MOD Idea: Improved Buildings

pimparel

Chieftain
Joined
Dec 7, 2001
Messages
66
Location
Recife
FFH is very 'unit centric' mod, and I don't have much incentive to build some buildings... So, to improved the buildings and to add another strategic layer in the game, I propose to add resource tied bonuses.
Which would create more incentive to go after new resources or to make a wider trade network.

The layout would be something like this:
Code:
BUILDING_BREWERY
	Corn		+2%C
	Rice		+2%C
	Wheat		+2%C

BUILDING_BREEDING_PIT
	Toad		+2%F
	Gulagarm	+2%F
	Razorweed	+2%F

BUILDING_FORGE				BUILDING_DWARVEN_SMITHY
	Copper		+2%H			Copper	+5%H
	Iron		+3%H			Iron	+5%H
	Mithril		+5%H			Mithril	+10%H

BUILDING_GRANARY
	Corn		+2%F
	Rice		+2%F
	Wheat		+2%F

BUILDING_HARBOR				BUILDING_HARBOR_LANUN
	Clam		+2%F			Clam	+2%F
	Crab		+2%F			Crab	+2%F
	Fish		+2%F			Fish	+2%F

BUILDING_MARKET
	Banana		+2%F
	Cotton		+2%C
	Dye		+2%C
	Fur		+2%C
	Ivory		+2%C
	Silk		+2%C
	Sugar		+2%C
	Wine		+2%C

BUILDING_SMOKEHOUSE
	Cow		+2%F
	Deer		+2%F
	Pig		+2%F
	Sheep		+2%F

BUILDING_SMUGGLERS_PORT
	Gem		+3%C
	Gold		+3%C
	Ivory		+3%C
	Pearls		+3%C
	Silk		+3%C

Some buildings would need to have theirs costs adjusted, like the market... Also I reduced the Khazad forge bonuses, which IMHO were too much.

My main concern is about large empires.

I would welcome comments about balance and other stuff.
 
In general, FfH needs a LOT of work toward making a Builder Playstyle a fun, viable option. Quite a few projects have approached individual aspects of this (expanding the tech tree to seperate builder & warmonger aspects, tweaking buildings to make them worthwhile, enhancing Trade options), and if someone finished them and combined things creatively it'd be quite awesome.
 
OK... Added a module with these changes:

Code:
BUILDING_BREWERY
	Corn		2%C
	Rice		2%C
	Wheat		2%C

BUILDING_BREEDING_PIT
	Toad		2%F
	Gulagarm	2%F
	Razorweed	2%F

BUILDING_FORGE				BUILDING_DWARVEN_SMITHY +25%H
	Copper		2%H			Copper	4%H
	Iron		3%H			Iron	6%H
	Mithril		5%H			Mithril	10%H

BUILDING_GRANARY
	Banana		2%F
	Corn		2%F
	Rice		2%F
	Wheat		2%F

BUILDING_HARBOR				BUILDING_HARBOR_LANUN
	Clam		2%F			Clam	4%F
	Crab		2%F			Crab	4%F
	Fish		2%F			Fish	4%F

BUILDING_MARKET
	Cotton		2%C
	Dye		2%C
	Fur		2%C
	Ivory		2%C
	Silk		2%C
	Sugar		2%C
	Wine		2%C

BUILDING_SMOKEHOUSE
	Cow		2%F
	Deer		2%F
	Pig		2%F
	Sheep		2%F

BUILDING_SMUGGLERS_PORT
	Gem		3%C
	Gold		3%C
	Ivory		3%C
	Pearls		3%C
	Silk		3%C
 

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hmmm . . . a special smokehouse for the Doviello?
 
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