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Multi city buildings

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demdigs View Drop Down
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Post Options Post Options   Thanks (2) Thanks(2)   Quote demdigs Quote  Post ReplyReply Direct Link To This Post Topic: Multi city buildings
    Posted: 30 Apr 2016 at 13:50
I Have a proposal, for the serious players in one thing, ie trading, crafting, military or diplos, you make an available building to multiply multiple cities production in that one thing, for example an archer building that takes into account all archer buildings in all cities within a certain radius, not all cities. So you have 3 archer buildings in 3 cities all within say 100 squares of each other, all 3 of those cities get a multiplier for archers in all parts, like archers attack, defense and gold reduction. To offset the power, this building requires 2 slots in each of the cities and cost res per hour that exceeds the current buildings, therefore u get a high risk, high reward building, it also promotes heavy specialization within an account and comes with a heavy offset res wise. so only the devoted will try it. 

To expand on my idea, you can make only 1 building to minimize any design issues or needing to create tons of art work, this building can be specialized in only 1 way per city, u can not have multiple ultra specializations inside one city, an additional check would be that 1 city cannot be ultra specialized alone, it has to have 2 cities as the same specialization to work, this forces an individual to make a conscious effort into having a specialization, additionally, if you exodus a city outside of the radius, it looses it's effect.  An additional consideration for the player would be how you balance your specializations inside a radius. 

Proposed specializations:

Military: each type of troop would be specialized, you can not have spears, archers, infantry and cav specialized in each city, you have to choose one or the other. Each group of cities would have to be specialized for that type of troop, this forces an individual to make him or her weak in the defense or attack against other types of troops in certain situations. 


Biome: you can specialize in a specific biome, so if all your cities are in a desert you can get a bonus in all your troops, though it is a greatly reduced bonus compared to the specific bonus of specific troops. 


Magic: Each type of spell can be specialized, for example geo building could be magnified to produce for you 200% food bonus if u do all your cities like that. Or you can have a massive blight or create a massive defensive shield against a certain type of attack. 

Trade: An individual could decrease the amount of wine needed for traders by a huge margin, additionally, this will allow a player to build far larger amount of vans then a normal city, so each city with this specialization could do say 400 vans instead of 70. So this individual could have a large amount of goods everywhere. Additionally, taxes in hubs would be reduced. 


Crafting: All T3 weapons of a certain type, ie bows of any type, or t2 of all types would be reduced, you would have to choose out of the two. Additionally another option would be a larger amount of a certain type of gatherer like 30 cotters per city. 

Diplomacy: Each type of diplo would be specialized, Thieves can steal more per individual, sabbatures could delay the research or building of a queue 20 to 50 times longer. or assasins, which if hit by the specialized assassin the killed commander would take anywhere 2-20 times as long to regenerate then normal.  Scouts would be able to see what is in the squares all around the city instead of what is only in it all sov squares any troops or buildings. 

Sov: if you specialize in sov the 20 building limit would be gone and it would grow based off the concentration of your cities. So for a fully specialized account in an area 5 cities could each have 120 sov buildings instead of 20. Or something like that. 

This would create a need for alliances to work together in a planned way not only on location, but in types of specialization within the area, also it would allow alliances like roads or a trade city to be allowed to flourish within the current status of the game. Military alliances would also benefit and would allow diplo alliances or super magic alliances a chance to be built, since there would be a way for them to be buffed up. Also since it would be across all facets of the game, each person in the game could choose the way it would affect them, with the understanding that they will become weak in another area. So with great caution an individual could become a super trader or a super crafter but become very weak in something else, the limiting factor would be the radius of the cities in the group. 


Edited by demdigs - 30 Apr 2016 at 15:24
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Rill View Drop Down
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Post Options Post Options   Thanks (2) Thanks(2)   Quote Rill Quote  Post ReplyReply Direct Link To This Post Posted: 30 Apr 2016 at 15:39
This is an interesting idea, I like the way it increases teamwork among alliance mates, and might even be a mechanic that makes land claims less daft. Wink If the devs want to encourage such developments, this would be one way to do it.
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Hyrdmoth View Drop Down
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Hyrdmoth Quote  Post ReplyReply Direct Link To This Post Posted: 01 May 2016 at 10:00
Another way to do something like this would be to allow people to build multiple buildings of those of which you can currently only build one. So, for example, a second marketplace could allow you to train another 70 caravans, a second spearmaker would increase the speed of spear production, etc.

Edited by Hyrdmoth - 01 May 2016 at 10:01
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Brandmeister View Drop Down
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Brandmeister Quote  Post ReplyReply Direct Link To This Post Posted: 02 May 2016 at 00:14
Doing that would greatly reduce the need to trade.
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demdigs View Drop Down
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Post Options Post Options   Thanks (0) Thanks(0)   Quote demdigs Quote  Post ReplyReply Direct Link To This Post Posted: 22 May 2016 at 10:53
I have had someone recommend the name of the building be called an university.
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Post Options Post Options   Thanks (0) Thanks(0)   Quote DeathDealer89 Quote  Post ReplyReply Direct Link To This Post Posted: 22 May 2016 at 21:36
What about a building external to your city?

Like an outpost.  Where it gives a certain amount of bonus to cities within its radius.  The bigger you build it the bigger the radius and the bonus.  You could also make them alliance based or player based.

You would of course have to defend them because animals and factions would attack them.  

Plus these type's of buildings would provide a softer target during wars.  Instead of just destroying a town now you could destroy outposts.  

Then each city could build a certain type of building that receives supports from a given type of outpost.  

Lets say I build an outpost and my cities get a 1% boost and my alliance mates get a .1% boost.  Then cities with the building get a 2% or .2% boost.  Assuming a range of 100, which is what we use for geo cities.  You could easily get around 100% boost.  

Another route could be a 'farming outpost'.  Treat it kind of like a city where it produces food according to how many food plots it covers and then players can send vans to get some food.  


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Post Options Post Options   Thanks (0) Thanks(0)   Quote BARQ Quote  Post ReplyReply Direct Link To This Post Posted: 23 May 2016 at 08:59
my suggestion : the current alliance capital thing can be changed . a separate town or fort can be built as alliance capital not belonging to any player but to alliance and where all the alliance reserves can be sent and cities in certain radius of this fort/capital can get special bonus like in return of certain amount of food and gold (or may be pres) all the alliance towns in certian radius will get a food boost for specific time or similarly other bonuses like one gets directly from pres for a town. alliance members can send troops to defend and if some one performs a successfull attack on that fort it will be considered as an attack on compelete alliance and attacker gets loot from alliance reserves stored in the fort.


i know its a much diff idea and may be posted in a separate post but its now here
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