Elemental: Grand Ambitions
Elemental: War of Magic

It has been many years since you've gathered your collection of vagabonds and founded a kingdom, and lifetimes of progress since your people had been ducking in caves, smashing flint together to make flames. On the blood of their ancestors your people have built a mighty nation, stone by stone, cut from sweat of hard labor and the agonies of great thinkers. You have reaped: they have multiplied. They grow bold, restless and vigilant. You, however, are a fossil, a relic from a forgotten era, receding into your palace even as your kingdom blossoms. This is their time, the time of grand ambitions...
VERSION 1 OBJECTIVES
- Balance the game for much, much higher populations and larger, more epic kingdom. An "average" kingdom should have more than a hundred thousand people, with larger kingdoms "the sky is the limit". The largest cities should range upwards of a hundred thousand people.
- Balance tactical battles for much higher numbers of troops. Hopefully thousands of troops, even if this requires a little abstraction.
- Alter many of the games tiles to reflect an even bigger world. Buildings will be scaled down on maps to give a sense of the size of the world and the populations.
- Split prestige from population growth and use prestige for something else.
VERSION 2 OBJECTIVES
- Tech tree expansion in the LATE late game to reflect a more "civilized" world with a Renaissance/Enlightenment feel. The idea is that special conditions are required to "activate" these technologies, and not with any reliability.
- Adventure will be much more focused on exploration and practical exploitation. "Conquistador" type adventurers. Adventurer-scoundrels. Letters of the Marque.
- Civilization will focus on enlightenment style government and technologies. Parliaments, governorships, modern hospitals, artistic conservatories, printing presses, etc.
- Diplomacy will get some treatment in the next version.
- Magic, instead of simply becoming more powerful, will simply become more readily available to citizens in terms of the "occult" and mystery cults. This should be really powerful.
- Military will improve logistics considerably, and give you early, early gunpowder.
- Populations will be stored in rural areas and on resources.
VERSION 3 OBJECTIVES
- NPC overhaul. Ability to grant titles, offices, etc to NPCs. Ability to send children to school. Skeletal personality system.
- Diplomacy Addon. More "formal" declarations of war, with specific ultimatums and aims.
- Revolts should be possible if certain conditions trigger one.
VERSION 4 OBJECTIVES
- Attempt to build a personality system out of the skeletal one I built in Version 3. This will give NPCs a measure of "free will", based on archetypal motivations which will help them choose who to marry, how many children they have, whether they will join a rebellion against you, etc. This should support all kinds of nonsense, like conspiracies, debts, personal assets, interpersonal relationships, etc where the sky is pretty much the limit.
ABOUT
This is a mod, at its core, with a very simple goal: huge empires, huge populations, and huge armies. Simply, the game will be rebalanced for a more dramatic and "epic" perspective of building a kingdom. Much larger populations numbering upwards of hundreds of thousands of souls. If the engine can handle it and my meager skills allow it, there will be the kind of armies that Elemental was going to have and should have had. That is, thousands.
Many game objects will be reworked to reflect a more civilized world. Another thing I'd like to do is scale many of the game objects up to make a much bigger world, for example, where a house once was might actually show up as dozens of houses, an entire neighborhood, basically. Important structures like palaces should look impressive towering against tiny buildings.
If I can get around to it and I develop the skills for it, I'd like to implement new game play mechanics to reflect the problems of large empires, like nobles and peasant rebellions, etc, as well as a restructured Diplomacy system that feels more like geo-political struggles than simple tribal disputes.
I think this mod is achievable. It doesn't really require as many art skills and 99% of the assets will be ready made in the game, though some building might need to get reskinned to reflect small scale. Plus, this isn't as taxing on my novice programming skills as other projects might... My eventual goal is to build a total conversion mod with Dark Republic... I hope Grand Ambitions will give me the kinds of skills I need...
THE GRAND AMBITIONS TEAM
Mod Leader: MagicwillNZ
Contributors: Ynglaur



