City specialists instead of a static improvement

When a city grows, the player gets a single option to upgrade and that's it.

Even if the UI bug will fix the problem that makes the player unable to make an informed decision, there is still a problem with flexibility and the lack of options.

 

My suggestion: Cities will receive specialist slots each level (starting with the second), and will be able to add or replace specialists as long as it has empty slots.

Adding or replacing a specialist will consume time (and resources?). It is also possible that the specialist creation will use the unit production points of the city, giving a strategic decision if it is time to build protectors or upgrade the city.

 

The initial options will be limited and similar to the options currently exist in the game (of course, the numbers can be tweaked, I'm more concerned about the concept):

Trader - adds 5% gildar

Teacher - adds 5% tech

Mage - adds 5% arcane

Captain - gives +1 to attack and defense of units in the city.

 

Other options will be researched at various places in the research trees, and each culture will begin with it's own unique specialist, making the options more interesting.

There are many different bonuses that can be created: improved healing rates, iron bonus, improve building time, diplomatic points etc. Although it will probably be important to keep the bonuses as percentages instead of static points to prevent abuse and keep the feel of the game.

 

Besides the variety, the advantage of this idea is to give more strategic flexibility, allowing the player to change the goal of the city.

For example, for a frontal city the player might want to get healing, unit production and combat bonuses, but after some conquests, change the purpose of the city to an economy town, producing gildar instead of units.

Another example is a city that has two different resources that changes specialists between the two during the game.

 

6,353 views 4 replies
Reply #1 Top

Honestly, if we go with something like this, then we could even have other options like miners, craftsmen, and production-boosting options. This would make it so that adventurers that generated things like mining bonuses wouldn't have to be stacked in a city and could be moved to say, newer settlements to help boost growth.

Reply #2 Top

The idea is indeed intended to give more options for better bonuses.

It gives more motivation and variety to research as well as giving the option to unique specialists by culture.

 

 

As for the heroes, by itself, it does not change anything.

Since the resources are global and not per city, and the bonuses are in percentages, the biggest bonus is given by putting the hero in the city with the best net production of his bonus resource.

Moving heroes to new cities will reduce the global resource gain regardless of how many specialists the older city has, unless this city has many mines around the new city.

 

 

 

 

Reply #3 Top

I like this idea. I wish more heroes gave similar bonuses instead of the boring +1 to total research or whatever.

Reply #4 Top

Quoting Onionfighter, reply 3
I like this idea. I wish more heroes gave similar bonuses instead of the boring +1 to total research or whatever.
End of Onionfighter's quote

Said it before, saying it again: What we really need are 'civilian' abilities for champions that can be boosted with experience, and experience for 'civilian' champions who are stationed and doing their job (farming, researching, holding fancy parties, etc.)