<?xml version="1.0" encoding="utf-8"?><rss xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" version="2.0"><channel><title>Elemental Forums » RSS Feed » WOM Ideas Posts</title><link>https://feeds.feedburner.com/Stardock/Elemental/forum/512</link><copyright>© 2006 - 2026 Stardock Corporation. All rights reserved.</copyright><description>Recent Posts In WOM Ideas</description><language>en-us</language><pubDate>Thu, 16 Apr 2026 12:28:25 AM -0400</pubDate><lastBuildDate>Thu, 16 Apr 2026 12:28:25 AM -0400</lastBuildDate><docs>http://cyber.law.harvard.edu/rss/rss.html</docs><generator>Stardock Rss Generator v1.0</generator><managingEditor>info@stardock.com</managingEditor><webMaster>kwilas@stardock.com</webMaster><item><author>Black-Knight</author><comments>https://forums.elementalgame.com/405093</comments><description><![CDATA[ elements that make aow superior to elemental:   1 Movement: units MOVE in that game! they don't just go by 2 or three squares. in one turn one has the&nbsp; impressin to accomplish something and there isn't that horrible frustration to keep clicking over and over on that end of turn button. For example a hero with 30 movement points can move by 10 hexes&nbsp; on a road (one road hexe costs 3 points). Boats too can move by 10 hexes, since their speed is 40 and one hexe of waters costs 4 moveme...]]></description><guid isPermaLink="True">https://forums.elementalgame.com/405093</guid><link>https://forums.elementalgame.com/405093</link><pubDate>Fri, 18 Jan 2013 4:09:46 PM -0500</pubDate><pubDateParsed>2013-01-18T16:09:46-05:00</pubDateParsed><title>In What Age of Wonders is Superior to EWOM</title></item><item><author>onomastikon</author><comments>https://forums.elementalgame.com/378632</comments><description><![CDATA[   &nbsp;          My post will have three main sections (Introduction, Sources, and Suggestions) and a summary. Thank you in advance for your constructive criticism.                     INTRODUCTION            &nbsp;       For many reasons, I believe one of the largest challenges to a good (epic-length) TBS such as Elemental will be reducing or eliminating Late Game Tedium (in following: LGT). Late Game Tedium, I propose, may be described as a quality of a game by which a special kind of boredo...]]></description><guid isPermaLink="True">https://forums.elementalgame.com/378632</guid><link>https://forums.elementalgame.com/378632</link><pubDate>Tue, 03 Jul 2012 7:35:12 AM -0400</pubDate><pubDateParsed>2012-07-03T07:35:12-04:00</pubDateParsed><title>Avoiding Late Game Tedium (LGT)</title></item><item><author>Femmefatal48</author><comments>https://forums.elementalgame.com/424383</comments><description><![CDATA[ The key element required in all strategy games like this is CHALLENGE. To Challenge the player above and beyond the norm. To make that middle and end game just as challenging as the early game. This by far is what so many games FAIL on when they are created. They make a game and THROW IN an AI. Thus why so many games get such bad raps for being non-challenging and not fun. Even though the fanbois will cream their pants about how much fun it is because they like EASY or just LOOK AT THE PRETTY ...]]></description><guid isPermaLink="True">https://forums.elementalgame.com/424383</guid><link>https://forums.elementalgame.com/424383</link><pubDate>Thu, 10 May 2012 11:00:10 AM -0400</pubDate><pubDateParsed>2012-05-10T12:00:10</pubDateParsed><title>The Key Element required in all games</title></item><item><author>Edwin99</author><comments>https://forums.elementalgame.com/410914</comments><description><![CDATA[Ideas for a book of nature, perhaps a book of Magic that only the Tarthans&nbsp;can receive at game start.  Book of Nature contains spells that&nbsp;affect the plants and animals of the forest. You can cause plants to grow and summon animals. You can give plants movement and cause summoned animals to group into large packs and direct the movement of insect swarms. Under your command wood can warp or become as hard as steel.  This may be an expert spell book for other races or&nbsp;perhaps it...]]></description><guid isPermaLink="True">https://forums.elementalgame.com/410914</guid><link>https://forums.elementalgame.com/410914</link><pubDate>Fri, 02 Mar 2012 1:16:44 AM -0500</pubDate><pubDateParsed>2012-03-02T01:16:44-05:00</pubDateParsed><title>[FE - Book of Nature]</title></item><item><author>Black-Knight</author><comments>https://forums.elementalgame.com/411287</comments><description><![CDATA[When recruited heroes are indeed different from each other. But they all can get the same weapons, they all can be imbued with magic... after a while they are all the same. My suggestion is to limit heroes in what they can do.  That is a big mistake in a gameplay which in fact repeatedly has been described as one that tries to "do too much".  Heroes IMO should be specialized in the kind of weapon/armor they can carry. Maybe some of them are unable to use swords, but get a bonus when using a ...]]></description><guid isPermaLink="True">https://forums.elementalgame.com/411287</guid><link>https://forums.elementalgame.com/411287</link><pubDate>Mon, 30 Jan 2012 1:08:24 AM -0500</pubDate><pubDateParsed>2012-01-30T01:08:24-05:00</pubDateParsed><title>Suggestion: differentiate heroes</title></item><item><author>AIAndy</author><comments>https://forums.elementalgame.com/369489</comments><description><![CDATA[To make magic more interesting, I would like to see its mechanics go beyond simple cast and target.  What about a kind of ritual magic, that requires more than one spell before it reaches its primary effect (though it might have secondary effects before that).  Lets assume an army approaches one of the cities of a powerful channeler. He has a spell that can flood land to turn it into a deadly swamp for some time but that spell requires a nearby big water source. Since the approaching army kn...]]></description><guid isPermaLink="True">https://forums.elementalgame.com/369489</guid><link>https://forums.elementalgame.com/369489</link><pubDate>Fri, 14 Oct 2011 2:11:22 AM -0400</pubDate><pubDateParsed>2011-10-14T02:11:22-04:00</pubDateParsed><title>Ritual Magic</title></item><item><author>Lord Xia</author><comments>https://forums.elementalgame.com/412653</comments><description><![CDATA[ I think you guys at Stardock should polish the hell out of &nbsp;1.4 WoM, rerelease it for those discount games sales at Wal-Mart and Target, add a FE demo to it with a discount for FE before FE is released. Or if not a full demo, maybe a trailer and discount. &nbsp;&nbsp;  &nbsp;  &nbsp;   ]]></description><guid isPermaLink="True">https://forums.elementalgame.com/412653</guid><link>https://forums.elementalgame.com/412653</link><pubDate>Wed, 12 Oct 2011 4:16:37 PM -0400</pubDate><pubDateParsed>2011-10-12T16:16:37-04:00</pubDateParsed><title>WoM rerelease</title></item><item><author>Xaltwind</author><comments>https://forums.elementalgame.com/390846</comments><description><![CDATA[This is not so much a suggestion that has to do with the game as it is something that more concerns the community and the area around the game. When I look at the forums, I find myself hopelessly searching up and down for a 'Roleplay'-board, a sub-forum where people can go and write creatively by sharing their tales and adventures of the game in a more eloquent and refined way than say, uploading a bunch of pictures and going:  "Here I built food city, it crank out many %. Me no starve nao!  ...]]></description><guid isPermaLink="True">https://forums.elementalgame.com/390846</guid><link>https://forums.elementalgame.com/390846</link><pubDate>Fri, 30 Sep 2011 8:07:54 AM -0400</pubDate><pubDateParsed>2011-09-30T08:07:54-04:00</pubDateParsed><title>[Suggestion; Forum]Additional board for fandom, creative writing and roleplay.</title></item><item><author>Climber</author><comments>https://forums.elementalgame.com/412341</comments><description><![CDATA[  Another idea that should make every game feel more different, giving variety to the game.      I proposed that certain Champion know a tech/spell that will allow you to use it as if you&#39;ve researched it already. &nbsp;     For example, if at turn 1 you luckily recruited a champion that knows Advanced Trading, your empire enjoy all the&nbsp;    benefit of this tech immediately.      And when this champion dies, the tech goes away with him (unless you research it already). To make this ...]]></description><guid isPermaLink="True">https://forums.elementalgame.com/412341</guid><link>https://forums.elementalgame.com/412341</link><pubDate>Thu, 29 Sep 2011 12:21:18 PM -0400</pubDate><pubDateParsed>2011-09-29T09:21:18</pubDateParsed><title>The benefit of associating Champions with researched Tech/Spell</title></item><item><author>Redwind85</author><comments>https://forums.elementalgame.com/411814</comments><description><![CDATA[Hey i would like to ask what are the plans for FE around inventory control / shop?   For as it stands WOM it is horrendous at best.  When i go to a shop there is no easy way to overview what i have ( i have to remember what i have and buy/sell acordingly)&nbsp; and also i have to equip and unequip on a completely different page .  these things could be made alot more user friendly!   the shop window could show items you own + own/equipped with a small checkbox (equip it) then suddenly e...]]></description><guid isPermaLink="True">https://forums.elementalgame.com/411814</guid><link>https://forums.elementalgame.com/411814</link><pubDate>Tue, 27 Sep 2011 3:20:08 PM -0400</pubDate><pubDateParsed>2011-09-27T15:20:08-04:00</pubDateParsed><title>Confirmation about Inventory Control / shop?</title></item><item><author>ZubaZ</author><comments>https://forums.elementalgame.com/409988</comments><description><![CDATA[Pay attention.        ]]></description><guid isPermaLink="True">https://forums.elementalgame.com/409988</guid><link>https://forums.elementalgame.com/409988</link><pubDate>Mon, 26 Sep 2011 8:48:38 PM -0400</pubDate><pubDateParsed>2011-09-26T20:48:38-04:00</pubDateParsed><title>Female armor is important</title></item><item><author>RogueCaptain</author><comments>https://forums.elementalgame.com/388453</comments><description><![CDATA[ Objective : To make elemental more exciting by adding one new adjustment to diplomacy relation options during peacetime.   Reason : Relations between nations in most 4x games basically boils down to big surges of war and peace, but what if we had something in between during peacetime to make the game more exciting?&nbsp; Micro conflicts between states within set restrictions will reduce early and late game tedium.&nbsp; As a side effect it will also add to the dangerous wild wilderness fronti...]]></description><guid isPermaLink="True">https://forums.elementalgame.com/388453</guid><link>https://forums.elementalgame.com/388453</link><pubDate>Sun, 18 Sep 2011 4:40:02 AM -0400</pubDate><pubDateParsed>2011-09-18T04:40:02-04:00</pubDateParsed><title>[Suggestion] Cease Fire vrs Peace Treaty: Reducing Tedium</title></item><item><author>Climber</author><comments>https://forums.elementalgame.com/411546</comments><description><![CDATA[  We do have 5 victory conditions. But does the game has mapped out what player should do to achieve it? I wish  Derek  has already.    But below is my attempt anyway.    In my previous article  5 Unique playstyles by making each individual tech tree individually viable , it talks about how the tech tree should support each playstyle.    Below are 5 different ways I want to play the E:FE. By no means it is only 5 path, players can always mix and match, but that will means they will be less...]]></description><guid isPermaLink="True">https://forums.elementalgame.com/411546</guid><link>https://forums.elementalgame.com/411546</link><pubDate>Wed, 14 Sep 2011 9:25:12 AM -0400</pubDate><pubDateParsed>2011-09-14T09:25:12-04:00</pubDateParsed><title>E:FE, Have Derek specifically maps out 5 different paths of play?</title></item><item><author>Civfreak</author><comments>https://forums.elementalgame.com/388264</comments><description><![CDATA[Unless there is a way I'm not aware of, after a city levels up and you assign a bonus (20% Research, Money, etc) there is no way to see what you assigned to a given city. It would be nice if it were added in the city details or in the Kingdom Info button in some way.  ]]></description><guid isPermaLink="True">https://forums.elementalgame.com/388264</guid><link>https://forums.elementalgame.com/388264</link><pubDate>Thu, 08 Sep 2011 11:56:53 AM -0400</pubDate><pubDateParsed>2011-09-08T12:56:53</pubDateParsed><title>[Suggestion] Add a way to see what a city is specialized in after getting level up</title></item><item><author>Climber</author><comments>https://forums.elementalgame.com/411582</comments><description><![CDATA[                   Streamlineing gamer&#39;s task to intake information is crucial for an engaging gameplay too. Let&#39;s see what we can do to streamline the main UI screen.   &nbsp;   Have you ever found the following happened to you in many different TBS games?   1. Too much mouse clicks and mouse movement to play, esp bad with many cities    2. &nbsp;You saw the thing need your attention after you click end-turn, but before you start your turn. You&#39;ve hard time finding it back afte...]]></description><guid isPermaLink="True">https://forums.elementalgame.com/411582</guid><link>https://forums.elementalgame.com/411582</link><pubDate>Wed, 07 Sep 2011 1:44:16 PM -0400</pubDate><pubDateParsed>2011-09-07T13:44:16-04:00</pubDateParsed><title>[UI] FE - Main User Interface</title></item><item><author>Tohron</author><comments>https://forums.elementalgame.com/411724</comments><description><![CDATA[&nbsp;  We all know that the WoM research model is significantly imperfect, but an idea I just had would fix many of those problems while keeping the flavor.  &nbsp;  In this model, every turn after a breakthrough, the game would roll randomly for each tech (which you have the prerequisites for) to determine if that tech would be added to the list of techs you can choose to take. &nbsp;The chance of a tech being added would increase with the amount of research being done and the number of ...]]></description><guid isPermaLink="True">https://forums.elementalgame.com/411724</guid><link>https://forums.elementalgame.com/411724</link><pubDate>Sun, 04 Sep 2011 11:28:06 AM -0400</pubDate><pubDateParsed>2011-09-04T12:28:06</pubDateParsed><title>[FE, Gameplay] A way to save the old research model?</title></item><item><author>Edwin99</author><comments>https://forums.elementalgame.com/411696</comments><description><![CDATA[A proposal for varied AI strategies.  At game start the kingdom/empire strategies for each AI fraction would be randomly selected. This strategy would give their research, build and expansion and diplomacy&nbsp;strategies for the entire game.  Example    01-15: Steamroller Strategy - Build one big strong army and proceed on a campaign of contest (15%)  16-30: Pillage, Burn, Destroy - Attack weakly guarded cities and burn them to the ground (15%)  31-45: Slow Expansion via Strongly Garrison...]]></description><guid isPermaLink="True">https://forums.elementalgame.com/411696</guid><link>https://forums.elementalgame.com/411696</link><pubDate>Sat, 03 Sep 2011 9:14:32 PM -0400</pubDate><pubDateParsed>2011-09-03T21:14:32-04:00</pubDateParsed><title>[WOM - Varied AI Strategies]</title></item><item><author>Aeon221</author><comments>https://forums.elementalgame.com/371885</comments><description><![CDATA[One of the major sticking points for fantasy and rpg mods in Civ4 is the inability &nbsp;to create multiple maps for dungeons, planes planets and shops that could not be displayed on the overland map.  It'd be extremely handy if, in Elemental, it was possible to tie all sorts of maps to one another, in a variety of ways: a daisy chain, overland/dungeons, land/sea/air.&nbsp;  It'd also be nice if those off-maps could be randomly generated using scripts that differed from the script used to cr...]]></description><guid isPermaLink="True">https://forums.elementalgame.com/371885</guid><link>https://forums.elementalgame.com/371885</link><pubDate>Fri, 02 Sep 2011 6:43:38 AM -0400</pubDate><pubDateParsed>2011-09-02T06:43:38-04:00</pubDateParsed><title>Multiple Maps in a Single Session</title></item><item><author>Edwin99</author><comments>https://forums.elementalgame.com/411618</comments><description><![CDATA[With&nbsp;FrogBoy working on V1.4; fixing the lingering bugs, balance and AI issues, here is my wishlist for for V1.5:  1. A greater selection of tactical spells and a range of AI tactical strategies that would make battles more interesting for the player.  I would like to face AI&#39;s that approach battle differently. While some will charge in, I would like to see others that hold back and wait for you to charge them. While&nbsp;most will focus on offensive damage magic I would like to see...]]></description><guid isPermaLink="True">https://forums.elementalgame.com/411618</guid><link>https://forums.elementalgame.com/411618</link><pubDate>Thu, 01 Sep 2011 5:30:30 AM -0400</pubDate><pubDateParsed>2011-09-01T05:30:30-04:00</pubDateParsed><title>[WOM 1.5 Focus]</title></item><item><author>Aeon221</author><comments>https://forums.elementalgame.com/371245</comments><description><![CDATA[Most people on this forum have probably played quite a number of card, video and board games. There are a number of valuable mechanisms we've all seen in these game types that could be used to build a durable and entertaining tactical battle system -- in other words, totally unlike the snorefest of the HoMM games.  I'd like to say at the start that several of the games I use as negative examples are very good games, and several of the games I use as positive examples are very bad games. I'm no...]]></description><guid isPermaLink="True">https://forums.elementalgame.com/371245</guid><link>https://forums.elementalgame.com/371245</link><pubDate>Wed, 31 Aug 2011 6:29:43 PM -0400</pubDate><pubDateParsed>2011-08-31T18:29:43-04:00</pubDateParsed><title>Tactical Battles -- How to make them the bestest!</title></item><item><author>Climber</author><comments>https://forums.elementalgame.com/411589</comments><description><![CDATA[  Fantasy TBS game has the adopted the following routine as the major game play: the more is better.    Usually, at turn0, you land grab as much as possible. Then keep expand and expanding. Getting more city, more cities and then even more cities under your control is the sure way to achieve your victory condition. More cities is always better. I want this changed for FE.    I want to have a game that a medium empire (or even a small more) has exactly same chance to achieve victory, by doing...]]></description><guid isPermaLink="True">https://forums.elementalgame.com/411589</guid><link>https://forums.elementalgame.com/411589</link><pubDate>Mon, 29 Aug 2011 9:44:21 AM -0400</pubDate><pubDateParsed>2011-08-29T09:44:21-04:00</pubDateParsed><title>[GamePlay] Ranking Bonus, can make FE the best ever game.</title></item><item><author>Black-Knight</author><comments>https://forums.elementalgame.com/411044</comments><description><![CDATA[In my oipinion heroes should serve another goal in this game, than being a perfect substitute to armies.  In Total War heroes just give bonuses to armies and cities, and improve their skills based on the time spent in specific cities with specific buildings, or after a specific victory on the battlefield. IE a hero who spends time in a city with a law school could add a bonus to that city&#39;s security and can then be moved to another city to bring that bonus with him (good concept to develop...]]></description><guid isPermaLink="True">https://forums.elementalgame.com/411044</guid><link>https://forums.elementalgame.com/411044</link><pubDate>Mon, 29 Aug 2011 9:33:55 AM -0400</pubDate><pubDateParsed>2011-08-29T09:33:55-04:00</pubDateParsed><title>Should Heroes be Able to Take Armies Alone?</title></item><item><author>onomastikon</author><comments>https://forums.elementalgame.com/411055</comments><description><![CDATA[I&#39;m not sure if Derek or anyone else at SD reads this subforum, but I thought I would ask if Terrain is being considered in FE.  So far, I like the way that FE seems to be moving in terms of variety in units (abilities) and cohesion of ideas. But will the playing field still be so bland? By this I do not mean cosmetic or superficial changes towards prettiness, but rather the way that terrain matters to my empire. It still bothers me that having 5000 tiles of land in my Empire has no signif...]]></description><guid isPermaLink="True">https://forums.elementalgame.com/411055</guid><link>https://forums.elementalgame.com/411055</link><pubDate>Mon, 29 Aug 2011 6:23:20 AM -0400</pubDate><pubDateParsed>2011-08-29T06:23:20-04:00</pubDateParsed><title>Terrain in FE</title></item><item><author>Black-Knight</author><comments>https://forums.elementalgame.com/410752</comments><description><![CDATA[I have spoken several times against teleport, maybe you missed it because it was way before you started working with the team. To make a long story short, this game is becoming more and more like Age of Wonders Shadow Magic (personal, strategic, tactical spells... a common mana pool...). Personally I don&#39;t mind it a bit, because AOW is one of the best video game ever made... But I already know the feeling of this kind of gameplay, and watch it because there was a revolution going on in the A...]]></description><guid isPermaLink="True">https://forums.elementalgame.com/410752</guid><link>https://forums.elementalgame.com/410752</link><pubDate>Sun, 28 Aug 2011 9:35:39 PM -0400</pubDate><pubDateParsed>2011-08-28T21:35:39-04:00</pubDateParsed><title>Hey Derek you realize that AIR magic is overkill right?</title></item><item><author>Edwin99</author><comments>https://forums.elementalgame.com/411559</comments><description><![CDATA[1. Charisma limits the number of champions your can recruit. Max number of heros = Charisma / 2  Example: Charisma 8 = Max 4 Champions, Charisma 12 = Max 6 Champions, Charisma 20 = Max 10 Champions  2. Charisma reduces the chance of a champion leaving your service after you lose a battle.  Each time you lose a battle each champion of yours&nbsp;has a 10% to leave your service. Every 1&nbsp;point of Charisma over 10 reduces this by 1%.  Example: A Sovereign of Charisma&nbsp;18 loses a bat...]]></description><guid isPermaLink="True">https://forums.elementalgame.com/411559</guid><link>https://forums.elementalgame.com/411559</link><pubDate>Sun, 28 Aug 2011 1:03:20 PM -0400</pubDate><pubDateParsed>2011-08-28T13:03:20-04:00</pubDateParsed><title>[Charisma &amp; Champions]</title></item></channel></rss>