any unit then having the unit paralyzed 4 turns where it cannot defend itself... naturally the spider the size of a house probably won't be killed by two swings of a sword, but the human sized spiders would be killed. Here is just one example why the size attribute would be important along with its link to hitpoints/life... others can be provided
EXAMPLE D} Currently it seems the attack attribute will be used for both archer types and melee types. However this creates a problem for units which are skilled in both weapons... naturally a unit which has spent his entire life fighting with the sword should not be able to be trained inside a town using a bow and then have a lifetime worth of archery skill. The aiming of a missile weapon is completely different from the skills of a sword and each should have their own attribute. Here is just one reason why the precision or accuracy attribute is important... others can be provided.
I recall reading from the developer journals how it would be interesting if the game could be modded to the point of providing an RPG. I cannot remember the last RPG which had only 4 attributes.