Page 2 of 2

Re: Production increasing buildings

Posted: Sun Feb 25, 2018 6:08 pm
by Alexander82
My opinion:
Pyro wrote:I had an idea that each race can have a building that can decrease the production time of adjacent buildings using a spell/ability. Each race will have there own version, each with unique properties.

HUMANS
Gold mine
10 turns to build
Hp 20
Armor 0/6
Acton turn 1/1
Garrison 2 people

Spells/abilities: GOLD!, this ability adds newly found gold to the economy of an adjacent factory, decreasing production time by one turn
Straightforward and with no downsides.

I think it is difficult to make an effect locked on a single tile at the moment.

It would make more sense to make it like a aura and that would affect 4 tiles around it
Pyro wrote:
ORCS
Butchers shack
8 turns to build
Hp 15
Armor 0/3
Action turn 2/2
Garrison 1 unit

Spells/abilities: BLOOD!, requiring a sacrifice, the local butcher allows orcs to feast, decreasing production time by one turns.
Seems far less powerful since I need to sacrifice a unit (minimum cost 2) to decrease production cost by 1
Totally useless as it is now.

Also i don't like the idea of them simply cannibalizing their own units. It is a bit too crude imho. It would have made sense if you were using an enemy corpse.

Same problem for the radius as the human building
Pyro wrote:
UNDEAD
Cursed Land
To create, a spell caster must sacrifice two units, then manually place within four tiles
Hp 4 vanishing 3 turns
Armor 180/180
Action 2/2
Can be walked over (like a bridge)

Spell/abilities: Evil Influence, dark powers decrease production time by one turn
At the moment it is a problem to select 2 units to sacrifice and that would require a random sacrifice in a certain range (too bad if you have good units around you) also like that this should work as a aura
Pyro wrote:
ELVES
Elder library
15 turns to build
Hp 20
Armor 0/3
Action 1/1
Garrison 2 units

Spells/abilities: Knowledge of the Ages, using the knoledge elves amass over their long lifetimes, they decrease the production time of an adjacent factory by three turns. 1 turn cooldown.
simply too powerful. Totally overpower every other option.

15 turns building cost can be covered in basically 2 turns with 9 workers (4 units build, next turn you build and move them away and move other 4 units in, then you kill one and put another one in place of the one you killed).

Game breaking

Re: Production increasing buildings

Posted: Sun Feb 25, 2018 6:28 pm
by General Brave
Good old gold always works.

Re: Production increasing buildings

Posted: Mon Feb 26, 2018 3:11 am
by Sunrise Samurai
And this is why I figured summon/build money couriers or equivalent would be easier. It wouldn't require new abilities at all. Still think a captureable version that starts neutral works best for this.

Re: Production increasing buildings

Posted: Mon Feb 26, 2018 3:22 pm
by Alexander82
To be honest I think we might handle it in a different way.

We might simply put gold mines in the map (maybe randomly, like TCS) and any building built in the adjacent tile has double production.

We make just a single building and it is good for everyone.

Re: Production increasing buildings

Posted: Mon Feb 26, 2018 4:44 pm
by makazuwr32
But Gold mines must be captured first right?

Re: Production increasing buildings

Posted: Mon Feb 26, 2018 10:02 pm
by Alexander82
We can figure something about that

Re: Production increasing buildings

Posted: Mon Feb 26, 2018 10:10 pm
by makazuwr32
I think that if adding neutral building than it must be captured first to give bonuses.
Especially like this one.

Re: Production increasing buildings

Posted: Fri Jul 27, 2018 1:20 am
by General Brave
I remember these.