Great post Frogboy, got my hopes up that Elemental will be the kind of game i would like it to be.
I'm not to thrilled about the resource system right now, but i'll have to see more of it before i make my mind up.
Prestige
Buildings provide prestige.
Prestige determines population growth because you’re really trying to attract people into your towns from the wastelands.
Having to attract people to your towns to grow your population makes sense for the early game, considering the setting. But in the mid- and late-game fase (when large portions of the map have been claimed and civilized to some degree) i would think that maybe 95% of the 'feral' humans would have settled down somewhere, and that population growth would come mostly from childbirth in those settlements. Am i correct in this assumption? Because then there would be little use for prestige beyond the early game.
Will it be possible to build forts or castles that are seperate from cities at areas that you want to beef up defence? i.e a montain pass slap a castle down prior to an invading army reaching your cities
I would like to see this aswell.
* We don’t currently like how roads are being built but don’t want players to be forced to building “workers” to build the roads. If anyone has any suggestions we’d like to hear it.
Automatic things would be a bad choice : with something as improtant as caravan, I need to be able to draw exactly where they must pass.
Then a simple system would be that you don't create workers, but just draw the roads.
Some rules to avoid strange things : a road MUST start in a city. It can end wherever you want. You can still create automatic roads between cities.
How to create a road ? Just click on the "build a road button", choose the city where it will start, then draw the waypoints. The computer would automaticaly calculate the paths. So you could cretae a well detailed road if you want, or just put 2 or 3 waypoint to avoid that nasty forest from your city to the resource.
Gameplay-wise, it change a thing : resources don't have to be in a town's range, but we would need a way to take resources without having a town in range. At the moment we can only build mines if we build the town next to it, or we create a line of buildings to the mine. Why can't we just put a mine and create a road to the nearest city ?
So, we need a way to create roads where we want, not just automaticaly.
I like this idea Vieuxchat. This way you can build roads to whereever you want, not just between towns. It would also be possible, like you said, to have multiple ways the same place, for instance one safe road for your caravans that avoids dangerous areas, and one more direct route for your troops that have less to fear from brigands and the like. You would have to be able to determine wich route your caravans use though.
I think I like the ability to draw roads on the map as well, and I agree there should be some maintenance associated with them. Not much certainly, but some. Having these be improved as caravans travel them is a very interesting idea. I think I kinda like it.
I don't like the idea that a town sends out a settler to a designated location. If I'm spending essence somewhere to build a city to claim a resource I want to get it now, especially if it's somewhat far away from my regular territory.
I thought about the idea of having mines independent of a city and while it is common in games that doesn't happen in the real world. Primitive (non mechanized) mining is a very labor intensive process and requires lots and lots of people, those people need places to live, eat, and spend their money. In short, they need a town. Typically towns do spring up around. I think it makes perfect sense to require a mine to be part of a town for that reason.
I mostly agree with you. Having mines and other resource sites in the middle of nowhere isn't very realistic. A town would be needed to support the workers. But those sites shouldn't all be inside the village, as it is now. Correct me if i'm wrong, but logging camps are usually located away from towns, and the people that work there come to the town for supplies, time off and stuff like that. I would like it if it were possible to build on resource sites that are up to 3 tiles away from the nearest part of a town. This way a town could claim several resources, instead of having to spam multiple towns that are maybe only a few tiles apart. I just hope that not every settlement will have the tendency to develop into a big city or metropolis, but that there will still be smaller towns later in the game.
On the building of roads, how about creating a 'worker' in the town you are building from? This would be an uncontrolable unit like the trade caravans that gets created when you build something, but is removed once the building project is complete (unlike civ4's workers). So if you build a road from town A to town B, a worker unit is created at town A, and slowly moves towards town B (through the waypoints you set), creating the road as it goes. Or if you want to build a watchtower somewhere, the worker unit would have to move there first, carrying the building materials.
This unit could be used to build everything, roads and both buildings inside and outside your town. It might even be used as a sort of settler unit, reprisenting the workforce necessary to create the initial buildings of a settlement. I don't realy like how building a town works right now. Imbueing the lands with some of his essence to make it habitable is one thing, but building should take time and houses shouldn't just be magically created (apart from the initial settlement for obvious reasons).
Edit: messed up some quotes