Design: Buildings

I'm hoping we can do a re-design on blight. But it would be usefull, then. Right now towards endgame I just do regular sweep for blight and apocalypse and sabotoge or delete any cities working on them.
 
Lunargent said:
So....you build the special building in your capital, and any temples you build in your cities give it them the same traits? At least I think that's what you are saying.

Yes.

This would be crippling to the economy. Take a look at a typical late game city,and how much of of its economy comes from trade routes.

Exactly. A silver wood city would have monstrous populations. What if we made silver wood be like this:

trade routes give food
each forest gives +1 health, +1 happiness
-20% gold, -20% culture, -20% production
each forest gives +1 trade route.
Huge, huge, populations, but low actual producton
 
The flavor I was going for the Silver Wood was a more scientific focus. ( that's why it had +science and great sage)
The Golden Wood was the population and culture focus.
The other two were two different flavors of defense.

Each forest giving +1 trade route would be a bit overpowered as well. 20 trade routes is a ton, and would be easily acheivable.
 
So lets get the flavor on all the leaves temples:

Silver Wood: Science
Golden Wood: Gold and culture
Shadowed Vale: Military
World Tree: um?
 
Roots of the World tree.

A little bit of military, a little bit of expansiveness. It's a different flavor of military than the Shadowed Vale.

The veil is all about misdirection, growing your forests deliberately dense and shadowed, and taking advantage of that. Your enemies have a hard time finding you, and have a hard time following you. This makes outsiders less willing to conduct trade through such creepy forests, but it provides excellent defense.

The Roots is about waking the trees up a bit, just enough so that they can harry and harrass invaders, but the woods can stay a bit more open and airy for freindlies, allowing culture to spread easier. They are less scary and forboding. It's a culture more ready for war than silver or gold, but not nearly as militaristic as the Shadowed are.
 
Golden:
Each forest gives +2 gold
+10% gold
+1 trade rotue
+25% trade route yeild
+25% war weariness
-25% military production
-25% defense in forests
-25% city defense

Silver:
+4 science, +2 scientists allowed
+25% science
-15% production
+4 great scientist points

Vale:
Enemies can only move one space per turn in forests
No gold from forests
+1 food from forests
No trade with non-fellowship civs
-1 trade route
Enemies get 0 defense in forests
You get +50% defense in forests
-25% trade route yeild
-20% culture

Roots:
Chance to entagle each enemy in radius
Forests give +2 culture
Bards give +2 culture
Forests give +1 food
-25% defense in city
-25% great person birth rate
-1 trade route
 
loki1232 said:
Vale:
Enemies can only move one space per turn in forests
Would this be only forests in your borders, or all forests. All forests seems kinda weird.
No gold from forests
+1 food from forests
No trade with non-fellowship civs
-1 trade route
Enemies get 0 defense in forests
Again all forests seems kinda weird, although all forests when you are attacking makes sense.
 
talchas said:
Would this be only forests in your borders, or all forests. All forests seems kinda weird.

Again all forests seems kinda weird, although all forests when you are attacking makes sense.

This is only forests in your borders. Maybe also units built in city start iwth woodsman I promotion?
 
Forests don't give gold now. But otherwise it seems alot better.

Golden Woods
+5% gold
+5% culture
Each forest gives+1 health.
+1trade route
+25% trade route yeild
+25% war weariness
-25% military production
-25% city defense
-25% forest defense

A Golden Woods civilization grows its forests very open and light, making them healthier and more pleasant to be in, but at the cost of defense.
 
I'll give Kilmorph a go:

1. Hall of Granite
+50% defense
+50%dwarven unit production
dwarves gain +2xp
Wine gives +2 happiness
Non Kilmorph religions give-1 happiness each
-20% culture
Can only trade with dwarven cities

2. The Iron Citadel
+25%military unit production
Iron gives +1 gold per trade route
Mithril gives +1 extra happiness
+1 unhealthiness
+2 great commander
-25% culture
-10% food

3. The Bottomless Quarry
Mines give +1 gold, +1 hammer
+2 unhealthiness
All units use one extra move within the city's borders.

4. RuneVault
+4 science
+25% science rate
Gems give +1 culture
Stone gives +1 science
-10% production
-10%food.
 
Okay, nice ones. I think that bottomless quarry should give double chance of finding resources with mines.

Iron Citadel:
+25% trade route yeild from gold instead I think

Hall of Granite:
-1 food from forests (theses are dwarves dude.)

Rune Vault:
Gems should give +1 science as well

Bottomless Quarry:
+5% production from mithril, copper, marble, stone, iron
 
loki1232 said:
Okay, nice ones. I think that bottomless quarry should give double chance of finding resources with mines.

Can that be coded in for a specific building? I've messed with those numbers before, but don't know if they can be altered during gameplay. It's a fantastic idea though.
 
I haven't looked, but I doubt it can be done with just the XML and I'm almost certain it can be done with the sdk.
 
I like all of those, Loki. I was having trouble comming up with anything else for the Quarry. I'd leave the Iron Citadel's bonus iron related instead of gold, I see these dwarves as being more serious, less about pretty things like gold and more into practical things like iron. Not that they don't like gold, but they worship cold hard steel more.
 
Lunargent said:
I like all of those, Loki. I was having trouble comming up with anything else for the Quarry. I'd leave the Iron Citadel's bonus iron related instead of gold, I see these dwarves as being more serious, less about pretty things like gold and more into practical things like iron. Not that they don't like gold, but they worship cold hard steel more.

Oops. I meant that they get +25% trade route yeild from Iron. Also from copper maybe? Those being the two no-nonsense metals?
 
Yeah, that makes sense as well. Maybe instead of another trade route bonus, they get another 5% general production bonus. ( on top of the 25% military only bonus).
 
Sure, why not. They like making things out of metal. I bet they use copper toothbrushes. :D
 
Just a silly suggestion, it may have been made before:

Should captured animal pens either produce new animals at regular intervals or allow you to produce them at a ridiculous cost, as if they were breeding in captivity?

Perhaps if you made it so that you could sacrifice two animals of the same type in a town, the pen would let you breed animals?
 
wilboman said:
Just a silly suggestion, it may have been made before:

Should captured animal pens either produce new animals at regular intervals or allow you to produce them at a ridiculous cost, as if they were breeding in captivity?

Perhaps if you made it so that you could sacrifice two animals of the same type in a town, the pen would let you breed animals?

Maybe you could give carnivals an accruing ability. After a long time the animals breed and you get more culture and happiness. Happens once every so often. Doesn't let you spread it to other cities.
 
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