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Tc upgrade techs ACCEPTED

Posted: Tue Jan 23, 2018 10:50 pm
by Sunrise Samurai
Intended as a pack, but can be separated if needed. Now that we can select tcs as a building, we can do a lot more with them, so let's take advantage of that fact.

Each "tech" acts as church to cathedral upgrade, only operating on the tc that researched it.

Research cost 5
The tc gains an aura of range 0 (units inside only) that gives +2/+2 armor to anything inside.

Research cost 5
The tc gains +8 heal rate

Research cost 5
The tc gains +4 power (total 6 attack) burning weapon, 8 range, and 1 action. This means it has the same attack as a fortress.

Extra tower
Research cost 5, requires tower
The tc gains +1 action, totaling at 2.

Essentially, you can make a contested border town into a fortress that can make troops inside much harder to kill while shooting enemies. Not sure how TC capture mechanics work, but I'd expect you probably keep the upgrades your opponent invested in a tc if it simply converts, so use with caution.

Re: Tc upgrade techs

Posted: Wed Jan 24, 2018 7:57 am
by makazuwr32
You will need to research that for every TC separately?
If yes that sounds good.

Re: Tc upgrade techs

Posted: Wed Jan 24, 2018 4:50 pm
by Sunrise Samurai
Yes. Each tc needs to research each tech separately. This means your border town must choose to produce troops or upgrade itself. Upgrading towns closer to home is about like building defenses close to your start. Sounds like a good idea at first, but turns out to be a waste of resources, since the only time that comes into play is when you are losing.

Re: Tc upgrade techs

Posted: Wed Jan 24, 2018 10:24 pm
by Sunrise Samurai
Alright. I tested a bit here.

Given an action and range, a tc can, indeed, attack. With power range, it even deals area damage. It can even move if given a speed value. If you capture a tc, it retains all stat increases.

Re: Tc upgrade techs

Posted: Thu Jan 25, 2018 9:46 pm
by COOLguy
Moved to Suggestions forum

Re: Tc upgrade techs

Posted: Sat Mar 10, 2018 12:53 pm
by samuelch
Cost=5 turns, requires tower
The tc gains +5 mend rate to fix units and buildings. Building that is next to a tc will be harder to take down.

Road Network
Cost=5 turns
Aura +1 speed to all infantries in range of 3.

Cost=5 turns
Gets an ability to summon militia or armed peasents. Cooldown=3 turns.

Watch Towers
Cost=5 turns
The tc gains +2 sight.

Cost=5 turns, requires wall
+2 power to all ranged units while inside the tc.

Re: Tc upgrade techs

Posted: Sat Mar 10, 2018 7:45 pm
by Sunrise Samurai
Not bad. Maybe make watch tower give +4 sight and the ability to detect stealth units, like normal watch towers.

What would militia stats look like? I'm assuming vanishing 3.

Re: Tc upgrade techs

Posted: Sun Dec 30, 2018 4:51 pm
by Lynx Shafir
We need some tech icons.

Re: Tc upgrade techs

Posted: Mon Feb 04, 2019 7:23 pm
by Lynx Shafir
For walled Town


1.I think they should appear in TC panel under training window
When you press opens a small description what are it's benefits.

Additional I made this favour icon

Should appear on Tc next water

"Ports are the pulsing hearth of commerce,travelling a flourishing towns. Crowded with people and goods thieves and soilders.from small boats to big Froggatt.
Invaluable to any tactician for naval warfare "

"Let you train ships sea and water units."

Stg like this.

Re: Tc upgrade techs

Posted: Mon Sep 30, 2019 10:11 am
by Lynx Shafir
Should continue this
Anybody wants to assist?

Re: Tc upgrade techs

Posted: Mon Sep 30, 2019 1:40 pm
by Endru1241
Sure - it's a fine idea.
There is a question though - is there any example of adding icons to tc (tech steal is code only)?
Because I think it can't be done by jsons yet.

On the other hand I believe building upgrades (like church) could be done, but then it would be either linear or excluding each other and left researched for occupping player.

Re: Tc upgrade techs ACCEPTED

Posted: Sat Jan 11, 2020 11:34 am
by Lynx Shafir
Extra towers( +action)
And walls can be done if you want no apparence change
Walls I have this improved icon..
For tower just add a 2nd one on current tech icon
Cost 6

I think a town PATROL 2 /Armoury is reasonable too - summon CD 6 a "militia" no leaving -
Tech 5, Img that torch with a short sword -
For Merch unit, same which I want for roman towers - yet have to be drawn

Others like hospital I don't think r needed
(medieval ones were not so great..)

4.Tho maybe something like bathhouse,circus, /marketplace - anything similar what increase moral of units 10-15% in range 2
Relative cheap 3-4

This would not be important just yet
But I wanna make the inquisitor unit what deals dmg depending on target S. Res%
Later may link special units training requirements of having one of the above upgrades

Let me know what do you think about last one

Re: Tc upgrade techs ACCEPTED

Posted: Mon Jan 13, 2020 12:35 am
by SirPat
wait isnt the TC a town center not a whole town?