Design: Buildings

Kael

Deity
Joined
May 6, 2002
Messages
17,403
Location
Paris, France
City Graphics

+%Ancient Era
+%Classical Era
+%Medieval Era
+%Renissauce Era
+%Ashen Veil Era (skins by Chalid)
+%The Order Era (skins by Chalid)
+%Fellowship of Leaves Era (skins by Chalid)
+%Runes of Kilmorph Era (skins by Chalid)
+%Octopus Overlords Era (skins by Chalid)


Era 1

+%Elder Council (skin and model by Chalid)
+%Granary
+%Harbor
+%Herbalist (skin and model by Chalid)
+%Market (skin and model by Chalid)
+%Obelisk

Palaces:
[tab] +Bannor Palace- Provides Law mana
[tab] +Malakim Palace- Provides Fire mana (will be converted to Sun when the Sun sphere is introduced)
[tab] +Elohim Palace- Provides Spirit mana
[tab] +Mercurian Palace- Provides Life mana
[tab] +Luchuirp Palace- Provides Enchantment mana
[tab] +Kuriotate Palace- Provides Creation mana
[tab] +Ljosalfar Palace- Provides Nature mana
[tab] +Khazad Palace- Provides Earth mana
[tab] +Sidar Palace- +2 Great Sage points
[tab] +Lanun Palace- Provides Water mana and +1 Food per sea tile globally.
[tab] +Grigori Palace- +2 Adventurer points
[tab] +Hippus Palace- Provides Horses
[tab] +Amurite Palace- Provides Metamagic mana
[tab] +Doviello Palace- Provides Chaos mana
[tab] +%Balseraph Palace (skin and model by Chalid)- Provides Mind mana
[tab] +Clan of Embers Palace- Provides Fire mana
[tab] +Svartalfar Palace- +4 XP for Recon units (will provide Provides Shadow mana when thats introduced)
[tab] +Calabim Palace- Provides Body mana
[tab] +Sheaim Palace- Provides Dimensional mana
[tab] +Infernal Palace- Provides Entropy mana
[tab] +Illian Palace- +4 XP for Melee units

+%Palisade (skin and model by Chalid)- +25% city defence, becomes obsolete with Construction, no tech requirement (Loki)
+%Smokehouse (skin and model by chalid)
+%Training Yard (skin and model by Chalid)

Era 1.5

+%Archery Range (skin and model by Chalid)
+%Barracks
+%Brewery (skin and model by C.Roland)
+%Carnival (skin and model by C.Roland)
+%Command Post (skin and model by Chalid)
+%Hunting Lodge (skin and model by Chalid)
+%Library- Needs renamed
+Pagan Temple
+%Stable (skin and model by Chalid)
+%Temple of Kilmorph (skin by Chalid)
+%Temple of Leaves (skin by Chalid)
+%Temple of the Order (skin by Chalid)
+%Temple of the Overlords (skin by Chalid)
+%Temple of the Veil (skin by Chalid)
+%Walls

Era 2

+%Aqueduct
+%Asylum (skin by C.Roland)
+Dungeon
+%Forge- -1 health, +25% hammers, allows 1 engineer, +1 happy with gold and gems, golems built in the city gain the Combat I promotion
+Gambling House
+%Inn (skin and model by C.Roland)
+%Lighthouse
+Moneychanger
+Public Baths
+%Siege Workshop (skin and model by Duke van Frost)
+%Theatre

Temple Upgrades-

[tab] 1. When the first one is built they block access to other temple upgrades for that religion.
[tab] 2. Initially they will be buildable, ideally these should be created by great prophets (if we can get the AI to do it correctly).

The Order:

[tab]+Inquisitional Hall (concept: strict)
[tab][tab]Removes all religions but the Order from the city
[tab][tab]Keeps religions from spreading to the city (not in yet)
[tab][tab]Inquisitioners given +4 xp
[tab][tab]Paladins created in this city gain the Command promotion
[tab][tab]+10% Maintenance

[tab]+Enforcement Office (concept: managed)
[tab][tab]-50% war weariness
[tab][tab]-50% maintenance
[tab][tab]-1 maintenance per happy (not in yet)
[tab][tab]-1 maintenance per military unti in city (not in yet)
[tab][tab]Doubled effect of great commanders recruit ability

The Ashen Veil:

[tab]+Demon's altar (concept: demon worship, dark magic)
[tab][tab]All units can be sacrificed for research, the higher the level of the unit, the more research is given
[tab][tab]Units created here start with a +40% vs disciples promotion
[tab][tab]-2 Happy

[tab]Forbidden Library (concept: intellegent)
[tab][tab]-20% culture, +10% science
[tab][tab]Trade routes yeild science instead of gold.
[tab][tab]10% chance of providing a Mind mana resource

The Fellowship of Leaves:

[tab]+The Golden Wood (concept: open, elegant)
[tab][tab]+25% culture
[tab][tab]+1 trade routes
[tab][tab]+1 great artist
[tab][tab]-25% city defense

[tab]+The Shadowed Vale (concept: closed, mystical)
[tab][tab]Triple the chance of generating Treants
[tab][tab]+1 great sage
[tab][tab]-1 trade routes
[tab][tab]-25% culture

Runes of Kilmorph:

[tab]+Hall of Granite (concept: insular, defensive)
[tab][tab]+50% defense
[tab][tab]-20% Culture
[tab][tab]+10% Production
[tab][tab]Non Kilmorph religions give -1 happiness each (not in yet)
[tab][tab]-1 Trade route
[tab][tab]City is more likely to culture flip away from non-Runes civs (not in yet)
[tab][tab]Stone gives +3 hammers

[tab]+RuneVault (concept: wise, traditional)
[tab][tab]Gems give +1 Happy
[tab][tab]-10% production
[tab][tab]+2 Prophet GP points
[tab][tab]+4 Research per Gems
[tab][tab]Allows the Rune Guard unit (rooted, 1 per city, defensive)

Octopus Overlords:

[tab]+Overseer's Residence (concept: punishing, controlling)
[tab][tab]Doubles effects of slaves sacrificed for production (not in)
[tab][tab]+1 Research per Orc, Elf, Human or Dwarf pen.
[tab][tab]Population sacrificed for production gives double effects (not in)
[tab][tab]-10% gold, culture
[tab][tab]-1 Happy

[tab]+Theater of Dreams (concept: insane)
[tab][tab]25% of the units produced in this city are Crazed
[tab][tab]Combat 1 promotion for Lunatics
[tab][tab]+1 Culture per animal pen
[tab][tab]City is more likely to culture flip away from non-OO civs (not in)

Era 3

+Alchemy Lab
+Armorer
+Basilica
+%Bear Totem (skin and model by Chalid)
+Bowyer
+%Castle
+%Colosseum
+%Courthouse
+%Drydock
+Golem Workshop
+Grove
+Hidden Court
+Hippodrome
+%Infirmary (skin by ?)
+Large Animal Stables
+Machinists Shop
+%Monastery
+%Tavern (skin and model by Duke van Frost)
+Tax Office
+Thieves Guild
+Weaponsmith

Era 4

+%Obsidian Gate (skin by C.Roland)


Civ specific buildings

Bannor:

Malakim:

[tab]+Citadel of Light- Summons a fireball if there is an enemy unit within 2 tiles, requires fire mana.
[tab]+Altar of Delos- Expands visibility range of units in the city by 2. (Loki)
[tab]Desert Shrine- +1 food, +2 great person points from deserts.

Elohim:

[tab]+Chancel of Guardians- +25% defense, 20% of units built in city start with defensive. (Loki)
[tab]+Reliquary- Units start with the Spirit Guide promotion.

Luchirp:

[tab]Assembly Halls- Buildling that boosts golem production
[tab]+Blasting Workshop- Gives golems the fireball ability, requires fire mana and a Golem Workshop
[tab]+Armament Molds (replaces armorer)- Increases golems strength, requires a Golem Workshop
[tab]+Velox Workshop (replaces weaponsmith)- decreases golems strength slightly, increases their movement, requires a Golem Workshop
[tab]+Gridlines- Building that gives City Defense to golems
[tab]?- Building that gives the Guardman promotion to golems
[tab]+Sculptors Studio (replaces barracks)


Kuriotates:

Ljosalfar:

Khazad:

[tab]+Dwarven Smithy (replaces forge)- Acts as a normal firge but it gives bonus production if Copper, Iron or Mithril is availabel to the city. (Loki)

Lanun:

Grigori:

[tab]+Adventurers Guild- +2 Adventurer points
[tab]+Grigori Tavern (replaces tavern)- Acts as a normal tavern but grants Adventurer points instead of Great Artist points.

Hippus:

Amurites:

[tab]+Cave of Ancestors- Grants +1 xp for each different mana resource the city has access to.

Doviello: (The Doviello won't have any unique buildings)

Balseraphs:

[tab]+Freak Show. +2 great artist points. Allows Human cages, Dwarf cages, Elf cages and Orc cages. (Loki)

Clan of Embers:

Calabim:

[tab]+Breeding Pit- Increases the growth rate of the city and gives -1 Health.
[tab]+Governors Manor- +2 hammers from engineers, +2 trade from merchants, +1 hammer and +1 trade from priests, -25% war weariness

Sheaim:
 
Buildings that provide you a benefit for building them in rivals cities:

1. A Mission House that provides additional gold to the owner of the holy city for the matching religion.

2. Market buildings? Make the weaponsmith buildable in rival cities, they get the quality weapons promotions, you get gold every turn?

3. Propaganda buildings that raise the cities chance of flipping to you.

4. An embassy that raises your relationship with that civ.
 
Kael said:
Upgradable buildings?

1. Multiple forms of the palace that provide different bonus's?

2. Upgradable flavors of the temples?

1. Very nice. Maybe choices influenced by your gov civic?

2. I love this. Would you like more than 2 choices?
I'll use temple of the order to make the point:
-Fortress of the Righteous
-Cathedral of the Good
-Altar of the Light
 
Kael said:
Buildings that provide you a benefit for building them in rivals cities:

1. A Mission House that provides additional gold to the owner of the holy city for the matching religion.

2. Market buildings? Make the weaponsmith buildable in rival cities, they get the quality weapons promotions, you get gold every turn?

3. Propaganda buildings that raise the cities chance of flipping to you.

4. An embassy that raises your relationship with that civ.


Finished good buildings?

Def: Building that require and produce resources?

5. Tailor- turns cotton and dyes into clothes?

1. That works. Maybe increases religion spread as well.
Possibly the amount of gold given could be reduced if there were many religions in the city.

2. That would work nicely if you based it on resources.
ie: you have mithril, and your ally doesn't. You build a special market in the city. Now the units built in that city start with the basic mithril equipment, and each time one is built you get something like 10% of its cost in gold.

3. Okay. I say you should add more effects, like increased unhappiness or rioting. This building should be removeable by an inquisition.

4. Great idea. Should alo increase chances of a spy mission suceeding, with its diplomacy effects doubled in a center of government.
Also, maybe it removes fog of war from the city and its radius.

5. I think that would be too complex for many users. It might work better if you used the equipment system so that if you had access to both dye and cotton, your units would start out with leather armor, and be stronger. maybe there should be a "quatermaster's office" which you can build infinite times, and it allows this kind of resource to equipment conversions.
 
The propaganda building should give a negative reputation hit of -1 per occurance in their lands. "you're spreading lies and propaganda against me! -1"
 
2. Upgradable flavors of the temples?

This is a great idea, and would really work in favour of city specialization. I think 3 different kinds are adequate, but they should be different ones for each of the religions(so not everyone should merely have, say, a military, a science and a culture kind of upgrade.) However, I think it might make sense to have one of the upgrades be military, in the sense that it would allow you to build a unique unit type tied to the religion. Some suggestions for upgrades and possible effects:

Leaves:
1. Garden of the Ancients - Increase forest spread rate within the city borders. +20% culture, allows 1 Priest and 1 Bard specialist.
2. Enchanted Spring - Allows unicorns, which means that all mounted units trained here gets the "unicorn" promotion(+20% strength, but loses withdraw ability), +2 xp for all mounted units trained here. Double production speed with gems. (If you want to point out that this building is shamelessly stolen from Heroes of Might and Magic III, you are correct).
3. Hidden Sanctuary - Allows training of woodland striders, which are a more potent kind of rangers who can learn basic shadow and nature spells. +10% military unit production.

Veil:

1. Forbidden Library - +25% science, -20% culture. 2 unhappy faces. Allows 1 scientist and 1 priest.
2. Crematorium - Allows training of Burnt Corpses, which are zombies with high fire resistance(ideal for hell exploration). +10% military unit production.
3. Don't know. Perhaps it could be one of few +health buildings the veil would get. Perhaps a hospital employing nasty experiments on people, increasing health, but causing unhappyness.

Overlords:

1. Spire of Thought - +20% science, -20% military production. Allow 1 priest and 1 scientist.
2. Pillar of Discipline - All units stationed in the city gets a tower of iron will promotion for as long as they stay garrisoned. Allows training of psions, who automatically grants tower of iron will to units in the same square.
3. Voices of the Insane - +50% military unit production, all units starts with the crazed promotion.

Kilmorph:

1. Divine Workshops - +25% hammers, -20% science. Allows 1 priest and one engineer.
2. Cloister of the Earth - Chance of discovering resources in mines worked by this city doubled. Allows training of Tunnelers, who can traverse peaks and gets a large defense bonus in hills, mountains and peaks. They can also bypass city walls to some extent.
3. Smith of the Mother - -50% military production, but all units gain a "blessed weapons" promotion, which gives +30% strength.

Order:

Fortress of Light - +25% city defense. +4 xp to new order units.
Inquisitorical Halls - +2 unhappy faces, allows training of high inquisitor, a more powerful inquisitor unit. +10% military unit production.
Hospital of Junil - +3 health, +1 happy, -30% military production.
 
Corlindale said:
Leaves:
1. Garden of the Ancients - Increase forest spread rate within the city borders. +20% culture, allows 1 Priest and 1 Bard specialist.
2. Enchanted Spring - Allows unicorns, which means that all mounted units trained here gets the "unicorn" promotion(+20% strength, but loses withdraw ability), +2 xp for all mounted units trained here. Double production speed with gems. (If you want to point out that this building is shamelessly stolen from Heroes of Might and Magic III, you are correct).
3. Hidden Sanctuary - Allows training of woodland striders, which are a more potent kind of rangers who can learn basic shadow and nature spells. +10% military unit production.

1. Good idea
2. I think that unicorns will work instead as unit would find wandering in the wilderness, and have to capture. The name is so good though... What if it instead:
+2 health, +33% of health kept after growth, +1 happy from inscence
3. Change the +10% military production to +25% defense and you have a deal

Veil:

1. Forbidden Library - +25% science, -20% culture. 2 unhappy faces. Allows 1 scientist and 1 priest.
2. Crematorium - Allows training of Burnt Corpses, which are zombies with high fire resistance(ideal for hell exploration). +10% military unit production.
3. Don't know. Perhaps it could be one of few +health buildings the veil would get. Perhaps a hospital employing nasty experiments on people, increasing health, but causing unhappyness.

1. I don't like the -20% culture really. How about gives +1 unhealthiness? Instead of unhappy faces have it give -20% spellcaster build time
2. Take away the +10% military production, and give it +1 health
3. Demon Lair (what happens to a veil temple when a demon moves in)
+2 demon (GP) points per each population point
New demons start with +3 XP points
-10% culture

Overlords:

1. Spire of Thought - +20% science, -20% military production. Allow 1 priest and 1 scientist.
2. Pillar of Discipline - All units stationed in the city gets a tower of iron will promotion for as long as they stay garrisoned. Allows training of psions, who automatically grants tower of iron will to units in the same square.
3. Voices of the Insane - +50% military unit production, all units starts with the crazed promotion.

1. I sense a pattern here. The name is great though, how about
+20% science, +10% culture, -2 XP points for new units. Allows scientist and artist
2. Doesn't seem OO enough. How about:
Laboratory
+1 science for every caged animal
+1 culture for every population point
-2 happiness
3. Great name, but the military production bonus seems boring. Instead:
-All non demon, non golem, non mage, non siege units start with the crazed promotion
-Science instead of culture goes towards city defense

Kilmorph:

1. Divine Workshops - +25% hammers, -20% science. Allows 1 priest and one engineer.
2. Cloister of the Earth - Chance of discovering resources in mines worked by this city doubled. Allows training of Tunnelers, who can traverse peaks and gets a large defense bonus in hills, mountains and peaks. They can also bypass city walls to some extent.
3. Smith of the Mother - -50% military production, but all units gain a "blessed weapons" promotion, which gives +30% strength.

1. Kinda cheasy pattern i'm seeing. Nice name though. How about:
+2 gold, +1 food, +1 hammer from each workshop in city radius
Allows two engineers
2. Great name. I'd rather have something like this:
All units built in city get guerilla I-II
Mines give +2 food, +1 gold in city radius
-10% military production
3. IDK. I'd rather have it do this:
Dwarf units produced +20%
Dwarf units gain +3 XP

Order:

1. Fortress of Light - +25% city defense. +4 xp to new order units.
2. Inquisitorical Halls - +2 unhappy faces, allows training of high inquisitor, a more powerful inquisitor unit. +10% military unit production.
3. Hospital of Junil - +3 health, +1 happy, -30% military production.

1. Good name, but I'd change the effect to be: +25% city defense, -50% maintenance, +1 happiness, -1 happiness from each 10% of budget allocated to culture, +2 great commander points
2. Good name. Like always, I want a different effect:
City can't trade with cities with any different religions in them
-3 happiness for each non-state in city
Double production speed of idisciples
+3 XP for new disciple units
3. No way! Junil is not a healing god. This is where we use that OO one from earlier.
Tower of Obediance
Units built in city are disciplined
+25% military production
Units built in city have formation I
 
Now that I'm thinking about it, the OO temple upgrade laboratory should also give +10 science each time a slave is sacrificed. Or soemthing like that.
 
I know that someone suggested this a long time ago in the thread, but I think it would be a nice function if you had the ability to build a bunch of guilds in your city.
Theives, Artists, Builders, Merchants, Mercanaries.

The idea of having five guilds is that you would only be able to build 3 in each city.
theives already has an effect.
Mercenaries allows the city to hire mercenaries (that other dudes mod) as well as reducing the hurry cost on mercenaries and privateers. Also mercs built with 2 XP, and -10% culture
Artists give +20% culture, +1 happiness per 10% culture. Allows 3 artists, artists in city give +1 gold, +1 great artist points. +10% war weariness
Builders gives +25% building production, +1 happiness from engineers
Merchants- -1 trade route, +2XP for naval units, +25% trade route yeild per resource inside city radius.

EDIT: More Guild ideas.
Tinkerers-Great people sacrificed in the city for technologies give double science points. -10% science
Wizards-Spellcasters produced with +2XP points, increased maintenance, +10% science
Pamphlet printers-+10% great person rate, +15% war weariness, -25% maintenance
 
Would it require the Guilds civic?

I like how it has the potential to further specialize a city.

I think that mercenaries should be hirable anywhere, as they are now, though. Reducing the hurry cost, the xp gain, and the culture loss are all good though.

Pamphlet printers-writing has been replaced in phase two, but it can still work.-Town Criers might work better as a name.
 
Lunargent said:
Would it require the Guilds civic?

I like how it has the potential to further specialize a city.

I think that mercenaries should be hirable anywhere, as they are now, though. Reducing the hurry cost, the xp gain, and the culture loss are all good though.

Pamphlet printers-writing has been replaced in phase two, but it can still work.-Town Criers might work better as a name.

No, but the guilds civic would allow you to build an extra one.

Merc- Yeah, reducing the hurry cost is what we need. Maybe reducing the sheild cost as well.

Town criers is a better name, but the mechanic is the same.
 
Finished good buildings?

Def: Building that require and produce resources?

1. Tailor- turns cotton and dyes into clothes?

2. Eternal Flame- that requires red mana and produces red mana even if the origional mana source is lost.

The more i think about those the more i like them. Its like no we dont sell you that Iron, but we can sell you some Swords to build your low Quality Swordsmen. Are You interested?

For example you need the Armorer to build Phalanxes. But at the same moment you get a Ressource Mithril Shields that allows you to Build a weaker Version of the Phalanx and you can sell those Shields to your Neighbors.
So i think every Ressource-generating Building should enable a more powerfull unit in the cities it is build but also allow other cities to build similar units as well.
 
Corlindale said:
This is a great idea, and would really work in favour of city specialization. I think 3 different kinds are adequate, but they should be different ones for each of the religions(so not everyone should merely have, say, a military, a science and a culture kind of upgrade.) However, I think it might make sense to have one of the upgrades be military, in the sense that it would allow you to build a unique unit type tied to the religion. Some suggestions for upgrades and possible effects:

Leaves:
1. Garden of the Ancients - Increase forest spread rate within the city borders. +20% culture, allows 1 Priest and 1 Bard specialist.
2. Enchanted Spring - Allows unicorns, which means that all mounted units trained here gets the "unicorn" promotion(+20% strength, but loses withdraw ability), +2 xp for all mounted units trained here. Double production speed with gems. (If you want to point out that this building is shamelessly stolen from Heroes of Might and Magic III, you are correct).
3. Hidden Sanctuary - Allows training of woodland striders, which are a more potent kind of rangers who can learn basic shadow and nature spells. +10% military unit production.

Veil:

1. Forbidden Library - +25% science, -20% culture. 2 unhappy faces. Allows 1 scientist and 1 priest.
2. Crematorium - Allows training of Burnt Corpses, which are zombies with high fire resistance(ideal for hell exploration). +10% military unit production.
3. Don't know. Perhaps it could be one of few +health buildings the veil would get. Perhaps a hospital employing nasty experiments on people, increasing health, but causing unhappyness.

Overlords:

1. Spire of Thought - +20% science, -20% military production. Allow 1 priest and 1 scientist.
2. Pillar of Discipline - All units stationed in the city gets a tower of iron will promotion for as long as they stay garrisoned. Allows training of psions, who automatically grants tower of iron will to units in the same square.
3. Voices of the Insane - +50% military unit production, all units starts with the crazed promotion.

Kilmorph:

1. Divine Workshops - +25% hammers, -20% science. Allows 1 priest and one engineer.
2. Cloister of the Earth - Chance of discovering resources in mines worked by this city doubled. Allows training of Tunnelers, who can traverse peaks and gets a large defense bonus in hills, mountains and peaks. They can also bypass city walls to some extent.
3. Smith of the Mother - -50% military production, but all units gain a "blessed weapons" promotion, which gives +30% strength.

Order:

Fortress of Light - +25% city defense. +4 xp to new order units.
Inquisitorical Halls - +2 unhappy faces, allows training of high inquisitor, a more powerful inquisitor unit. +10% military unit production.
Hospital of Junil - +3 health, +1 happy, -30% military production.

Can you cut these to 2 for each religion and tie each to an either/or decision so the player only has access to one or the other. Some examples could be:

1. One buildable if the player is ranked number 1.
2. Only buildable if the player has a certain civic.
3. Only buildable if the player has the religions holy city.
4. Only buildable if the civ is at war.
5. etc etc
 
Can you cut these to 2 for each religion and tie each to an either/or decision so the player only has access to one or the other.

I could do that, but wasn't the point of several upgrade paths for temples to allow for versatility and city specialization? If you restricted them so only one was available to you, building that particular one in all cities would be kind of a no-brainer. Wouldn't the restrictions be better for, say, some kind of national/great wonders?
 
Corlindale said:
I could do that, but wasn't the point of several upgrade paths for temples to allow for versatility and city specialization? If you restricted them so only one was available to you, building that particular one in all cities would be kind of a no-brainer. Wouldn't the restrictions be better for, say, some kind of national/great wonders?

You're right, I just didn't want them to build half of one and half of another. I wanted to force them to pick between the buildings so they would get either the research boost or access to a new unit. It just doesn't seem like much of a choice if they can have both.
 
I see your point. I think I'll try to tie them to civics then, since that will leave the player with the option, but still force him to use the setup across the board.

EDIT: Hmm, but a player could still run both civics, unless they're the same category. Perhaps they'll have to be.
 
Kael said:
You're right, I just didn't want them to build half of one and half of another. I wanted to force them to pick between the buildings so they would get either the research boost or access to a new unit. It just doesn't seem like much of a choice if they can have both.

What if you did something like Sevo's Faces of God mod for this? Then you can have many possibilities for each religion, but one one is useable at a time.
 
Two quick things:
a) library could be Scrolls or Runes of Witch's Cave
b) did you miss my t1 palisade idea? first possible defensive bonus.
 
loki1232 said:
Two quick things:
a) library could be Scrolls or Runes of Witch's Cave
b) did you miss my t1 palisade idea? first possible defensive bonus.

Walls comes pretty early, at masonry, which only takes Militia. So I don't know if we can have a building that is much earlier. You thinking about it as a building without a tech requirement?
 
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