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Production increasing buildings

Posted: Tue Feb 20, 2018 3:26 am
by Pyro
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

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.

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

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.

Re: Production increasing buildings

Posted: Tue Feb 20, 2018 3:34 am
by Pyro
Sorry that I didn't make seperate topics, I thought that commenting would be too staggered out and unorganized when concerning this different building type.

Re: Production increasing buildings

Posted: Tue Feb 20, 2018 3:52 am
by General Brave
It sounds good I like it, but I have a couple of problem. Why for the undead you have to sacrifice two which cost 4 to make one less production speed? Too expensive.

The orc is a bit too powerful, two less turns. no. A bit too much to handle.

Re: Production increasing buildings

Posted: Tue Feb 20, 2018 3:57 am
by Puss_in_Boots
Orcs? No way they should get plus two. Their numbers are easy to amass already.

Humans need it more, since they gather a more valuable resource... Gold.

Re: Production increasing buildings

Posted: Tue Feb 20, 2018 4:04 am
by Pyro
The undead doesnt cost 4, and as for the orcs, 2 turns is too much, must be a typo, ill fix it.
For the humans, 10 turns or less for potentially 20 turns of production reducing sounds alright where it is to me.

Re: Production increasing buildings

Posted: Tue Feb 20, 2018 4:28 am
by General Brave
I'm talking about the undead, but I looked at it closely and I don't know.

Re: Production increasing buildings

Posted: Tue Feb 20, 2018 12:37 pm
by Sunrise Samurai
Might be simpler to make them all like Wolf den, like so:
Cost 5
Hp 30
Armor 0/5
Capacity 1
Spells:
Summon money courier: cooldown 4

Translates to +1 production​ every 4 turns. Stats may vary between races, and money couriers may be slightly changed between races, but the overall idea remains.

Re: Production increasing buildings

Posted: Wed Feb 21, 2018 2:13 am
by Pyro
Why a cooldown of 4 if the building could just train them, and even so, these buildings trade reduced movement freedom that the courier has, and gives more efficient production, causing people to think ahead in their placement of this building.

Re: Production increasing buildings

Posted: Wed Feb 21, 2018 2:19 am
by Sunrise Samurai
Because I'm not sure if we can do production without making it count as a factory, I suggest summon as an alternative that I know works. Cooldown 4 (or cost 4) makes it less efficient than a factory, so you will only build these after you are full up on factories. Placement still matters because it takes time to move a courier.

Re: Production increasing buildings

Posted: Wed Feb 21, 2018 2:20 am
by General Brave
I think a 2 turn to make them would be fine.

Re: Production increasing buildings

Posted: Wed Feb 21, 2018 2:30 am
by Pyro
Why make a unit though if the building idea is more efficient?

Re: Production increasing buildings

Posted: Wed Feb 21, 2018 2:37 am
by General Brave
What do you mean?

Re: Production increasing buildings

Posted: Wed Feb 21, 2018 2:40 am
by Sunrise Samurai
It is a building, that can summon/produce money couriers. I never meant it to be a unit.

Re: Production increasing buildings

Posted: Wed Feb 21, 2018 2:43 am
by General Brave
I think this is fairly easy to make, maybe it only should be built on mountains like the monster cave.

Re: Production increasing buildings

Posted: Wed Feb 21, 2018 3:48 pm
by StormSaint373
I find this idea to be an innovative strategy, increased production rate for a massive army...

+1 . . . I like your idea General!

Re: Production increasing buildings

Posted: Wed Feb 21, 2018 4:30 pm
by LordOfAles
I would limit building count to TC count, althou not counted as factory (like castle)

Re: Production increasing buildings

Posted: Thu Feb 22, 2018 12:17 am
by General Brave
So it will count as special building which means Castle, it has a good bit of flexibility I like.

Re: Production increasing buildings

Posted: Thu Feb 22, 2018 1:09 am
by Sunrise Samurai
Maybe instead of "castle" we classify it as a new "support structure" classification. This means it is restricted, but doesn't cut into other buildings.

Re: Production increasing buildings

Posted: Thu Feb 22, 2018 2:00 am
by General Brave
Maybe we could finally have medical tents, which will work in that Classification.

Re: Production increasing buildings

Posted: Thu Feb 22, 2018 2:22 am
by Pyro
Simular, but it would fit better as a building with a highee healing rate when you enter it.

Re: Production increasing buildings

Posted: Thu Feb 22, 2018 2:32 am
by General Brave
Maybe it fully heals your unit or heals for 20 health.

Re: Production increasing buildings

Posted: Thu Feb 22, 2018 3:55 pm
by LordOfAles
Wait wait wait, this is just supposed to decrease production time, let it stay on that

Re: Production increasing buildings

Posted: Thu Feb 22, 2018 4:10 pm
by General Brave
I'm talking about other support building, anyways do we all agree on the stats on the gold mine. It should be built on mountains or whatever monster caves are built on. It will count towards Castle or new classification, makes money carriers every to turn.

Re: Production increasing buildings

Posted: Thu Feb 22, 2018 5:14 pm
by makazuwr32
I prefer just similar buildings for every race. without any additional properties and as their own classification.

Re: Production increasing buildings

Posted: Thu Feb 22, 2018 6:00 pm
by Sunrise Samurai
Actually.....new plan. Map editor only, captureable.

Re: Production increasing buildings

Posted: Thu Feb 22, 2018 6:06 pm
by makazuwr32
Maybe another tc-like building that can also be spawned in random maps.

Re: Production increasing buildings

Posted: Thu Feb 22, 2018 6:11 pm
by Sunrise Samurai
Probably a good idea. I was also thinking a building you can place in random maps before tc generation

Re: Production increasing buildings

Posted: Thu Feb 22, 2018 6:56 pm
by General Brave
Both.

Re: Production increasing buildings

Posted: Fri Feb 23, 2018 11:39 pm
by Pyro
A new map editor building sounds like a nice idea but will the unique buildings be able to differ between races?

Re: Production increasing buildings

Posted: Sat Feb 24, 2018 12:01 am
by General Brave
That depends.