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Elemental: A Preview of Magic & Sorcery

Elemental: A Preview of Magic & Sorcery

In Elemental BETA 2, the strategic objectives are strictly limited because the player does not have access to magic. The goal is to see what the strategic strengths and weaknesses of Elemental’s mechanics are when magic has been restricted.  Elemental Beta 2 is Elemental: Mundania.

In Elemental: Mundania, food is the critical resource. Materials are fairly easy to come by and metal can be found. But ultimately, food is the key strategic element. Food allows for larger populations which in turn allows for more city specialization which allows for larger armies and so forth.

But Magic changes everything.

The Power of Sorcery

A few points to consider:

  • Magic is already needed to revive the land enough to build on. With an even greater essence sacrifice Sorcerers can revive the land to become fertile.
  • Citizens default to only 5 hit points. Far too few points to bother spending money equipping such fragile beings. Spells, Shards, and Essence sacrifices can vastly change this. In The Silmarillion, Morgoth sacrificed much of his inherent strength into his minions. Players can choose to do this as well via Sorcery.
  • Potential Champions wander the world. What makes them special? What makes an Adventurer or Loremaster worthy to stand out from the average peasant? The difference is that they have the rare gift of being potential Sorcerers. You can imbue them with some of your essence and then they too can start to contribute to your Kingdom of Magic.

The Strategic Elements

Food is important in a mundane world. The shards, however, are the most important resource in a magical world.

These things and more you will see during the Beta 3 series. Stay tuned!

294,486 views 89 replies
Reply #26 Top

Quoting Wintersong, reply 19

Quoting Denryu, reply 18I came for a feast and got a light snack at best!

Not that I am not grateful for the light snack, but I guess magic is going to be kept pretty tightly under wraps until Beta 3 at least.

Elemental magic in action. (may take a while to load)

 

This made me LMAO

Reply #27 Top

Quoting Frogboy, reply 16

Quoting AdmiralDan, reply 15
Quoting Nathaniel Richter, reply 10Correct me if I am wrong but where not many fortunes made and much influence exerted(through loans) by Italian and Baltic merchant republics in the real world during the renaissance? Through this they where able to exert much larger influence than they would traditionally exert.

The world that you described above seems too narrow without this possibility. It seems that the evident strategies would be to


become huge
control a lot of shards
both

What about the nations that are limited in size by geography and suffer from a lack of shards? Is it just game over then?

 

Agreed.

 

Small Nations should still be able to be important.

 

Shards don't grow on trees.  But yea, if you're turtling in some corner of the world with no resources, you're going to get wiped out if you try to win through brute force. You would need to focus on quests.

 

Umm how about the Empire they dont do quests they dont even have the tech tree for it dose that mean they are dead if they have few resourses and  few shards dose that mean its game over but for Kingdoms its not coz they can do quests?

Reply #28 Top

Quoting Frogboy, reply 16

Shards don't grow on trees.  But yea, if you're turtling in some corner of the world with no resources, you're going to get wiped out if you try to win through brute force. You would need to focus on quests.

I was not assuming to win through brute force as such a tactic would obviously fail. What I am getting at is what would prevent you from becoming an expansion target? Would quests have macro/micro effects on your nation/world that allow you to compete with larger and more blessed nations? Will there be a quest victory path that does not require your nation to attain a certain size?

P.S.

Interesting though, raising land is possible if your leader has earth magic and an earth shard. Would it be possible for raised land to have a very small chance of randomly containing a tile bonus like fertile soil, minerals, ruins, ect.?

When considering magic of this type two things are evident;

  1. as long as a nation contains and earth shard and their leader has earth magic then they are not constrained by water to the size of their nation.
  2. the powers of raising land need to be stupendously expensive otherwise you will see land spamming...
Reply #29 Top

I does seem funny that for a game of magic, we won't see any, until almost the end of the beta!

Reply #30 Top

Quoting weez2mo, reply 22

Quoting MagicwillNZ, reply 1Interesting... I can't wait to see how we can imbue our citizenry... with multiple arms and fangs...

 

With Tzeentch as your sovereign, anything is possible.

 

"Tzeentch, improve me!"
Bah. Go Tzimisce, go!

Reply #31 Top

Quoting John_Hughes, reply 20

"Shards don't grow on trees."


Given this was said by Frogboy, it does sort of bring up the question: How do I pick my Shard based Magic Books, which is done pre-map generation, with any kind of consistent knowledge they will actually see any use at all?

Why would I spend valuable creation points if uncertainty becomes a factor?

 



I agree, this is a problem I've seen in my beta games.  I would almost never pick the spell book that corresponded to the shards that were in my area, and could ever cast any useful spells.

Spell book choices should influence the shards generated in your starting area, or get a preview of you location prior to sovereign picks.  Without that, tactics will devolve into not wasting picks on spell books or constant game restarts until the spell books & shards align.

Reply #32 Top

I think it's likley to be world altering magic e.g. making land fertile, lowering and rasing that will need shards and or essence, short effect combat spells probably less.

I'm interested to see what they do with the empires to balance things.

Also waiting for news of 2A, I think reducing house spam is certainly a good idea so it sounds like some positive changes.

I think they are holding back on spells because they don't want to give too much away in the beta effects wise and to balance the game without spells first, which makes sense, then add the magic and balance that. That way we get to see how truly world altering magic is, when we try and take out a city with our mundane army and they get a kicking from a single imbued unit.

Even though they are ahead at the moment I wouldn't count on an on time release, stardock like to make sure they can truly be proud of a game before release.

 

Reply #33 Top

Quoting Ragnar1, reply 31

Quoting John_Hughes, reply 20
"Shards don't grow on trees."


Given this was said by Frogboy, it does sort of bring up the question: How do I pick my Shard based Magic Books, which is done pre-map generation, with any kind of consistent knowledge they will actually see any use at all?

Why would I spend valuable creation points if uncertainty becomes a factor?

 




I agree, this is a problem I've seen in my beta games.  I would almost never pick the spell book that corresponded to the shards that were in my area, and could ever cast any useful spells.

Spell book choices should influence the shards generated in your starting area, or get a preview of you location prior to sovereign picks.  Without that, tactics will devolve into not wasting picks on spell books or constant game restarts until the spell books & shards align.

 

There are ways around that though.

1. Make all low level/low effect spells available as long as you have the book and require shards for more advanced spells.

2. Make all spells available if you have the book but they are weak until you obtain control of the associated shard.

 

Either way you aren't really wasting a pick on a spell book when creating a sovereign since they wouldn't totally be dependent on what shards are near by.  This also preserves shards strategic importance.

Reply #34 Top

Could there be a way to focus entirely on magical power and spell research and stay competitive in the game?

Minimal expansion, minimal armies but superior magical power and knowledge to secure and seal some shards for yourself. And a way to hide or forcefield your stronghold while you go for the Spell of Mastery. A high risk / high reward approach where once exposed, even a small army would destroy you. Would be fun I think.

+1 Loading…
Reply #35 Top

Quoting weez2mo, reply 22

 

With Tzeentch as your sovereign, anything is possible.

 

"Tzeentch, improve me!"

OMG Tzeentch is a channeler! 8C

Reply #36 Top

Quoting Hound, reply 34
And a way to hide or forcefield your stronghold while you go for the Spell of Mastery.

Being able to make a whole town invisible is possibly one of the best spell ideas I've yet heard.

It must be done!

Reply #37 Top

Quoting GW, reply 25



Quoting Denryu,
reply 18
I came for a feast and got a light snack at best!

Not that I am not grateful for the light snack, but I guess magic is going to be kept pretty tightly under wraps until Beta 3 at least.


Snack? That's naught but crumbs on the hors d'ouvres tray. Someone's getting a nosh, but not us...

I was going to say that, but I couldn't remember how to spell hors d'ouvres...:drool:

Reply #38 Top

Sounds very interesting with the ability to imbue your minions.  However is this a logical idea?  Can said imbued minion expand on that essence or improve it in any way or does it equal out to the same form of power no matter what?

Reply #39 Top

Quoting Hound, reply 34
Could there be a way to focus entirely on magical power and spell research and stay competitive in the game?

Minimal expansion, minimal armies but superior magical power and knowledge to secure and seal some shards for yourself. And a way to hide or forcefield your stronghold while you go for the Spell of Mastery. A high risk / high reward approach where once exposed, even a small army would destroy you. Would be fun I think.

I really like that idea, but it would have to be implemented in a way where magic evolves independently from city size. Last I saw, you still need to build arcane labs, etc. to research spells and studies/libraries to research spell techs. Someone without expanded cities would not be able to keep up 'spell tech' wise with bigger nations (if this was changed somewhere along the line, please let me know, haven't got much chance to browse the forums).

As a suggestion, what would happen if we made spell research and spell techs independent from research buildings and instead had everything focus on your sovereign? More intelligence means a faster rate of teching up spell research? Maybe sacrificing essence to get certain techs quickly (like demon summoning, that always requires a sacrifice, right? :) )? That way small nations could focus compeltely on leveling their sovereign and teching up the magic tree without mega-research academy nations teching up magic faster than you in 5 turns.

Reply #40 Top

Quoting Frogboy, reply 12
I just thought the shard was cool. 

It was indeed Cool :) .

Honestly though, I was expecting a video that was a little...longer, maybe. Like a spell going off or being cast or something. As always though, any info is Greatly Appreciated. Thanks, Frogboy!!

:)

Reply #41 Top

Quoting weez2mo, reply 22

Quoting MagicwillNZ, reply 1Interesting... I can't wait to see how we can imbue our citizenry... with multiple arms and fangs...
 

With Tzeentch as your sovereign, anything is possible.

 

"Tzeentch, improve me!"

 

change does not always mean improve....

 

anyway, do you use / activate shards by simply move onto them? or do you have to fuse a unit with it as in master of magic? are they always guarded?

Reply #42 Top

. In The Silmarillion, Morgoth sacrificed much of his inherent strength into his minions.

That's decided it, my player name will be Gothmog.

Reply #43 Top

Quoting Shirley, reply 43

. In The Silmarillion, Morgoth sacrificed much of his inherent strength into his minions.

That's decided it, my player name will be Gothmog.

Surely you can't be serious?

*badumbum - ching!*

Reply #44 Top

Quoting Mystiqblackcat, reply 33

Quoting Ragnar1, reply 31
Quoting John_Hughes, reply 20
"Shards don't grow on trees."


Given this was said by Frogboy, it does sort of bring up the question: How do I pick my Shard based Magic Books, which is done pre-map generation, with any kind of consistent knowledge they will actually see any use at all?

Why would I spend valuable creation points if uncertainty becomes a factor?

 




I agree, this is a problem I've seen in my beta games.  I would almost never pick the spell book that corresponded to the shards that were in my area, and could ever cast any useful spells.

Spell book choices should influence the shards generated in your starting area, or get a preview of you location prior to sovereign picks.  Without that, tactics will devolve into not wasting picks on spell books or constant game restarts until the spell books & shards align.

 

There are ways around that though.

1. Make all low level/low effect spells available as long as you have the book and require shards for more advanced spells.

2. Make all spells available if you have the book but they are weak until you obtain control of the associated shard.

 

Either way you aren't really wasting a pick on a spell book when creating a sovereign since they wouldn't totally be dependent on what shards are near by.  This also preserves shards strategic importance.

Strongly second this. If the randomly spread shards are necessary for most magic it risks messing up all your magic use and thus most of the game. The shards should be for extra power and for deciding what type of final world-devastating spells you can cast (by end game you should at least have one or a few shards). 

Reply #45 Top

Though it does look very nice. Let me guess the earth shard grows fertile land around its base right?

More waiting to use magic...

 

Really want to see what you guys are going to do with gardens, and siege. Like if having certain buildings in your sieged town will help you last longer (gardens, farms, warehouses, town hall, etc...).

 

Reply #46 Top

More posts like this please, Brad!  I like to see what your goals are for the game:  what choices you want the player to have to make, and what different strategies you want the player to be able to pursue.  That lets me know which parts of the beta are working as intended, and which parts you might want suggestions for. 

Reply #47 Top

I hate to say it, but it looks to me like the guy is getting ready for a barbecue.

Reply #48 Top

Quoting John_Hughes, reply 20

"Shards don't grow on trees."

Given this was said by Frogboy, it does sort of bring up the question: How do I pick my Shard based Magic Books, which is done pre-map generation, with any kind of consistent knowledge they will actually see any use at all?

Why would I spend valuable creation points if uncertainty becomes a factor?

 

You wouldn't.  You're rolling the dice. But only really powerful spells are in those books. Most of the typical spells you will get from researching them in the magic trees.

Reply #49 Top

Quoting Hound, reply 34
Could there be a way to focus entirely on magical power and spell research and stay competitive in the game?

Minimal expansion, minimal armies but superior magical power and knowledge to secure and seal some shards for yourself...
A number of us have been asking this.  No sign of if/how it'd be done.

Only ways I can think of include:

- Using essence.  All cities have some essence cost, even captured ones (to hold back the devastation or something like that?).  This'd give few-city empires more essence available for magic/etc, than empires that spend a lot of essence on many cities.

- Using tech.  Civics techs would be required to get an increasing number of cities, so empires that skip those techs can instead focus on the magic line.  The smaller empires would need to be able to match the larger empires teching rate else the larger could research both civics and magic as fast as the smaller researches magic only.

There's still 3 ways to win (diplomatic, master spell, and master quest) for smaller empires but it'd be fun to have a viable small-but-puissant vs. large-but-less-advanced military struggle.

There's always modding!  :beer:

Reply #50 Top

Quoting Frogboy, reply 49

You wouldn't.  You're rolling the dice. But only really powerful spells are in those books. Most of the typical spells you will get from researching them in the magic trees.

So the "normal" spells will be in the magic technology category, while the super-specialist spells will be in the sovereign's books?