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Economic Rebalancing Has Sucked the Fun Out of the Game

Economic Rebalancing Has Sucked the Fun Out of the Game

The major economic nerfs that were slipped into 1.08 have dealt a blow to the fun of this game, and there wasn't much to be had to begin with as we wait for 1.1.

Besides the absurdity of merchants consuming food (which is just a blatant attempt to limit the number of cities in the game), resources are less common, particularly materials and food.  This reduces the size of an empire.  Plus, it severely limits the number of cities that can reach the higher levels, which are required to start having anything resembling fantasy, rather than just medieval, armies.

Empires were already too small, with too few cities and too few armies even on large maps.  Elemental has tried to impose its vision of "one city, one party" on us with an even heavier hand.  I just don't understand how a game that supposedly takes its cue from MoM, GalCiv, and the Civilization games can be so determined to reduce player states to a handful of cities and one big stack that runs around using teleport. 

I would try to mod some of these changes out, but the modding system is so cumbersome (and buildings can't be modded anyway, since mod effects stack with core/base game effects rather than replace them) that isn't really worth the time.

So I'll make one final plea to the devs to stop trying to limit the size of empires and states.  Restore a more reasonable economic balance to the game by making resources more plentiful.  And roll back some of the silly changes designed to simply made food and cities scarcer without remotely being logical.

481,966 views 138 replies
Reply #76 Top

Hmm, perhaps a specialist could cost 10 population ...

I just wonder, how would you re-calculate slot-availability after military recruitment?

OR would you simply not be able to recruit from used slots (makes sense).

 

Also, will we see any real sense of population growth? Or will be arbitrarily limited to 1 or 2 pop per turn??

Reply #77 Top

Quoting dgracia, reply 76
50 cities?? Holy crap. I am adjusting to the new economic system. I am at turn 140 or so with 11 cities. Idk. Maybe i am used to GalCiv & Civ4. Maybe it's just me. I don't like merely eking out an empire with no reserve cash. Building shards, darling camps etc cost minimum 100 gilder. I am currently pulling 32 gilder per turn but over all progress seems slow at this point. And what about that bad sword for 2k gilder? How do you buy that now? Not that it was anything special. Maybe my expectation was high at that price. I wanted to seem serious Jedi glow when I smote an enemy--not so, just another sword:(

 

Btw, your avatar..is that from Squad Leader?

I've never actually been able to buy that sword. Before 1.08 I was rolling in cash due to monster farming & I was able to afford all the nice stuff from the item shop for my champions: they all had ceder longbows, armor, 5 or 6 amulets each. I easily spent 2000 per guy on all that fun stuff. The best I can do now is travelling boots & whatever those 10gb & 50gp amulets are. All the rest of my cash goes to armies & buildings. Getting the mint of Ruvenna helps a lot as far as cash, but its still not as good as monster farming. . It's too bad because there's a lot of cool stuff in the item shop it's just A) overpriced and B ) money is better spent on other stuff like squads. If you run into yithril soldiers you'll see them armed with that sword (read the descrption on the gif) and it has a ridiculous magical first attack (does like 30/40 damage from a single soldier's blow).

I typically make a beeline for market & mint tech, this help a lot with funds, also adventure tech sometimes shows additional gold deposits. I've seen new gold mines suddenly appear after researching some adventure techs. Seeking out gold mines & food sources are priorities for my pioneers as are crystal sites which can really beef up design-you-own squads with magical equipment.

I was an ASL playtester back in the early 80s for "advanced" squal leader (replaced SL, COI, COD, and GI). The game still exists & you can play it online via the VASL engine which is an online version of the game. It's still popular & people can buy the physical modules through MMP (Multi Man Publishing who lease the game from Hasbro who bought out the AH game company in late 90s). I play VASL occasionally, but I recently got a new computer so I need to install the VASL engine & all the boards over again. There's over 12 modules currently including the pacific theater with Japanese + Chinese & eastern european (axis minors). The North Africa theatre & desert has also been out for a couple decades. At last count there are over 52 official geo mapboards now. There is most definitely a hard core ASL community, players never lack for ASL opponents.

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Reply #78 Top

Quoting Frogboy, reply 41
...For 1.09, I am lobbying to have something put in that goes way back to an original concept that got lost and that is, using your citizens as a resource (population is still a resource, it's just not used for anything)....
If anything should be global it's population.  As you describe the game, we're not really birthing new citizens, we're attracting them to our cities from the wilderness (via prestige).

Make population limited and global.  Make us compete with other sovs for the limited population.  People become the determining resource.   This would limit city/troop spam.  Make putting people into armies hurt economy/etc. and make the loss of troops hurt so we don't throw them away heedlessly.

Reply #79 Top

Quoting DKL, reply 51
...Its often more than 100 tiles between borders of my empire. And even with roads I have to waste a freaking hour of real life time to move my army from one border to another. There is no fun, not even slightest amount of it.
You have a particular concept of how you want to play the game, and when the game doesn't 'cooperate' you don't change your play, you want the game to change to accommodate you.

Elemental is a strategy game.  Learn to adapt your strategies.

For your point -- garrison cities so you don't need your killer stack to move back and forth to put out fires.  Have multiple stacks instead of just "...my army...".  Don't make such a huge and far-flung kingdom when you lack the troops to defend it.  Grow at a sustainable pace.

You use a sloppy/careless/simple strategy then complain when the game isn't dumbed-down enough for said strategy to be fun/effective.

Instead of lobbying the devs to lower the bar, improve your game.  That's what a good strategy game does -- demands we improve our play.

Reply #80 Top

Quoting GaelicVigil, reply 62
Edit: Okay, hold on a second, I think I'm understanding it better after reading the Nth time.  I think he means that buildings cannot be built, period, until you have surpassed a population threshold.  So if you decide to recruit 10 soldiers, then your city will not be able to expand any further....
My guess is that buildings need to be staffed.  So if you build a spell research building that tasks a number of citizens to it.  So consider city population to have 2 components -- those assigned tasks, and those free to be assigned (add those 2 together to get total city pop). 

For a new building or troop you need sufficient unassigned people.  Even if you have the gold/tiles/materials to build a troop/building, if you lack enough unassigned people you have to wait.

Of course I could be wrong...

edited in after seeing froggy's second post -- Yeppers, I was wrong.

Reply #81 Top

Quoting Nick-Danger, reply 79

Make population limited and global.  Make us compete with other sovs for the limited population.  People become the determining resource.   This would limit city/troop spam.  Make putting people into armies hurt economy/etc. and make the loss of troops hurt so we don't throw them away heedlessly.

 

I understand the impact on troop spam, but would it really stop city spam, I wonder? Wouldn't making more outposts still produce more prestige and thus attracts more people to your side?

Reply #82 Top

Quoting Kalin, reply 82
I understand the impact on troop spam, but would it really stop city spam, I wonder? Wouldn't making more outposts still produce more prestige and thus attracts more people to your side?
If there's a rule of 'diminishing returns', then it would get harder to attract people over time (ie - require more prestige to get the same rate of attraction). 

I wasn't thinking of a hard-coded people limit, but a soft-code (rule of diminishing returns, as that's 'realistic' and a useful game principle).

Yours is a good point tho -- if not done right it would increase the benefit from early city spamming.  What would be a good counter -- make pioneers expensive population-wise (the people invested into pioneers would be unavailable to build up their city and make troops, so a new city would slow things down substantially for the short term)?  Or slow to recruit?  Or...?  Or go back to an essence requirement for non-revitalized lands?

Reply #83 Top

Quoting DKL, reply 71
...I totally dislike this 'nerf everything' mentality most game designers have. Organized was too good? Add some other worthy traits and its all settled...  Why not simply bump other traits to same power level, and make you actually be able to choose...
Example -- we have 10 traits and 1 is way more powerful.  The Devs can spend their time to lower the 1 overpowered one, or spend 9x more time to raise the 'underpowered' ones (with 9x more chances to screw it up and have one or more end up overpowered and have to do it all over again).  Meanwhile, raising the power of all 10 traits will likely affect other parts of the game and require their tweaking...

The end result (if done properly) is the same -- 10 equal choices.  Only difference is you lost your easy no-brainer choice that you took because it was too powerful.

If you were the one who had to assign scarce resources to improving the game, spending real time&money, would you take the 1x or the 9x path?

You need to imagine your wearing froggy's hat and see the big picture.

Reply #84 Top

Well personally I've tried a lot of things with pioneers. I made them expensive, I made them take longer to train, I made them cost Elementium (and gave each faction a 0.1 Elementium income per turn), and while I have been very successful at slowing expansion (sometimes to a crawl), I've never been able to actually dissuade a spam strategy with just a modification of pioneers alone. If it's still best to make as many cities as you can, it usually ends up happening regardless of the actual rate of how fast you can make another city. So I think the same will be true for the essence requirement solution as well.

 

The only thing that I can think of would work is to make building up your cities better than building new ones. For example: instead of training a pioneer and building a city in some wasteland to get 1 prestige from an outpost. Allow that pioneer (or something of similar cost) to make something in your base city that would produce more than the benefit that an outpost would provide (in our example, more than 1 prestige). That way, a new city would only be built if they need something that you can't provide (like a new build queue) or to claim an area of land. Ideally, you would still raise the cost and training time of a pioneer , but now you have a real choice on what to do instead of just go ahead and build an outpost whenever you can.

Reply #85 Top

Quoting Nick-Danger, reply 79

Make population limited and global.  Make us compete with other sovs for the limited population.  People become the determining resource.   This would limit city/troop spam.  Make putting people into armies hurt economy/etc. and make the loss of troops hurt so we don't throw them away heedlessly.


One of my initial thoughts for something to mod in was this sort of system, but I was going to go the stage further and make your cities compete with each other, so that people would migrate from the crappy outpost towards the more developed cities. so that if you just dropped cities everywhere you would just end up with a lot of ghost towns (which would obviously gain you nothing).

Reply #86 Top

That leads to a bigger problem, now you run into the situation where you literally can't expand for the first 50-100 or so turns (it takes 100 turns to get 100 people without any prestige bonus). This means empires without royalty bonus are completely screwed. Bad start? screwed. Etc. Not to mention the implications of what taking out 50-100 people in a city would do once you get that much.

 

If you start with 1, that's not true.

 

A settlement having a base 1 slot would make logistical sense.  One unit to defend your city.  Once we have an AI that actually attacks, we'll even need to defend our cities. :)

 

I'm not even slightly sold on this specialist stuff, but who knows.  Maybe further iterations on the subject will do what the global mana pool did, make me not so scared of it and eventually decide it's an improvement on what is.

 

This shit would have been a lot easier to solve if you'd just gone with an employment driven production system and realistic farming in the first place...  You'd build infrastructure to employ population instead of filling slots up, and your "specialists" would be the peons that weren't stuck feeding themselves due to a patch of land being productive enough to support extra population.

Reply #87 Top

Quoting Terraziel, reply 86

One of my initial thoughts for something to mod in was this sort of system, but I was going to go the stage further and make your cities compete with each other, so that people would migrate from the crappy outpost towards the more developed cities. so that if you just dropped cities everywhere you would just end up with a lot of ghost towns (which would obviously gain you nothing).

 

Just curious, but then how will you ever build a new city? They will never grow... considering they will never be able to compete with your capital.

Reply #88 Top

Quoting psychoak, reply 87

If you start with 1, that's not true.

 

A settlement having a base 1 slot would make logistical sense.  One unit to defend your city.  Once we have an AI that actually attacks, we'll even need to defend our cities.

 

I'm not even slightly sold on this specialist stuff, but who knows.  Maybe further iterations on the subject will do what the global mana pool did, make me not so scared of it and eventually decide it's an improvement on what is.

 

This shit would have been a lot easier to solve if you'd just gone with an employment driven production system and realistic farming in the first place...  You'd build infrastructure to employ population instead of filling slots up, and your "specialists" would be the peons that weren't stuck feeding themselves due to a patch of land being productive enough to support extra population.

 

If a city always starts with 1 specialist slot, I'd definitely spam outpost. Not only does the pioneer only cost 1, the new outpost just gave it back?

Reply #89 Top

Quoting Nick-Danger, reply 79

Quoting Frogboy, reply 41...For 1.09, I am lobbying to have something put in that goes way back to an original concept that got lost and that is, using your citizens as a resource (population is still a resource, it's just not used for anything)....If anything should be global it's population.  As you describe the game, we're not really birthing new citizens, we're attracting them to our cities from the wilderness (via prestige).

Make population limited and global.  Make us compete with other sovs for the limited population.  People become the determining resource.   This would limit city/troop spam.  Make putting people into armies hurt economy/etc. and make the loss of troops hurt so we don't throw them away heedlessly.

Making population limited sounds interesting, but what happens in a long drawn-out game that has taken the lives of all your citizens in battle?  What you end up with is a stalemate with nothing to do because your population is gone.  This might work as a map option (armageddon mode?), but not for the base game.

I disagree with the global population idea.  It wouldn't be fair to plop-down a new city right next to your enemy and start spamming a massive army using citizens from the other side of the world.

Quoting Kalin, reply 85
Well personally I've tried a lot of things with pioneers. I made them expensive, I made them take longer to train, I made them cost Elementium (and gave each faction a 0.1 Elementium income per turn), and while I have been very successful at slowing expansion (sometimes to a crawl), I've never been able to actually dissuade a spam strategy with just a modification of pioneers alone. If it's still best to make as many cities as you can, it usually ends up happening regardless of the actual rate of how fast you can make another city. So I think the same will be true for the essence requirement solution as well.

I would agree under most circumstances that making Pioneers more expensive would do little to deter city spam.  But under the new slot system, I think it would definitely make you think twice about making one if it meant you would be unable to build units or improvements for the next 15 turns or so.

Plus it's just plain logical.  In Civilization, this is basically how it worked.  Building a settler meant that your city population shrunk significantly, meaning that you could no longer build improvements or units within any reasonable amount of time.

Quoting Kalin, reply 85

The only thing that I can think of would work is to make building up your cities better than building new ones. For example: instead of training a pioneer and building a city in some wasteland to get 1 prestige from an outpost. Allow that pioneer (or something of similar cost) to make something in your base city that would produce more than the benefit that an outpost would provide (in our example, more than 1 prestige). That way, a new city would only be built if they need something that you can't provide (like a new build queue) or to claim an area of land. Ideally, you would still raise the cost and training time of a pioneer , but now you have a real choice on what to do instead of just go ahead and build an outpost whenever you can.

This is what will happen by default if Pioneers take up several slots to build under the new system.  We are dealing with population as form of currency here.  You are basically buying your improvements with your population slots, so in exchange for not spending a Pioneer you get to make something in your level 5 city that your new level 1 city cannot make if you were to make a Pioneer instead.

Reply #90 Top

Balance is good.

Poorly thought through changes are bad.

I'm still on 1.07 because 1.08 sounds a bit dodgy but going on what people have said they have dropped the gold received from monster hunting. That's fine, I wanted that change BUT at the same time they needed to make monsters start to drop items. So instead of killing monsters to get gold to buy horrendously overpriced items, you instead kill monsters to find cool items.

Doing one change without the other is bad and missing the point completely.

This is what I have said in numerous posts recently. Tinkering with one mechanic at a time isn't going to markedly improve the game, there needs to be a higher level blueprint for how all the game elements should fit together.

Reply #91 Top

Quoting GaelicVigil, reply 90

I would agree under most circumstances that making Pioneers more expensive would do little to deter city spam.  But under the new slot system, I think it would definitely make you think twice about making one if it meant you would be unable to build units or improvements for the next 15 turns or so.

Plus it's just plain logical.  In Civilization, this is basically how it worked.  Building a settler meant that your city population shrunk significantly, meaning that you could no longer build improvements or units within any reasonable amount of time.



This is what will happen by default if Pioneers take up several slots to build under the new system.  We are dealing with population as form of currency here.  You are basically buying your improvements with your population slots, so in exchange for not spending a Pioneer you get to make something in your level 5 city that your new level 1 city cannot make if you were to make a Pioneer instead.

 

... I think you are taking what I'm saying in this way out of context here. My point regarding pioneer cost not doing enough wasn't a reply to your idea regarding specialist slots. I addressed that problem very specifically in my earlier post here.

 

Reply #92 Top

If a city always starts with 1 specialist slot, I'd definitely spam outpost. Not only does the pioneer only cost 1, the new outpost just gave it back?

 

When you found your city, you'd get it back anyway...  If units don't return specialist slots when they "die" then the game would never get anywhere.  This would be game play suicide of spectacular proportions, vastly more broken than even the worst alpha states the game has been in over the beta cycle.

 

It's not a net gain to have one specialist if you need to use one specialist to defend your one specialist producing object.  A pop zero settlement would effectively be null in value, requiring it's own output to protect itself.

Reply #93 Top

Quoting Kalin, reply 88

Quoting Terraziel, reply 86
One of my initial thoughts for something to mod in was this sort of system, but I was going to go the stage further and make your cities compete with each other, so that people would migrate from the crappy outpost towards the more developed cities. so that if you just dropped cities everywhere you would just end up with a lot of ghost towns (which would obviously gain you nothing).

 

Just curious, but then how will you ever build a new city? They will never grow... considering they will never be able to compete with your capital.


The pop growth calculation was based on the number of buildings, so if you wanted a city to grow you you simply had to build it up. said calculation was also designed such that the differences had to be fairly high, 3 to 4 times as many buildings in a city to completely eliminate growth in another. For the record the initial goal of the system was to make keeping a relatively level level of development across your empire beneficial. That said an additional consideration was to make it so the calculation only involved nearby cities. so that if your empire had disparate parts they could evolve separately. 

Obviously almost all of this would have required much better modding access than we currently have.

Reply #94 Top

Quoting psychoak, reply 93

When you found your city, you'd get it back anyway...  If units don't return specialist slots when they "die" then the game would never get anywhere.  This would be game play suicide of spectacular proportions, vastly more broken than even the worst alpha states the game has been in over the beta cycle.

 

It's not a net gain to have one specialist if you need to use one specialist to defend your one specialist producing object.  A pop zero settlement would effectively be null in value, requiring it's own output to protect itself.

 

I realize this is the core mechanic now, and that's how specialist works. If you read my other posts, you would realize this. But their whole idea depends on pioneer consuming specialist, and my point on this was that EVEN IF you manage to do this with some other mechanic, returning it right away is counter productive. I'm not sure how else I can explain it.

 

Quoting Terraziel, reply 94

The pop growth calculation was based on the number of buildings, so if you wanted a city to grow you you simply had to build it up. said calculation was also designed such that the differences had to be fairly high, 3 to 4 times as many buildings in a city to completely eliminate growth in another. For the record the initial goal of the system was to make keeping a relatively level level of development across your empire beneficial. That said an additional consideration was to make it so the calculation only involved nearby cities. so that if your empire had disparate parts they could evolve separately. 

Obviously almost all of this would have required much better modding access than we currently have.

 

So in other word, you would still be able to build in 0 pop outposts, and these buildings would then produce... something? Because if it's still the same workshop/market/study thing we have now, even a 0 pop outpost would have value. As such, the 0 pop outpost would just be to prevent a multiplicative of troop training queues, and not city spam itself as a tool to gain resources?

Reply #95 Top

Quoting GaelicVigil, reply 90

Quoting Nick-Danger, reply 79
Quoting Frogboy, reply 41...For 1.09, I am lobbying to have something put in that goes way back to an original concept that got lost and that is, using your citizens as a resource (population is still a resource, it's just not used for anything)....If anything should be global it's population.  As you describe the game, we're not really birthing new citizens, we're attracting them to our cities from the wilderness (via prestige).

Make population limited and global.  Make us compete with other sovs for the limited population.  People become the determining resource.   This would limit city/troop spam.  Make putting people into armies hurt economy/etc. and make the loss of troops hurt so we don't throw them away heedlessly.
Making population limited sounds interesting, but what happens in a long drawn-out game that has taken the lives of all your citizens in battle?  What you end up with is a stalemate with nothing to do because your population is gone.  This might work as a map option (armageddon mode?), but not for the base game.
Good point.

I mentioned in a subsequent post global pop being soft capped, not hard.  Rate of pop attraction would be a function of your pop -- so as your pop decreased from unit loss, all else equal, your pop attraction rate would increase, helping to replace your losses.   You wouldn't be stuck with an ever-diminishing pop base (unless one played stupidly and ignored prestige/etc.).

...It wouldn't be fair to plop-down a new city right next to your enemy and start spamming a massive army using citizens from the other side of the world.
Not possible, as your new city would have a very slow pop attraction rate (low prestige).  Attracted pop would be required to staff buildings (barracks to speed up recruitment, etc.).

Second, your scenario would be harder to pull off than it is now, as currently there is no limit on recruitment at your new city, whereas there would be with the idea I mentioned.

I'm not saying it's a good idea.  It may stink.  I'm trying to come up with ideas that are:

-based in part on lore as much as possible

-balanced

-create relatively hard choices

I'm not wedded to any of my suggestions.  Better alternatives are welcome!

Reply #96 Top

Quoting Nick-Danger, reply 84
Example -- we have 10 traits and 1 is way more powerful.  The Devs can spend their time to lower the 1 overpowered one, or spend 9x more time to raise the 'underpowered' ones (with 9x more chances to screw it up and have one or more end up overpowered and have to do it all over again).  Meanwhile, raising the power of all 10 traits will likely affect other parts of the game and require their tweaking...
The end result (if done properly) is the same -- 10 equal choices.  Only difference is you lost your easy no-brainer choice that you took because it was too powerful.

Yes, 10 equally useless choices. And choice which does not affect anything is NOT a choice.

Traits SHOULD be powerfull, otherwise there is no reason to have them at all.

Reply #97 Top

Quoting Frogboy, reply 41

For 1.09, I am lobbying to have something put in that goes way back to an original concept that got lost and that is, using your citizens as a resource (population is still a resource, it's just not used for anything).  This way, we could begin migrating back to the original concept tha tyou can build multiple buildings in a given city as long as you have the resource (available citizens) to make use of it.  This encourages fewer cities and makes players choose between using their population for building their economy or putting them in arms. 

Human resource?  Is slavery next?  Merchant caravans carting poor slaves from one city to the next?

Reply #98 Top

It seems to me that using limits on a Pioneer to control the number of cities isn't the way to go. There should be another mechanic that keeps the number of cities in check. For example, in Civilization 3 / 4, the mechanic was corruption. The more cities, and the further away from your capitol, the more corruption ate at your gold. In Civilization 5, the mechanic is Happiness.

I'm sure there are a number of mechanics that Elemental could use to limit the number of cities, that work with the lore. Perhaps bringing back the Essence requirement in some way, since you have to transform the land. This could reduce your maximum global mana pool. This is just one example.

Reply #99 Top

Quoting DKL, reply 97
Yes, 10 equally useless choices.
You set your standard of 'useful' by using an over-powered trait, then because other traits aren't overpowered you deem them useless.

Kids these days...

And choice which does not affect anything is NOT a choice.
All 10 choices would affect something -- just none would be overpowered.

This ain't rocket science...

Traits SHOULD be powerfull, otherwise there is no reason to have them at all.
Not being overpowered does not preclude being powerful...  See the word 'overpowered'?  Remove the 'over' and it's still powerful.

Told you it's not rocket science -- it's lexicon.

Reply #100 Top

Quoting Nick-Danger, reply 96

I'm not saying it's a good idea.  It may stink.  I'm trying to come up with ideas that are:

-based in part on lore as much as possible

-balanced

-create relatively hard choices

I'm not wedded to any of my suggestions.  Better alternatives are welcome!

1. Many stuff has been changed in the last 2 years. What is the problem with "spamming" cities? I will tell you: nothing is wrong with it...especially in EWoM, because you can destroy a city with 1 spell. Also, you can spam cities in all tbs games. [AoW-SM, Civ 4 etc.] I am not saying that the ability to spam cities is a must have. No. We need some logical/fun system to prevent city spamming. Elemental: War of Magic. What was my suggestion back in those days regarding this? -> SD's original idea was good enough. 1 essence was needed to create a new settlement. There was 1 problem with this. It was only possible to gain essence @ lvl up. That should've been tweaked to make essence "gain" more easy [we've posted many ideas regarding this]. = No city spamming, and creating a city would be tied to magic basically.

2. What was the problem with the original ideas regarding the eco system? That system was close to perfect imo. What was the only limiting factor back in those days? The size of the city + resources. It was perfect. "Hard limits" = bad. Thankfully, v1.09 will have some good changes, but it still won't be as good as the original concept...I guess. Let's wait and see.