Design: Buildings

Kael said:
Veil:

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

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

1. Great one. I think that it should allow you to sacrifice population to hurry production of demons.

2. I think that it should only be allowed to trade with other veil cities. Its forbidden stuff, and the order cities wouldn't like to give them illegal scrolls.
 
Kael said:
Fellowship:

1. The Golden Wood (concept: open, elegant)
+25% culture
+1 trade routes
+1 great artist
+1 maintenance per unhealthiness point (I love this idea, i have no idea how to do it but Im going to see if I can do it)
+25% war weariness

2. The Shadowed Vale (concept: closed, mystical)
Units created here gain a +40% vs recon units promotion
+1 great sage
-1 trade routes.
-25% culture.

1. Maybe also -25% city defense? These guys won't have a huge defense. What about also +2 culture from forests?

2. That doesn't seem quite good enough. What if whenever they killed an enemy in a city's borders that city got 50% of that unit's shields added as culture? That's the kind of people they are.
 
Kael said:
Runes:

1. Hall of Granite (concept: insular, defensive)
+50% defense
Non Kilmorph religions give -1 happiness each
-20% culture
-1 Trade route
-1 Food from forests
City is more likely to culture flip away from non-Runes civs

2. RuneVault (concept: wise, traditional)
Gems give +1 culture
Stone gives +1 science
-10% production
+1 Prophet GP points

1. I think +50% defense in hills in city's radius as well.

2. -10% science should be added to signify the loss of science in a very traditional society. Also, that seems really weak, so i think that it should give +1 culture from all metals. Isn't that the status quo for dwarves? Metal toothbrushes, to quote lunargent.
 
Originally Posted by Kael
Order:

1. Inquisitorial Halls (concept: strict)
Removes all religion but the Order from the city
Keeps religions except the order from spreading to the city
Inquisitioners can be trained early, given +4 xp if the Inq required tech is also known
Paladins created in this city gain the Command promotion
+1 happiness

2. Enforcement Offices (concept: managed)
-50% war weariness
-50% maintenance
-1 maintenance per happy
-1 maintenance per military unti in city
Doubled effect of great commanders recruit ability

loki1232 said:
1. I think it should stop all religions from spreading to the city.
I think that is way to powerful. What are its disadvantages? I think that it should give -2 happy.

Okay, how about (changed +1 happy to +10% maintenance costs and added your block on all new religions):

1. Inquisitorial Halls (concept: strict)
Removes all religion but the Order from the city
Keeps religions from spreading to the city
Inquisitioners can be trained early, given +4 xp if the Inq required tech is also known
Paladins created in this city gain the Command promotion
+10% Maintenance


2. -1 maintenance per happy face? What???? Shouldn't it be -1 happiness per maintenance? Also, I love the great commander thing.

It was listed the other way arond but I assumed it was a typo. I assumed that the city would be cheaper to maintain for ever happy person. You want the people to be more unhappy the higher maintenance gets?
 
Originally Posted by Kael
Veil:

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

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

loki1232 said:
1. Great one. I think that it should allow you to sacrifice population to hurry production of demons.

Except you can't build demons.

2. I think that it should only be allowed to trade with other veil cities. Its forbidden stuff, and the order cities wouldn't like to give them illegal scrolls.

Yeah, I like this too. I just cant figure out how to do it on the back end without a major revamp to the trade networks.
 
Yes, I think that the city should get more unhappy the more maintenacne it has. This is an uber organized civ, and any waste makes them unhappy. It shouldn't be too hard for them to maintain a maintenance free empire because units reduce happiness.
 
Originally Posted by Kael
Fellowship:

1. The Golden Wood (concept: open, elegant)
+25% culture
+1 trade routes
+1 great artist
+1 maintenance per unhealthiness point (I love this idea, i have no idea how to do it but Im going to see if I can do it)
+25% war weariness

2. The Shadowed Vale (concept: closed, mystical)
Units created here gain a +40% vs recon units promotion
+1 great sage
-1 trade routes.
-25% culture.

loki1232 said:
1. Maybe also -25% city defense? These guys won't have a huge defense. What about also +2 culture from forests?

Okay, how about we change to (added -25% city defense, remove war weariness):

1. The Golden Wood (concept: open, elegant)
+25% culture
+1 trade routes
+1 great artist
+1 maintenance per unhealthiness point (I love this idea, i have no idea how to do it but Im going to see if I can do it)
-25% city defense

2. That doesn't seem quite good enough. What if whenever they killed an enemy in a city's borders that city got 50% of that unit's shields added as culture? That's the kind of people they are.

Yeah, its just so close to the ideas for the hidden trait that its hard to design something here. I dont like the idea to get get culture for kills, but it does need something.
 
Originally Posted by Kael
Runes:

1. Hall of Granite (concept: insular, defensive)
+50% defense
Non Kilmorph religions give -1 happiness each
-20% culture
-1 Trade route
-1 Food from forests
City is more likely to culture flip away from non-Runes civs

2. RuneVault (concept: wise, traditional)
Gems give +1 culture
Stone gives +1 science
-10% production
+1 Prophet GP points

loki1232 said:
1. I think +50% defense in hills in city's radius as well.

2. -10% science should be added to signify the loss of science in a very traditional society. Also, that seems really weak, so i think that it should give +1 culture from all metals. Isn't that the status quo for dwarves? Metal toothbrushes, to quote lunargent.

I think the +50% in the city radius is to good and the -10% science is to bad. I do think the RuneVault needs something special though.

Maybe a Rune Guard, rooted and only 1 per city with a RuneVault? Special guard for the RuneVault?
 
Originally Posted by Kael
Overlords:

1. Overseer's Residence (concept: punishing, controlling)
Doubles effects of slaves sacrificed for production
Slaves sacrificed give +20 science
Population sacrificed for production gives double effects
-10% gold, culture
Free Combat 1 promotion for Lunatics

2. Theater of Dreams (concept: insane)
25% of the units produced in this city are Crazed
Additional bonus from carnival and animal pens
City is more likely to culture flip away from non-OO civs

loki1232 said:
1. I think that should also give -1 happiness. Its a punishing and controlling civ, so shouldn't the people be somewhat unhappy.

Your right, changed to:

1. Overseer's Residence (concept: punishing, controlling)
Doubles effects of slaves sacrificed for production
Slaves sacrificed give +20 science
Population sacrificed for production gives double effects
-10% gold, culture
Free Combat 1 promotion for Lunatics
-1 Happy

2. I love this. What if that gave -10% GP points? Insane people?

I think most great people are borderline insane anyway.
 
Kael said:
I think the +50% in the city radius is to good and the -10% science is to bad. I do think the RuneVault needs something special though.

Maybe a Rune Guard, rooted and only 1 per city with a RuneVault? Special guard for the RuneVault?

I like the rune gaurd a lot. IMO it should be a golem type unit.
 
Kael said:
Yeah, its just so close to the ideas for the hidden trait that its hard to design something here. I dont like the idea to get get culture for kills, but it does need something.

What if it got "enemy units can only move one space inside city borders"
 
Kael said:
Fellowship:

1. The Golden Wood (concept: open, elegant)
+25% culture
+1 trade routes
+1 great artist
+1 maintenance per unhealthiness point (I love this idea, i have no idea how to do it but Im going to see if I can do it)
+25% war weariness

I think either the -25% defense or war weariness work equally well.

One way to do the maintenance per unhealthy point is to change the forge and training yard and other such unhealthy providing buildings to give +1 or +2 maintenance when they are in a city with this type building. +1 unhealthy per total unhealthy point would be bankrupting for large cities I've come to realize, but limiting it to a penalty for building unhealthy buildings would maybe be more thematic for the culture by keeping 'smelly' and unbeautifull buildings out of their cities.

2. The Shadowed Vale (concept: closed, mystical)
Units created here gain a +40% vs recon units promotion
+1 great sage
-1 trade routes.
-25% culture.

I think instead of the anti-recon units promotion more xp for recon units built there would be better. But I think a bonus to defense while within forests would be even better.

Also, it'll probably need +1 science to balance out the -1 trade routes and keep with the mystical theme,since trade routes=cash=research.
 
Kael said:
Runes:

1. Hall of Granite (concept: insular, defensive)
+50% defense
Non Kilmorph religions give -1 happiness each
-20% culture
-1 Trade route
-1 Food from forests
City is more likely to culture flip away from non-Runes civs

I think this is good as is. Yeah, +50% defense within the entire borders would be too much. Although, 50% within the city and 50% more defense for forts could be good. ( though the damned barbs and AI invaders just go around units posted in forts. Something needs to be done about that by Firaxis).

I think the -1 food from forests could hurt alot, but that the unhealthiness penalty from certain buildings could be removed for these cities. The dwarves might not mind the noise of a training yard, or the reek of the forge like you or I do. It's probably music to their ears, and incense to their noses. They'd probably still get sick from public baths though.

2. RuneVault (concept: wise, traditional)
Gems give +1 culture
Stone gives +1 science
-10% production
+1 Prophet GP points

Since we don't have the Iron Citadel anymore, with its bonuses from metal resources, I think a few of them should be put here. For Mithril at the least. How about +1 production, +1 happiness from mithril.

I don't see may dwarves being paragons of culture, sure it's a fantasy stereotype, but what isn't? So instead of -10% production, I'd change it to -10% culture. Sure, that leaves both dwarven specializations with penalties to culture, but honestly I don't think dwarves should be winning culture victories all that often. They prefer solid things to fancy things as I see it. The ideal type victory for them, in my imagination, is the as yet- unfinalized build type victory or a military type if they dream darker.
 
Here are some buildings i've thought of.
Malakim-Altar to the sun. +1 visibility from cultural borders.
-Desert Shrine. +1 food, +2 great person points from deserts.
Elohim-Temple of the gaurdians. +25% defense, 20% of units built in city start with defensive. Allows training of gaurdian spirit, gaurdian angel, apprenticed gaurdsman (a dude apprenticed to a spirit)
Balseraphs-Freak Show. +3 great artist points from each carnival pen. +15% culture.
Grigori-Gallows. -50% maintenance, -1 happy from other religions.
 
loki1232 said:
Here are some buildings i've thought of.
Malakim-Altar to the sun. +1 visibility from cultural borders.
-Desert Shrine. +1 food, +2 great person points from deserts.
Elohim-Temple of the gaurdians. +25% defense, 20% of units built in city start with defensive. Allows training of gaurdian spirit, gaurdian angel, apprenticed gaurdsman (a dude apprenticed to a spirit)
Balseraphs-Freak Show. +3 great artist points from each carnival pen. +15% culture.
Grigori-Gallows. -50% maintenance, -1 happy from other religions.

I need more civ specific building ideas like these. These are great ideas Loki. Im going to check them all in except for the Gallows. I love the name of the building though, I just don't like the effect. What else could a Gallows do?
 
A gallows could let you get rid of unhappy citizens so that they stop eating your food and adding to maintenance costs. Make it allow you to choose to remove one unhappy citizen per turn and turn it into 20 culture and 20 gold. You lose city size (and some score points), but it's a rather draconic way to get rid of unhappiness.
 
Kael said:
I need more civ specific building ideas like these. These are great ideas Loki. Im going to check them all in except for the Gallows. I love the name of the building though, I just don't like the effect. What else could a Gallows do?

Perhaps give +2 happy if there are 3 or more military untis in the city, but -1 happy if there is only 1 unit?
 
More UB's:
Hippus-Mercenary Barracks. +20% military production, gets a -50% hurry cost on all horse units.
Lanun-Pirate Port. Costal only. -1 trade route. Allows pirates, +100% domestic trade route yeild, +100% gold from returning pirates.
Amurites-Mage School. they can build one of these for each magic node they control. Units built in the city get a free magic resistance to that type of magic. The school counts as +1 when calculating the number of naode of that type for newly built mages (finding out which promotions they start with.)
Sheiam-Grimoire Repository. Can build any summonable unit that they have a node for. Summoning level 2 units require 2 nodes. These units have low cost but are removed after one battle. Limit 3 of each type.
 
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