Unit-enabling buildings

Thennorin

Chieftain
Joined
Oct 15, 2006
Messages
84
FFH2 has a lot of buildings that enable units to be built. It seems to be a pattern that more advanced buildings allow the creation of better units. The idea makes sense but I've found I encounter 4 difficulties with the current approach:

1) Related buildings don't supersede each other. In a large empire, this makes it difficult to intuitively work out what buildings a city has. This is especially important if a civ has a special building. Example #1: if a city has a bowyer, it doesn't mean it also has an archery range. Example #2: if a Hippus city has a hippodrome, it doesn't necessarily have a Hippus stable.

2) The many buildings create a lot of clutter in the city screens. Example: a city specialising in mounted units could have stables + siege workshop + hippodrome + large animal stables.

3) There is a "grudge factor" involved in building unit-enabling buildings. The best unit depends entirely on the situation, so flexibility is desirable. That means having as many units enabled as possible. Example: a city can build knights but the player just wants a cheap, quickly built horseman to patrol a border; to do this they'd need to build "yet another" unit-enabling building.

4) Where there are no building pre-requisites, I can create nonsense cities. Example #1: With a hippodrome, knights can be trained - even without a stables to raise their horses. Example #2: With a bowyer, marksmen can be trained - even without an archery range to practice on.

I think all 4 aspects could be improved with the following ideas :goodjob:

A) Make all related unit-enabling buildings require the previous building in their chain. Reduce building costs as necessary. Example: hippodrome requires stable/Hippus stable; cost reduced to 200 from 300 (because stable costs 100).

B) Make all related unit-enabling buildings enable the units the previous buildings did. Example: archery range enables archers and longbowmen; bowyer enables archers, longbowmen and marksmen.
 
I just don't like the overlay when you hover the mouse over your city and the display comes out with the city info and decides to list every freakin' building in the city.

I think the extra buildings is temporary...for when we get to a point where you can "Upgrade" buildings? Maybe?
 
A) Make all related unit-enabling buildings require the previous building in their chain. Reduce building costs as necessary. Example: hippodrome requires stable/Hippus stable; cost reduced to 200 from 300 (because stable costs 100).

I think this alone would be a vast improvement. It's intuitive and would keep the building selection screens from becoming so cluttered.

Even without a pre-req discount it would be a good idea but I think a partial discount based on the pre-req cost would be reasonable.
 
Awesome idea.

In a large empire, I'm frequently scrolling through a long list of buildings to see if the archery range (or one of the others mentioned) is already built or not -- and it is not unusual to miss it still sitting in the list...
 
I very much support Thennorin's ideas!

Right now it's a terrible system. It would be much more streamlined to have older versions removed when building an upgraded version.
 
I agree. Also, I think all buildings should have some sort of bonus (and maybe also a malus) that would make you want to build them for their own sake. I hate it that I have to build an expensive building only to build one unit.


It might also be nice to have some higher level buildings that replace the same building, and connot coexist in the same city. This would force more specialization.
 
A) Make all related unit-enabling buildings require the previous building in their chain. Reduce building costs as necessary. Example: hippodrome requires stable/Hippus stable; cost reduced to 200 from 300 (because stable costs 100).

I agree, and I also agree with points 1, 2 and 4. not with 3 however ;)
3) There is a "grudge factor" involved in building unit-enabling buildings. The best unit depends entirely on the situation, so flexibility is desirable. That means having as many units enabled as possible. Example: a city can build knights but the player just wants a cheap, quickly built horseman to patrol a border; to do this they'd need to build "yet another" unit-enabling building.

That actually IS the reason why units have prerequisites. Will you specialize in one branch or invest more into building stuff and have ability to field more variety of units?

If A) idea is implemented we could have even more upgrades, that won't give new unit but more experience to unit or a promotion.
 
This is a very good idea. Its a simple but very smart way to clean up the building menu.
In this context, it would be a nice feature if you could add bowyers to the list if the required archery range is also on the list. (i hope u get what i mean, sry for my bad english ;) )
 
I've been playing on Monarch with No Building Requirements turned off, and it really helps. Instead of stacks of warriors, chariots, and catapults, the AI has been appropriately constructing killer stacks. While I'm not generally in favor of AI cheating, this particular AI cheating doesn't seem particularly egregious.

-- ACS
 
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