Building Types for the Map

Building Types

Stardock may already have a few of these places, but may find new ideas in this topic to improve existing ones.  It should be possible for players to build some of the building types listed… such as Towers.

Here are some ideas for the types of places on the game map:

A) The Inn
A place where the morale of troops is temporarily increased, listen to rumors, small chance to hire a new champion, maybe find a quest and each champion can pay for a room for minor healing to only the champion.

B} Towers or other fortifications
The typical tower should provide some improved defense plus an improved view of the area.  However there should also be a small percentage chance of finding a special tower... a tower which might be blessed or cursed or negates all magic.

C) Alchemist Laboratory
A place where a price is paid to try and magically enchant weapons/armors yet the alchemist has a small percent chance of cursing the item or weapon.  The alchemist also sells magical potions and magical scrolls. (Scrolls/Potions = 1 time use)

D) Monastery
Any units which enter the monastery have their hitpoints restored.  The monks here will also cure poisons and/or diseases for a donation.

E) Athenaeum
Any spellcasters visting here will receive some type of bonus such as +2 research bonus or +1 intelligence.  This works only once for each building of this type.   

F) Border Gates
Border gates are anywhere from 2 to 4 map tiles in length either vertically or horizontally.  Passage beyond the border gates can only be accomplished after defeating the guards OR possibly only after completing a quest.  These serve many uses for map makers.

G) Arena
For a small fee any champion(hero) may enter the arena to battle a random enemy which is usually slightly weaker, but during a full moon the arena master will provide an enemy which is usually stronger for those seeking a greater challenge.  The reward will be increased fame for the champion, some experience and his troops receiving a small morale boost.   Once every 20Turns every player is invited to send one champion to battle for a special prize, naturally the arena master provides this challenge because it draws a huge crowd as everyone from across the realm wants to know who has the greatest champion.

H) Portals
There’s several types of portals which can exist and a good list of ideas has been organized from a topic created by Luckmann:   https://forums.elementalgame.com/331599

I) Warriors Shrine
Any warrior types visting here will receive some type of bonus such as +2 attack bonus or +1 defense.  This works only once for each building of this type.

J) Graveyard
A location where the dead are taken to be buried and rest in peace.  It’s easier to guard the bodies of fallen soldiers from necromancers and others of dark magic if the corpses are gathered to one location such as a graveyard.  Weaker undead will sometimes rise from the ground within a graveyard as well.

K) Lighthouse
A location similar to a tower by providing an improved area view, however it also provides a movement bonus to sea vessels within its radius(20 squares?).

 

 

7,208 views 10 replies
Reply #1 Top

I'll add some more...

- Ancient Library: Gives a temporary bonus to research, or a chance to find a new spellbook (If Elemental has them...) or spell.

- Old Armory:Gives some weapons / armor with a small chance to find an artifact weapon or armor. After fighting the guardian offcourse...

I'm just afraid that some people might try to save / reload the game until they get what they want from some of these buildings. Alchemist curses your weapon? Reload and try again... Warriors Shrine gives +1 attack bonus in stead of +2? Reload...

Reply #2 Top

In regards to saving and reloading. The way I see it, you shouldn't know exactly if it is cursed or "blessed", only that it is now magical. Something like "Give the Alchemist 5 swords to be enchanted. You are notified when the task is completed, and you can then distribute the swords." Maybe they're given the identifier "Magic Sword-Level 1" or something equivalent. That way until it is used, or you notice some negative effects on your commander or whomever receives the sword you don't realize it's cursed. That way once you do know it's cursed, it might be 20 turns ago, and that's a long way to go back. That way it would reduce the amount of reloading that would be done.

Otherwise I really like these building types. I would say that it seems odd the monestary would require you to donate to get healed though. I mean it is under your control and you are the one who built it. Maybe a different limiting factor, such as only a certain number of troops could be healed per turn.

Reply #3 Top

I would say that it seems odd the monestary would require you to donate to get healed though. I mean it is under your control and you are the one who built it.
End of quote

The way I (and I think NTJedi also) see these buildings isn't as things that you build, but random buildings that can appear on the map (think Civ-style goodie huts). In that context it might not be all that strange to make a donation to the monastery (or other buildings) to receive healing (or something else).

Reply #5 Top

Lair: A very small, simple dungeon containing only one powerful creature.

Reply #6 Top

One thing to keep in mind is that only magical people can bring the land back to life, 

I like the idea of alchemists (random example) but how where they maintaining thier livelyhoods without an empire to sell their servieses to?? (even if you can turn Iron into Gold, , , you still can't eat it unless somebody is willing to trade gold for fish.)

that being said the game dosn't have to be exceedingly realistic,  it was just an odd thought that passed by my mind.

One option is that they don't exsist, until  you rejuviante the land arround them, hidden googies of the land,  If the land becomes firtile a alchemist living in the area can harvest enough food to set up shop perminently from then on showing up on the map.

Also the same square if death rejuvinates the land would pop perhaps a differnt bonus. one more suitable.


just thinking aloud,

2c and all that

take care all

Robbie price,

Reply #7 Top

One option is that they don't exsist, until you rejuviante the land arround them
End of quote
This is an interesting and easy to implement idea...you expand enough and you get random "In alchmest has set up shop to the nort of City X" or "Near our northern border a great tree has begun to blossom...perhaps we should explore this phenominon."  Sort of like GC2 randomd events but 1. triggered by your expansion and 2. something physicially on the map, not jsut a dialog.

/scott puts this idea on the backburner and lets it simmer

Reply #8 Top

Quoting BoogieBac, reply 7
... /scott puts this idea on the backburner and lets it simmer
End of BoogieBac's quote

/GW discretely puts a jar of Champion Chili Powder near the stove...

Reply #9 Top

/Scout barks @ the stove.

This seems like a great idea. I can see a load of different permutations for this:

A: You could have life/death-assosciated "objects" that only appear if you rejuvinate with that polarity. Some would just stay dormant if you used the opposite polarity, some would actually be destroyed, and some would turn into something bad.

  • Monsters spring immediately to mind.....
  • This would also be a great way to get heroes.
  • Trees of life (or death) that bloom when touched by the appropriate element, and create a small bubble of that element around themselves. They are, however, destroyed if controlled by the opposite element.

B: Not all things should be hidden, but some visible objects should also not be what they appear to be....... *_*

C: Some of the more powerful "thingies" should actually require a specific essence indestment to activate.

D: Still others actually generate little rejuvenated bubbles of their own.

 

Reply #10 Top

also mana locks would be a cool addition to the gates each turn u have to pay a certain amount of mana to open or CLOSE the gate.