Design: Buildings

How about this for the Pirate Port-

Make it a terrain tile improvement like a fort that is only buildable on coast tiles via work-boat.

Make it act as another tradeable location for all coastal cities. So it acts as a culture-less city that is buildable in any coast tile, that can get one coastal city trade route to generate commerce, but that doesn't incur maintenence or grow.

Make it buildable in neutral terrain as well, and give +50% defense to all ships docked there.

It then becomes a pirate fort away from home, greatly facilitating sea-based raiding by allowing ships a safe port away from home, that also generates a bit of revenue on the side.
 
Lunargent said:
How about this for the Pirate Port-

Make it a terrain tile improvement like a fort that is only buildable on coast tiles via work-boat.

Make it act as another tradeable location for all coastal cities. So it acts as a culture-less city that is buildable in any coast tile, that can get one coastal city trade route to generate commerce, but that doesn't incur maintenence or grow.

Make it buildable in neutral terrain as well, and give +50% defense to all ships docked there.

It then becomes a pirate fort away from home, greatly facilitating sea-based raiding by allowing ships a safe port away from home, that also generates a bit of revenue on the side.


That's really a nice idea. Increaes healing as well i presume?
 
Yeah, that would make it even more usefull.it should probably generate a small amount of culture that doesn't spread outside it's one square as well, just to keep it from being taken over by culture.
 
There's a difference between easy and automatic though. A fort with no culture would be automatically taken over if another civ built near it.
 
Elves:
Nature Shrine--
+20% health. No unhealthiness from terrain.

Kuriotates:
Book of Creation--
Food may be used to build religious units in this city.

Luchuirp:
Enchanter's Workshop--
+50% city defense, but counted as cultural.
Counts as +1 enchantment mana when giving mages starting promotions in this city.
Golem Workshop--
Golems start with the same spellcasting abilities as an adept built in this city.
Golems start with Combat I promotion.
Enchanter's Scrolls--
10% chance of yeilding a random, non-controlled, node.
Equipment built twice as fast.
+1 happiness.
 
All Dwarves:
Dwarven Armory--
+50% equipment production
Dwarves built in city start with quality armor.
+1 happy with mithral
+1 unhealthy

Calabim:
Thrull Houses--
+25% growth rate
-1 happy
+3 gold, +3 production

Grigori:
Houses of Trial--
Stops non-religion spread
+1 happy
Punishment Arena--
-3 unhappiness from buildings
-1 happiness from each religious building in city
Schools of the Hunters--
UU's start with +4 xp
-1 trade route
UU's start with metamagic 3, sorcery 3 (anti-magic shell)

Clan of Embers:
Burning Trophies--
+25% city defense
Units build in city start with Fire 1
+1 unhealthy
 
Lunargent said:
How about this for the Pirate Port-

Make it a terrain tile improvement like a fort that is only buildable on coast tiles via work-boat.

Make it act as another tradeable location for all coastal cities. So it acts as a culture-less city that is buildable in any coast tile, that can get one coastal city trade route to generate commerce, but that doesn't incur maintenence or grow.

Make it buildable in neutral terrain as well, and give +50% defense to all ships docked there.

It then becomes a pirate fort away from home, greatly facilitating sea-based raiding by allowing ships a safe port away from home, that also generates a bit of revenue on the side.

Good idea, checked in.
 
loki1232 said:
Elves:
Nature Shrine--
+20% health. No unhealthiness from terrain.

They have to much stuff along these lines already.

Kuriotates:
Book of Creation--
Food may be used to build religious units in this city.

Im not getting the flavor for this, are they sacrificing the food to get the units?

Luchuirp:
Enchanter's Workshop--
+50% city defense, but counted as cultural.
Counts as +1 enchantment mana when giving mages starting promotions in this city.

I dont like the + defence part but I like the idea of having it count as a mana node for units in that city (without actually providing the mana). If we use the mechanic is this the mana type and civ we want to use it for? (you know me, I wont add a building like this for every mana). If we were to do this for 1 or 2 civs/manas which 1 or 2 make the most sense?

Ill add the building after I hear some opinions on this.

Golem Workshop--
Golems start with the same spellcasting abilities as an adept built in this city.
Golems start with Combat I promotion.
Enchanter's Scrolls--
10% chance of yeilding a random, non-controlled, node.
Equipment built twice as fast.
+1 happiness.

We may make some special golems that require this workshop but i dont like giving golems spellcasting ability (although some may kick off a spell automatically each turn) or popping nodes.
 
Okay, here are some more UB's:

Calabim:
Slaughterhouse-- (where the humans are eaten)
Double XP from vampirism.
+3 sheilds.
+1 unhappiness.
Feeding yards-- (where the garbage is left for the humans)
-1 food.
+25% growth rate.
-20% unhealthiness

Lanun:
Smuggler's Hideaway--
+1 trade route
-1 gold
Boarding parties in city may attack adjacent enemy ships as though they were on board a ship.
Illegal Docks--
-75gold ship hurry cost
+50% ship heal rate
+20% maintenance
+25% trade route yeild
Pirate Taverns--
+1 happy per pirate ship in city.
+20% maintenance
+1 happy with wine
+3 gold

Doviello:
Temple of Beasts--
Allows one draft
UU's start with divine I
Trophy Boneyard--
-25% war weariness
+1 unhealthiness
+1 happy
Beast Spawning Pits--
For each cage of the carnival the city may build a human animal hybrid of that unit. ie: tiger man.
These have twice the strength of the animal, and treat all terrain as roads. Are animal type.
Limit of 3 hybrids per cage.
+1 unhappiness.

Clan of Embers:
Altar of Flaming blood--(sacrifice human captives)
Units built in city start with fire II (Bhall is happy)
Units built in city gain the enslaver promotion (20% of defeated human units turned into slaves)
Slaves may be sacrificed for +100 culture, +2 happy for 10 turns.

Amurites:
Caves of Ancestry--
+1 happy.
UU's start with divine I.
Enemy spells get -75% power while in city radius.
 
Kael said:
They have to much stuff along these lines already.
True. What if it gave double health from forests?
Im not getting the flavor for this, are they sacrificing the food to get the units?
Yeah I've forgotten myself by now.
I dont like the + defence part but I like the idea of having it count as a mana node for units in that city (without actually providing the mana). If we use the mechanic is this the mana type and civ we want to use it for? (you know me, I wont add a building like this for every mana). If we were to do this for 1 or 2 civs/manas which 1 or 2 make the most sense?
Just ignore the defense part. I personally think this works better for the amurites (note an earlier post). They would have 21 magic academies. One per city allowed, once one is built no others may be. These academies would require a node of the specific type, and once built would give +1 node when counting the number of nodes for mages built in that city.
 
For the grigori palace, what it it totally stopped all religion spread to that city?

Here's some quick UB's:
Bannor-Halls of Justice
-10% science
+2 happy
Reduces chance of enemy spy missions

Luchuirp-
Magical Sanitation System:
-50% unhealthiness from population
-10% city defense
All units stationed in city are immune to disease (while in city)
Lie-Proof Marketplace:
+3 gold from merchants
-1 trade route
+50% trade rotue yeild
Magical Walls:
+50% Defense against magic
-10% shields
+25% defense against non-human units
Ancient Weapons Stash:
Units built in city start with enchanted weapons (spellstaff, enchanted blade, fire arrows)
No chance of mines finding minerals in city borders
+25% trade route yeild
+1 trade route
 
Malakim:
Lantern of Truth-
-25% maintenance
Highly increased spread of state religion
Requires state religion

Kuriotates:
Cardith's Villa (buildings built everywhere in hopes that Cardith will visit)-
+3 happy
+100% domestic trade routes
-15% defense
 
Um for the OO temple upgrades i think that the Theatre of Dreams should give lunatics combat one instead of Overseer's Residence.
 
Kael said:
Lanun:
Pirate port- Make it a terrain tile improvement like a fort that is only buildable on coast tiles via work-boat. Make it act as another tradeable location for all coastal cities. So it acts as a culture-less city that is buildable in any coast tile, that can get one coastal city trade route to generate commerce, but that doesn't incur maintenence or grow. Make it buildable in neutral terrain as well, and give +50% defense to all ships docked there and some minor healing. It then becomes a pirate fort away from home, greatly facilitating sea-based raiding by allowing ships a safe port away from home, that also generates a bit of revenue on the side. Could this be a very limited city? prototype for the outposts we plan on having in Hell? (Lunargent)

I like most of these ideas. Slight changes:
1. Land units should be allowed to be in it. Basically it could be defended either by land or sa units, and attacked by either. Also, Boarding parties in the Pirate Port can attack adjacent enemy ships.
2. Pirate Ships returnign here should have the gold in their ships deposited in your treasury.
3. Can see the spaces around it even if no unit is in it.
4. Capturable by other civs.
5. Things like Great Lighthouse should give these +2 trade routes, so they will still be good in the end-game.
6. If the lanun workboats are gonna build these, then maybe they should have a comabt strength.
7. To keep these from being mass produced, what if they must not overlap each other's sight ranges?

It might be a prototype for the outposts, but i think we should get the pirate ports working first.
 
Balseraph:
Toymaker's Shop--
Animal Cages allow building clockwork animals.
These clockwork animals are as strong as a normal animal, but are golem type.
They can be used to build carnival cages in other cities.
+1 happy
 
Added some Luchurip buildings (workshops that give bonuses to golems made in the city).
 
loki1232 said:
Okay, here are some more UB's:

Calabim:
Slaughterhouse-- (where the humans are eaten)
Double XP from vampirism.
+3 sheilds.
+1 unhappiness.
Feeding yards-- (where the garbage is left for the humans)
-1 food.
+25% growth rate.
-20% unhealthiness

Lanun:
Smuggler's Hideaway--
+1 trade route
-1 gold
Boarding parties in city may attack adjacent enemy ships as though they were on board a ship.
Illegal Docks--
-75gold ship hurry cost
+50% ship heal rate
+20% maintenance
+25% trade route yeild
Pirate Taverns--
+1 happy per pirate ship in city.
+20% maintenance
+1 happy with wine
+3 gold

Doviello:
Temple of Beasts--
Allows one draft
UU's start with divine I
Trophy Boneyard--
-25% war weariness
+1 unhealthiness
+1 happy
Beast Spawning Pits--
For each cage of the carnival the city may build a human animal hybrid of that unit. ie: tiger man.
These have twice the strength of the animal, and treat all terrain as roads. Are animal type.
Limit of 3 hybrids per cage.
+1 unhappiness.

Clan of Embers:
Altar of Flaming blood--(sacrifice human captives)
Units built in city start with fire II (Bhall is happy)
Units built in city gain the enslaver promotion (20% of defeated human units turned into slaves)
Slaves may be sacrificed for +100 culture, +2 happy for 10 turns.

Amurites:
Caves of Ancestry--
+1 happy.
UU's start with divine I.
Enemy spells get -75% power while in city radius.

Im thinking the Amurite UB will be the one that grants the +1 xp for every different mana resource they have. What do you think, should that be an ability they just start with or require a special building?

Of these buildling suggestions they offer a group of pros and cons, but nothing is really striking me as quite right. I do love the "Cave of Ancestry" name, I actually didn't catch the significance of the name the first time I read it. :)

I like the idea for the sacrifical altar too. Bascially a building that boosts the benifit of sacrificing captured slaves and animals. but do you think is should be civ specific or open to anyone?
 
loki1232 said:
Balseraph:
Toymaker's Shop--
Animal Cages allow building clockwork animals.
These clockwork animals are as strong as a normal animal, but are golem type.
They can be used to build carnival cages in other cities.
+1 happy

Functionally this is going to far into the Luchuirp style of golem units (though I agree "Toymaker" flavor is perfectly Balseraph).
 
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