Advancement Center Upgrade To Advance Sciences
Posted: Sun Jan 17, 2016 9:38 am
I've noticed that the Majority of units made In a T.C. has its own additional Building which can be trained in. Barracks, Stables and so forth. Noticing the Thee Ornithoptor and Tie Fighter can only be constructed via a T.C. I suggest an upgraded version of The Advancement center. This upgrade would Transform into the New Advanced Sciences. The only difference as of now between the Base and upgraded Structure is that The Advanced Sciences would be allowed to build Ornithopters And Tie Fighter Units Only. It would take 4 turns to upgrade under the condition. Masonry, Ballistics, and Massive walls are researched. After Construction of Thee Advanced sciences, players would now have the availability to use The building for construction of flight units and making the player consider the options of having to keep that building or construct a New Unit center. The Advanced Science building would be limited to 2 per player ensuring that the user would be restricted by time and turns from creating too powerful a Fleet. Ensuring that the T.C. be the main source unit training.
The advanced science building would allow Select Few New techs to be Created. Example for long combat games once upgraded (ex) a new tech could be implemented to upgrade Ornithopters reducing movement by 3 tiles in turn allowing the Ornithopter to shoot an arrow 3-4 tiles away. Now the arrow does not do major damage maybe just a few points allowing when its next turn the player attacks regularly (as you would now) allowing the major damage the Ornithopters already conduct. So basically its just for a sleight combat bonus making the Ornithopter more of a nuisance. But also enforcing The player does not just stand back and shoot down enemies because arrow damage is not Significant enough to Consider a constant use (ex) it would take 4 arrows to take out a pike man. So I hope that makes sense.
But yes So in turn Thee Advanced science upgrade would allow construction of air units and possible New select upgrades for techs.
(Suggestion) perhaps when gatling turrets and such have been implemented into game use a player would use the upgraded structure for machinery and Turret construction. The building could allow research Increase shot count until max limit is reached.
And for historic accuracy Many nations give or take all have always and had a science center or mad genius to create (publicly known or secret) Out of the box ideas.
Note most of The implementation are just examples I'm not saying that's how it should work but would allow Some New ideas that would possibly allow redesign of units and techs that Have been accepted But unsure of how to imply in game.
The advanced science building would allow Select Few New techs to be Created. Example for long combat games once upgraded (ex) a new tech could be implemented to upgrade Ornithopters reducing movement by 3 tiles in turn allowing the Ornithopter to shoot an arrow 3-4 tiles away. Now the arrow does not do major damage maybe just a few points allowing when its next turn the player attacks regularly (as you would now) allowing the major damage the Ornithopters already conduct. So basically its just for a sleight combat bonus making the Ornithopter more of a nuisance. But also enforcing The player does not just stand back and shoot down enemies because arrow damage is not Significant enough to Consider a constant use (ex) it would take 4 arrows to take out a pike man. So I hope that makes sense.
But yes So in turn Thee Advanced science upgrade would allow construction of air units and possible New select upgrades for techs.
(Suggestion) perhaps when gatling turrets and such have been implemented into game use a player would use the upgraded structure for machinery and Turret construction. The building could allow research Increase shot count until max limit is reached.
And for historic accuracy Many nations give or take all have always and had a science center or mad genius to create (publicly known or secret) Out of the box ideas.
Note most of The implementation are just examples I'm not saying that's how it should work but would allow Some New ideas that would possibly allow redesign of units and techs that Have been accepted But unsure of how to imply in game.