Radical design change: making Elemental unique + adding atmosphere + reducing city spam
I won't be surprised if my idea is not feasible... it would require a lot of changes to be made to the core of Elemental.
Current issues:
- Prestige is the only thing allowing cities to grow at the moment. We already know that people can have kids (due to dynasties) so why isn't the general population doing the same?
- We've been told that "people" are supposed to be a valuable resource - I don't feel that at all. Population numbers have not restricted how quickly I can build an army up.
- Founding a city feels like an extremely detached process. It feels completely unnatural to randomly plop a tent down and suddenly have people showing up out of nowhere.
- Charisma is a very underused sovereign attribute.
- It's currently very very easy to start spamming away cities: 10 turns after founding your first city, you can have a pioneer ready to create your second city.
- Requiring food to build huts makes little sense
- Up to 10 people can live within a city without any food, how does this make sense?
Solutions overview:
- Create a new unit: the settler! Whenever founding a new city, settlers will form the base population. Settlers are squads of weak, defenseless people that will travel with sovereigns or pioneers.
- Aside from the settlers automatically created upon game start: the sovereign will be able to find more settlers through notable locations (camps / refugee camps). When reaching a camp, it will be removed from the map and the sovereign will be awarded a number of settlers based upon his charisma attribute. Camps will feature only a small maximum number of settlers (10 - 20). Refugee camps on the other hand will house 100 - 200 settlers. Based on the charisma of the sovereign, he or she may only find 5 settlers in a camp instead of the maximum.
- Settlers found in the wilds will be able to be brought back to existing cities and assimilated into the population (or be used to found a new city).
- Units outside of a city's wall will not require food - they will "live off the land". (already happening now in effect - just clarifying for next point).
- The core city structure will automatically generate 10 food by hunting the land just like other units on the map.
- 1 food unit allows for 1 population: food is no longer used to construct huts / houses. Instead each person living within a city will consume 1 food.
- If a population fails to receive the required amount of food for 3 turns, they begin to die of starvation.
- Soldiers stationed within a city will consume 2 food each rather than 1 - this applies to squads too: A squad of 4 footmen will require 8 food. Soldiers are last to die of starvation.
- Huts / houses will now just require material / gold to be constructed. Huts / houses determine the max population size along with food.
- The population will now (slowly) reproduce within a city.
- Prestige instead will: force populations of enemy cities to immigrate to the friendly city and attract neutral NPCs that are wanting to be hired. Area of control will still be based on prestige.
- Populations from a city can be ejected: if you feel that your city is under threat you can migrate your population. This feature is also useful when founding a new city: build your pioneer and eject the number of settlers you wish to form the new city's starting population.
I know that this would greatly alter the game but it would also greatly add (some much needed) character. Finding stranded bands of survivors in the woods and using them to form cities / populations will be far more exciting and put some much needed emphasis on the importance of life in the game. Populations will become more valued (as they should be) and the general atmosphere of the game will feel more apocalyptic (as it should).
Further more the charisma attribute will actually being to play an important part in the game: allowing charismatic evil warlords to arise and quickly gather large forces. This system will also allow kingdoms / empires to become more diverse as I'm sure it could be altered in some way for each side.
Since settlers would be of different races, only sovereigns that are extremely charismatic would be able to gather foreign races. Imagine being a human "holy crusader" roaming the eastern hills, wiping out camps of surviving fallen - making it more difficult for fallen players to gather populations.
What do the users and devs think?