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Direct Link To This Post Topic: Advance Notice: New Buildings
    Posted: 15 Sep 2011 at 17:04
TIER II BUILDINGS

This post contains information on some of the new T2 buildings.

17 of the 20 new buildings have now been released.

Unlike regular Illyriad buildings, many of these will require ongoing upkeep in terms of basic resources in addition to Food:  Wood, Clay, Iron and Stone will also be required to run most of them.  

These buildings are, of course, entirely optional builds and you can choose to build them if you wish to specialise your city in a particular area.  Some of the buildings only make sense to build when your city is beyond a certain size. Other buildings are aimed at new players as well, in the full expectation that they won't be required or needed beyond a certain city size.

No new city plots are going to be added to the town map.  25 plots is what you have, and 25 buildings are what you can build - you now have to choose your path on this. 

Whilst all 16 released buildings have numbers on them, the remaining 4 don't yet, but will once released.  We have indicated a rough upkeep value (High, Medium, Low etc) for each building resource upkeep type.  Upkeep will scale with the level of the building, and you should anticipate that - at level 20 - "High" means in the thousands per hour, and "Low" in the hundreds per hour.

There will be a *lot* more buildings released in the future, catering towards crafting, guilds, magic and naval administration, so this is just the tip of the iceberg.

Hope you enjoy!

ADMINISTRATIVE BUILDINGS

ARCHITECTS' OFFICE 
Buildings have fundamental requirements: not only do they need to be aesthetically pleasing, they also have to stand the test of structural integrity and come in on budget. 

A good architect can plan and design a building so that its actual construction is quicker, and the Architect's Office will speed the construction time of all your buildings and their upgrades.

Any construction time increase only affects new building orders, not existing ones.

Speeds up building construction time by 1.5% per level
No upkeep


CHANCERY OF ESTATES
Managing a large landholding estate can be a complex task.

The Chancery of Estates helps administer your Sovereignty, keeping a registry of low-level claims and streamlining the process for your vassals.  Any ruler who wishes to lay claim to a lot of land around their city would be wise to make this building a priority.

You may build this building multiple times; however, each subsequent building costs the same but performs half as effectively as before (2nd building = half, 3rd building = quarter).

2% discount to L1 Sovereignty claim cost only, per building level
High Clay
Medium Stone
Low Wood


DIPLOMACY

FOREIGN OFFICE

Spotting incoming diplomats is a tricky task, requiring your citizenry and landholdings to not only identify but also report foreigners crossing your borders.

The Foreign Office provides support and infrastructure to enable your city to identify and track foreign diplomats more efficiently.

You may build this building multiple times; however, each subsequent building costs the same but performs half as effectively as before (2nd building = half, 3rd building = quarter).

10% per level increase in diplomatic unit visibility from this town

High Stone
Medium Iron
Low Clay


ASSASSINS ABODE
After a hard night of murdering, even assassins need somewhere to kip.

The Assassins' Abode provides a safe refuge for your evil-doing well-wishers to recharge and refresh themselves before their next operation.

You may build this building multiple times; however, each subsequent building costs the same but performs half as effectively as before (2nd building = half, 3rd building = quarter).

1.5% per level upkeep reduction for Assassin units
High Iron
Medium Stone

SABOTEURS SANCTUARY
Undermining foundations, stealing research and burning things down seems like it should be an easy task. Far from it!

This building allows your Saboteurs to rest and recuperate their destructive energies.

You may build this building multiple times; however, each subsequent building costs the same but performs half as effectively as before (2nd building = half, 3rd building = quarter).

1.5% per level upkeep reduction for Saboteur units
High Wood
Medium Clay
SCOUTS LOOKOUT
Scouts spend an awful lot of time away from home, and not having to maintain their own dwellings, knowing that them and their families are being look after well in your city, means that they're willing to forego some of their pay whilst they're abroad. 

You may build this building multiple times; however, each subsequent building costs the same but performs half as effectively as before (2nd building = half, 3rd building = quarter).

1.5% per level upkeep reduction for Scout units
High Clay
Medium Wood

SPIES HIDEOUT
Spies need to blend into their surroundings seamlessly.  Having a refuge where they can hone the art of disguise and misdirection at the city's expense is a godsend. 

You may build this building multiple times; however, each subsequent building costs the same but performs half as effectively as before (2nd building = half, 3rd building = quarter).

1.5% per level upkeep reduction for Spy units
Medium Clay
Medium Stone
Low Wood
THIEVES DEN
Thieves have to continuously practice their arts, be they breaking and entering, moving quietly, removing items unnoticed or making a swift getaway.

This building helps your thieves perfect all these skills, and means they don't have to spend their own time and money on practice.

You may build this building multiple times; however, each subsequent building costs the same but performs half as effectively as before (2nd building = half, 3rd building = quarter).

1.5% per level upkeep reduction for Thief units
Medium Iron
Medium Wood
Low Clay



MAGIC

GEOMANCERS RETREAT
Geomancers spend a huge amount of their time communing and becoming at one with nature and the natural spirits that bind the land together.

The mental energies consumed by this process are greatly replenished by this purpose-built retreat.

The bonus this building provides is applied to the new spell's default.  So a spell providing a +8% bonus to your resource production, cast with a single Level 20 Geomancers Retreat (+5% x 20 = +100%) would be cast with a total bonus of +16% bonus to resource production.

You may build this building multiple times; however, each subsequent building costs the same but performs half as effectively as before (2nd building = half, 3rd building = quarter).

Increases Geomancy spell bonus by 5% per level
High Clay
Medium Stone
Low Wood
Low Mana
MANSION OF MISFORTUNE
Blight-casting is dark and dangerous path for any individual to undertake. By banding together and sharing the burdens placed upon them, this building allows blight casters to be even more effective at their dark art than they normally would be.

Increases Blights effectiveness by x% per level
High Clay
Medium Wood
Low Mana

MANA PROJECTOR
For anyone seeking to create a specialisation out of magic, the Mana Projector is a "must-have".

The range of spells is severely limited, but this building provides a local focus for your Mages to project their influence over a greatly increased range.

Spell Range increase
Low Wood
Low Clay
Low Iron
Low Stone

RUNEMASTERS GROUNDING
This building acts as a research centre and testing ground for your expert Runemasters to perfect their skills in Runeweaving, by providing a safe and comfortable environment for them to tinker with the intricate patterns and materials used in Rune construction.

The increase in charges provided by the additional preparation of your Runemasters is only applied to newly cast Runes, not existing Runes.

You may build this building multiple times; however, each subsequent building costs the same but performs half as effectively as before (2nd building = half, 3rd building = quarter).

Increases number of rune charges by 5% per level
High Stone
Medium Clay
Low Mana


MILITARY

TRAINING

MILITARY ACADEMY
Description to come...

x% per level Commander XP earnt increase

Medium Wood
Medium Clay
Medium Iron
Medium Stone
ARCTIC WARFARE COLLEGE
The Arctic Warfare College trains your armies to both survive as well as fight within the freezing and unique conditions of the North. When fighting in these conditions, specialist training as well as equipment, can mean the difference between life and death.

The Arctic Warfare College increases both the attack and defense abilities of all military troops produced by this town when fighting in this major biome by 1% per level of the building.

You may build this building multiple times; however, each subsequent building costs the same but performs half as effectively as before (2nd building = half, 3rd building = quarter).

1% per level atk and def bonus to troops fighting in Arctic biome
High Stone
Medium Iron
DESERT WARFARE COLLEGE
Fighting effectively in the desert requires a unique training regimen. Extremes of heat and cold in the hostile environment can be rendered less debilitating by training your troops in a Desert Warfare College that will familiarise them with survival techniques for this harsh environment.

The Desert Warfare College increases both the attack and defense abilities of all military troops produced by this town when fighting in this major biome by 1% per level of the building.

You may build this building multiple times; however, each subsequent building costs the same but performs half as effectively as before (2nd building = half, 3rd building = quarter).

1% per level atk and def bonus to troops fighting in Desert biome
High Clay
Medium Stone

JUNGLE WARFARE COLLEGE
Graduates of the Jungle Warfare College know the terrible heat and humidity of the jungle, where the hostile environment has but one purpose - to kill and subsume living flesh into the biological whole. Fighting in this extreme is hard, very hard, but luckily this College will help prepare your troops for the physical and psychological duresses.

The Jungle Warfare College increases both the attack and defense abilities of all military troops produced by this town when fighting in this major biome by 1% per level of the building.

You may build this building multiple times; however, each subsequent building costs the same but performs half as effectively as before (2nd building = half, 3rd building = quarter).

1% per level atk and def bonus to troops fighting in Jungle biome
High Wood
Medium Clay


LODGING

ARCHERS' FIELD
Archers need to reach a peak of mental and physical perfection where they are 'at one' with the target.

This is incredibly hard to achieve when they're quartered with the general melee of the army, and so the Archers' Field provides them a place both to practice and also live without worrying about the world outside.

You may build this building multiple times; however, each subsequent building costs the same but performs half as effectively as before (2nd building = half, 3rd building = quarter).

1.5% per level upkeep reduction for Ranged units
High Wood
Medium Iron

CAVALRY PARADE GROUND
Cavalry see themselves as the elite, the standard-bearers, of the military.

The Cavalry Parade Ground provides them with their own place to practice handling and dressage skills, as well as a place - funded by your town - to live, eat and sleep.

You may build this building multiple times; however, each subsequent building costs the same but performs half as effectively as before (2nd building = half, 3rd building = quarter).

1.5% per level upkeep reduction for Cavalry units
High Clay
Medium Wood
INFANTRY QUARTERS
Infantry are the backbone of the army.  Cameraderie, as well as skills, are honed to a sharp point when they're living and practicing together in the Infantry Quarters building.

You may build this building multiple times; however, each subsequent building costs the same but performs half as effectively as before (2nd building = half, 3rd building = quarter).

1.5% per level upkeep reduction for Infantry units
High Stone
Medium Iron
SPEARMENS' BILLETS
Spearmen know they're the most expendable part of a fighting force, and they're determined not to be expended.

The Spearmens' Billets allows them to practice their deadly craft, as well as allowing your city to take care of some of their day-to-day needs.

You may build this building multiple times; however, each subsequent building costs the same but performs half as effectively as before (2nd building = half, 3rd building = quarter).

1.5% per level upkeep reduction for Spear units
High Clay
Medium Iron



Edited by GM Stormcrow - 07 Oct 2011 at 17:45
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Direct Link To This Post Posted: 15 Sep 2011 at 17:07
Thank You!!!!
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Direct Link To This Post Posted: 15 Sep 2011 at 17:09
Thank you ^.^
Haizea Žµríne Wolfê

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White Wind of the Wolfê
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Direct Link To This Post Posted: 15 Sep 2011 at 17:09
Looks exciting but will certainly have to think about what I specialise in before building anything new.  When is the switchover date?
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Direct Link To This Post Posted: 15 Sep 2011 at 17:11
Yeay!
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Direct Link To This Post Posted: 15 Sep 2011 at 17:12
mmmmmmmmmmmm parade ground mmmmmmmmmmmmmmm

great job devs, cant wait
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Direct Link To This Post Posted: 15 Sep 2011 at 17:13
I see that there are buildings to make the casting of blights, even easier.  Yet nothing is mentioned that would give a player a defense against these spells.  Where is the balance?
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Direct Link To This Post Posted: 15 Sep 2011 at 17:19
Good job. Me likes. ^^

But you made 1 mistake....

It should be called "Assassins' Asylum"

Big smile


Edited by Createure - 15 Sep 2011 at 17:35
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Direct Link To This Post Posted: 15 Sep 2011 at 17:23
Does the Chancery of Estates' bonus apply to the first level's cost on level II+ sovereignty claims, or only claims capped at level I?

I'm happy to see that spies will finally have a significant purpose (to ascertain a city's specialties according to its unique infrastructure).


Edited by HonoredMule - 15 Sep 2011 at 17:24
"Apparently, quoting me is a 'thing' now."
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Direct Link To This Post Posted: 15 Sep 2011 at 17:25
This is good news TC! Question, how about a Mountain Warfare College?
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