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Jasband
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PostSubject: Region & City Construction   Mon Apr 29, 2013 2:33 pm

Discuss all ideas for buildings here. Currently:

  • City Improvements and Region Improvements will once again be split.
  • T1 construction costs should be lower; upgrade costs should be a bit lower as well.


Questions to consider:

  1. Was the limit of one Region Improvement per region fair?
  2. There will definitely be 4-5 new buildings, but is there need for more?
  3. Were building costs too high or too low (in terms of resources, gold, time, or all three)?
  4. How will we treat special buildings, like Guilds? (Can also be discussed in Regions/World Map).


Last edited by Jasband on Fri May 03, 2013 1:26 pm; edited 2 times in total
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Limes

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PostSubject: Re: Region & City Construction   Fri May 03, 2013 12:40 pm

1. Yes, the limit of one region improvement per region was fair.

2. New Buildings: I generally have no idea. Could you provide a list of buildings we've already settled on?

3. Well, I feel like the gap between building T1 and T2 Buildings was too big in comparison to the initial construction cost of the building. There's really two ways we can solve this:
-Buff the rewards of the buildings and increase the cost of the initial construction of the building without increasing the upgrade cost.
-decrease the upgrade cost of the building without decreasing the Initial Construction Cost.

4. TBH, I kinda liked Guilds being able to be constructed by the player, but being able to have basically a guild of every type in one empire and not let anyone else have one is OP and frankly dick-Ish.

I suppose for in-game guilds, we could have it so that they are completely demolished, and after several turns of rebuilding it, you can gain benefits from it?
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PostSubject: Re: Region & City Construction   Fri May 03, 2013 1:21 pm

Good stuff Lime.

2. Well, we're more than likely going to add a building for each type of Agent. While each player would start with a predefined number of certain Agents, their respective buildings would allow the player to recruit more.

Diplomats: Start with 1, building an Office of Foreign Affairs allows you train a second one, etc.

We could also have buildings for Scientists (University) and Spymasters.

Another idea, perhaps, could be some type of "Warehouse" or "Loading Bay" to increase the amount of resources that can be transported in a single Caravan, because the more you can move at once, the less risk there is. I'd say tentatively, we could put a limit of 5k resources per Caravan (doesn't have to be the same type of resource), then perhaps these buildings could increase it to 10k and 15k/20k.

In terms of upgrading troops, if you guys like the Blast Furnace concept, that's fine, but I was thinking of diversifying the upgrade facilities offered in a city. For example, a Blast Furnace would bump Melee troops up to T2, but if you wanted to upgrade Ranged troops, you'd need an Archery Range. Or, perhaps, we could create another building to upgrade all troop types to T2 - let's say, the Training Grounds - and then specialized buildings could upgrade them to T3: Blast Furnace for Melee, Fletcher's Workshop for Ranged, and maybe Spell Academy for Mages. Only one specialized upgrade building could be built in each city. This would effectively replace the function of player-built Guilds in GW4. If you like that idea, we could even extend it to siege engines and ships as well.

I'd like to make the Guardhouse very cheap to build, so that players can garrison troops in every settlement if they wish, and also expand on the idea of Forts/Castles for regions that don't have a town/city.

3. I would prefer having a higher initial construction cost for buildings, then a lower upgrade cost - I'll admit that "DOUBLE IT!" was the voice of Lazy McSlothson, who is averse to any and all forms of maths more complicated than addition or doubling. William already commented that initial costs should be a bit lower so that players can build multiple buildings in different regions with greater ease, and I can agree with that.

4. I like that idea for NPC Guilds, but I'm also okay with finding them intact so that they give an immediate bonus, and then being able to upgrade them with your own materials.
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PostSubject: Re: Region & City Construction   Fri May 03, 2013 2:39 pm

What kind annoys me is that Militaries don't generally have guilds, civilians do. Since we're working on buffing non-military ways of obtaining regions, we could use guilds to buff Trade/Conversion
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PostSubject: Re: Region & City Construction   Sat May 04, 2013 1:16 pm

Oh right, there was a topic for this... Hmm... Yeah, for construction, I think we need to look into the resource costs. Like I said earlier, construction resource costs need to go down. I want to prevent people focusing too much in a single city. I also want to make it so that instead of paying everything at once, buildings are paid for by turn. Nothing prevents you from dumping enough resources into it right away to have your building finish without further payments, but it makes more sense that you don't need to have everything right when you start.
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PostSubject: Re: Region & City Construction   Sun May 05, 2013 8:13 am

Yeah, I was thinking "Well, if all my resources are going into making Nardah epic, won't the rest of the Commonwealth be mad?" I think William's idea is a good idea.
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PostSubject: Re: Region & City Construction   Sun May 05, 2013 11:36 am

What do you guys think about construction times? Overall on the mark, or a bit short/long?
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PostSubject: Re: Region & City Construction   Sun May 05, 2013 3:38 pm

They're pretty good ATM.
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PostSubject: Re: Region & City Construction   Fri May 17, 2013 7:45 pm

Wait wait wait, before I forget, I feel like we just need one more Research Building:

The Library!

It reduces the cost of research.
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PostSubject: Re: Region & City Construction   Fri May 17, 2013 8:10 pm

I've got a better use for it:

"The Library is a building that allows you to write official lore and backstory for your faction! You can, of course, write anything you'd like before building a Library, but without one, that information won't be considered official."
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PostSubject: Re: Region & City Construction   Sat May 18, 2013 5:10 am

Well....
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PostSubject: Re: Region & City Construction   Sun May 26, 2013 11:00 pm

TWO CENTS ALERT:

Blast Furnace - Should indeed be changed to a "Training Ground" of some sort. I do rather like the idea of keeping this around for Melee troops and then building the other buildings for other styles.

Siege Workshop - Keeper

Dockyard - Keeper

Housing - To be honest, I BARELY paid attention to the recruitment modifier. WAAAY too much work for me to bother with. Haha. While entirely my fault - perhaps this can be used for some other kind of function?

Guardhouse - Total keep

Stone Walls - Keep. I haven't seen a siege yet, so I dunno how much "supply" is a good amount.

Reinforcement Plating - Keep

Granary - Keep. Still have no idea about the inner workings of supplies, tho.

Roads - Well, I mean obviously. If you're in a region with a river that is usually impassable, are you able to build roads to act as "bridges" to the next region?

Marketplace -Keep

Merchant Port - Keep

Bazaar - Keep

Research Center - Keep

University - Will this or the above have to deal with Scientists?

Arcane Tower - Yeah keep.

Some ideas of mine ownen:

Governors Office (Name is WIP) - Allows an unsettled region to gain the benefits of a settlement. It basically functions as a village maker. I'm feeling it could have a very high cost and construction time, and the new village will have a limit on how many improvements it can have, but every little bit helps, amirite?

Tavern - Increases likelyhood that people of interest will visit that region. This could range from adventurers to traveling, independant agents (missionaries, agents, whatnot.) Perhaps it could also allow you to have more caravans? I'm thinking there should also be a limit on how many taverns you can own.

Courthouse - Decreases chances of bandit attacks in a region, thus safer caravan travels? Very Happy

As for guilds...

Perhaps we should expand on the "unique troop" aspect of guilds that GW4 seems to have done. So instead of granting access to Tier-III/Tier-IV troops, which is effectively replaced by the building of a Blast Furnace/Archery Range/School of Witchcraft and Wizardry, we have them all give access to a different troop (One for a Tier-I guild, and one for a Tier-II guild)

Warriors Guild:
Tier-I: Berserker Troops - somewhat similar to the Berserker Ork that Toa is so fond of?
Tier-II: Paladins - Powerful Melee troops that lose morale at a greatly reduced rate

Archer's Guild:
Tier-I: Survivalist - Bow-and-arrow user who is able to lay traps on the battlefield (easier now with maps Very Happy)
Tier-II: Harlequins - Fast troops that throw knives at rapid speeds (and slightly drain enemy morale? One or the other?)

Mages Guild:
Tier-I: Geomancers - Has a wider array of spells at its disposal - depends on the terrain it's on
Tier-II: Lunar Mage - Upgraded priest with the new ability to cast Tele-other spells at a short distance. Takes a few turns to chant their way to use it, though.

Rider's Guild:
Tier-I: Sagittares - Short distance archers on horses - Increased power against Archers and Mages
Tier-II: War-Tortoise Riders - Large, slow, heavy, yet greatly armored troops that ride upon giant tortoises. Er... Effectively an opposite of the Sagittare.

Sailor's Guild:
Tier-I: Great Sailors - While not effective fighters at all, a group of X of them can make any ship go faster!
Tier-II: Judge of Dice - While not effective fighters by-themselves, on board a ship they can effectively double the power of any siege weapons (like cannons!) aboard the ship.

Rouge's Den (Espionage Guild):
Tier-I: Assassins - They seem to be a common thing in GW4. These (ranged) troops are stealthy, fast, and specialize in the killing of important targets. They work best in a pack
Tier-II: Former White Knight - Sir Tiffy is in the house! Well, kinda. These (melee) troops are stealth troops that are able to hold their own in a fight, should it come to that.

Office of Foreign Affairs (Diplomats Guild):
Tier-I Allows extra recruitment of diplomats
TIer-II Allows extra recruitment of diplomats

Monastery (Missionary's Guild)
Tier-I Allows extra recruitment of Missionary's
TIer-II Allows extra recruitment of Missionary's
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PostSubject: Re: Region & City Construction   Sun May 26, 2013 11:09 pm

Well, firstly, I thought we all agreed NO GUILDS GODDAMMIT RRRRAAAAAAAAAAAAAGHH*UIRGHOIRUIYDWUFJREIYRBFV

Secondly, yeah, how was supply supposed to work?
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PostSubject: Re: Region & City Construction   Sun May 26, 2013 11:13 pm

Limes wrote:
What kind annoys me is that Militaries don't generally have guilds, civilians do. Since we're working on buffing non-military ways of obtaining regions, we could use guilds to buff Trade/Conversion

Ah, ah, ahh! *moves finger back and forth) I wasn't here for that part nor was it explicitly stated NO GUILDS GAHDAHMIH <3
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PostSubject: Re: Region & City Construction   Sun May 26, 2013 11:34 pm

Alright, let me go all WHH mode on y'all.

Guilds were a form of Union during the Renaissance period. Their cradle was in City-States, and were designed as a coalition of Artisans or Merchants in order to protect their business from Foreign Business. This done by either collectively raising quality, lowering prices, or collectively paying for mercenaries to threaten or kill any foreigners attempting to infringe on their turf. The Job of the Guilds was also to collectively train apprentices, and over time, the Guilds kept building upon themselves, making their apprentices better and better as the generations went on. Additionally, each city would have its own set of Guilds, as, back then, each city was its own nation, and a Lord ruled over each. There will Guilds for all practices, trades, and arts. From Smithing, to Soupmaking, to Fishing, the Chair-making, to Beer-making, to Soap-making, to farming. Everything was covered, and each tiny Nation-city would have its very own set.

Now, why would a Government attempt to block out foreign ideals? That just blocks out innovation in exchange for what, the well being of a hand-full of individuals that will, on occasion, protest to keep the lowest tax rates in the city? They wouldn't. Guilds were and would continue to be formed by Civilians as a way of protecting their own business from Foreign Intervention.
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PostSubject: Re: Region & City Construction   Sun May 26, 2013 11:39 pm

Settling new regions, if it happens, will have its own thread. There are several ideas I'm juggling regarding it at the moment.

No guilds.

We're also going to include Agent buildings (one of which may or may not be the Tavern, though I like what Siroki proposed).
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PostSubject: Re: Region & City Construction   Mon May 27, 2013 6:23 am

Right, Ascertes, you designed the whole supply thing and neither me nor Veylantz has any idea how it actually works, could you tell me so I can use it in GW4?
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PostSubject: Re: Region & City Construction   Mon May 27, 2013 8:09 am

I would additionally like to use it.

Against Touccon, in order to get them real confused for our assault.
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PostSubject: Re: Region & City Construction   Sun Jun 02, 2013 9:00 pm

So like, this is one of our goals.

What's the Statius Warhammer on this?
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PostSubject: Re: Region & City Construction   Sun Jun 02, 2013 10:14 pm

Uhhhh...
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PostSubject: Re: Region & City Construction   Mon Jun 03, 2013 9:38 am

Sirok wrote:
So like, this is one of our goals.

What's the Statius Warhammer on this?

I just need to make the table. I'm counting Wednesday as "this week", since it's one of the 2 days that I have the most time Razz.
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PostSubject: Re: Region & City Construction   Sat Jun 08, 2013 5:48 am

Lolwednesday
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PostSubject: Re: Region & City Construction   Sun Jun 09, 2013 10:39 am

Sirok pls

Okay, this week should go better than the last in terms of getting stuff done and stuff. This week = mainly Tuesday and Wednesday.

Should...
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