LordTheRon

LordTheRon

Joined Member # 631039
1 Posts 114 Replies 14,773 Reputation

[quote who="TheProgress" reply="8" id="2549068"] quoting post WHEN can I get into the beta? Officially the answer is Beta 2 which won’t be until mid next month. However, if you have pre-ordered (or plan to pre-order) we may open the beta for one day this next Thursday and let everyone who has pre-ordered the game up till then in so that if we have to delay beta 2, users aren’t having to keep waiting and waiting because we want to

81 Replies 261,134 Views

[quote who="auboy105" reply="39" id="2399077"] Quoting LordTheRon, reply 6 About sovereigns returning to the nearest city. I like the solution Age of Wonder has. You return to the nearest city with a wizard tower. If you don't own any cities with towers anymore and your sovereign dies, you are history. Doesn't have to be a wizard tower for elemental, but it should be quite an expensive building to make certain players don't easily build them in all of th

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In Elemental you are able to build new cities, just like in MoM and the Civ series. Civ II was notoriously famous for the Infinite City Spam (ICS) strategy. Spamming as many cities as you could to get a great economy and warmachine going and win the game. Elemental should be all about magic. City building needs to be a part of the game, but it shouldn't dominate the game of magic. I've read earlier that BoogieBac (shoot me if it was another Stardockian [e digicons]O:)[/e] &

21 Replies 12,025 Views

About sovereigns returning to the nearest city. I like the solution Age of Wonder has. You return to the nearest city with a wizard tower. If you don't own any cities with towers anymore and your sovereign dies, you are history. Doesn't have to be a wizard tower for elemental, but it should be quite an expensive building to make certain players don't easily build them in all of their cities. This makes a conquest victory a bit easier since you don't have to completely destroy or conqu

119 Replies 286,148 Views

[quote who="KbT" reply="28" id="2396066"]Flat, small percentage modifiers, like Gal Civ II, is terribly dull. The resources in your realm should be an important feature in all aspects of that realm - its warfare, its culture, its trading, its research.[/quote] Totally agree. Percentage modifiers feel very empty. +4 'beakers' or -2 'hammers' is much more clear for a player than 'this increases our research by 2 percent'. It's not forbidden to use percentages, since

95 Replies 662,106 Views

I'd go for option C, definitely NOT option B. I like the stockpiling idea, if it's doable to get it in the game without too many complications. But otherwise things shouldn't get any more complicated. I totally agree with Ugrok that the player shouldn't be forced to spend too much time creating units. It's a fun addition for the people who like to micromanage their units but players who like a faster paced game shouldn't be punished for that. Shoot me if I missed this bit of info

123 Replies 359,690 Views

[quote quoting="post"] I keep thinking that it’s better to have more resources than fewer. I’d love to hear how others feel about this. I also am of the opinion that controlling a resource shouldn’t be a pre-requisite for building something but rather controlling the resource acts as a bonus. For example, if I research metal weapons then I should be able to build metal weapons. metal deposits will be displayed on the map which can be co

95 Replies 662,106 Views

One of the very few gripes I always had with Galciv is the fact that exploring space anomalies felt kinda hollow. You just explored and discovered something, usually not that thrilling. Everything was for free, nothing was guarded. I got the same kind of feeling exploring loot in Elemental. I know it's a very early beta stage, so maybe this was planned already but I think it would be great to see the bigger loot (heavily) guarded. I thought the Age of Wonders series had a great way of

10 Replies 8,362 Views