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Topic ClosedRace specialisation & building queues

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AlDjotte View Drop Down
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Direct Link To This Post Topic: Race specialisation & building queues
    Posted: 30 May 2010 at 16:54
I know some sort of race specialisation is in the offing. Here are a few ideas as to what it could look like.

(I'm basing some of these ideas from the way another game does specialiation - IceWars, for those that are interested - I think it does it quite well...)

Like Illyriad, in that game the default build queue is 2 buildings long, but with a difference - adding the second item to the queue costs 5% more resources than the first item (wastage for pre-planning the building). At certain stages in the game a player gets a very small number of "genetics points" to specialise his account. These points can be used to do a number of things like :
* allowing a third (or more) item to the build queue (each extra item is another 5% more expensive)
* allowing second and subsequent items not to suffer the 5% extra cost penalty
* allowing an empty build queue to earn "bonus minutes" (see later)
* increasing production of one or more primary resource
* increasing transformation rates from primary to secondary resources
* increasing unit build rates
* etc...

Bonus minutes can be used to reduce the time to complete a build order (there is a button next to the queue saying "use bonus minutes" - if you press it and have more bonus minutes than the time to complete the item, it completes immediately and your bonus minutes are reduced accordingly. If you don't have enough bonus minutes, it reduces the time to complete by the number you have). Certain researches give you bonus minutes. The most expensive genetics option allows you to build up bonus minutes whenever your build queue is empty (with a maximum), allowing you to catch up much of lost time...

I think a similar approach could be used here via the introduction of a new building type to be unlocked at a certain stage of research - the "Temple". When a player first builds a Temple, he will need to decide which "god" his people will worship and dedicate the temple accordingly. Some gods will be available to all races, some to only some of them. Certain gods will give their worshipers bonuses in resource production, others in transforming resources or building military units, whilst others might allow longer build queues/bonus minutes/etc... Done carefully, this would allow players to specialise their accounts (resource production, army production or a specialisation adapted to their time available to play/log-in frequence - longer build queues or idle queues giving bonus minutes)

It could also be adapted to work with some of the other queues (research or unit building) too, if appropriate.
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CranK View Drop Down
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Direct Link To This Post Posted: 30 May 2010 at 17:12
I like the God thing. Would add alot to the gameplay on Illyriad.
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Direct Link To This Post Posted: 31 May 2010 at 08:59
There is already plans for religion but i have no idea if this is what they had in mind. I have to say that while i'm enjoying the game i'm very dissapointed in that production doesn't really provide much option to specialise except at the very begining. ie if you want to maximise your bow, sword and chainmail production it is much better to build a fletcher and and blacksmith than it is to build a high level of one and trade with another town. perhaps rather than generally increasing production a temple can allow a huge increase in in the production of one resource, say alowing you produce 1 sword a minute at level 20. This player will now want to trade for other advanced resources and increase players use of trade.
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Direct Link To This Post Posted: 09 Aug 2011 at 00:25
Orcs already have their own gods, called the Always-Chiefs. in other games, i've seen dwarfs worshiping the spirits of the earth. what ever you would call them, humans have worshiped a creator of some sort(no names). elves, they probably praise some forest spirit. these could be what kind things they do for religion thing.
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Direct Link To This Post Posted: 09 Aug 2011 at 08:00
I think in broad historical strokes, it would be more accurate to say humans have mostly (or most prominently) worshiped celestial bodies (sun, stars, planets, etc.).  That would be more in line with the kinds of gods other races have.
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Direct Link To This Post Posted: 09 Aug 2011 at 11:22
wow honoured mule you are a post master general!!!

when did that happen?
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Direct Link To This Post Posted: 09 Aug 2011 at 17:31
Post #1,000.  I am now forum-renowned for my gum-flapping proclivity. Sleepy Yay me.
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Direct Link To This Post Posted: 09 Aug 2011 at 20:14
So, bringing up a discission we touched upon 6 months ago in another context (which I forgot sadly), how would we best construct a deity system? The devs will ofcourse be the sole decision makers as to their respective game effect - without influence from the community -, but the deities would be rendered as nothing more than game mechanics if they did not have well thought out descriptions, lore, and history intertwining with Illyriads current storyline. Lets for the sake of discussion call it their identity. That in itself is very timeconsuming for any single developer to flesh out on his/her own, so it seems natural that much of the creative input (the body) - suggestions, narrations, artwork etc. is developed in part by the community. But in order to do that you would need some kind of general framework to start from - an initial conceptual draft if you will ensuring that , leaving the devs with the initiative.



Some of these thoughts may not be fully thought through...
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Direct Link To This Post Posted: 07 Aug 2012 at 22:28
I too would like to see an improvement on building queues.

this game: http://prodgame20.lordofultima.com/ has what i had in mind.

perhaps linking the number of available queues to production? or a level of some sort. perhaps a city research?

thank you for your time. (please for give the link, i provided it only for example purposes).
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