Production increasing buildings
Production increasing buildings
I had an idea that each race can have a building that can decrease the production time of adjacent buildings using a spell/ability. Each race will have there own version, each with unique properties.
HUMANS
Gold mine
10 turns to build
Hp 20
Armor 0/6
Acton turn 1/1
Garrison 2 people
Spells/abilities: GOLD!, this ability adds newly found gold to the economy of an adjacent factory, decreasing production time by one turn
ORCS
Butchers shack
8 turns to build
Hp 15
Armor 0/3
Action turn 2/2
Garrison 1 unit
Spells/abilities: BLOOD!, requiring a sacrifice, the local butcher allows orcs to feast, decreasing production time by one turns.
UNDEAD
Cursed Land
To create, a spell caster must sacrifice two units, then manually place within four tiles
Hp 4 vanishing 3 turns
Armor 180/180
Action 2/2
Can be walked over (like a bridge)
Spell/abilities: Evil Influence, dark powers decrease production time by one turn
ELVES
Elder library
15 turns to build
Hp 20
Armor 0/3
Action 1/1
Garrison 2 units
Spells/abilities: Knowledge of the Ages, using the knoledge elves amass over their long lifetimes, they decrease the production time of an adjacent factory by three turns. 1 turn cooldown.
HUMANS
Gold mine
10 turns to build
Hp 20
Armor 0/6
Acton turn 1/1
Garrison 2 people
Spells/abilities: GOLD!, this ability adds newly found gold to the economy of an adjacent factory, decreasing production time by one turn
ORCS
Butchers shack
8 turns to build
Hp 15
Armor 0/3
Action turn 2/2
Garrison 1 unit
Spells/abilities: BLOOD!, requiring a sacrifice, the local butcher allows orcs to feast, decreasing production time by one turns.
UNDEAD
Cursed Land
To create, a spell caster must sacrifice two units, then manually place within four tiles
Hp 4 vanishing 3 turns
Armor 180/180
Action 2/2
Can be walked over (like a bridge)
Spell/abilities: Evil Influence, dark powers decrease production time by one turn
ELVES
Elder library
15 turns to build
Hp 20
Armor 0/3
Action 1/1
Garrison 2 units
Spells/abilities: Knowledge of the Ages, using the knoledge elves amass over their long lifetimes, they decrease the production time of an adjacent factory by three turns. 1 turn cooldown.
Last edited by Pyro on Tue Feb 20, 2018 4:05 am, edited 2 times in total.
"You want that on fire? Yes yes on fire. On fire it is."
Re: Production increasing buildings
Sorry that I didn't make seperate topics, I thought that commenting would be too staggered out and unorganized when concerning this different building type.
"You want that on fire? Yes yes on fire. On fire it is."
- General Brave
- Posts: 4662
- Joined: Thu Oct 19, 2017 3:12 am
- Location: The Four Point Military Academy.
Re: Production increasing buildings
It sounds good I like it, but I have a couple of problem. Why for the undead you have to sacrifice two which cost 4 to make one less production speed? Too expensive.
The orc is a bit too powerful, two less turns. no. A bit too much to handle.
The orc is a bit too powerful, two less turns. no. A bit too much to handle.
Wise, Might, Loyalty. Forever stands Warfell.
- Puss_in_Boots
- Posts: 3209
- Joined: Fri Apr 21, 2017 1:23 am
- Location: New Jersey
Re: Production increasing buildings
Orcs? No way they should get plus two. Their numbers are easy to amass already.
Humans need it more, since they gather a more valuable resource... Gold.
Humans need it more, since they gather a more valuable resource... Gold.
OLÉ
Re: Production increasing buildings
The undead doesnt cost 4, and as for the orcs, 2 turns is too much, must be a typo, ill fix it.
For the humans, 10 turns or less for potentially 20 turns of production reducing sounds alright where it is to me.
For the humans, 10 turns or less for potentially 20 turns of production reducing sounds alright where it is to me.
"You want that on fire? Yes yes on fire. On fire it is."
- General Brave
- Posts: 4662
- Joined: Thu Oct 19, 2017 3:12 am
- Location: The Four Point Military Academy.
Re: Production increasing buildings
I'm talking about the undead, but I looked at it closely and I don't know.
Wise, Might, Loyalty. Forever stands Warfell.
- Sunrise Samurai
- Posts: 2678
- Joined: Thu Jun 18, 2015 11:21 pm
- Location: Florida, U.S.
Re: Production increasing buildings
Might be simpler to make them all like Wolf den, like so:
Cost 5
Hp 30
Armor 0/5
Capacity 1
Spells:
Summon money courier: cooldown 4
Translates to +1 production every 4 turns. Stats may vary between races, and money couriers may be slightly changed between races, but the overall idea remains.
Cost 5
Hp 30
Armor 0/5
Capacity 1
Spells:
Summon money courier: cooldown 4
Translates to +1 production every 4 turns. Stats may vary between races, and money couriers may be slightly changed between races, but the overall idea remains.
The glorious sun rises again
Re: Production increasing buildings
Why a cooldown of 4 if the building could just train them, and even so, these buildings trade reduced movement freedom that the courier has, and gives more efficient production, causing people to think ahead in their placement of this building.
"You want that on fire? Yes yes on fire. On fire it is."
- Sunrise Samurai
- Posts: 2678
- Joined: Thu Jun 18, 2015 11:21 pm
- Location: Florida, U.S.
Re: Production increasing buildings
Because I'm not sure if we can do production without making it count as a factory, I suggest summon as an alternative that I know works. Cooldown 4 (or cost 4) makes it less efficient than a factory, so you will only build these after you are full up on factories. Placement still matters because it takes time to move a courier.
The glorious sun rises again
- General Brave
- Posts: 4662
- Joined: Thu Oct 19, 2017 3:12 am
- Location: The Four Point Military Academy.
Re: Production increasing buildings
I think a 2 turn to make them would be fine.
Wise, Might, Loyalty. Forever stands Warfell.
Re: Production increasing buildings
Why make a unit though if the building idea is more efficient?
"You want that on fire? Yes yes on fire. On fire it is."
- General Brave
- Posts: 4662
- Joined: Thu Oct 19, 2017 3:12 am
- Location: The Four Point Military Academy.
- Sunrise Samurai
- Posts: 2678
- Joined: Thu Jun 18, 2015 11:21 pm
- Location: Florida, U.S.
Re: Production increasing buildings
It is a building, that can summon/produce money couriers. I never meant it to be a unit.
The glorious sun rises again
- General Brave
- Posts: 4662
- Joined: Thu Oct 19, 2017 3:12 am
- Location: The Four Point Military Academy.
Re: Production increasing buildings
I think this is fairly easy to make, maybe it only should be built on mountains like the monster cave.
Wise, Might, Loyalty. Forever stands Warfell.
- StormSaint373
- Posts: 1801
- Joined: Mon Nov 27, 2017 5:35 pm
- Location: USA, East Ohio
Re: Production increasing buildings
I find this idea to be an innovative strategy, increased production rate for a massive army...
+1 . . . I like your idea General!
+1 . . . I like your idea General!
Beware the calm before the Tempest. . .
- LordOfAles
- Posts: 3694
- Joined: Tue Jul 18, 2017 12:27 pm
- Location: Balkans, Montenegro
Re: Production increasing buildings
I would limit building count to TC count, althou not counted as factory (like castle)
I am, indeed, a big Witch King and Middle Earth fan if you didn't notice.
- General Brave
- Posts: 4662
- Joined: Thu Oct 19, 2017 3:12 am
- Location: The Four Point Military Academy.
Re: Production increasing buildings
So it will count as special building which means Castle, it has a good bit of flexibility I like.
Wise, Might, Loyalty. Forever stands Warfell.
- Sunrise Samurai
- Posts: 2678
- Joined: Thu Jun 18, 2015 11:21 pm
- Location: Florida, U.S.
Re: Production increasing buildings
Maybe instead of "castle" we classify it as a new "support structure" classification. This means it is restricted, but doesn't cut into other buildings.
The glorious sun rises again
- General Brave
- Posts: 4662
- Joined: Thu Oct 19, 2017 3:12 am
- Location: The Four Point Military Academy.
Re: Production increasing buildings
Maybe we could finally have medical tents, which will work in that Classification.
Wise, Might, Loyalty. Forever stands Warfell.
Re: Production increasing buildings
Simular, but it would fit better as a building with a highee healing rate when you enter it.
"You want that on fire? Yes yes on fire. On fire it is."
- General Brave
- Posts: 4662
- Joined: Thu Oct 19, 2017 3:12 am
- Location: The Four Point Military Academy.
Re: Production increasing buildings
Maybe it fully heals your unit or heals for 20 health.
Wise, Might, Loyalty. Forever stands Warfell.
- LordOfAles
- Posts: 3694
- Joined: Tue Jul 18, 2017 12:27 pm
- Location: Balkans, Montenegro
Re: Production increasing buildings
Wait wait wait, this is just supposed to decrease production time, let it stay on that
I am, indeed, a big Witch King and Middle Earth fan if you didn't notice.
- General Brave
- Posts: 4662
- Joined: Thu Oct 19, 2017 3:12 am
- Location: The Four Point Military Academy.
Re: Production increasing buildings
I'm talking about other support building, anyways do we all agree on the stats on the gold mine. It should be built on mountains or whatever monster caves are built on. It will count towards Castle or new classification, makes money carriers every to turn.
Wise, Might, Loyalty. Forever stands Warfell.
- makazuwr32
- Posts: 7830
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Production increasing buildings
I prefer just similar buildings for every race. without any additional properties and as their own classification.
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
- Sunrise Samurai
- Posts: 2678
- Joined: Thu Jun 18, 2015 11:21 pm
- Location: Florida, U.S.
Re: Production increasing buildings
Actually.....new plan. Map editor only, captureable.
The glorious sun rises again
- makazuwr32
- Posts: 7830
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Production increasing buildings
Maybe another tc-like building that can also be spawned in random maps.
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
- Sunrise Samurai
- Posts: 2678
- Joined: Thu Jun 18, 2015 11:21 pm
- Location: Florida, U.S.
Re: Production increasing buildings
Probably a good idea. I was also thinking a building you can place in random maps before tc generation
The glorious sun rises again
- General Brave
- Posts: 4662
- Joined: Thu Oct 19, 2017 3:12 am
- Location: The Four Point Military Academy.
Re: Production increasing buildings
A new map editor building sounds like a nice idea but will the unique buildings be able to differ between races?
"You want that on fire? Yes yes on fire. On fire it is."
- General Brave
- Posts: 4662
- Joined: Thu Oct 19, 2017 3:12 am
- Location: The Four Point Military Academy.