Design: Buildings

Building Idea:

Summon Bindings:
Summoned units that are summoned in the city have the "bound" promotion. These units do not disapear at the end of their duration, but instead become Immoble defenders of the city (Movement reduced to 0). Each "bound" unit adds 1 unhappyness.

-Qes
 
QES said:
City Manor - (Available With an economic mid-game tech) <Expensive to build>
+1 Specialist in City (may make any citizen a specialist)
+1 Happy when in Aristocracy

I don't understand this one. Do you mean "any type" of specialist ? Only artist/merchant/sciencist (like Caste System) ? Or is it a free specialist ? As far as I know, you can always make a citizen a specialist, if only a "worker" specialist...


QES said:
Ivory Tower - (Available with science mid-game tech) <Expensive>
+ 2 Beakers per Sage, -2 Culture per sage (Unlimited sages)
+ 1 Happy when in Scholarship

Conscription Office - (Available with Nationalism) <Cheap>
Conscripts incure less unhappiness. Concripts Gain +2 Experience.

Catacombs - (Available with Sanitation) <Expensive>
Reduces the chance of disease being spread to units in city.
+1 Healthy
City remains in revolt longer if captured.

Gem Golemmacher - (Available to Lurchruip Early/Mid game) <Expensive>
Allows production of Saphire Golem, Ruby Golem, Diamond Golem, and Emerald Golem (with appropriate techs early - late)
Spoiler :

Saphire Golem - (Requires Gems) Str 4ish, bonus against fire, water walking.
Emerald Golem - (Requires Gems) Str 7ish, bonus against recon units, Drill 1.
Ruby Golem - (Requires Gems) Str 10ish, bonus against water, blast furnace grants "meteor" instead of "Fireball"
Diamond Golem - (Requires Gems) (National Unit- 3) Str 13ish, Has permanent stone skin.


Cheese Maker - (Early game) <Moderate Expense>
Cow's are considered luxury resources in this city (+1 happy)

Psionic Mediator - (Grigori Early/mid Game) <Expensive>
Decrease chance of religious spread to city.
+1 Happy Per mana type available.

Psionic Thrall-Master - (OO Mid Game) <Expensive>
+1 Free Specialist in city.
Citizen/worker Specialist produce +1 Hammer

Quartermaster (Available with Monarchy) <Mid-expense>
Reduces Maintenance in city by 5% for each unit stationed in city.
+1 Unhappy (Military gets first dibs on goods)

The other ones seem interesting. I'm a bit relunctant about reducing religion spreading for the Grigori (I still picture the average grigori citizen as being less determined that Cassiel, and the fact that their favorite civic is Free Religion only makes my opinion firmer on this), but the other effect is sound and should put even more emphasis on Mana.
 
SchpailsMan said:
I don't understand this one. Do you mean "any type" of specialist ? Only artist/merchant/sciencist (like Caste System) ? Or is it a free specialist ? As far as I know, you can always make a citizen a specialist, if only a "worker" specialist...
The other ones seem interesting. I'm a bit relunctant about reducing religion spreading for the Grigori (I still picture the average grigori citizen as being less determined that Cassiel, and the fact that their favorite civic is Free Religion only makes my opinion firmer on this), but the other effect is sound and should put even more emphasis on Mana.

I was thinking that the building would function like the caste system function (and if you had caste, then it'd be twice as grand). The specialist would be a essentially free population point but it must be a specialist. It would be a VERY expensive building (like all of the ones that provided specialists). But still, something interesting to build - especially for GP tactics.

For the grigori, they are self-determined, but the Psionic Mediator is a mental thing. Ol Cassiel is attempting through throught-control or at least thought-******ation to limit the spread. It is not a moratorium, more like the magical fantastic equivilant of propoganda against religion.

-Qes
 
Poo, Cave of the Ancients got nerfed. It was way over the top, but +1 exp is pretty weak.. its not even worth building now, with the rate adepts gain xp anyways.

Maybe if Firebows and such also got the bonus, or +2 even..
 
Quetz said:
Poo, Cave of the Ancients got nerfed. It was way over the top, but +1 exp is pretty weak.. its not even worth building now, with the rate adepts gain xp anyways.

Maybe if Firebows and such also got the bonus, or +2 even..

I havent changed cave of ansestors. It should give 1 xp for each mana type available in that city. Is it not working?
 
JuliusBloodmoon said:
I guess he tough it was nerfed because the building only says +1 XP to adepts, you have to read the description in the Civilipedia where it says +1 XP for every mana...

Ahh, yeah. The game doesnt understand the python function that does the real work.
 
Oh. Yea. I saw that +1 xp thing and figured it was taken down. Glad to hear its not so :D
 
Hey everyone! i havent been here for a while, ive been working with the Warhammer team:p however, i was working on som Woodelf specific City art and just thought id show everyone. the links in my Sig. (you dont have to use them by the way:p)

@Chalid: could you tell me how to put new buildings into Civ? ive tred a couple of tutorials but they havent worked for me, and i know your excelen t with your civ architecture (just look at the religion city art:crazyeye:)
 
How about the Demon Altar halving or removing the unhappiness for whipping, similar to the Aztec Sacrificial Altar?
 
QES said:
Building Idea:

Summon Bindings:
Summoned units that are summoned in the city have the "bound" promotion. These units do not disapear at the end of their duration, but instead become Immoble defenders of the city (Movement reduced to 0). Each "bound" unit adds 1 unhappyness.

-Qes

Nice idea, but imagine building this in the same city as Tower of Complacency. Invincible city, barring an archmage with a whole lot of patience and Tsunami working his way in from the coast to get them in one go.

M@ni@c said:
How about the Demon Altar halving or removing the unhappiness for whipping, similar to the Aztec Sacrificial Altar?

Doesn't "Sacrifice the Weak" civic do this already? If not, it seriously should.
 
It doesn't. I guess it would be easier to attach that to building (demons altar) than to civic, as that funcion exists it warlords...
 
Been forever since i posted, but i have downloaded your fall from heaven mods (ITS AWESOME!!!!!) some one probably asked this already but shouldn't elven settlers only be able to build cities in forest areas? (implying that they build their cities in and around the tops of the trees themselves) and wouldn't that imply that palisades and walls would be alittle inadequate in defense of a colony. (sorry to be questioning the Emperor's divine authority but I just thought to add alittle more depth into the differences of the different races might increase awesomeness of game even further.) ( plus adding to this statement that dwarfs' cities should be subterranean, but then again how would you make a visual for something under the gound? i dont know just thinking out loud.) if someone already asked this question please feel free to not reply if you see this...

........ I didn't realise until already posted.... Deeply sorry........... bye bye
 
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