Capital Cities?

Just a brainstorm here what do people think of the idea that any one (and only one) city you found which becomes level 2 you have the option of making a Capital City choice (as a 4th option) which is a combination of both a conclave and town and with the added bonus of being able to construct walls and maybe the first tier military buildings giving some slight military use as well. 

This could also be used to unlock some unique capital only buildings such as a royal palace that gives a nation wide reduction in unrest, increase in fame and income etc...

 

A capital city that functioned as such could be a big help players that start in rather poor areas with few viable spots to place cities. It may also reduce the pressure to city spam as a functioning empire needs at least 2 conclaves and towns and the option of having a capital city which combines these 2 as the administrative, economic and scholarly centre reduces this pressure. 

 

It gives the player some sense of deeper ownership of their empire and its something you want to protect. As I mentioned above they could also have some basic fortress functions including defensive walls and access to the most basic buildings that improve your army. It could help in that if bad luck restricts you to your capital you can still produce research, gildar, and some decent soldiers until you get your empire on its feet. 

 

Please comment if you think I'm onto something here :)

19,680 views 14 replies
Reply #1 Top

Not a bad idea. Getting something of a super-city going on. I think it should always apply to only your first city, and it should be its own leveling tree, with different options at each level, unique to the town/conclave/fortress that are already there. Could give some, but not all of the benefits of being either of the three other city types, and yes, having unique capital buildings would be cool, regardless of the implementation of the rest.

Reply #2 Top

Actually I like your implementation more. I hadn't thought about the levelling tree but something including a tall tower to make your capitol stand out from the other cities. Something perhaps upgradeable that is an outward symbol of the might of your kingdom/empire egs the tower of Ecthelion in Minas Tirith or even the Wizards Tower in MoM...

Reply #3 Top

Yes I would really like these ideas.

It seems reasonable that maybe your first city (which is by default your capitol) is something special.

Reply #4 Top

Quoting Redaxe, reply 2
Actually I like your implementation more. I hadn't thought about the levelling tree but something including a tall tower to make your capitol stand out from the other cities. Something perhaps upgradeable that is an outward symbol of the might of your kingdom/empire egs the tower of Ecthelion in Minas Tirith or even the Wizards Tower in MoM...
End of Redaxe's quote


Maybe having a unique one to each race, that slowly grows as you level it up, maybe being tied in with the Tower of Dominion structure, which can be upgraded at each level of the city. Some suggestions for the different race's central buildings. It would also be cool if these structures provided some kind of defense to the city if it is attacked...

Amarians could have a giant wizard tower, that could add a wizard unit that can maybe cast some spells (increasing in level as city does).
Krax could get a big eastern style fortress with minarets, that would summon a sizeable force of Kraxis defender troops to guard the city.
Ironeers could have a large, growing fortress forge thing, maybe guarded by a few Iron Golems that would defend the city.
Magnar could get a giant Barad-dur style spiky hell fortress that summons demons of various varieties depending on its level.
Mancers could have a large trading palace, like an italian style Doge's villa, that brings in some well equipped mercenary knights to defend.
Men could get a regular ole castle/palace/thing, that would summon some elite pikemen guards to defend the city.
Tarth could get a more primitive, but very defensible looking fortress that would bring out some elite archers to defend the city.
Trogs could have a big building, preferably covered in chains that would unleash a Juggernaut or two on the enemy when the city is attacked.
Urxen could have a big, dark keep (obviously with sinister looking architecture), maybe that adds some extra elite defender units to the garrison.
Wraiths could get a sinister looking mage's tower, maybe with some ice and webs, that would summon an unreasonable amount of spiders.

Anyways, some suggestions...

Reply #5 Top


There really does need to be some kind of 'Capital' building for each of the factions.

When a hero comes to your service, that hero should show up at the capital...not at your sovereign's location.

There are other aspects that can be introduced into a 'capital' building. A spell to move it's location as an example.

I suppose, in short, MoM REALLY hit the nail on the head with this aspect and FE would do well to introduce those aspects into this game. (imo of course)

 

Reply #6 Top

Yes, I agree with the idea of a capitol city.  many good ideas above ^^^.  Nice!  Perhaps a palace  might also be added... one that also decreases unrest in settlements close to the capitol.  One of the reasons Versailles was ordered built by the king of France was to keep all the nobles close by, and watched... so as to be less likely to revolt.  Just my duo francs

Reply #7 Top

Quoting GFireflyE, reply 5
When a hero comes to your service, that hero should show up at the capital...not at your sovereign's location.
End of GFireflyE's quote

This always struck me as odd. The fact that the heroes you recruit spawn next to your sovereign seems to imply that your sovereign, drunk on the fame and fortune they have just won by looting that mighty dragon's lair, decide to confer "hero" status upon some random dude they found lying drunk on top of the dragon's hoard, going so far as to feed them experience proportional to the amount of fame they have amassed to date.

Either that, or they cast the "Summon Hero" spell, which might explain why the summoned champion has so few traits.

Reply #8 Top

Quoting animageous, reply 7


Quoting GFireflyE, reply 5When a hero comes to your service, that hero should show up at the capital...not at your sovereign's location.

This always struck me as odd. The fact that the heroes you recruit spawn next to your sovereign seems to imply that your sovereign, drunk on the fame and fortune they have just won by looting that mighty dragon's lair, decide to confer "hero" status upon some random dude they found lying drunk on top of the dragon's hoard, going so far as to feed them experience proportional to the amount of fame they have amassed to date.

Either that, or they cast the "Summon Hero" spell, which might explain why the summoned champion has so few traits.
End of animageous's quote

 

This would explain some of the epiteths, like "The Weaver"

Sovereign: You, you're now hero of the realm, take this sword and head my armies

The Weaver: but, lord, i'm just a weaver, i make carpets

Sovereign: No arguing

The Weaver: But, but, i need to make these carpets for my customers

Sovereign: No buts

The Weaver: "sigh" As you wish my lord.

Reply #9 Top

I would like to eliminate the 3 city types and have a leveling tree.

Would like to start off a city as a fort and later choose how to develop it depending on how the game goes.  This is how many US cities started, for example Pittsburgh PA.

Reply #10 Top

Quoting FuzzyGold, reply 9
I would like to eliminate the 3 city types and have a leveling tree.
End of FuzzyGold's quote

Ohhh wow, I think I like that idea.

 

Reply #11 Top

Quoting FuzzyGold, reply 9
I would like to eliminate the 3 city types and have a leveling tree.
End of FuzzyGold's quote

I don't know about that - the three city types and city specialization is something that is pretty unique to FE (I at least haven't really seen it in many other games), and I don't think we should rush to get rid of it when really there are other things that are more important to change, first.

Reply #12 Top

This can be all changed, in fact, I believe one may be able to create a seperate line of upgrades for the capital city as well, and in fact can set it to be unique to the race type. This can be done with the current system of things in the background.

Reply #13 Top

I love city specialization with the three types. If you want city trees, I'd like to see them built into those three types.