Design: Buildings

Sorry if this has been answered already. I did a quick search and didn't find anything pertinent.

In my .11b game I cannot cage my orc and other race slaves in my Balseraph carnivals and i did not see it listed in the .11c fix list. Am i doing something wrong or is this a bug? I would have reported it in the .11b bug list but not sure if people would still check that now that .11c is out and i don't know if it isn't working in .11c.

- J
 
Kael said:
+%Library- Needs renamed
Have you considered renaming Library to Thingi? It is the Icelandic/gamla norsk word for an annual calling of regional tribal leaders to hash out policy, etc.

This would naturaly lead to calling the Great library The Althingi, which is as above, only nation/world wide in scale (technically the Icelandic Althingi is oldest represenative government in the world). It would be apropos with the elder council, and your other gamla norsk/icelandic inspired names (Ljosalphar, etc). Which I really enjoy, by the way.

Cheers!
 
Have you considered renaming Library to Thingi? It is the Icelandic/gamla norsk word for an annual calling of regional tribal leaders to hash out policy, etc.

How does that name fit with the library's function of storing and studying lore both mundane and arcane? It does not have any gubernatorial function, as far as I know. If something should be renamed to Thingi, it should be the Courthouse.
 
Corlindale said:
How does that name fit with the library's function of storing and studying lore both mundane and arcane? It does not have any gubernatorial function, as far as I know. If something should be renamed to Thingi, it should be the Courthouse.

Yeah, the arcane thing doesn't really fit. but if an elder council increases reseaerch the Thingi is just taking it to a next level. Anytime you have a convocation like that there is bound to be an exchange of ideas. Even until early in the last century the Althingi was mainly just a social gathering for most people, with a bit of governing thrown in for good measure.
 
Here is an idea I would REALY like to see implemented.
The Sheaim need a building that destroys the city it was buit in, it might not seem to be very beneficial at first glance but for the Sheaim it is a perfect fit.
You see most of my war campaigns as Sheaim involve 3 Dream Eater and some other weaker units, after i capture the first city I imidiatly use my Deream Eaters to start summoning a hoard of wraits or fire elemntals using the captured citys population, thus allowing me to get stronger whit every captured city (the Sheaim still have the summoning promotion you know), the problem whit this stratagy is obvious, im stuck whit a lot of 1 pop cities that do nothing exept drain my coffers of gold. So a such a building would be very welcomed. It would even make sense from a role-playing perspective since the Sheaim are naturaly evil...
 
Nikis-Knight said:
Inquisition Hall says it gives +4 XP to inquisitors created in the city, but now we don't create inquisitors.

Have you tried this? It should give +4XP to inquisitors upgraded in the city, but it might not work.
 
Diminicius said:
Here is an idea I would REALY like to see implemented.
The Sheaim need a building that destroys the city it was buit in, it might not seem to be very beneficial at first glance but for the Sheaim it is a perfect fit.
You see most of my war campaigns as Sheaim involve 3 Dream Eater and some other weaker units, after i capture the first city I imidiatly use my Deream Eaters to start summoning a hoard of wraits or fire elemntals using the captured citys population, thus allowing me to get stronger whit every captured city (the Sheaim still have the summoning promotion you know), the problem whit this stratagy is obvious, im stuck whit a lot of 1 pop cities that do nothing exept drain my coffers of gold. So a such a building would be very welcomed. It would even make sense from a role-playing perspective since the Sheaim are naturaly evil...

Its a nice idea but i think that it is too abusable.
 
loki1232 said:
Have you tried this? It should give +4XP to inquisitors upgraded in the city, but it might not work.

It doesnt. Maybe I'll have it grant an autopromotion to any inq that passes through the city instead?
 
Nikis-Knight said:
Could you make it so priests can upgrade one level lower ina city with inq. hall?

Yeah, but thats not really much of an effect, going to cause more confusion than anything else.

I thought about making inq's buildable with the hall. But that would require an sdk change. I think the bonus promotion is the easiest way.
 
I don't know if this is already planned but will you add a building that gives hammers on worked sea tiles? This is one thing I really miss because I can't stand cities which take an eternity to build a simple building.
If it is overpowered you can make it a wonder effecting only the building city perhaps? Or just limit it? Or a civ specific building for the Lanun?
 
Ya, I miss the building from Civ3(?) that gave +1 production on sea squares. A building that gives +1 production to Coastal ocean squares (not Fresh water lakes though) would be nice (sand and rocks should provide a little production value lol), though maybe make it require a lighthouse and a harbour to build (so only those really invested in sea tiles build it).

Another option would be to give the Lanun some ability to get a civic that lets them rush production with gold, since both Lanun leaders are financial (added with sea tiles they'll have a decent amount of gold if they want), or make the Financial trait allow a player to convert a % of their commerce into production (don't know if thats possible, but would allow them to forgo science/wealth to help them produce).
 
Black Whole said:
I don't know if this is already planned but will you add a building that gives hammers on worked sea tiles? This is one thing I really miss because I can't stand cities which take an eternity to build a simple building.
If it is overpowered you can make it a wonder effecting only the building city perhaps? Or just limit it? Or a civ specific building for the Lanun?

Would anyone answer this post?:confused:
 
Black Whole said:
Would anyone answer this post?:confused:

There aren't any plans to add a building like that. It could be quite powerful. Instead of simply adding hammers the lighthouse does this effect indirectly by adding food, which increases population, which provides more citizens (or specialists) which increases production. If that makes sense.
 
Not sure if this is where to post this, but in 0.12 the archery range says it is needed to build elven archers, but I I can build elven archers without building an archery range.
 
King Flevance said:
Not sure if this is where to post this, but in 0.12 the archery range says it is needed to build elven archers, but I I can build elven archers without building an archery range.

Yeah, thats some confusion about the 2 different units both called elven archers. In 0.13 they have 2 different names so it will be more clear.
 
cities built on a lone island (archipelago!) with only water in the rest of their fat cross never increase in production, or cities with a few land tiles make little production. a new building like the offshore platform, or something that even adds base production(+1 hammers with a copper rescource?) would help alleviate this problem this problem.
 
eerr said:
cities built on a lone island (archipelago!) with only water in the rest of their fat cross never increase in production, or cities with a few land tiles make little production. a new building like the offshore platform, or something that even adds base production(+1 hammers with a copper rescource?) would help alleviate this problem this problem.

I don't know if it's a problem. You knew what you were getting when you built the city there. Not every location needs to be equally good.

Besides, even if doesn't produce much, such a city probably gets an adequate amount of food and commerce. Whip-rush a granary, lighthouse and a library, maybe a couple of other buildings too, and you should be fine. Even if it might take a small while.

Though... that gave me an idea, what about adding a minor building that would give your city something like +1 or +2 hammers? It'd fit the Elder Council/Market/Obelisk line with giving a minor bonus that isn't too unbalancing but could still be very useful in some situations in the early game, and would help such "ocean-locked" cities, too.
 
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