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Published on January 29, 2009 By Frogboy In Elemental Dev Journals

Well today I have to start putting together all the assets that are going to need translation so that we can get that going.

For Elemental, the plan is to have a much much higher level of writing quality than we had in previous games by bringing on professional authors and editors to help.

So what sorts of things do we have in mind?

The Factions

There are 12 named factions (races) in Elemental. In addition, players will be able to create and submit their own factions to be shared by other users.

Each of the 12 named factions will have its own history and back story.  Those factions are:

  • Kingdom of Altar
  • Kingdom of Yoren
  • Kingdom of Gildren
  • Kingdom of Tarth
  • Kingdom of Capitar
  • Kingdom of Ithul
  • Empire of Uthugul
  • Empire of Calax
  • Empire of Turzog
  • Empire of Izen
  • Empire of Dol-Sirion
  • Empire of Korin

The Kingdoms are of men, the Empires are made up of the Fallen.

Technology Trees

The technology in Elemental is largely the same for each faction with a handful of distinctive early game features that enable special buildings and units per faction.

There are roughly 20 different technologies.  This seems low because of the way (far more fun IMO) technologies are implemented.  Instead of there being "Advanced Swordsmanship" or something players instead choose a more generalized tech and the more they research into it, the better that stat gets. Spell books are where the more literary interesting stuff comes in.

Spell Books

Men and Fallen get completely unique spell books.  The spells are broken into the 5 different schools of magic:

Earth. Air. Fire. Water. Life/Death. 

Each of the 5 schools will have around 20 different spells in them.

Quests

Unlike previous strategy games Stardock has developed, Elemental will have optional quests. How in-depth these get will really depend on how much time we have.  But ideally, we would like players to be able to see their sovereign as a quasi-RPG unit that can go out and deal with a particular quest.

There would be a huge, and ever growing, quest pool for the game to make use of.

We are budgeting for an initial quest pool of around 500 quests. 

The Campaign

Like the GalCiv series, Elemental will thrive the most in its sandbox mode.  Unlike GalCiv, our intention is for the campaign in Elemental to have a lot more to it.  We'll have a firmer idea of this later once we figure out how powerful the engine can be made in the time we have with it.


Comments (Page 3)
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on Feb 08, 2009

I disagree! I want a thousands spells! Even that little spell that makes all the ferrets in the county dance, or that spell that turns one of my plebes on fire - just because!

only if they have a spellbook maker or something like that so I can save "silly spellbook" and "tournement spellbook" as different.

on Feb 14, 2009

Does Stardock plan on relying on third-party publishers for Europe distribution, and if that's the case, will these publishers handle localization of the game?

Or if you plan on handling worldwide publishing yourselves, would you rely on the community for translation?

on Feb 14, 2009

Frogboy, if you see this and have the time to answer, I'd like to ask if the names of the nations are work-names or their actual names. I don't want to intrude on your creational process but if Humans and Fallen are both divided into adamant Kingdoms and Empires it feels a bit.. dichotomic.

 

thelandisaurus:
only if they have a spellbook maker or something like that so I can save "silly spellbook" and "tournement spellbook" as different.
Idea!

Modular Spellbooks! Every time you research a spell, you can put it in one or several custom spellbooks that you define yourself. There'd be one big spellbook with all your spells. Going into it, you could define which other spellbooks it'd show up in.

Most people would likely only have two or three main spellbooks - World Spells, Battlefield Spells (if any), Buffs, etc. But with modular spellbooks, everyone could sort them however the hell they want! You could download that "800 Silly Spells, including Luckmann's Dancing Ferrets, Landisaurus' Thesaurus, Swicord's Archaic Stopsign, and Pigeonpigeon's Exploding Pigeons (not to mention Vandenburg's Flying Deathtraps)" without it completely cluttering every single spellbook, no matter how the game itself categorizes those spells (battlefield, etc).

Seabass:
Does Stardock plan on relying on third-party publishers for Europe distribution, and if that's the case, will these publishers handle localization of the game?

Or if you plan on handling worldwide publishing yourselves, would you rely on the community for translation?
Will there even be localized versions? Did GalCiv2 have it? I'm not trying to sound "Bah, what do we need localized versions for?", I really don't know the answers to those questions.

It would be funny to see a Scandinavian Localized version. Mixed Norwegian, Swedish and Danish. Take whatever words are the most archaic in every language when deciding what to translate to, and bam. I'd lol.

on Feb 14, 2009

I think Gal Civ and Sins of a Solar Empire where eventually localized by third-parties yes.

on Feb 27, 2009

It would be funny to see a Scandinavian Localized version. Mixed Norwegian, Swedish and Danish. Take whatever words are the most archaic in every language when deciding what to translate to, and bam. I'd lol.

Man, don't forget the Finnish!

on Feb 27, 2009

GHenrikG

Man, don't forget the Finnish!
The finns aren't scandinavian, and finnish is not a scandinavian language.

on Mar 03, 2009

In terms of quests, I've often wondered if there's not an opportunity to weave gradually developing, multi-episodic quests into a game like this.

This would be similar to the "Good / Neutral / Bad" episodes that came up in GalCiv 2, but with a thread running between them.  So, if something comes up, and I send a character out on a small quest early in the game to rid the countryside of a marauding band of Orcs, maybe I see a reference to an Orc chieftain named "Thugrak". 

Depending on the outcome of that first quest (do I find and slay the warband, do I hire them as mercenaries to serve in my own army, do I pay them money to leave me alone?), there's a branching storyline.  Wouldn't take more than 3 or 4 "episodes" to create an engaging narrative thread, and I'm assuming you could build the scripting language so that you don't get the exact same result every time.

This is also the kind of thing that modders could go crazy with.  Let them craft their own quests, with their own outcomes, and provide their own writing.  There would be a lot of duds out there, but there would be a lot of gems that would rise to the top, and be easily included in our ongoing games.

Something along the lines of those pop-up text passages you used to get in Sid Meier's Alpha Centauri, if that rings any bell?  Otherwise, it feels to me like we're left with the simple, engaging but somewhat tedious "Go here / bring me this / kill that" experience where every quest begins to feel exactly like every other quest.

on Mar 04, 2009

That sounds like something out of Castles II: Siege and conquest.

 

Great game, and I loved having the storylines.

on Mar 04, 2009

Ron Lugge
That sounds like something out of Castles II: Siege and conquest.

 

Great game, and I loved having the storylines.

 

Ron, that was the game I was thinking of, I just couldn't remember the title!  The storylines were the most fun part of that game, and definitely added some flavor "on the cheap", from a development standpoint.

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