the great wall as mention by sureshot got me thinking about various different options.
currently we have ..
- walls = 25%
- castle = 50%
- various misc buildings that dotn fit the theme i am chasing atm.
what i propose has 2 simple buildings and a hard one
- raised walls = 25% (these walls are an upgrade to traditional walls and are just and extension of the original built to twice the height). requires castle
- citadel = 50% (this fortress is truely impressive and is the result of expanding a castle in to a perfectly designed defensive structure). requires raised walls.
the hard one...
-- outer wall = uses a market similar to the great wall wonder but circling the first harvestable ring of a city (9 squares). causes a penalty exactly like crossing a river and stacks with the river crossing penalty but only applies to hostile forces. requirement citadel
now i am not sure how the techs would be set up but i was thinking somewhere in the engineering tree.
currently we have ..
- walls = 25%
- castle = 50%
- various misc buildings that dotn fit the theme i am chasing atm.
what i propose has 2 simple buildings and a hard one
- raised walls = 25% (these walls are an upgrade to traditional walls and are just and extension of the original built to twice the height). requires castle
- citadel = 50% (this fortress is truely impressive and is the result of expanding a castle in to a perfectly designed defensive structure). requires raised walls.
the hard one...
-- outer wall = uses a market similar to the great wall wonder but circling the first harvestable ring of a city (9 squares). causes a penalty exactly like crossing a river and stacks with the river crossing penalty but only applies to hostile forces. requirement citadel
now i am not sure how the techs would be set up but i was thinking somewhere in the engineering tree.