Anarcomu
Prince
- Joined
- Oct 4, 2022
- Messages
- 595
The principle would be to unlock several projects to improve specific buildings throught the game.
This could sorta solve the too many production/gold problem, since it gives additional, optional and non-punitive ways to spend ones money and hammers.
You unlock two projects over the course of an era, every time you get half the number of techs of the era (ie at 6, 12 techs in the ancient era, and 17, 22 techs in the classical era).
The 2 project from an era can only improve buildings of said era. So only two buildings can be improved per era.
There will be an additional panel which allow you to choose your projects.
The project works like the world congress one but on an empire basis, allowing all cities to contribute.
The project costs depend on number of cities and building cost (1.5 * Building cost * Number of Cities) for normal buildings, and 2 * Building cost for NW.
Improved building comes with improved effects and increased maintenance.
Ancient era buildings (-1 mean increased maintenance) :
This could sorta solve the too many production/gold problem, since it gives additional, optional and non-punitive ways to spend ones money and hammers.
You unlock two projects over the course of an era, every time you get half the number of techs of the era (ie at 6, 12 techs in the ancient era, and 17, 22 techs in the classical era).
The 2 project from an era can only improve buildings of said era. So only two buildings can be improved per era.
There will be an additional panel which allow you to choose your projects.
The project works like the world congress one but on an empire basis, allowing all cities to contribute.
The project costs depend on number of cities and building cost (1.5 * Building cost * Number of Cities) for normal buildings, and 2 * Building cost for NW.
Improved building comes with improved effects and increased maintenance.
Ancient era buildings (-1 mean increased maintenance) :
- Monument : +1, +1 border growth, -1.
- Shrine : +1, +15% Pressure for own faith, -10% pressure for other faiths, -1.
- Granary : +1, +5% kept on growth, -1.
- Barracks :+5 XP, +1 supply, +5% toward units, -1.
- Council : +3 per new , +10% toward scientists, -1.
- Lodge : +1 border growth, +3 per new , -1.
- Herbalist : +1, +1 for every 2 forests or jungles, -1.
- Walls : +3, +25 HP, +10%, -1.
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