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In Galactic Civilizations, we had minor races which players had relatively little control over their existence.  In Elemental, 32 players will be the maximum number of major factions that the game will start out with but that doesn’t take into account of minor factions and vassals.

In Elemental, one of your abilities will be the governing ability. The more cities under you control, the more overhead cost there is to run your ever growing kingdom. At some point, it may become advisable to turn some cities into vassals. A vassal state is a city (or group of cities) that is originally founded by the player but has been made independent by that player. It becomes its own independent faction controlled by the AI. Initially, as a vassal, it is allied to you. But being independent, all bets are off of what happens in the future. It may join up with someone else, combine up with other vassals to form a new kingdom, or even go on its own to try to become a major faction in its own right through a path of conquest.

One could picture a large game where there might be dozens of vassals who form ever changing alliances throughout the game.


Comments (Page 1)
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on Sep 10, 2009

This is incredibly amazing. I was actually writing up a post suggesting the very idea of being able to turn your cities into independent vassals. Frogboy, from the bottom of my gamer's heart, THANK YOU FOR MAKING ELEMENTAL SO FREAKING AWESOME.  

on Sep 10, 2009

Pfft, do they get a channeler? Like one of your hedgewizard kids or will I be able to keep them in line by having my pet dragon fly over ocasionally to remind them who's boss?

on Sep 10, 2009

Wow, that is freak'n awesome! Can the beta start now?

on Sep 10, 2009

It just keeps getting better and better.

Will it be possible for vassals to band together, or become independent? Or will they forever be dependent on a bigger player?

 

on Sep 10, 2009

Ooh, I'm considering the possibilities here, make each vassal a single city, effectively creating city states or make them a bit larger so they're more able to defend themselves against agression (say, an eastern neighbor you don't feel like dealing with) but risk them winning the war and becoming a new threat? Awesome!

on Sep 10, 2009

How much controll will you maintain over your vassals, and how hard would it be to "un"-vassal one?

This kinda reminds me of the RevolutionDMC mod for Civ4. Where due to all kinds of reasons small minor-civs would pop up, and you'd end up with (on a large map) about 80 civs (and 5 minute computations between turns).

Oooow, and nations falling apart during an inheritence war, factions splitting off as minor players.

on Sep 10, 2009

Bear in mind, Beta 1 won't have these features. Beta 1 is primitive.

on Sep 10, 2009



In Galactic Civilizations, we had minor races which players had relatively little control over their existence.  In Elemental, 32 players will be the maximum number of major factions that the game will start out with but that doesn’t take into account of minor factions and vassals.

In Elemental, one of your abilities will be the governing ability. The more cities under you control, the more overhead cost there is to run your ever growing kingdom. At some point, it may become advisable to turn some cities into vassals. A vassal state is a city (or group of cities) that is originally founded by the player but has been made independent by that player. It becomes its own independent faction controlled by the AI. Initially, as a vassal, it is allied to you. But being independent, all bets are off of what happens in the future. It may join up with someone else, combine up with other vassals to form a new kingdom, or even go on its own to try to become a major faction in its own right through a path of conquest.

One could picture a large game where there might be dozens of vassals who form ever changing alliances throughout the game. 

There's your answer right there Wieke!

Good stuff man. Research always pays off .

on Sep 10, 2009

Doh, in all the exitement i forgot to read it properly.

Istari
Bear in mind, Beta 1 won't have these features. Beta 1 is primitive.

Well it wouldn't be a beta if the game was all polished, bug-free and finished.

on Sep 10, 2009


I make a Spot check. Do I see anything?

 

 

(On topic: awesome news!! I hated those small civs whose only purpose was to give you a nice planet and maybe some techs prior the conquering.)

on Sep 10, 2009

So does this mean we could, theoretically, keep playing after we've won the game, make new factions, and basically just keep the same game going for infinity?

on Sep 10, 2009

Morslok, you'd probably have to split up your empire right before you win in order for that to work. 

on Sep 10, 2009

Me.  Want.  Now.

on Sep 10, 2009

I can easily see this feature taking a lions share of beta to iron out.   I do hope this feature gets put in easily and is easy to understand but I can see this getting really complicated really fast.  But I shall hope for the best. 

on Sep 10, 2009

SavageBananaMan34
Morslok, you'd probably have to split up your empire right before you win in order for that to work. 

I was thinking more something like in Sins after you win you get a prompt with an option to keep playing even though all the enemies are defeated.  Then you could make new factions from your cities and keep the game going even though you already won. That way you could keep playing the same game for as long as you can continue to make new factions from your cities and either make them allies or declare war on them.

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