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Jasband
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PostSubject: Re: Construction | Destruction & Repair   Mon Jun 17, 2013 12:05 am

Well, you sort of mentioned it when we were discussing Forts. It's easy to imagine that a camp of civilian followers and retinue springs up around a military installment; with enough time, that camp can grow into a small village, then eventually a town (Settled region). My plan was to have it as a buildable upgrade, like the Expansion Project, and it'd require a Tier II Fort.
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PostSubject: Re: Construction | Destruction & Repair   Fri Jun 28, 2013 1:37 pm

Finally, I've got some tentative costs in place. Please look at the upgrade costs in particular; I want to think in the following terms:

1. Is the building going to require extra rooms, buildings, etc? If so, it needs more resources. If not, it just needs Gold and time.
2. Are there any buildings where the upgrade should actually be more expensive than the initial building cost? Stone Walls kind of comes to mind.
3. Any additional buildings, for any type of region, that I forgot?
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Sirok

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PostSubject: Re: Construction | Destruction & Repair   Fri Jun 28, 2013 1:46 pm

The only thing I can think of is possibly the Tavern - in order to have important paragons/adventurers/agents come through your nation in order to be recruited.

But if you don't want that, then that's fine~
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Limes

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PostSubject: Re: Construction | Destruction & Repair   Fri Jun 28, 2013 2:59 pm

I mean, we can't really know how good all of the costs are until we play test, but it seems good so far.
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PostSubject: Re: Construction | Destruction & Repair   Fri Jun 28, 2013 8:28 pm

I was never too big on the whole Tavern idea. I mean, I don't mind the idea of "recruitable" adventurers, but I think there'll be enough calculations to perform without adding another one. Much like how I'm going to restructure Dissent, I think it's better to let the GMs handle how adventurers work however they want.
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Lord William

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PostSubject: Re: Construction | Destruction & Repair   Fri Jun 28, 2013 8:32 pm

Yeah, adventurers aren't a calculation thing. We've got WAY enough calculations with combat and other stuff to really add another with the roaming adventurers we'll decide when and where they pop up, that's it.

Also, what're you doing to dissent?
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PostSubject: Re: Construction | Destruction & Repair   Fri Jun 28, 2013 8:37 pm

More of what you suggested. Instead of having each region's Dissent increase by a set amount each turn - meaning a lot more things for each player to check each turn - it'll be more of a "something happens, people react to it badly, Warlord must respond appropriately" thing. The things that happen could be natural disasters or aftermaths of battles, political decisions, etc. I'm still trying to figure out how Conversion will work. If possible, I want to move away from calculations for that, too - the whole Belief Index thing - but I also want all Missionaries to have comparable rates of conversion, so that everyone knows how much time they'll have to do something about enemy Missionaries.

I'm thinking that if there's one Missionary in a region, then after a set number of turns, there will be a shift in the Belief Index. For instance, +10% after 5 turns. That way, at least, calculations won't have to be performed every turn. If the Missionary is captured, exported, or killed before the 5 turns are up, maybe the shift could be 2% x however many turns he did his work (so +6% if he worked for 3 turns).
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PostSubject: Re: Construction | Destruction & Repair   Wed Jul 03, 2013 10:26 pm

BTW: In the table for 'settled regions,' the expansion project says that it requires 'housing' as one of the needed buildings in order to become advanced. - Unfortunately, 'housing' is not listed on either of the tables. ;~;

Lol, no big deal; just a quick fix, right?
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PostSubject: Re: Construction | Destruction & Repair   Thu Jul 04, 2013 5:52 pm

I swore I deleted that >_______>

Thanks. That's why it's a draft!
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Lord William

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PostSubject: Re: Construction | Destruction & Repair   Wed Jul 10, 2013 4:07 pm

You forgot to add Mass Lodestone to the possible constructions.
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PostSubject: Re: Construction | Destruction & Repair   Thu Jul 11, 2013 11:02 am

Lord William wrote:
You forgot to add Mass Lodestone to the possible constructions.

Initially I did, but when I included Forts in the Wild region buildings, I also added MTLs with Roads because they can be built in all 3 types of region. It's at the top, but I'm trying to think of a better way to structure it.
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PostSubject: Re: Construction | Destruction & Repair   Sun Jul 14, 2013 3:56 am

You mention "natural disaster" as a way to lose buildings.

WEATHER FEATURE?????
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PostSubject: Re: Construction | Destruction & Repair   Sun Jul 14, 2013 5:26 am

No, just me being bored and saying "Hmm... Now wouldn't it be nice if a volcano erupted right in Lime's capital? *Evil laughter*"
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PostSubject: Re: Construction | Destruction & Repair   Sun Jul 14, 2013 8:52 am

*scribbles down*

To-Do List:

Anti-Volcano Technology...
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PostSubject: Re: Construction | Destruction & Repair   Sun Jul 14, 2013 10:00 am

If you think a mere anti-volcano technology is going to stop me, you're gravely mistaken! Mwahahahahahahahahaaa!
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PostSubject: Re: Construction | Destruction & Repair   Sun Jul 14, 2013 10:20 am

Realistic pls.

Earthquake is fine Wink
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PostSubject: Re: Construction | Destruction & Repair   Tue Jul 16, 2013 12:01 pm

Updated all Agent buildings.
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