Design: Buildings

I noticed that the temple upgrades require seven normal temples. I really dislike this idea because it means i need 7 cities. I rarely expand beyond 5. Why don't you just have it require a temple in the capital?
 
loki1232 said:
I noticed that the temple upgrades require seven normal temples. I really dislike this idea because it means i need 7 cities. I rarely expand beyond 5. Why don't you just have it require a temple in the capital?

It is supposed to be 5. The reason it requires some is because I think a culture should show some investment in the religion before getting access to the advanced temples.

Is 5 good, do you think 4 or 3 would be better? What does everyone else think?
 
Kael said:
It is supposed to be 5. The reason it requires some is because I think a culture should show some investment in the religion before getting access to the advanced temples.

Is 5 good, do you think 4 or 3 would be better? What does everyone else think?

5 or 6 is fine. I just don't like 7.
 
I cut Treehome and Necropolis. They were collateral damage of removing the racial unitcombats which I am working on today. It wouldn't be that hard to keep the buildings doing everything they did before but it gave me a good chance to review what they did. The religious buildings are kinda redundant with the new advanced temples.

But I wanted to keep the Basilica and of course what would the Overlords be without their wonderful Asylum. :)

I never really liked the treehome much so its probably gone forever. But I love the flavor and the building art for the Necropolis so Im sure we will find a place for it somewhere. Maybe a wonder that provides death mana. I might also steal the art for one of the veil advanced temples.
 
:cry:

Being an avid woodelf I object to the removal of Treehome!

But since I rarely ever built one I agree. ;)
 
Kael said:
It is supposed to be 5. The reason it requires some is because I think a culture should show some investment in the religion before getting access to the advanced temples.

Is 5 good, do you think 4 or 3 would be better? What does everyone else think?

5 is fine. I never expand beyond 5 until I start capturing cities either.
 
i just thought about my idea of a ever present Vampire in calabim civs cities.
How about giving the free Vampire Aristocrat specialist to the calabims version of the Elder council. This seems the best replacement, as there are no elders ruling but the vampires ;).

I'd give the Aristocrat +1 Culture or +1 Science.
 
Chalid said:
i just thought about my idea of a ever present Vampire in calabim civs cities.
How about giving the free Vampire Aristocrat specialist to the calabims version of the Elder council. This seems the best replacement, as there are no elders ruling but the vampires ;).

I'd give the Aristocrat +1 Culture or +1 Science.

Ahhh.. fantastic idea. I will have to look at how to add a new specialist. enabling it from the calabim palace or the govenors manor would work great.
 
loki1232 said:
Just noticing the Governors mansion now seems a little overpowered.What if it also gave -1 happy?

My thought was that the manor would be useless in small cities but great in large ones. I removed the maintenance benifit (the governors would require their pay after all) and increased the cost from 120 to 150 hammers. I wanted to force calabim players to have to decide if a city was going to be a production city or a feeder town.
 
Chalid said:
Does the breeding pit only give +2 food or does it add to the growth rate too (like a granary) with maybe +15% or +20%. That would fit i feel.

I believe the granary doesnt directly help with growth it keeps the bar from having to start over when you geta population fill (so instead of going to 0 you start are 30% or whatever). The only way to "speed up the bar" is to generate food which does seem counter intuitive.

Im not adverse to changing it if you think the other way makes more sense. i was also thinking about dropping the granary and smokehouses pop saving effect so cities grow slower.
 
Yeap the granary speeds up the growth speed (effectly needing less food to grow as some is kept, so in reality you speed up growth eg 7 turns in stead of 10 as you start with 30%) and the breeding pit does this, too, but on another level, by providing food. Furtehrmore it allows the city to grow one point farther due to the two free food.

I would propose to tone down smokehouse and granary a bit down (both maybe 20%, but not so that they are not worth building).

For the breeding pit i really like the combination of the two effects (+food, speeds up growth at low pop, -1 health reduces the effect on high pop)

I would therefor like +15% growth that it is usefull in big cities two.
How about changing it to: +2 food, +2 sick people, +15% growth.
Thus it would speed up growth double in healthy cities but have no food effect in unhealthy ones. But it would still boost growth at big populations.

One other question that comes to my mind is: What is the idea behing reducing the GP rate so dratically? (Pacifism and Philosophical towned down, GP cost increased) I'm not a GPP player myself, but i fear that basing ones realm at least partially on Specialists and GP is no longer a strategic valid choice in FfH.
 
Chalid said:
Yeap the granary speeds up the growth speed (effectly needing less food to grow as some is kept, so in reality you speed up growth eg 7 turns in stead of 10 as you start with 30%) and the breeding pit does this, too, but on another level, by providing food. Furtehrmore it allows the city to grow one point farther due to the two free food.

I would propose to tone down smokehouse and granary a bit down (both maybe 20%, but not so that they are not worth building).

For the breeding pit i really like the combination of the two effects (+food, speeds up growth at low pop, -1 health reduces the effect on high pop)

I would therefor like +15% growth that it is usefull in big cities two.
How about changing it to: +2 food, +2 sick people, +15% growth.
Thus it would speed up growth double in healthy cities but have no food effect in unhealthy ones. But it would still boost growth at big populations.

Sounds good i will do it.

One other question that comes to my mind is: What is the idea behing reducing the GP rate so dratically? (Pacifism and Philosophical towned down, GP cost increased) I'm not a GPP player myself, but i fear that basing ones realm at least partially on Specialists and GP is no longer a strategic valid choice in FfH.

Just because there are so many more things that add GPP points that I had to slow down the general rate to even it out. Especially if we want to be able to design GPP pushing strategies.

Pacifism and Philo got reduced when I entered other civis that also boost GPP. The GPP limit got raised when I added normal buildings that grant GPP points. Let me know what you think when you play through (something I am unable to do so Im a bad judge) but that was my thinking when I made the changes.
 
Jeap we will see when the Game gets playtested. We might create an list of questions that should be answererd by the beta testers, as specific feedback might help us to better balance the mod and there are of course a big chunk of guys out there with much more time to play than we are. ;)

I have one additional idea - not sure if it works with the standard XML through: I rarely see me build the Elders council (the market is built often and the obelik too, but as they are kind of three sides of a coin we might treat them similar. Btw: 1 science is much less that two netto commerce for the other two buildings - and i know that was discussed sometimes in the past when the -1 culture was taken away)
The idea is to make the Eldercouncil add one science to each Sage, the obelisk one culture to each bard and the market to add one coin to each merchant (settlet great people included). Therefor we reduce the basic yields of those specialists by one.
We might even add the one or other wonder that increases the specialists yields for just one town.
 
Chalid said:
+%Library- Needs renamed <- Scriptorium ?

Definitly needs a new name, you are right. I dont know if scriptorium is right, what do you call a place where you train people to use magic?
 
Kael said:
Definitly needs a new name, you are right. I dont know if scriptorium is right, what do you call a place where you train people to use magic?

Hogwart's? :)
 
I guess I never noticed the Asylum's effect's before, but is it normal to go -4 happiness? I know it says -2, but in my game I was 9>7 in happy/unhappy. I built the Asylum and it turned to 9<11! Ouch. To top it off I never check the prereqs on Lunatics and I don't have Iron Working yet! Ugh.
 
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