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Advancements center??? - IMPLEMENTED

Posted: Sun Mar 29, 2015 12:41 am
by Pepe
Is any of you using the AC in any game?? I think the function of this building is almost 0. Could the AC be removed? If not, how can we make it more useful??

Re: Advancements center???

Posted: Sun Mar 29, 2015 1:42 am
by Alexander82
I agree, sometimes i build it and destroy it after the only unique research it has

Re: Advancements center???

Posted: Sun Mar 29, 2015 2:06 am
by DoomCarrot
Currently they are useless. Not worth 4 worker turns to build. I would much rather have a barracks or a blacksmith.

Re: Advancements center???

Posted: Sun Mar 29, 2015 5:01 am
by Stratego (dev)
yes, we should put there valuable techs.
i am open to any suggestions.
(i dont want to remove it - enhance it instead)

Re: Advancements center???

Posted: Sun Mar 29, 2015 10:05 am
by ollie444
Ideas...
Like a blacksmith, but for buildings and catapults
Builds workers
All techs learned here are universal for allies too.
Learns techs faster.
More unique techs

Re: Advancements center???

Posted: Sun Mar 29, 2015 10:18 am
by Alexander82
The advancement center should be able to produce workers.
The advanced center should be the only building that can produce those units wich increase the production speed.
It could also teach a tech called "Worker to Expert" or something like that, that improves workers construction speed.
Some other tech proposed might be researched just there (like a new project for a different kind of weapon, while the smith make an improvement on the quality of weapons).
It might be able to research improvements that are special active abilities (for instance, giving a unit a special attack or effect like a throwing weapon or a stun effect)
It might the only building where you can research gupowder

Re: Advancements center???

Posted: Sun Mar 29, 2015 10:25 am
by ollie444
Or...
Learns castle tech needed for castles.

Re: Advancements center???

Posted: Mon Mar 30, 2015 1:02 am
by DoomCarrot
I have an idea Daniel.

The advancements center should be able to make EVERY tech that you can in a TC, with a minus one turn bonus. So flight takes 4 turns, town patrol takes 2 turns, etc.

Than they are deffinately worth it, and a pretty important building early game.

Re: Advancements center???

Posted: Mon Mar 30, 2015 1:04 am
by Alexander82
I like the idea, but is that possible in terms of game engine?

Re: Advancements center???

Posted: Mon Mar 30, 2015 3:32 am
by DoomCarrot
I don't see why not. costs of things SHOULD just be changeable variables i believe.

Re: Advancements center???

Posted: Sat Apr 04, 2015 8:17 pm
by balint
well, I dont think so. ..

Re: Advancements center???

Posted: Tue Apr 07, 2015 1:48 am
by DoomCarrot
It isn't? How did Daniel program item costs than?

Re: Advancements center???

Posted: Tue Apr 07, 2015 6:11 am
by Stratego (dev)
it could be implemented, but yet i am not fond of the idea being able to reduce all costs by 1.

Re: Advancements center???

Posted: Tue Apr 07, 2015 5:12 pm
by DoomCarrot
Ok, scratch that idea than :?

Re: Advancements center???

Posted: Sun Apr 12, 2015 12:44 pm
by ejm29
The only thing I can think of is that we make more "ac only tech's" that can only be made there. And perhaps reduce the build time of the center itself to 3?

Re: Advancements center???

Posted: Sun Apr 12, 2015 3:01 pm
by Alexander82
I suggest another 2 techs for AC only

Improved Animal training:
Description: Animal you train are more disciplinated; with this improved training they are more responsive to commands and learn to act faster.
Effect: Animal and mounted units gain +1 speed

Improved March:
Description: Your soldiers are trained to march without rest; they feel much less tiredness after a steady march.
Effect: All of your non-mounted and non-animal soldiers gain +1 speed

Re: Advancements center???

Posted: Mon Apr 13, 2015 7:25 am
by Pepe
I like Alexander ideas. I would make different technologies to:

- +1 speed to mounted units (knight, light knight...)
- +1 speed to archery units (archers, skirmisher...)
- +1 speed to infantry units (pikemen, hoplites...)
- +1 speed to rest (worker, catapult, priest, elephants...)
- +1 attack / range to all towers (including castles???)
- workers can be built on it
- +10 life to buildings (only applicable to buildings of 20hp)
- another +10 to same buildings (totaling 40hp)
- +2/+2 armor for previous buildings
Money couriers can get in and fasten the improvements.

In this way, research & development would be part of the game and for wining you would need a proper balance between military power and science. Would you run for a fast attack or develop slowly & firmly?

Re: Advancements center???

Posted: Wed Mar 30, 2016 8:24 pm
by Stratego (dev)
i think with gunpowder it is important now.

Re: Advancements center??? - IMPLEMENTED

Posted: Wed Mar 30, 2016 9:59 pm
by COOLguy
very true

Re: Advancements center??? - IMPLEMENTED

Posted: Thu Mar 31, 2016 1:27 pm
by TheBluePhoenix
But it should have some more special techs....

Re: Advancements center??? - IMPLEMENTED

Posted: Thu Mar 31, 2016 2:09 pm
by DoomCarrot
Massive walls, loyalty...

I think it has some pretty decent techs.

Re: Advancements center??? - IMPLEMENTED

Posted: Thu Mar 31, 2016 4:27 pm
by TheBluePhoenix
No.. loyalty can be researched in castles
And except a few techs, it has nothing to offer at present. Mostly i end up deleting the centre within 20 turns in each game. We need something which keeps on repeating ... eg money lender buildable in advancement centre...

Re: Advancements center??? - IMPLEMENTED

Posted: Thu Mar 31, 2016 4:45 pm
by Stratego (dev)
i disagree. it is fine to delete a bulding that is no longer needed - as i always do to eg. blacksmith.

Re: Advancements center??? - IMPLEMENTED

Posted: Thu Mar 31, 2016 4:52 pm
by COOLguy
Me too.

Re: Advancements center??? - IMPLEMENTED

Posted: Thu Mar 31, 2016 11:02 pm
by DoomCarrot
Yes loyalty can also be done at a church. However, this doesn't mean the fact that an advancement center can invent it is obsolete.