Unique buildings

Ahriman

Tyrant
Joined
Jun 8, 2008
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I think it would be nice if each faction got an additional civ-specific UB, something cheap with a minor effect to enhance their playstyle and flavor.

Examples:
Trader outpost.
Requires: Tilea OR Araby OR Nippon, Trade tech.
Effect: +1 trade routes.
Hammer cost: 60 hammers.

Tribunal.
Requires: Empire OR Cathay, Ancient Lore
Effect: -15% city maintenance.
Hammer cost: 60 hammers.

WAAAGH! banner.
Requires: Orc or Goblin or Hobgoblin
Effect: +1 xp to all newly produced melee units, +5% food with breeding grounds resource.
Cost: 60 hammers.

Slaver guild.
Requires: Skaven OR Dark elf OR ogre, Masonry tech.
Effect: 5% chance each turn to spawn a free slave unit.
Cost: 40 hammers.

Workshop
Requires: Dwarves OR chaos dwarves, masonry tech
Effect: +1 hammer.
Cost: 40 hammers.

Pilgrimage
Requires: Brettonnia OR Estalia OR Ind, priesthood tech.
Effect: +1 influence and +1 gold if state religion is present
Cost: 50 hammers.

Manor house
Requires: Sylvania, construction tech.
Effect: -10% city maintenance, +1 influence.
Cost: 70 hammers.

Thoughts or suggestions?
 
I like this idea too, could there be a UB for Woodelves or both Woodelves and Highelves that gives 5% chance each turn of spawning an animal unit - so the same as a barb animal only friendly towards that faction?
 
Its possible, though not really that useful... animals are all pretty weak and become obsolete pretty quickly. And it doesn't fit High Elves all that well really.
 
Maybe they can have hidden nationality to add more value - and increase the chance of getting one each turn. Otherwise a UB
 
Maybe they can have hidden nationality to add more value - and increase the chance of getting one each turn. Otherwise a UB for Woodelves that gives another +1 hammer for forest.
 
Maybe they can have hidden nationality to add more value - and increase the chance of getting one each turn

HN still doesn't really help on weak units. They still can't kill anything, and they just get killed by any of your allies who you have open borders with.
And even getting a fair number isn't really useful, they're not really worth the upkeep costs you pay for them.
Otherwise a UB for Woodelves that gives another +1 hammer for forest

+1 hammer per forest tile is way too strong. The kind of thing I'm thinking about is pretty minor; like a +1 or +2 bonus total.

For wood elves, maybe something that gives a bonus to recon and archery units (+1xp for eg), and maybe something for arcane and divine units for high elves.
But it would be great if we can think of things other than bonus xp; there are too many things in this mod giving bonus xp, to the extent that earned xp from combat becomes almost meaningless.
 
woodelves could get a 'Canopy Causeway' UB that makes the city act as a forest (and thus forest attack/defence bonuses will apply) im sure a python funcstion can do this.

Highelves could get a UB fishing village/fish markets or some such giving +1 health (or happyness) from seafood.

Dwarves and goblins could get a Mushroom caverns UB that provides the mushroom resource

NIppon and Cathay could get 'Jade Guard' or 'Jade Temple', and have a small chance of spawning a Jade Dog defensive unit when enemies get nearby (maybe make Jade dogs have marble and/or Gem affinity and/or make the Jade Guard/temple also provide the Jade resource and have the Jade Dogs get Jade affinity instead and thus get stronger according to empire size.)

Ind should get a UB Temple of the Thousand which give +1 happy and/or +1 commerce for every religion present in the city.

Chaos Dwarves would get a Volcanic Forge which would give +x% unit and building production speed

Amazons could get a Breeding Pit which spawns animals with the Heroic 1 and 2 promos. also alow amazonians to 'mount' animals to get different effects (ie Mount bear = +1 defence strength, mount panther or tiger = +1 jungle/forest movement, add wolf pack = +1 attack strength etc. amazonians should get strong animal affinity.)

Lizardmen should get a series of Spawning pool buildings (cause they cant build units) which spawn their units as per ffh sheim mechanics. the types of units that spawn depend on other buildings. ie Skink spawning pool, Saurus Spawning Pool, Kroxigor Pool Terradon Roosts etc etc. each building could have a minor effect (ie skink pool could give +1 beaker and or +x% beakers, saurus could give +1 influence, etc etc.)

Kislev could get a UB (Ice Queens Beacon) that turns surrounding terrain to snow like the FfH illian Temple of the hand and make kislev get 2 food from snow

Khemri could have a Mortuary that should turn any unit killed next to the city into a basic skeleton that can upgrade into any of the higehr level units



some of these are probably too strong, but we can play wit hbuilding cost.
 
woodelves could get a 'Canopy Causeway' UB that makes the city act as a forest (and thus forest attack/defence bonuses will apply) im sure a python funcstion can do this.

I like this, though it could make WE cities insanely difficult to crack (remember the forest penalty for cavalry and chariots) - tougher even than dwarven cities. I'd call it something different though; maybe Treetop Citadel.

Highelves could get a UB fishing village/fish markets or some such giving +1 health (or happyness) from seafood.

Something naval sounds good. Maybe it gives +1 hammers from fishing boats? So its only useful in a handful of cities, but gives a nice small bonus. Call it Fishing Village.

Dwarves and goblins could get a Mushroom caverns UB that provides the mushroom resource

Maybe... a bit boring. I'd prefer to just have mushrooms spawn in hill farms sometimes, and by event.

NIppon and Cathay could get 'Jade Guard' or 'Jade Temple', and have a small chance of spawning a Jade Dog defensive unit when enemies get nearby (maybe make Jade dogs have marble and/or Gem affinity and/or make the Jade Guard/temple also provide the Jade resource and have the Jade Dogs get Jade affinity instead and thus get stronger according to empire size.)

I don't like this so much. I'd prefer to give Cathay (and the Empire) Imperialy things that reduce city maintenance in the early game (remember there is nothing that reduces city maintenance in this mod except -10% from the gallows with Tyranny and -30% from courthouses from civil service, and then the civics), and allow them to have a slightly larger empire without crashing their economy.

I'd prefer that things like the Foo Statue or stone golem type units be normal buildable units.

Ind should get a UB Temple of the Thousand which give +1 happy and/or +1 commerce for every religion present in the city.

This sounds good, I like it.

Chaos Dwarves would get a Volcanic Forge which would give +x% unit and building production speed

Well, bonus hammers are slightly simpler. Needs to be a very minor bonus.

Amazons could get a Breeding Pit which spawns animals with the Heroic 1 and 2 promos. also alow amazonians to 'mount' animals to get different effects (ie Mount bear = +1 defence strength, mount panther or tiger = +1 jungle/forest movement, add wolf pack = +1 attack strength etc. amazonians should get strong animal affinity.)

.... maybe.... I think we should hold off on Amazon design until much later, until we have a better idea of how the faction as a whole would work.
cause they cant build units

.... what???
This sounds like it would be *incredibly* difficult to get working. I'd be very, very suspicious about the AI's ability to handle something like this so radically different from the core civ engine - and something that changes the core economy of building units and structures with hammers.

Kislev could get a UB (Ice Queens Beacon) that turns surrounding terrain to snow like the FfH illian Temple of the hand and make kislev get 2 food from snow

This sounds a little too much.
Remember that Kislevites are mostly just normal humans living in cities.
I'm fine with a tech that gives them +1 food from tundra and maybe ice, but they definitely shouldn't really *prefer* the arctic, its just that they don't suffer as badly from it.
They're not Illians - they're normal humans.

Khemri could have a Mortuary that should turn any unit killed next to the city into a basic skeleton that can upgrade into any of the higehr level units

A Mokka's cauldron effect? Possible, but could be too strong and would take a lot of balancing.

I do think overall that most of the effects should be very minor; mostly these are for flavor, and just to slightly encourage playing particular races in an in-flavor way (like making high elves favor the sea, the Empire and Cathay favor large empires,
 
I like this, though it could make WE cities insanely difficult to crack (remember the forest penalty for cavalry and chariots) - tougher even than dwarven cities. I'd call it something different though; maybe Treetop Citadel.

precisely the WE theme. woodelves are notoriously territorial and athel loren has never been successfully invaded whereas dwarf fortresses have been/

.... what???
This sounds like it would be *incredibly* difficult to get working. I'd be very, very suspicious about the AI's ability to handle something like this so radically different from the core civ engine - and something that changes the core economy of building units and structures with hammers.

ill explain more in depth when i have a chance. but in short lizardmen are not born. they are created by the old ones in large spawnings. the spawning pools create skinks, saurus and kroxigores etc at regualr intervals. obviously SOME units would be buildable but most stronger ones would come through the pools. it works in FfH with the shiem remember ;)

This sounds a little too much.
Remember that Kislevites are mostly just normal humans living in cities.
I'm fine with a tech that gives them +1 food from tundra and maybe ice, but they definitely shouldn't really *prefer* the arctic, its just that they don't suffer as badly from it.
They're not Illians - they're normal humans.
very true.

A Mokka's cauldron effect? Possible, but could be too strong and would take a lot of balancing.

basically. it shouldnt be hard to make it a smaller chance so it isnt overpowering.
 
I think these ideas are mostly brilliant. While I am not very familiar with the Warhammer universe (except for 40K) I will do some research before I contribute more to your topic. Disclaimer* Most of my ideas will probably be impractical, but designed to create some creative debate on the topic. Good luck chaps. :)
 
Disclaimer* Most of my ideas will probably be impractical, but designed to create some creative debate on the topic. Good luck chaps
thats fine :) a lot of my ideas are impractical as well, and need to be rethought in order to be coded. its the ideas that are often the hardest to come by.
 
ill explain more in depth when i have a chance. but in short lizardmen are not born. they are created by the old ones in large spawnings. the spawning pools create skinks, saurus and kroxigores etc at regualr intervals. obviously SOME units would be buildable but most stronger ones would come through the pools. it works in FfH with the shiem remember
Why not make the spawning pools a building that allows the city to bild militairy units with food. Like settlers.
I know it is not exacly lore related, but it could be interpreted as the next spawning be all militairy rather than all civilian (regular city growth)
 
Well, there is already a civic that does that. I'd rather force Lizards to have to take the Horde civic to convert their excess food into unit production.
 
Well, there is already a civic that does that. I'd rather force Lizards to have to take the Horde civic to convert their excess food into unit production.

I dislike that idea. Simply becouse it limits the civilisation to much.
If you start with that, you will eventualy hard code all civic choices for each nation.
Besides, imagine having the same thing with for example Profesional army.
 
I dislike that idea. Simply becouse it limits the civilisation to much.
If you start with that, you will eventualy hard code all civic choices for each nation.

This makes no sense. Giving them buildings that turn food into hammers is a hard-coded way for that faction only, that they can use food for units (and with swamp yields, this is likely to be problematic).
Not giving them such a building doesn't "limit" them; it gives them the same civics options open to all the other civs.

In fact, your way is more limited; under your method, they should never adopt the Horde civic.

Besides, imagine having the same thing with for example Profesional army.

Yes - imagine that if a single particular civ had a building that gave +4xp to all newly created units in it, and other civs didn't get that building. Balance problem, methinks.
But the benefit that Professional armies gives is much more generic; the Horde civic food-> hammers is a very specific (and powerful) mechanic. I wouldn't want to give access to such a mechanic without some kind of opportunity cost.
 
Yes - imagine that if a single particular civ had a building that gave +4xp to all newly created units in it, and other civs didn't get that building. Balance problem, methinks.
But the benefit that Professional armies gives is much more generic; the Horde civic food-> hammers is a very specific (and powerful) mechanic. I wouldn't want to give access to such a mechanic without some kind of opportunity cost.

I get exacly where you are coming from about that part. Than again, not having your cities grow while you build an army is quite a cost. What if the effect stayed but was reduced to say: 1
hammer.gif
for each 2-3 units of
food.gif
 
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