-Removed the Military and Economic Infrastructure Buildings. Redundant and slowed down the AI.
-Added road buildings. Currently consist of 2 tiers, trails and dirt roads.
-Added an elephant trader, very expensive and allows the recruitment of elephants for non-Essosi cultures.
-Streamlined barracks. No more incongruous separate barracks and troop buildings.
-Added a port building
-Added new Economical Buildings.
-Ported all the buildings to Cities
-Rebalanced the Costs.
-Added new military levy system for archers, pikemen and heavy infantry.
-Added new recruitment system for archers and heavy infantry
-Added new Military infrastructure buildings.
-Added the building icons by Darkgamma. Don't forget to thank him.
-Fixed the Town bug.
-Edited history to accomodate the new buildings.
-Decreased the costs of many buildings.
-Disabled many buildings for the Wildlings.
-The AI has been fixed so as to take the Feast and Hunt decisions less.
Lookatthecomment wrote:SuperTechmarine wrote:Thoughts?
Looks cool could you add a building called say large population (or small or whatever) etc to allow for the right next tier of buildings to be built.
Charcolt wrote:Could you post a list of current buildings? It would help to see what options are available
Charcolt wrote:These are limited in-game to certain areas, but I think every house could construct family crypts and a winery (Winterfell and the Arbor). There would be events based on going inside the crypts and recovering family artifacts/gaining intrigue, or maybe a large event chain where your family becomes a dominant seller of wine for great wealth
Charcolt wrote:The North could have a special granary supplement (Glass Garden) that makes winter more survivable. It would tie in well with the supply mechanic being introduced in the new ROI DLC.
A Library could add Learning or the scholar trait to any children raised in the province. Secret Passages could be constructed, giving your family an increased chance of escaping during a siege. A Great Hall, Gardens, and other decorations could just be big ways to boost prestige and wealth.
These are limited in-game to certain areas, but I think every house could construct family crypts and a winery (Winterfell and the Arbor). There would be events based on going inside the crypts and recovering family artifacts/gaining intrigue, or maybe a large event chain where your family becomes a dominant seller of wine for great wealth
SuperTechmarine wrote:Though i don't know how would the Glass Gardens tie in with the Supply Mechanic?
Corvus wrote:Really love the sound of all this SuperTechmarine - looking forward to giving it a go soon.
If you haven't already seen this, there was some discussion a while back about economy type stuff - might be some ideas you can build on there.
ngppgn wrote:Man, you have just overrun me in this! Hahah. I was just making a port of LI building chains, and adding other special stuff. I will instead share my ideas, so you can adapt whatever you see fit:
-Firstly, I think wildings, as well as people settling north of the wall shouldn't get access to most buildings, specially economic ones: wildlings are too anarchic to settle and the land up there is too harsh to build the necessary infraestructure. Instead, the wilding could get its own special building chains (E.G. Foraging parties, giving tax and levy reinforcement, hunting camp, giving levy size, patrols giving garrison, and such. )
-The implementation of resources and resources-dependant building chains would be wonderfull. Resources could be provinces modifier based on terrain and culture, so dornish farmlands get olives and reachmen farmlands get grapes, for example, then you can build wineries and almazaras in the relevant provinces to exploit the natural resources. Other examples could be: metals in mountains, specially in the iron islands and the stormlands, stone in Valemen mountains, wood and hunting goods in forests, etc.
(the modifiers parts could be ommited, now that I think on it, you only need to specify a restrictive enough set of prerrequisites)
-A "maester chambers" that improves the chances of good education traits and learning level of the maester (via events) and disease defense (via the building modifier)
-training yards that boost garrison and levy reinforcement and increase the chance of the master-at-arms getting good events when training children
-Several smithy chains that boost diferent troops attack/defense
-Maybe city/castle guard that increase arrest chance, and garrison
-Maybe also make the buildings that boost diferent troops types decrease other, so that the feeling of specialisation is even deeper. E.g. stables give x amount of cavalry bur takes away x/2 amount of light infantry.
-Would you consider introducing retinues?
-Essos in general, and the republics in particular need some love. Have you consider porting the family palace and trade post buildings from LI (without the tech requiriments, obviously)? Also the eastern continent need traditions, and special buildings if balance has to be preserved
That's all, for now. I hope something of this be of use to you. Also if you ever want a hand with coding or designing or whatever, just PM me if you are so inclined
SuperTechmarine wrote:Should the next version be named 0.0.2? Or 0.2? A man wonders.
bron wrote:SuperTechmarine wrote:Should the next version be named 0.0.2? Or 0.2? A man wonders.
Hi there, looking forward to this, great idea to see actually some new interesting buildings here
you mentioned "Dynamic events like bountiful harvests, starvation, and the like" in first post - It would be great to see people > court (often) > lords (not very often) - actually die from long harsh winter. I have seen "peasants are dying" sign on province often but court and lords are always fine...
anyway about your version counting, 0.0.2 or 0.1, jumping to 0.2 seems a little strange now
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