http://forums.elementalgame.com/452256/page/5/#repliesWar of Magic (which failed)
Could build cities anywhere
Global food
Per Caster mana
Cities grew based on housing which consumed global food
Dynasties (the player had children who could then have children and so on)
Spells tied to what the player researched
Tech Tree
Turn-based tactical combat
Leveling up provided points to boost stats in champions
Champions found on the map
5 different tech trees.
Techs provided gear which were used to design units
Two races: Men and Fallen
Player starts out as lone wizard
Sovereign is on the map as a unit.
Complex but tedious quests
Sophisticated but buggy diplomacy
Snaking cities take over map
Lots of equally kingdoms to be friends with
Why it failed: Buggy on release and none of the systems meshed well together.
Fallen Enchantress / Legendary Heroes (which was successful)
Cities could only be founded on fertile tiles
Local food
Global mana
Cities grew based on local food availability
Wild Lands
Initiative-based tactical combat
Spells tied to what champions the player recruited
Champion classes had their own level tree
Champions earned through fame
3 different tech trees
Players designed units with gear and special abilities
Several races, each with unique abilities but visually similar
Player starts out as a small group
Sovereign is on the map as a unit
Complex but tedious quests
Simple diplomacy
Cities claim multiple tiles with buildings but are generally smaller.
Lots of equally powerful kingdoms to be friends with.
Why it succeeded: Derek "Kael" Paxton designed a game where the mechanics played together coherently.
Future sequels: There will never be a Fallen Enchantress II, we would need a different name.
<E15> thoughts:
Cities can only be founded on fertile tiles
Food is local, directly matches population growth
New global resource: Logistics, controls # of units player can have
Logistics is generated by cities choosing to sacrifice food to convert it to logistics
Global mana generated by shards only
Wild Lands
Initiative-based combat
Champions have special abilities but no spell books
Spells tied to what spell books players choose at start of game and are learned via Lore
Lore is generated by sacrificing mana production into lore
Radically different races in the world (visually)
No unit design
Asymetric enemy to allow both sides to do terrible, game unbalancing things to one another
Crafting
Player starts out powerful with the Forge of the Overlord and a powerful city
Customization of your sovereign determines a lot of how the game will go but the sovereign is not a unit on the map
Sovereign will increasingly be able to cast spells in remote battles as the game progresses
Lots of simpler quests designed with multiple endings to give different player options
No diplomacy with primary enemy (unless becoming their slave constitutes diplomacy).
Cities use 1 tile on the map but cities claim additional resources from adjacent tiles as they grow.
The enemy has already killed and/or enslaved all your friends. Only vassals remain.
Why we're excited: Much more emphasis on magic, hero leveling, uniqueness, and finding a way to have our toys without worrying so much about balance (oh no, we have to make it so you can't do X because it would mess up the AI...). Lots more ways to play. Beta ETA: Summer.
Wygląda na to, że planują rozwijać FE LH przynajmniej do 2015 i wypuścić nową grę w universum Elementala, ale pod inną nazwą. Ciekawe dla kogo będzie beta ?