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Topic Closednew building plan?

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Silent/Steadfast View Drop Down
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Direct Link To This Post Posted: 20 Oct 2011 at 05:28
The consulate, barracks and marketplace aren't necessary to make units after all the research is done.  I recommend axing the marketplace.  

I think...


Edited by Silent/Steadfast - 20 Oct 2011 at 05:29
"Semantics are no protection from a 50 Megaton Thermonuclear Stormcrow."-Yggdrassil (June 21, 2011 6:48 PM)
"SCROLL ya donut!" Urgorr The Old (September 1, 2011 4:08 PM)
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Direct Link To This Post Posted: 16 Sep 2011 at 16:39
Originally posted by Torn Sky Torn Sky wrote:

MILITARTY ACADEMY



I am so excited that the GMs have finally created a building for us to train ladies of the night. We can then populate our brothels with these Tarties and sit back and enjoy the revenues! The fact that the tarties are militant in their desire to work will only serve us better! We might even be able to sell "Instructor" spots at the Academy to the highest bidder?

Thank you GMs! ;)
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Direct Link To This Post Posted: 16 Sep 2011 at 03:34
MILITARTY ACADEMY will be a must in any city with a military force atleast untill you have you your commanders sufficiently leveled

WARFARE COLLEGE per your biome will be important for defence especially against players wo have them themselves

The -X% upkeep buildings should only be built on a per city specialization, with in the later game a city set aside for mostly diplo force (if it suits your play style)

RUNEMASTERS' GROUNDING will be an interesting building depending on the %, if its low percentage it may not be worth leveling up, having a diplo oriented city with strong theif defence to store your adv res will be more effecient than a seeking with a boost to it, as for military the ward of destruction kills 250 troops atm in larger armies a theoretical 10% from a warfare college could ad 1-2k "extra" troops the % from the RG would need to be huge to be of real bonus

GEOMANCERS' RETREAT could add greatly to food production geomancy if it adds to the spells effectiveness and not just the spell casting power

the other buildings i need numbers before i can comment on their usefulness
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Direct Link To This Post Posted: 16 Sep 2011 at 00:00
it looks like a level 20 city wall requires the use of a storehouse since stone requirement appears to be 665,051.  No other T1 building needs more than the capacity of the warehouse
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Direct Link To This Post Posted: 15 Sep 2011 at 21:54
The 4 resource enhancers could be dumped after opening the techs.

Vault could be dropped in a lot of cases.

Storehouse could go, too.

For non-Elves, Tannery and Fletcher are not needed in _every_ city of a player with 7+ cities.

Specialization can not be decided until the other future bldgs are known.

Also, none of these bldgs can be assessed absent knowing the true cost and true benefits.

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Direct Link To This Post Posted: 15 Sep 2011 at 21:01
After looking over the new buildings, I see a few that may be very important for towns, others are more for specialization as was expected.

I began looking at the new buildings and the old ones and here's what I'm thinking:

Each town will obviously have a Common Ground and Paddock, which leaves us with 23 available plots to build on. The following I feel every town should have in it, no matter what the specialization is (except in extreme circumstances):

Barracks, Consulate, Mage Tower, Market, Library, Flourmill, Carpentry, Kiln, Foundry, Stonemason

and

Storehouse (which I think will be destroyed and replaced with the Warehouse)

That takes up 13 of our plots, leaving 12 for specialization.

I suggest that new towns build an Architect's Office to reduce the overall build times of each building (I'm guessing that res plots are included and will be sped up by this building as well) but this will later be destroyed and replaced with a building, once all other plots have been filled.

So basically we have 11 plots to use for specialization. I suggest that one of these buildings be a Runemaster's Grounding in order to strengthen the anti-hostile runes placed on each town (since most people believe that the Vault isn't really worthwile and it's better to keep Thieves and runes in defense of your stuffs, I think this building will be valuable). Going along with this, if you are going to have Thieves in defense of your town you might as well place a Thieves' Den to allow you more Thieves in your town (of course this one is very optional).

The remainder of all buildings are all up to personal preference. I see the need for specialization which is dependent on what sov bonuses are near your town. I suggest looking and planning on making only 4-5 items per town at a maximum (ie making swords, spears, cows, etc and only really producing 4 or 5 of these per town.

About the Storehouse: Given that we have new buildings coming soon (imminently) and that we know there will be even more on the way afterwards, I'm looking to cut out anything that isn't absolutely neccessary for a finalized town. The Storehouse only holds 109,644 at level 20 while the Warehouse can hold 657,864 at level 20 for a total of 797,508 storage. Obviously in order to get that Warehouse you must first build up your Storehouse to level 15. But in the long run I don't see that the extra storage of 109k will be as important as gaining a new building, comparing 797k storage to 657k isn't a huge difference and I'd rather have that free plot.

What is the general opinion of all this?

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