OK so my bad if this has been suggested before :s
But in essence atm our Races only really effect our 'elite' units and the terrain we start on (and prefer to fight on) but i would like to add into that buildings which add in certain effects or advantages through out the game.
Now these buildings would be expensive, and timely to build but would enhance a player in different ways based on his build. Also please note that since this is an idea its completely open to modification and redesign, as its just the structure of the idea that i believe is a good idea :)
All buildings are capped at level 5 and their starting cost is similiar to that of a level 10 market place, with each level upgrade costing being similiar to that of two levels from a standard structure.
Elves:
Ancient Oak
This tree has been carried from the great Elven homeland and holds within it one of the Ancient Earth Spirits
- For each level of growth the community will gain +5% to wood, food and mana growth
- From level 2 archers can shoot down from it when being attacked and receive a +5% bonus to all defensive stats
- At level 5 all Elven Spells become 25% more effective.
This means at level 5 the racial building will provide a +25% resource boost to wood, food and mana, and also give archers a 20% def boost and improve elven spellls.
Orcs:
Arena
An Arena is found in every great Orc city, where the young and the old are pitted against each other daily for the right to breathe! While the cost of maintaining such savagery is high, the armies trained in these places are to be feared!
- For each level of growth all Orc units gain +3% to all stats (at all times)
- At level 5 all Orcs produced in this city are Veterans and so gain a further +5% to all stats (at all times)
This means that at level 5 the racial building will provide +20% to the stats of all orcs that are produced from this city.
Dwarves:
Mystic Iron Works
The Old Ways are what Dwarves were always known for, and their master works were respected through out the lands. Build the Mystic Works in your city and hear the real sounds of might on Anvils!
- For each level of growth the dwarven community will receive +5% to iron and stone production
- From level 4 all dwarf units that wield and wear metal equipment will gain +5% to all stats (at all times)
- From level 5 all dwarven smiths skill improves and hence they receive a -20% bonus to the amount of time taken to produce metal armour and swords within the city.
This means that at level 5 the racial building will provide +25% iron and stone production, +10% to the stats of all metal clad dwarves produced at this city and a -20% time bonus on the production of swords, chain and plate amour.
Humans:
Palace
The Palaces of the Elite Class can be seen through out the greatest of human cities. These building are always brilliant to look upon and always increase the amount of gossip and trade within the cities they appear in within weeks!
- For each level of growth the human city will receive +10% gold production
- From level 2 all diplomatic units become +5% more effective per level of growth
- At level 5 all 2nd Tier Human Knights produced at this city recieve a +3% stat boost for their confidence (arrogance) in their noble immortality
This means that at level 5 the racial building will provide +50% gold production, +20% effectiveness to all diplomatic units and a +3% stat boost to all T2 cavalry units produced at this city.
This idea is literally aimed to make more of an impact and difference on the races. Hope there is enough detail provided to give you a good idea, and yet left open enough for further development if the idea is liked :)
Please post your opinions, and Thank You for taking the time to read this :)
Hanoth