Buildings inside the Towns

By on March 5, 2009 3:27:03 AM from Elemental Forums Elemental Forums

NTJedi

Join Date 03/2006
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Here are some ideas for Stardock on the types of buildings which can be placed/built inside a town.  Anything listed can have a balanced cost associated such as gold, magic, resources and/or time:

A} The Jail
The jail is where the player can capture champions or unique animals allowing them to be traded for gold, items or diplomatic treaties.  The animals can be domesticated for armies and some even used as mounted units.   For example let's say player_A is very powerful and my exploring army was lucky enough to find his most powerful champion alone and wounded from a recent cave exploration.  The player agrees to have his champion captured instead of being killed.  Once in my jail I request gold and a 20_Turn peace treaty for his safe return... or perhaps auction him off amongst the other players.

B} Marketplace
The Marketplace improves the percentage of gold income produced from the town where it's located.  Naturally this building is better for large towns which produce more gold and not a village on a desert island. An upgrade via gold & resources for this structure would be expanding a bank building next to the market which improves the percentage of gold produced. 

C} Engineers Guild
This provides the option to train some of the population to become engineers who can then build catapults, ballistas, battering rams, and other mechanical units.  At a cost the engineers can also build defensive traps such as burning oil, spikes, and caged wild dogs.

D} Storage Facility
This allows increased storage of resources within the town.  This probably already exists since a natural demand for this type of building would exist.  This building can be upgraded to provide more space being a 2 story building or even 3 story building via the cost of gold & resources.

E} Statue of a Nations Hero
Defending nation receives +2 morale for all units… only of value to the original builder.  Conquered towns would need to rebuild their own hero.

F} Blacksmith
Allows the forging of weapons for regular units and it can be upgraded by several different combinations.  Completing a quest is one method, enchanted by a spell is a second method, structural upgrades via gold & resources is a third method.  This would allow for units to evolve from carrying Clubs to eventually reach builds of carrying a Death Knight Axes of Strength or Holy Defender Bows of Resistance… naturally these last two examples should be extremely costly and time consuming to achieve.  The forging of items for champions should overall be allowed to become more powerful.

G} Channellers Magic Circle
Allows the Channeller to teleport into this location… only of value to the original builder as conquered towns would need to rebuild their own magic circle unique to their channeller.  This location can have structural upgrades via gold & resources so casted magic spells provide stronger and/or cheaper results.

H} Alchemists Workshop & Garden
Allows the growing of a few specific herbs which are random and depend on the type of terrain.  The herbs can be mixed together and/or with resources for developing potions.  Potions may provide a champion or channeller a temporary increase in one statistic or a cure for a poison or disease or a resistance to an element.  Each potion can only be used once.

I} Mages Library
Allows for a minor research bonus and a mage inside may spend one or more turns writing a magic scroll.  The magic scroll would be a spell the mage within the library could cast, but once on a scroll it can be casted once by any mage.  These scrolls have a magic cost and time cost associated with them.

J} Thieves Guild
Allows the option to train some of the population to become thieves, spys and/or assassins.  These units use stealth as their primary defense and it also provides advantages for surprise attacks.  Structural upgrades via gold & resources… first level provide thieves, second level provides spys, third level provides assassins.   

K} Stables/Ranch
Allows for the training of animals which can be used for combat.  A few larger animals such as horses can be used as mounts. Structural upgrades could allow for more wild animals to be tamed such as wolves and eventually bears.

L} Farm & Fields
Allows for the growth of food feeding the population and breeding of animals.  Structural upgrades could allow for additional fields generating more food for the town.

M} Shipyard & Docks
Allows for the building of sea vessels(Explorer, Goods Trader, Military type, Civilian Transport, Fishing Boat) .  Sea vessels can also be repaired and/or improved at this location.  Structural upgrades could allow for additional defenses against sea_based attacks as well as more evolved sea vessels.

N} The Keep
This is a major government/military building providing strong defensive and is usually located within the center of a town.  Structural upgrades can evolve from Keep>Fortress>Castle>Capital... naturally only one location can provide a Capital for each race.  Benefits from Structural upgrades can include stronger physical and magical defense for during battles at this location or spells which target this location on the main map.  Perhaps the channeller can have his own personal guards trained here as well.  

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GHenrikG
March 5, 2009 4:52:20 AM from Elemental Forums Elemental Forums

I like that! Nicely done!

Perhaps some breeding stables for captured animals!

Hm, it would be nice, if you first have to hunt an animal for taming, before you can use it as a mount. Have some horses run around on the map and you have a dedicated hunter unit, which get's you the animals you desire. Then it will take a certain amount of time before you can use them (until you have tamed them in your stable and can start breeding them for a future mounted unit...)

Just a thought...

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March 5, 2009 9:46:10 AM from Elemental Forums Elemental Forums

I guess there will be much more buildings. E.g. bank - it represents the category economy buildings. I am nearly sure a marketplace will be present. It was in every medieval city and even in bigger some villages. And there will be probably much more such buildings. Casino, pawnshop, mint, various guild houses  They may be also "resource-related" - horse market, food market... The same for the storage facilities - grannary, various ranches (where steeds may be held)  etc. We will see. I think it is too early to speculate.

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March 5, 2009 2:26:57 PM from Elemental Forums Elemental Forums

It would be nice to have some race specific building types, and perhaps some for specific types of magic.  While the buildings listed above all sound interestign and good to include, they also sound rather standard for games.  Perhaps we will end up with some surprising building paths and optionis....new stuff!

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March 5, 2009 6:23:33 PM from Elemental Forums Elemental Forums

Added the Stables/Ranches into the list.

Setup Marketplace as the first economy structure and then the bank is an upgrade which appears as an extra building next to the marketplace.

 

I like the idea of race specific buildings where several can include upgrade paths via gold, resources, magic, quests and/or time.  I didn't add any into the list otherwise I'd need to create a general section, the empire section and the kingdom section.  Perhaps when more is known about the Empire and the Kingdom races myself or someone will post some ideas. 

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March 5, 2009 6:57:21 PM from Elemental Forums Elemental Forums

Quoting NTJedi,
Added the Stables/Ranches into the list.
Setup Marketplace as the first economy structure and then the bank is an upgrade which appears as an extra building next to the marketplace.

I think a bank should be separate from a marketplace. Maybe a settlement should require a marketplace before a bank could be built, but I don't think they should be forced to be adjacent. My reasoning for this is that the city development is going to be tile-based, with (it seems) a 4 building per tile limit, with some taking up more space than others; and I see no reason why a bank and marketplace need to be immediately adjacent. Although if Stardock decides to implement adjacency bonuses, it could be more efficient to have them close.

But all in all good ideas, I like all your suggested buildings, although some of them might not be relevant to the game.. I guess we'll find out when they give us more information

I just want to add that I hope there is a large variety of buildings. I just tried to find a thread (I think there were actually two of them) in which Luckmann brought up the idea of there being synergy between various buildings of a similar type (so a variety would be more economical than spamming the best building over and over). As always, I can't find it, though... But basically, I want to really be able to have a settlement focus heavily on a single aspect (like trade, or military production, or mining, etc) without spamming the same structures over and over.

Maybe Luckmann or someone else can find one of the threads I'm talking about... I'm notoriously bad at it  

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March 5, 2009 8:38:06 PM from Elemental Forums Elemental Forums

with (it seems) a 4 building per tile limit

Why assume there's a limit on improvements per tile at all? If we're re-thinking TBS economics, why not let players decide whether to invest heavily in a small region or spread investments over a larger area?

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March 5, 2009 8:47:57 PM from Elemental Forums Elemental Forums

I just want to add that I hope there is a large variety of buildings. I just tried to find a thread (I think there were actually two of them) in which Luckmann brought up the idea of there being synergy between various buildings of a similar type (so a variety would be more economical than spamming the best building over and over).

Blarg! I thought it was the wonders thread... but having had a brief skim through I cannae find it! http://forums.elementalgame.com/334781

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March 5, 2009 9:26:11 PM from Elemental Forums Elemental Forums

you're missing granary or farm.  Something to increase food production. 

 

Other than that, nice list.

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March 6, 2009 2:12:23 AM from Elemental Forums Elemental Forums

 

Added Farms and Fields as well as Shipyard and Docks into the list.

I didn't add Granary since this is a type of Storage Facility.

 

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March 6, 2009 8:55:26 AM from Elemental Forums Elemental Forums

Quoting GW Swicord,
Why assume there's a limit on improvements per tile at all? If we're re-thinking TBS economics, why not let players decide whether to invest heavily in a small region or spread investments over a larger area?

My assumption is based on Frogboy's image in this post. I used "it seems" to imply that I'm not sure, but it looks like that's where they're heading - at least for now.

Also, NTJedi, based on that same post, it looks like you're missing: Housing, Barracks, Mine, Mine Training (?), Mana Generator (probably temporary name), and Keep (although I think that's the one building you start with when you settle a new city). 

 

Quoting Jonny5446,

Blarg! I thought it was the wonders thread... but having had a brief skim through I cannae find it! http://forums.elementalgame.com/334781

I just looked again and I still can't find it. Where did it go?

 

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March 6, 2009 10:15:03 AM from Elemental Forums Elemental Forums

Quoting pigeonpigeon,
...
My assumption is based on Frogboy's image in this post. I used "it seems" to imply that I'm not sure, but it looks like that's where they're heading - at least for now. ...

I was trying to poke you to see if you also would like the option to have more than four improvments per tile. I like the notion because it fits with the idea that true cities in Elemental will be relatively uncommon (when compared to any of the Civs or to colonies in GC2), and, more importantly, giving that basic choice (how dense to make your developments) will mean individual cities can be very different. Down on a flood plain beside a great river, spreading out could make good sense by maximizing your riverfront tiles. A city in a small mountain valley might simply have less room, but more than sufficient wealth to build just as many improvements as the river city.

Quoting pigeonpigeon,
...and Keep (although I think that's the one building you start with when you settle a new city).  ...

I'm hoping that no single improvement is 'automatic.' Keeps should be quite expensive and one of the key traits that distinguishes a city from a village. Choosing not to build a keep at a particular site could mean more than just a weakness if the site is attacked--keeps could be the main reason population levels increase beyond a simple village. In fact, I'd like it best if keeps were towards the end of a series of defense facilities that began with simple forts that you'd put beside a mine or in the market village for a farming region.

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March 6, 2009 3:47:12 PM from Elemental Forums Elemental Forums

Quoting GW Swicord,
I was trying to poke you to see if you also would like the option to have more than four improvments per tile. I like the notion because it fits with the idea that true cities in Elemental will be relatively uncommon (when compared to any of the Civs or to colonies in GC2), and, more importantly, giving that basic choice (how dense to make your developments) will mean individual cities can be very different. Down on a flood plain beside a great river, spreading out could make good sense by maximizing your riverfront tiles. A city in a small mountain valley might simply have less room, but more than sufficient wealth to build just as many improvements as the river city.

I'm not sure. I mean I'm not opposed to it, but I'm not dying for it either. Also, I don't think we'll have much of a decision about whether to sprawl out - the number of tiles available for city development is supposed to be directly related to population...

Quoting GW Swicord,
I'm hoping that no single improvement is 'automatic.' Keeps should be quite expensive and one of the key traits that distinguishes a city from a village. Choosing not to build a keep at a particular site could mean more than just a weakness if the site is attacked--keeps could be the main reason population levels increase beyond a simple village. In fact, I'd like it best if keeps were towards the end of a series of defense facilities that began with simple forts that you'd put beside a mine or in the market village for a farming region.

The Keep is the structure that has to be conquered for a city to change hands, according to various dev posts. I think it's pretty much set in stone that Keeps will be automatically built whenever you start a new settlement. Hopefully it starts out as a small wooden structure or something, nothing grandiose, but upgradable to the point where it becomes a genuine fortress.

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March 6, 2009 6:05:37 PM from Elemental Forums Elemental Forums

AFAIK a keep or a fortress was in any larger settlement in medieval times. So I guess every city can have it.

However I very like the idea of the limit of the town structures per the map tile. It really makes a sense. However it can happen, that te population decreases in the city. What do you suggest for this case - shall the already built improvement be destroyed?

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March 6, 2009 6:31:46 PM from Elemental Forums Elemental Forums

Quoting mrakomo,
However I very like the idea of the limit of the town structures per the map tile. It really makes a sense. However it can happen, that te population decreases in the city. What do you suggest for this case - shall the already built improvement be destroyed?

I would vote that it not be destroyed, but become inactive. Maybe if the population decreases you could choose which structures or tiles would fall into disuse?

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March 7, 2009 12:57:24 AM from Elemental Forums Elemental Forums

Depending on how limited building growth is I'd rather not be limited to only 4 buildings per tile, though I think its reasonable to have a building per tile conversion rate (its just 4 per is a little crazy low)

It makes me wonder how that is going to work out for defending a town if that is what it amounts to be, like because 1 'killer stack' couldn't protect your town on all sides.  That is realistic possibly, but it seems a little tedious.

 

 

** another suggestion for building

Lumber yard/forester guild > produce wood resources from forest/jungle tiles

Mine > produce metal/income from hill and mountain tiles

Fort?   More heavily fortifies that part of town against attack

 

(though, now its starting to sound a bit more like classic 4X RTS)

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March 7, 2009 11:48:59 AM from Elemental Forums Elemental Forums

Quoting pigeonpigeon,
... The Keep is the structure that has to be conquered for a city to change hands, according to various dev posts. I think it's pretty much set in stone that Keeps will be automatically built whenever you start a new settlement. Hopefully it starts out as a small wooden structure or something, nothing grandiose, but upgradable to the point where it becomes a genuine fortress.

I can accept that a settlement might need some sort of 'flag' to be captured, and maybe I'm just being oversensitive to language again, but I have not yet abandoned my hopes for the game to include useful, interesting, *small* population centers like mining outposts, market villages for farm regions, etc. There were no keeps of any sort in the Shire, but it was most certainly a thriving region.

Perhaps the lack of a 'flag' tile could even be a possible defense advantage for outlying settlements (enemies have no choice but to go house-to-house), say at the cost of reduced control from the capital (less taxes, less influence on building). And the costs of establishing a 'flag' tile could be a good tradeoff decision to complement the basic questions of where and how much essence to imbue in the land. You spent the essence, and now you have to decide whether you can risk leaving the area with a high degree of autonomy or whether you must work immediately to provide military cover.

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March 7, 2009 5:38:21 PM from Elemental Forums Elemental Forums

Quoting GW Swicord,
I can accept that a settlement might need some sort of 'flag' to be captured, and maybe I'm just being oversensitive to language again, but I have not yet abandoned my hopes for the game to include useful, interesting, *small* population centers like mining outposts, market villages for farm regions, etc. There were no keeps of any sort in the Shire, but it was most certainly a thriving region.

I am your sidekick when it comes to this issue. The presence of small villages and towns, on a totally lower level than cities, would make the world feel so much more real and vibrant. 

Quoting GW Swicord,
Perhaps the lack of a 'flag' tile could even be a possible defense advantage for outlying settlements (enemies have no choice but to go house-to-house), say at the cost of reduced control from the capital (less taxes, less influence on building). And the costs of establishing a 'flag' tile could be a good tradeoff decision to complement the basic questions of where and how much essence to imbue in the land. You spent the essence, and now you have to decide whether you can risk leaving the area with a high degree of autonomy or whether you must work immediately to provide military cover.

Honestly, I'd be happy if the only point of 'villages' would be to take advantage of nearby resources, without having to invest essence into setting up a whole new city. In my opinion they should be less efficient at harvesting those resources than a city would be, plus reduced control from the capital like you mentioned. I'd also like to be able to create forts and walls separately from cities (being able to build the equivalent of the Great Wall of China, for appropriately sky high resource costs and time investment, would be downright amazing).

If such a thing as villages exist, then there would still have to be something keeping you from spamming them everywhere - that would just lead right back to the world being tiled from end to end with population centers. One good disincentive could be for villages to draw population and/or food from nearby settlements, and any population/food invested in villages would be unusable for training units, etc.

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March 8, 2009 4:19:23 AM from Elemental Forums Elemental Forums

I'd be happy if the only point of 'villages' would be to take advantage of nearby resources, without having to invest essence into setting up a whole new city

well, thats something that really isn't seen in any games right now.   And by that I mean things like 'mining towns'.  or similar resource driven towns.   I know I build everything I can in that little would-be-mining town, and they suck until you get their population up.   Realistically, a place around a mine would have a huge spike in population to support the mine, rather than having to wait for it to build up from outpost or whatever.   In MoM, you have to go get your outpost, and then build up your smithy and granary and such just so you have enough population that you can even think about building a mine or anything else.

Civilization isn't as bad, since if there is a resource, you gain access to it the moment the town/city can reach it.  But it still stands, any industry or nation would ensure enough food could be imported to support a large enough population to start work on a mine right away.  Maybe that is more possible post-industrial revolution than it was pre, but still.

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March 11, 2009 12:39:03 AM from Elemental Forums Elemental Forums

Blacksmith should probably be divided into armoursmith, weaponsmith, fletcher, bowyer etc. "A" blacksmith was a guy who made belt buckles and horseshoes. A swordsmith doesn't have time to make such trivial things and requires a lot of extra equipment.

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March 11, 2009 5:19:07 AM from Elemental Forums Elemental Forums

At this time we speak about the humanoid cities. How about the crystalline ones? (Of The Cataclysm). They shall be quite different.

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March 11, 2009 7:23:41 AM from Elemental Forums Elemental Forums

Some military training facility will be in town,no doubt,real question is how will they work ?

If i understood correctly,some amount of training will be required for every unit.

You have a peasant,give him spear and train him for a day and you have simple spearman,but what will hapen if you let him be trained for 3 days ? Will that affect its stats like attack,defense or what ? Perhaps increase its experience if every unit will have its own experience.


Will there be different types of training building ? One for sword practice,another one for units with mounts and so on...?

Will unit benefit from going into additional training later ? You have battle experienced knight,what will happen if you send him to train some more ?

Some special training building for special units ? My guess is paladin,for example,require some special sort of knowledge to fight undead creatures with increased efficiency.

So i guess we will have

basic military training facility - train soldiers to fight with weapons(swords,axes,spears...whatever)

advanced - training armored soldiers on foot

in combination with stables - jousting yard for training mounted troops

in combination with mages guild - special units training (like paladin)


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March 11, 2009 11:04:31 PM from Elemental Forums Elemental Forums

OH, he's right.  You need our training halls and war cottages

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March 13, 2009 1:29:06 PM from Elemental Forums Elemental Forums

Quoting pigeonpigeon,


Also, NTJedi, based on that same post, it looks like you're missing: Housing, Barracks, Mine, Mine Training (?), Mana Generator (probably temporary name), and Keep (although I think that's the one building you start with when you settle a new city). 
 

Quoting igoraki,


So i guess we will have

basic military training facility - train soldiers to fight with weapons(swords,axes,spears...whatever)

advanced - training armored soldiers on foot

in combination with stables - jousting yard for training mounted troops

in combination with mages guild - special units training (like paladin)



Quoting landisaurus,
OH, he's right.  You need our training halls and war cottages

Well I did not add Housing, Barracks, Mine, Mine Training, Training Halls and Mana Generator  since I don't have any creative ideas for improving them at the moment.  The list I created provides new ideas or suggestions for improving existing buildings which provides the greatest benefit for our beloved Stardock developers. 

 I did not add the training for mounted troops since I'm not entirely certain whether the mounted unit(Horse) will be seperate from the rider unit(Soldier).  Can the soldier be killed thus leaving the mounted unit alive?  Can the mounted unit(Bear) keep fighting once the soldier has been killed or vise versa?  Can soldiers dismount during battle or while traveling on the main map?  In most games they are combined into one unit, but Elemental might provide something different.   If I knew the details of this final decision I have some creative and simple improvements.

I did not add Mages Guild, Monasteries or Churches since these have a high chance of being race specific buildings.  I'd need to create a general section, the empire section and the kingdom section.  I just would not have the time to maintain/update all of them while also adding/updating new topics... my work has me unpredictably busy so I might vanish for a week or two while being swamped with work.

I do have some improvement ideas for the  Keep... which has been added into the list.

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March 15, 2009 9:57:31 PM from Elemental Forums Elemental Forums

Quoting NTJedi,


Well I did not add Housing, Barracks, Mine, Mine Training, Training Halls and Mana Generator  since I don't have any creative ideas for improving them at the moment.  The list I created provides new ideas or suggestions for improving existing buildings which provides the greatest benefit for our beloved Stardock developers. 

....

I did not add Mages Guild, Monasteries or Churches since these have a high chance of being race specific buildings.  I'd need to create a general section, the empire section and the kingdom section.  I just would not have the time to maintain/update all of them while also adding/updating new topics... my work has me unpredictably busy so I might vanish for a week or two while being swamped with work.

if its not broke, don't fix it right?

I think it is kinda important to talk about churches, mages guilds, and such.   Just because there may be a differece between mana generators, reseach generators, and unit creation buildings.   This becomes especially true if you require 'tech tree research' seperate from 'spell book research', for example the library might give the 1st where only a mages guild would give the 2nd.   And a 3rd building (mage academy?) would be able to actually PRODUCE mages for the battle field.

We have a similar deal with mines.  In this game, if things like swords are created on a per unit basis, rather than just a lump sum to represent all the production required, then how are we to divide up money and resource income?

Is a mine going to be all we need to produce metal weapons?  is that all that a mine does?   is a mine going to produce gold or multiply gold production from trade goods (the generic 4X game style) then another building, like the smithy, going to be the one converting gold to actual weapons?   If mines only produce gold, are they going to give a bonus to the cost of the smithy to convert gold into swords?   Is the same building that creates swords going to be what creates armor?   these are important questions in the building ideas.

 

The training hall or whatever else allows for you to train/specilize troops I figure would be pretty standard.   Once you have the trailing hall, you unlock the ability to train troops up to a certain level (I figure you'd need multi-tier training halls, saw a level 1 just allows you to produce the units, tier 2 training hall lets you train up a couple of levels, and tier 3 lets you train up to level 5 or something like that).   The tiers of the training hall I figured would also be dependent or your 'training tech'.   It has been mentioned that in Elemental, rather than having the generic tech-tree, you instead have several areas in which you can research and advance.   So if one of these areas is military training, then as you advance that the maximum tier your training halls are able to reach would also expand.   The techs (and buildings) I see would be:

Training halls (related to standard war training) > effects all fields of training, but to a lesser extent of specialized, also allows for bettering armor and weapons directly as well.

Archery range (related to archery training tech) > trains archers, javilin throwers, and slings

stables (related to the mount-training tech) > horse, bear, and other riders, directly betters the abilities of the mount rather than the rider, so it allows for 'war horses' and 'war bears' over the regular mount choices if it goes up, then the associated riders would also recieve small bonuses worth of exp

Magic academy (related to the magic-training tech) > mages, priests, necromancers, magicians, and whatever else you can name

 

I figure the best way it could be done is general training points would allow you to increase the base-starting exp of units (pay more to start at higher levels), but the other training would allow bonuses.   

So lets say you have starting exp of 1, Tier 1 general training adds up to 5 starting exp, Tier 2 gives 10 (arbitrary numbers for right now)

Now at the same time, specilized magic training would allow for additional spells then gives another extra +50% starting exp for mage units.

Lastly, your mounts would be tougher as the tiers go up, so tier 2 would give 'war bears', 'war horses', 'wargs' or whatever would be the level up for the mounts.  Stat wise they would basically get a level up, but only on the mount side of the stats. 

So your tier 2 training hall/tier 2 stables could produce exp 10 bear riders on War bears. The tier 1 training hall/tier 2 mage academy/tier 1 stables could create only 7 exp bear mages (mages on bears) and they wouldhave weaker bears, but they would probebly still fair out about the same in combat terms (now, tactics is probebly a major factor when it comes to spells, but that isn't the point.   I'd make spells cost more most likely)

I know this is as much about the tech stuff as it is the buildings, but thats kinda how it has to be.   of course we'd have plenty of balancing on our hands to make it all flow, but I think it sounds much like what they have in mind from just what we have.

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March 25, 2009 11:03:07 AM from Elemental Forums Elemental Forums

Good topic.  One thing missing that I would like to see would be some sort of hospital or imfirmery.  Protection against the the plauge, or faster healing rates, or a bit of protection against life-based magic (I am not sure what that actually means).

I also like the idea of towns/cities not having to follow specific pathways or upgrades as they mature.  For instance, maybe one small, centrally located village could have the strongest walls and best defence- in times of war, maybe most of your people would flock to this town (a storehouse of food could be kept here as well). Sure some outlying town might get sacked but with the populance mainly intact, rebuilding may be fast.  This might be a viable option for some types of gameplay.  Another example-having a centrally located hospital, even if its in a small town, may impart some benefits to nearby larger town, negating the need for each of then to build their own hospital-but also making that one hospital more valuable to defend.  Having town reley (at least in part) on building from other towns could really add more strategy to town placement, make town specialization more viable and interesting, and impart the sense of your nation really working together (rather than independant city states-which you could still build if you wanted).  I like the idea (and others seem to agree) of having a town really good at farming-producing most of the food for the kingdom, a well defended-but small-trading center, a small town in the mountains that can take advantage of some magic source and specialize in being mainly a magic training center, and so on.

So when we think of buildings- would it make sence that at least some of the benifits derived from them effect nearby towns in some way-so absolutly every town does not need a grainery?

 

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