Master + something wonders

PPQ_Purple

Purple Cube (retired)
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Oct 11, 2008
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Master Outfiter, Master Smith ect.
What do they do?
There is not a shread of data in the pedia about their effects, only some lore like text.
Could anyone tell me the exact details of what they do, preferably with numbers if there are some promotions and/or bonuses invaulved.


Or are they just what they look like, hamer balancing wonders with a week bonus?
 
As soon as you get a great engineer (and the apropriate tech) you can build a masters building with him, which allows to buy promotions for the associated unit line.
Smith for Melee, Outfitter for Recon, Rancher for Mounted, ect.
Promotions are the Kits (Mountain Kit, Desert Kit) for Recon, High Quality Weapons at the Smith and more. Sone races have unique promotions to buy.
If you have sacrificed the engineer for the first building of its kind you can build it in other cities too, to get the bonus and buy the promotions there.
If you have all the Masters buildings you can build the masters hall. Don't know what exactly it does or if it needs another engineer.
 
I see your point that there's no explanation, but to me at least, they seemed self explanatory. I figured out pretty quickly what the system was about, before even using them.
 
Good catch. A short explanation will be added to each. (For those few of you who don't read every forum message and changelog or re-memorize the spells, promotions, and units after each patch. Or who aren't WarKirby. :))

The Masters Hall doesn't need another Engineer, and doesn't grant access to more promotions.
 
It wasn't hard to figure out, really. I see stuff like High Quality Steel appearing in the research window. I see the Master Smith building, put two and two together.

The Master Outfitter is what really sealed it though. The name just blares at you what it's for. It outfits your units with all those shiny equipment promos that keep appearing. The logic leap from "Master Outfitter" to "Master xxxxx" is pretty simple.
 
Masters hall could sell master sword + master shield, which allow but don't provide heroic attack and defense I + II.

In any case it should do something, even if its boring and straightforward.
 
But you have to age 7 years and then pull it out of a stone, right?

Of course, in the context of FF, all this means is it takes 7 turns to cast the spell that equips it. :p
 
7 turns on marathon == 7 years and 7 turns on quick == 7 years? Talk about time being 'relative'.
 
Quit with the BS responses, jeez. Master('s?) Hall, what's it do? Probably an all-encompassing variant of the other outfitters, so you can have one single building built in a city to allow access to the kits from anywhere?
 
Quit with the BS responses, jeez. Master('s?) Hall, what's it do? Probably an all-encompassing variant of the other outfitters, so you can have one single building built in a city to allow access to the kits from anywhere?

No.

It does exactly what it says in the pedia. Some production, some cash, GE GP points, and a free engineer specialist.
 
No.

It does exactly what it says in the pedia. Some production, some cash, GE GP points, and a free engineer specialist.

sounds nice, but I'm not sure if it's nice enough to warrant using that many great engineers! The master smith is nice, but I usually find the outfitter to be a bit lackluster. Then again, I never really did like the recon line of tech.
 
sounds nice, but I'm not sure if it's nice enough to warrant using that many great engineers! The master smith is nice, but I usually find the outfitter to be a bit lackluster. Then again, I never really did like the recon line of tech.

They're all worth it for the production bonus, I'd say.
Except the rancher, which doesn't give a bonus, I think. but it gives a fair bit of gold.
 
I definitively dislike the +10%:hammers: but -10%:hammers: for militairy units.
It makes no sense as these buildings are elite militairy outfiters, but provide no army porduction bonus.
 
I think it is so in order to give a "our units are better because they "train" longer".

I always think about it twice or more before building a Master building. Not sure it is worth the GE. I did it in my last game and discovered that the buyables promotions were mostly there to compensate an eventual lack of metals (iron, mithril), since they aren't buyable with those promotions.
 
Are you certain about that? I have units with mithril weapons and MS promotions.
And the train longer is not true. The Master Smith for example makes elite swords, for a price.
I can't imagine why elite blacksmiths that can create expensive super swords can't churn out normal swords at a faster rate.
 
Well, actually, I'm not sure. I searched the pedia to see which Master building to build and saw that some Smith promotions can't be acquired if the unit has Iron or Mithril Weapons. I build it in my capital, far far away from my other cities (Lanun FTW) and couldn't check if my mithril equipped units could buy something as they were too far away at the moment and as my only melee unit in the city was a feeble bronze weapons warrior. BTW, I couldn't build the master smith in any other city afterward...

As for the production penalty, maybe it could be "balanced" (if it isn't already by the other things it does) by an XP bonus for the adequate unitcombat.
 
Actualy the production penalty nulifies the buildings bonus.
That is what is confusing me.
So when you run the calculations, it ends up that the MS gives you a +10%
hammer.gif
for everything other than troops.

So if a City + Master Smith produces a libary, the production gets a +10%
hammer.gif
bonus. But if it produces a swordman it does not.

Also, where did you find the pedia entries on the Promotions? I can't find them.
 
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