Game Concepts: Difference between revisions

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*'''Factions''' - The Faction section will display all of the factions in the world of Elemental. If looking for more backstory on a particular faction, or just to compare their abilities, this is the place to look.
*'''Factions''' - The Faction section will display all of the factions in the world of Elemental. If looking for more backstory on a particular faction, or just to compare their abilities, this is the place to look.
*'''Sovereigns''' - The Sovereign section contains detailed information on all of Elemental’s Sovereigns.
*'''Sovereigns''' - The Sovereign section contains detailed information on all of Elemental’s Sovereigns.
*'''Technologies''' - The Technologies section has a detailed breakdown of every technology available to the current faction. It’s a great resource for examining the links between technologies, as well as more detailed information on unlocks. Keep in mind that that pre-requisite technologies and unlocked items can be clicked to jump to their Hiergamenon entries.
*'''Technologies''' - The Technologies section has a detailed breakdown of every technology available to the current faction. It’s a great resource for examining the links between technologies, as well as more detailed information on unlocks. It should be kept in mind that pre-requisite technologies and unlocked items can be clicked to jump to their Hiergamenon entries.
*'''Spells''' - The Spell list is a comprehensive list of all the spells available to the player's faction, no matter how they are unlocked.
*'''Spells''' - The Spell list is a comprehensive list of all the spells available to the player's faction, no matter how they are unlocked.
*'''Improvements''' - The Improvement section is a complete list of all improvements available to the player's faction, along with their required technologies when applicable. It can be a great resource for finding out how to unlock specific improvements by tracing them back to the technologies they require.
*'''Improvements''' - The Improvement section is a complete list of all improvements available to the player's faction, along with their required technologies when applicable. It can be a great resource for finding out how to unlock specific improvements by tracing them back to the technologies they require.
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There are many different places of interests scattered around the world of Elemental. They can be identified by their unique tile designs as well as the icons floating above them in the UI.
There are many different places of interests scattered around the world of Elemental. They can be identified by their unique tile designs as well as the icons floating above them in the UI.
'''Notable Locations'''<br>
'''Notable Locations'''<br>
Notable Locations are places that contain treasures from ages past, sometimes including equipment, items and resources. They can be identified by the green treasure chest icon that hangs above them and can be claimed by moving a Champion or Sovereign onto them.
Notable Locations are places that contain treasures from ages past, sometimes including equipment, items and resources. They can be identified by the green treasure chest icon that hangs above them and can be claimed by moving a Champion or Sovereign onto them.
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|title=Player Resources
|title=Player Resources
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Player Resources are the backbone of a nation. They are the resources a faction will stockpile and use to fuel the majority of its needs. While they may be produced on a city level, they are considered player resources because their stockpile exists for the entire nation to share.


'''Gildar'''<br>
Gildar is the primary currency of Elemental. It is primarily gained via tax income in cities and is vital to the strength of an army, as well as all of units which require wages. Beyond wages there are a number of uses for Gildar, from recruiting Champions to buying new equipment.
'''Faction Prestige'''<br>
Faction Prestige is a measure of the pull a nation has towards drawing in new citizens. The more prestige one has, the more population it will get each turn in its cities. It should be kept in mind that gains from Faction Prestige are split evenly amongst all cities, so the more cities the less of an increase one will see in each of them per turn.
'''Research'''<br>
Research is the resource used to learn new technologies and advance a nation through the tech tree. Unlike other resources, it does not pile up over time. All the Research produced in cities each turn is applied directly towards the technology which is currently being researched.
'''Mana'''<br>
Mana is the resource used by Champions and Sovereigns to cast spells. It can be gained from a variety of means, but the primary source is controlling the magical shards of the world. By building shrines on shards inside a nation's borders their power can be channeled through cities and into the nation’s Mana pool.
'''Crystal'''<br>
Crystal is the resource of magical forging and equipment fabrication. It is primarily refined through Crystal resource nodes found in the wild and is used to craft magic equipment for troops.
'''Metal'''<br>
Metal is the resource of war and production. It is required to craft armies clad in heavy armor with the finest of weapons. Iron nodes must be secured within a nation's borders to acquire a supply for troops.
'''Horses'''<br>
A stockpile of Horses can be a great asset for a nation's military, allowing one to field troops mounted on horseback to the front lines. In order to secure a supply of horses one will need to construct improvements on Wild Horse resource nodes found within its borders.
'''Wargs'''<br>
Wargs are an alternative to horses that can be used to train mounted units. Much like Horses, one will need to build on Wild Warg improvements in order to acquire Wargs for their armies.
'''Influence'''<br>
Influence is a crucial resource for dealing with other nations and creatures of the world. It can be used directly as a currency when trading with other nations, as well as altering the value of goods used in trades with others. In addition, when building camps to recruit wild creatures, such a dragons and ogres, influence will bed needed to get construction underway. Influence can be gained through city improvements and resource nodes in the world.
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|title=City Resources
|title=City Resources
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City resources are the resources that are specific to individual cities. While they may not impact a nation directly, it should be kept in mind that cities are the core of an economy. In many regards, city resources are the fuel that provide the player resources needed to keep a nation afloat.


'''Food'''<br>
Food is required in order to grow the populace of a city. For every unit of Food in a city it can support one additional citizen.
'''Grain'''<br>
Grain is the primary source of Food for a city's people. While every city starts with Grain equal to the Grain yield of the tile it’s settled on, there are also improvements and resource nodes that can increase it beyond this starting value. Generally if one is looking to increase their Food, however, they will instead be building improvements that increase the amount of food that yield grain in a city.
'''Production'''<br>
Production is the measure of how quickly a city can build improvements and train units. Much like research, Production does not pool in a city and instead is directly applied to whatever it is building or training each turn.
'''Materials'''<br>
Materials are the source of the Production for cities. Much like Grain, Materials are initially derived from the yields of the starting tile and can be increased later on. In order to increase Production, one will usually want to increase the amount of production each material in a city gives.
'''Essence'''<br>
Essence is a measure of the magical potential of a city. It is the third of the core tile yield resources along with Grain and Materials. The amount of Essence a city has dictates how many magical enchantments can be cast on that city, one for each Essence. There are a number of magical improvements that are more powerful in cities with higher Essence values.
'''Population'''<br>
Population is the measure of how many citizens are in a city. It is crucial to progressing a city; as certain population marks are hit a city will level up, increasing a number of other resources and unlocking special bonuses.
'''Growth'''<br>
Growth is a measure of how many citizens will flock to a particular city each turn. As a city gains levels, its growth will increase and the population will increase faster and faster. If one feels the need to grow even faster there are a variety of improvements that can be built to increase city growth.
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|title=Resource Nodes
|title=Resource Nodes
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Resource nodes are tiles found around the world that can provide a nation with any number of bonuses. They can provide player resources for the nation or city resource boosts to an attached city or even a flow of free units. In order to reap their benefits one will have to secure them within their borders and build a special improvement on them. For a complete list of all resource nodes in the game consult the Hiergamenon section on resources.
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|title=Wildlands
|title=Wildlands
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Wildlands are special areas where the creatures of the world have taken control. They are home to the most powerful creatures of Elemental, and its greatest treasures. Each Wildland is marked by a dark green border around it that, upon entering, will introduce the player to the history of that area. Great treasures await any player able to conquer a Wildland as, once revitalized, they contain some of the most powerful resources and areas to found cities in the world. For every Wildland there is a different method that must be used to conquer and ultimately restore them. Once a player has visited a Wildland the method required to tame it will show up in the Empire Tree on the left side of the screen under ‘Quests’.
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