Mana and building interaction

Kjara

Warlord
Joined
Aug 24, 2008
Messages
172
First thought is that flavor wise, having alot of the buildings get small bonuses with mana would be cool. It would also cause people to dirversify mana more(rather than games where I'm not going to be building mages, and I just stack law mana to reduce maintance costs). This would also add a bit more flavor to the different races, since they start with different mana, and thus if a good number of early buildings were modified by this mana, they would all play out at least slightly differently. The other idea would be to make some mana types valuable at the start(for example I never build nature mana before the mid game at the least; as air, fire, body and enchantment are always priorities over things like nature, spirit and shadow magic)

Some ideas: smokehouse + fire mana, better control of the fire, has a higher success rate with preserving the meat, gains an extra 5% food saved on growth.

grainery + nature mana, rodent control via mana, more grain saved, another 5% food saved on growth.

Training yard + law mana, More diciplined training, slight boost to training rate

forge + fire/force/creation/earth. Minor production? boosts for each of these types of mana(2.5% each?) and perhaps drop the production boost of the base unit down by 5%,so its the same with 2 of them,and higher with 3 or 4.

theater + shadow magic, extra happiness or culture due to better plays.

nature mana + animals, rather than building a cage, build a tamed pet that lives in the town(if a panther in a cage is impressive, a panther wandering around town is more impressive), extra culture for each of these.

each of the temples should perhaps get a minor boost with the type of mana that the shrine of that religion produces.

lighthouses and harbors should get a small boost from water and air mana(perhaps trade route or food related?).

market + spirit mana(people with hope are better consumers? :)) gains an extra point of money(or perhaps 1 great merchant point a turn)

elder counsel + spirit mana, 1 great sage point a turn; +mind 1 beaker or 5% research boost; + arcane 1 beaker or 1 gs point?, perhaps should start at a single beaker rather than 2 if it gets all of these boosts.

weaponsmith + enchantment mana, minor promotion that increases strength(perhaps 10%?)(on this note, I'd love to have weaponsmith actually give a base promotion(tempered or quality weapons?) along this line as well, the minor military production boost on this building rarely makes it worth building, the only time I ever have these is from the wonder).

library + law/mind mana, better orgainized library helps research, +1 beaker

pagan temple + spirit mana, 1 great priest point
 
Some of these could even be cumulative bonuses for higher mana. 1 beaker/library/mind mana hardly sounds game breaking.
 
I think a mechanic like that would be interesting.

I think it could be rather small and multipule per building, but I wouldn't have them stack PER point of mana For instance i would not have 5% food saved on growth PER nature mana point.

Also I would not make it mondane buildings that every city gets (seems would get carried away), Maybe limit it to Wonders?

OR make it a function of units in the city, that go away when they leave. Sort of like Growth or Hope is now, but combine the effects into 1 building?

Adept walkes into town and casts his "Adept's Hut" spell
The adepts hut has a small bonus for each type of mana you have. For example:

Nature: +3% food saved
Life: +1 Healthenss
Mind: +1 Beaker
Earth: +3% city Defense
Fire: +1 Defensive Strike
Force: +2% defensive strike damage
Water: +1 Food
Etc... Etc... Make up a small effect for each type This would be different/in addition to any current city spells, such as Wall of Earth allowing more help in areas he actually specializes in.


Mage could cast a spell called "Mage's Villa" and removes any Adept Hut in town.
Nature: +6% food saved
Life: +2 Healthenss
Mind: +2 Beaker
Earth: +6% city Defense
Fire: +2 Defensive Strike
Force: +4% defensive strike damage
Water: +2 Food
Etc Etc

Archmage of course would have a "Archmage's Tower" that removes any Adept huts and Mage Villas.
Nature: +9% food saved
Life: +3 Healthenss
Mind: +3 Beaker
Earth: +9% city Defense
Fire: +3 Defensive Strike
Force: +6% defensive strike damage
Water: +3 Food
Etc Etc

Remeber only mana types you have would give the benifit.

Making a Magic user presence in each city beneficial for non military reasons.
 
I did not say all of them have to be cumulative.

Lets say I get 4 mind mana to have mind 3 on all newly promoted archmagi. That'd be a total of 4 extra raw beakers for cities which already produce dozens, if not hundreds beakers every turn. Great sages seem to be the most common great people, but that's probably because citizen automation favors sages for me as I typically get the great library. I am not even convinced the 3% research bonus for each works and am too lazy to experiment.
 
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