Spicy Mike

Spicy Mike

Joined Member # 2391102
7 Posts 52 Replies 284 Reputation

[quote who="Peace Phoenix" reply="5" id="2654391"] 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. If I am not mistaken, fertile land are the ones where you could build farms ...[/quote] Well... it looks like we might be able to create Fertile Land? It already costs 1 essence to revive forsaken land to build a town upon.

89 Replies 295,590 Views

Apology in advance, if this is in, or has been suggested. I couldn't find anything about it. From what I've seen, it seems like this could be put into the game, from looking at some of the NPC perks to enhance a city (Administrator, Royal). It's an idea that's used in many empire-building games, and I thought about it when reading about city spam. Realm-wide efficiency bonus/penalty Many empire building games have some mechanic for corruptio

0 Replies 3,534 Views

EDIT: Wrote this up as a new post in the Elemental Ideas forum, https://forums.elementalgame.com/384528 Concerning city spam. Many empire building games have some mechanic for corruption or inefficiency. As the empire grows, the penalty grows, so that the more bases you have, or the farther they are from the capitol, the less efficient they are. They also have various technologies (or governme

219 Replies 337,343 Views

[quote who="Xtropy" reply="47" id="2652095"] ...The last thing I want to do, especially as my empire begins to add more and more cities, is to hunt around in the city planner for the appropriate buildings that I am supposed to attach my "add-on" structures to, when it's an obvious decision that nearly every player will always make 100% of the time. If an armory built near my barracks improves it, who wouldn't build their armory next to their barracks? Searching for the approp

85 Replies 295,316 Views

A few thoughts. City Improvements City Improvement List UI * Tabbed headers seperating the available buildings into types: Housing, Food, Prestige, Gildar, Research, Resources, Military, Misc. * Collapsible windows in each tab, showing Allowed Buildings (grayed out for low resources, coin, space), Future Buildings (researched, but current city

174 Replies 510,526 Views

I hope the tactical battles are similar to Master of Magic. I know I had combats that I would always lose on auto-resolve, that I could win by controlling the fight. Usually involving missile attacks while keeping the enemy at bay with Earth to Mud, or massed Phantom Warriors. I hope that magic used in Elemental combats will be as versatile as MoM magic.

28 Replies 18,822 Views

Here's a thought that just occurred to me. If the development of food starts with the beginning knowledge of gardens, and then advances after researching Farming, Fishing, Orchards & Beekeeping... why not combine gardens with houses? Without a serious study of large scale crop management, the default food production would probably be individual gardens, near housing. Afterward, you'd move up to community gardens, and then on to farms. A Hut + Garden would

85 Replies 295,316 Views

I have a similar idea. Instead of having one screen of building icons with output icons on top, could we get header tabs for types of output? Housing, Food, Gildar, Research, Prestige, Resources, Military & Misc. (Did I miss any types?) Even better would be to have that tabbed window divided into (collapsible) sections. The top section would be things we can build in the city (grayed out if we lack cash or materials), a second section for items that are resea

5 Replies 6,436 Views

BoogieBac, a thought. From my limited (2 days) playing time, I've been razing parts of the city as I upgrade. When I build a Marketplace (6 gold, 4 spaces), I raze all Merchants (1 gold, 1 space). Now, how about allowing the Merchants to upgrade once a city has a Marketplace? They still produce 1 gold, but could also specialize, based on any special resources near the city. Or perhaps allow us to choose from a list, per Merchant. This would add variability

14 Replies 1,716 Views

I mean, once you research Longswords, you can train a swordsman unit that costs, IIRC, 20 gold, 20materials & 2 iron. But if I have looted a longsword from some dragon bones, I should be able to use that to reduce the cost of training the swordsman, because I do not have to make the sword for him. Plus, you cannot design a new unit with a weapon until you have researched that weapon tech (I think - 2nd day with the game). But if I have looted weapons from caches, why n

14 Replies 1,716 Views

Speaking of item management... looking way back at Master of Magic, you had an item vault & all heroes shown on one screen, and you could drag & drop gear all around. Since we can drag items between far apart heroes, it would be nice to have one separate screen, with the ability to store items in a town vault or trade. This would make it easier to swap gear around, and also to get it to town to sell at the merchant. Another thought - why can't we use all thos

14 Replies 1,716 Views

Beta 2 is my first taste of the game, so I don't know all the tricks & info from Beta 1. It's probably a bit early to say, but I like the complexity (so far) of city building so far. My number one problem with city building is knowing what everything does. Some is obvious - I build near an Oasis, and can't build the "Oasis" city structure. It shows up on the build list in gray, and the requirement for 50 materials in red clearly shows I need to stockpile some.&nb

85 Replies 295,316 Views

I rarely use core designs, and usually obsolete them as soon as they show up. About the only exception is the default Colony, Constructor, Freightor & maybe Transport ships. When I start a game with a new race (stock or custom), one of the first things I do is go into the Shipyard & redesign those core ships plus a Light Fighter (Tiny hull). The only things I add are the "bling" custom features; as I gain new hull sizes, I do the same for

5 Replies 4,120 Views

Definately nice work, on the game and the updates! 1.2 patch ideas: 1) Ship Upgrades - move the "Upgrade" button from the context area of the Control Panel to the Ship Details window. (So that you don't have to disband a ship from the fleet and move off by itself. Unless I'm missing something simple! )

223 Replies 115,958 Views

One of the confusing things about the current system is that you're making empire-wide changes, with no representation of how it affects the individual planets. Global research might be set at 30%, but what does that mean for my Tech Capitol with 4 Research Academies & bonuses, versus Mars with it's single Research Academy? Yes, there's a display on the planets Research box, but it's not intuitive. <TABLE cellpadding=8 width="95%" align=ce

130 Replies 140,339 Views

One of the first things I do with any new game is to make a few default ship types - namely, the Colony Ship & Constructor, also the Freightor & Transport (as I unlock the techs). I also build one or two default Tiny hull ships, and one per other hull type, again as I unlock the techs. These ship designs are all "bling" - no engines, weapons or whatever (although I do plan out the modules for the colony, etc); these are my base designs. Th

13 Replies 11,798 Views

My Ford Focus ZX3 got a bad review because it lacked Hyperdrive. The very thorough review goes over both what they see the key strengths (game play, AI, strategic depth, fun-factor) as well as what they feel are weakn

37 Replies 31,522 Views

Here's a very simple user interface enhancement: On the "Colony Management" screen (where you see the planet name/class, build squares, and current projects - move the "Next / Previous" buttons below the "Summary / Details / Done" buttons. I'll occasionally go through the planets to see what's open for building, or to spend some "extra" cash on buying projects - and after adding or buying build projects, I have to move the mouse all the way

1 Replies 4,733 Views

Not only would each colony placement become more important lending a greater depth to colonisation, but this would make sense thematically as well - if logistics needs to be researched to shove a few ships together, surely it would be needed to co-ordinate a galaxy wide federation of planets, no? Actu

72 Replies 63,029 Views

It seems like there's a problem with researched vs traded techs... I have a somewhat similiar problem: Custom designed freighter, requiring Trade, Impulse Drive, Impulse Drive II, and General Life Support. I have all 4 techs - but I traded for one. The ship doesn't show in the shipyard for me (normal freighters do though). I normally make a base model with all the looks I want, but no engines or other components, then upgrade that as I get new tec

7 Replies 7,671 Views

When you upgrade a ship, it keeps the same name - so if you have "Destroyer MK-1 314" (314 = random numbers added when built), and upgrade from "Destroyer MK-1" type to "Destroyer MK-2" type, the NAME doesn't change. It's still named "Destroyer MK-1 314"; you have to look at the ship type to see that you upgraded. You also have to manually edit the name, if you want.

7 Replies 11,151 Views