Sovs Founding Cities

hello,

given that we're now encouraged to give ideas for improving the game, here's my biggest complaint from the time I've spent playing Elemental (note: I've barely touched the game, as I'm waiting for v1.1 which should be more fun to play, so I haven't touched on most of the "broken" game elements discussed elsewhere. I simply started a game, played it for 30 mins, then decided to stop and wait for the patches):

 

Why can my all powerful leader only found the initial city? This doesn't make sense. I guess it's a gameplay mechanic to stop city spread? But it just feels like it's been bolted on. I quite liked the idea of the channellers sacrificing their essence to allow for city growth. That model seems a) to be more distinct from Civ's settlers and b) it creates a very obvious and interesting trade-off.... grow your empire/kingdom at the expense of your hero. 

 

This would also facilitate a natural change from rpg-y hero based gameplay into empire building as a game progressed (assuming you went down the multi-city route). Surely this would help give the game character and more emergent narrative? Towards the end of a game, your Sov would be little more than a  figurehead, sitting in his/her castle commanding armies from afar.

Alternatively, you could just create the one city, and protect it with a hugely powerful wizard... essentially Saruman in his tower with a group of followers.

 

And if we are going to stick with the settlers/pioneers solution, could we not be given a unit of pioneers right from the first turn (like in Civ), and then remove city building abilities from the Channeller completely. Rather than the current artificial "your sov can found a city, but only one, other cities are build in a different way" rule.

5,209 views 2 replies
Reply #1 Top

The other alternatives are worse.

 

Option 1 - First city is located in start position.

That might work with other games, but not in Elemental where the start location of the city is crucial.

 

Option 2 - Start with a pioneer unit

That's a possibility, but it's very possible that a random wondering monster in the first rounds will kill him by accident, while the sovereign at least has a chance.

 

Option 3 - Sovereign can build cities (instead of pioneers)

That will limit the actions of a player, forcing him to focus on cities instead of things like adventures and special locations.

As for your suggestion of giving essence for growth, it's a nice idea, but as things are now the sovereign is already relatively weak (as well as heroes in general), so why make him even weaker?

 

Reply #2 Top

i don't think it would be to much to ask of a player to protect their initial pioneer unit at the start of the game (or just keep monsters away until a city is founded, much as in Civ4). It would be fairly trivial... monsters start spawning if average number of cities per player > x

 

As for option, 3, well, that's just a balance issue (just!)/ Surely your other heroes can be allowed to quest and investigate special locations? Or  your Sov does it, and hence we have an effective and interesting cap on city growth/spam. The player has to sacrifice one for the other. That to me is an interesting trade-off. This would allow players to player their game more like a RPG or 4x depending on their choices.