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Roland Gunner
Greenhorn
Joined: 26 Sep 2011
Location: Seattle
Status: Offline
Points: 55
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Topic: Some random Adv Building Suggestions Posted: 14 Jun 2012 at 22:31 |
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A few for the defensive minded.
City Watch Tower: It would unlock Tech that would allow us to create a City Watch. City Guards would add to both the Military and Dip defense of the city but would not be allowed to leave the city. Since the guards wouldn't be allowed to leave the city they would have a lower upkeep than normal troops. How to balance this with cost and max defensive troops, I have no idea.
Trebuchet Yard: Would allow for the construction of defensive city siege engines. The new tech this would open up would allow us to build engineers to build and run these expensive but effective defensive units. (Level 20 Mage tower as well as Level 20 Trebuchet yard would unlock Wild Fire just like in GoT.)
For Offense.
Rookery: Would allow for the upkeep of messenger birds. The birds could give orders to Commanders on the Map. For instance:
Level 1: Sparrow. basically a faster more expensive option than a messenger. Can only order the troops to return home Level 5: Pigeon: Can carry a basic message to move to a commander that is stationary. Level 10: Crow: Can carry full messages with battle plans to either move or attack a square to stationary commanders. Level 15: Raven Can carry full battle plans to Siege a town to stationary commanders. Level 20: Flock: Can find moving commanders and give full orders.
Something Random:
Rangers Guild: These scouts patrol your Sovereign land. Reducing the cost/waste of Sov'ing squares further out from your city. You wouldn't need to build troops, just pay upkeep and it would reduce Sov cost for distance by a percentage. This would be a niche building for towns that want to Sov squares that are more than the typical 2 squares out.
Something Drastic:
Recruitment Office: The amazingly expensive building would speed up the recruitment time for troops. You would have to make this very expensive or the the increase pretty small not to make it overpowered. Obviously Sov'ing military production is one of the very few true strategical choices we have and I wouldn't want to ruin that. Maybe only allow it to run at the certain times, possibly during Tournaments or other official Call to Arms.
I have a bunch more but they are not any better than these.. Light on specifics but just some ideas...
One unrelated note.... I would love if we could "turn off" our Adv buildings. Introduce a slider similar to Tax for these buildings. The food cost and population would stay but it would allow us to lower the basic resource upkeep at a reduction of benefits.
R.
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Avion
Wordsmith
Joined: 09 May 2012
Location: Meilla
Status: Offline
Points: 111
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Posted: 15 Jun 2012 at 15:14 |
Hmm, some interesting suggestions - but where to put all those new buildings?
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Suppose they gave a war and nobody came?
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N. Chadgod
Greenhorn
Joined: 30 May 2012
Status: Offline
Points: 69
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Posted: 15 Jun 2012 at 23:18 |
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Two thoughts. I like the Rookery as long as you can't give attack orders. If you allow people to march armies near someones city and then change the orders to attack you deprive people of the opportunity to prepare and this doesn't seem fair. Also, I'm not sure why we need a recruitment office, like you said we already have military sov.
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Roland Gunner
Greenhorn
Joined: 26 Sep 2011
Location: Seattle
Status: Offline
Points: 55
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Posted: 16 Jun 2012 at 00:52 |
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Good points Norm...
For the Rookery: Perhaps a "Massing or Formation" Timer before they could start to march. 1 Hour per thousand troops to a limit of 8 hours or something like that?
Perhaps it changes the way we think about troops and signs of force and power too much to fit into Illyriad.
I was thinking about how frustrating it is to send 15k troops to a square to defend against blockades (in our last friendly tourney) only to have the blockade land at the square next to you. You have to send the troops all the way back home to tell them to move over one square.
For the Recruitment Office: Yes, you are correct. It's probably a bad idea and doesn't have a place in the game. I was trying to solve the "problem" of the declining prices of advanced resources and hadn't really thought this one through. I like that the time to build troops is as much if not more valuable then the resources it cost to produce them.
Instead of a recruitment office, maybe a Mercenary office? You still pay the Adv Resource cost to build the troops (which build/form much faster) but they only stay around for one month, or some other limited time? Or they have a much higher upkeep. Maybe they build 3x as fast but have an upkeep of 5x as much as full time troops? Haven't really thought any of this through as well as I should of before the post.
I'm very curious of the total amount of gold on the server and how its chart would compare to the basket of advanced resources over time.
Thanks for the replies...
R.
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N. Chadgod
Greenhorn
Joined: 30 May 2012
Status: Offline
Points: 69
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Posted: 16 Jun 2012 at 01:38 |
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I very much like the idea of a Mercenary Office. I like that it gives the people that have no standing army but lots of gold (traders) a chance to participate in tournaments and wars. While also allowing people who have had their armies wiped an opportunity to get back in the fight (without being sustainable for very long).
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Darkwords
Postmaster General
Joined: 23 May 2011
Status: Offline
Points: 1005
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Posted: 16 Jun 2012 at 02:29 |
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How about a developers lodge, this would magically create a shift in time, enabling the developers to complete the upgrrades they have promised and take on some more.
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