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Building Conception

VM Wrote:The graphics could be changed tough. If you want I can look into that.
This could be the occasion to create a Race Building, like in Age of Wonders: Shadow Magic.
A building (even with the same graphic for all races) that allows something unique to each race.

I.E.
Klackons RB could lower the cost of units by 10% in that city
Orc RB could give Chaos Channel to the units build in that city

and so on. thumbsup
Only the people crazy enough to think they can change the world of Arcanus and Myrror can do it. rolleye
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Building tree.
Colours represent the different city stages, with light blue being available from the start, and the yellow ones only for the Capitals.
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WhiteMage Wrote:I think it is 4, 4, 4, 4: 1-4(hamlet), 5-8(village), 9-12(town), 13-16(city), 17-up (capital)
I love symetry in design since it represents easy access and orientation for players. I am all for -16 variant, if it does not bring further problems in gameplay.

Quote:Great, but how about using non-military production bonus and switching to military before finishing production? Will you prevent that?
I guess you just spared us a nasty surprise later. Thanks.
The focus buildings (sawmill or smithy) are my favourite feature, since they bring a new layer of decision. To keep them and allow changing production, we need an altered conception with similar effect.

Catwalk Wrote:2) I'm not sure if I understand the smithy and sawmill bonuses (excellent ideas, btw). Is your bonus actually reduced from 4 to 3 by having both? If so, I think that's rather counter-intuitive and I'm not sure what the balance benefit is. Already, if you build both you lose out on one of them half the time.
  • The idea is, that you are invited to improve either military or non military development early.
  • Choosing both is obviously too good, from the strategic point of view, so we want to make it less favourable.
  • The effect should be time limited: good early, but later less important. This gives the decision the momentum, you cannot "leave it for later".
  • It's somewhat counter-intuitive, I admit. The rationale is: When the industry focuses on one type, it's more efficient. --- I would not mind having more intutitive names, maybe similar names, like "Metalworks" / "Woodworks", which would stress the either-or choice.
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Quote: 1-4(hamlet), 5-8(village), 9-12(town), 13-16(city), 17-up (capital)

So, to recap the city limits:

OL NL City Level/buildings you can start at this level:
01 01 Hamlet/Granary, Smithy, Sawmill, City Forum, Barracks, Marketplace, Farmer's Market
04 05 Village/Armory, Shrine, Library, Shipyard
08 09 Town/Stable, Alchemist, Miners, Jail, Fighters, Bark, City Walls, Harbor, Temple
12 13 City/Armorer, Animist, Forester, University, Mechanical, Parthenon
15 17 Capital/Fantastic Stable, Oracle, Wizards, War Collage, Merchants, Cathedral

Where OL is the original proposal city level, NL is the new proposal (by Whitemage) city level.

This way we can't build a Wall until the population is 8 or 9. BTW can we build it with the spell at a lower level?

The Shipyard needs a city 4 or 5 before being available.

The same limits are true for AI as well?
Only the people crazy enough to think they can change the world of Arcanus and Myrror can do it. rolleye
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I can be open to 4-8-12-16 for levels 2 through 5 for symmetry purposes with a slight boost to Wizard's Guild (magicians earning +1 shot).

The 5-9-13-17 proposal seems too restrictive for my liking, especially during early development. We want to avoid such a situation as it could limit flexibility (think of settlers).
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