Page 1 of 1
armory+gunsmith or just gunsmith?
Posted: Thu Aug 27, 2020 11:59 am
by L4cus
mmh this is actually not that critical, but having this clear could help making things easier
i read somewhere about germanic unique buildings guilds or blacksmithers guilds (maybe i lost my mind), and from the very beggining i had the idea to make 2 different strctures for nly techs:
armory: related to armor, melee weapons (like sabers and bayonets), and old arms (arrows, bows, etc)
gunsmith: related to gunpowder techs
remember this could work in another way for others factions
also, is it possible to modify "abilitypower" with techs or auras?
Re: armory+gunsmith or just gunsmith?
Posted: Thu Aug 27, 2020 1:55 pm
by Squirrel5555
maybe it will be too annoying to make two different research centres...
Let's wait for the other's opinions
Re: armory+gunsmith or just gunsmith?
Posted: Thu Aug 27, 2020 5:59 pm
by Gral.Sturnn
i think there should be 2 structures
Re: armory+gunsmith or just gunsmith?
Posted: Thu Aug 27, 2020 6:38 pm
by phoenixffyrnig
I feel there are sound reasons for having arms and firearms separated that way from a realism point of view.
Are there going to be quite a lot of techs involved? If so, it would make logistical sense to have two separate buildings aswell because if all the techs were in the same building, you'd probably have to double up and build it twice anyway eg I often double up on blacksmith and advancement centre in AoS just because of the sheer amount of turns it would take to research all desirable techs with only one of each.
Re: armory+gunsmith or just gunsmith?
Posted: Thu Aug 27, 2020 6:54 pm
by L4cus
right now we only have 2 techs for the armory and 2 for the gunsmith, if there were going to coexist
btw i ahve som more planned and the number could rise pretty easily
armory:
-fletching: early tech to improve arrow units damage
-plug bayonet: first bayonet model to improve early musketeers melee attack
-socket bayonet: advanced ayonet with similar effects
-bullet proof courass: i searched for them and they actually existed, but it would be reserved for elite units and officers/generals units
gunsmith:
-matchlock: first trigger system for firearms
-wheelock: evolved system for firearms
-flintlock: definitive system (for those times) for firearms
-paper cartridge: a way to set all elements needed for shots
-cavalry guns: guns prepared and modified to be carried and shoted from horseback
-improved stock: imprved stock for more accuary
-rifling barrel: unlocks rifle units
we could add lots more for them like artillery techs, or melee weapons such as sword sabers etc
some others buff techs could be researched at barracks or military achademy like: bayonet fighting, formations, etc
also, some techs related to militia units could be resarched at town center, while civilian techs would be researched at university
Re: armory+gunsmith or just gunsmith?
Posted: Thu Aug 27, 2020 7:34 pm
by phoenixffyrnig
Obviously if certain techs are also research-able elsewhere, then it takes the load off, but (just to use a number as an example) if it would take more than 40 turns to research all the armoury/gunnery only techs, separate them - especially as it makes sense practically. Imagine a guy working on better feathers for his arrows while at the desk next to him is someone developing flint locks or bayonets!

Re: armory+gunsmith or just gunsmith?
Posted: Thu Aug 27, 2020 7:51 pm
by L4cus
mmh, actually armory could be more for early game...and some gunsmith techs could be researched at tcs
Re: armory+gunsmith or just gunsmith?
Posted: Thu Aug 27, 2020 10:47 pm
by Squirrel5555
Id like both
There are also some relatively late game techs like cuirass for armory, not just early game
Re: armory+gunsmith or just gunsmith?
Posted: Sun Aug 30, 2020 10:19 pm
by Maxbirykov2004
L4cus wrote: ↑Thu Aug 27, 2020 6:54 pm
right now we only have 2 techs for the armory and 2 for the gunsmith, if there were going to coexist
btw i ahve som more planned and the number could rise pretty easily
armory:
-fletching: early tech to improve arrow units damage
-plug bayonet: first bayonet model to improve early musketeers melee attack
-socket bayonet: advanced ayonet with similar effects
-bullet proof courass: i searched for them and they actually existed, but it would be reserved for elite units and officers/generals units
gunsmith:
-matchlock: first trigger system for firearms
-wheelock: evolved system for firearms
-flintlock: definitive system (for those times) for firearms
-paper cartridge: a way to set all elements needed for shots
-cavalry guns: guns prepared and modified to be carried and shoted from horseback
-improved stock: imprved stock for more accuary
-rifling barrel: unlocks rifle units
we could add lots more for them like artillery techs, or melee weapons such as sword sabers etc
some others buff techs could be researched at barracks or military achademy like: bayonet fighting, formations, etc
also, some techs related to militia units could be resarched at town center, while civilian techs would be researched at university
Hmm