Author Topic: New Buildings - Description and Ideas  (Read 11177 times)

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vonmistont

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New Buildings - Description and Ideas
« on: December 28, 2008, 10:28:08 PM »
All new buildings described. Post ideas for new buildings here.

First general note cost of all buildings was decreased. You have one year to invasion so You can't really wait a month to building being built.
Mill now adds prosperity weekly, school also adds more popularity.

Reminder: Local Faith goes from -100 to 100 range. It influences tax income. At best it can increase it by 10% and vice versa. Each week it also modifies Town/Village popularity. At -5 to 5 scale.

Town Buildings

Temple/Library
Allows You to perform rituals needed to train Faith Soldiers. Once a week it adds 5 Local and Global Faith. It also increases popularity by 1 weekly.

University
It adds now 20 renown weekly.

Guild Hall
It adds 5 weekly prosperity (may be tweaked down). It also inceases chance of succes and income of Your trade enterprises by 2% per guild.

Barracks
Allow You to train Infantry. It also garrisons weekly some tier 1 infantry in castle/town if you don't order Marshal otherwise. Garrisoning will stop when garrison reaches 100 for castle or 200 for town.

Practice Range
Allow You to train Ranged Infantry. It also garrisons weekly some tier 1 Ranged Infantry in castle/town if you don't order Marshal otherwise. Garrisoning will stop when garrison reaches 100 for castle or 200 for town.

Castle Buildings
Blacksmith
Decreases cost of upgrading troops by 50% and decreases cost of castle maintanance by 50 denars.

Chapel/Library
Allows You to perform rituals needed to train Faith Soldiers. Once a week it adds 5 Local and Global Faith. It also increases popularity by 1 weekly.

Barracks
Allow You to train Infantry. It also garrisons weekly some tier 1 infantry in castle/town if you don't order Marshal otherwise. Garrisoning will stop when garrison reaches 100 for castle or 200 for town.

Practice Range
Allow You to train Ranged Infantry. It also garrisons weekly some tier 1 Ranged Infantry in castle/town if you don't order Marshal otherwise. Garrisoning will stop when garrison reaches 100 for castle or 200 for town.

Stables
Allow You to train Cavalry. It also increases renown by 3 and popularity by 1 weekly.

Knight Chapter
Once a week some noble refugees from your homeland will arrive to this Chapters. It allows You also to train Nobility. It also increases renown by 5 weekly.

Village Buildings

Shrine
Increases popularity by 1, Local Faith by 5 and global faith by 3 a week.

Monastery
Increases popularity by 1, Local Faith by 2, Global Faith by 2 and prosperity by 3 a week.
« Last Edit: January 25, 2009, 05:27:33 PM by vonmistont »

Archevious

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Re: New Buildings - Description and Ideas
« Reply #1 on: December 29, 2008, 12:20:41 AM »
Maybe you add add a siege workshop. To train weapons to make sieges easier.

jasonxfri13th

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Re: New Buildings - Description and Ideas
« Reply #2 on: December 29, 2008, 12:44:41 AM »
do the barracks garrison the troops weekly in the alpha? right now I'm having trouble defending my 3 towns from the rohdocks because they only have 2 castles so their lords are everywhere...

vonmistont

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Re: New Buildings - Description and Ideas
« Reply #3 on: December 29, 2008, 12:52:21 AM »
Siege Workshop, I like it...

Yes they should add troops weekly. You may talk with marshal about that. I hope they do garrison a troops. If they don't it's a bug.

Tulgar

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Re: New Buildings - Description and Ideas
« Reply #4 on: December 29, 2008, 12:53:49 AM »
Maybe another building could be a hospital (hospice, infirmary or something?) where healing rate is improved while garrisoned?


vonmistont

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Re: New Buildings - Description and Ideas
« Reply #5 on: December 29, 2008, 01:00:13 AM »
Hymm, yes... It would be too little funcionality... But if I add health system... With diseases, connected to random events... Well that just opens another possibilities...

Tulgar

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Re: New Buildings - Description and Ideas
« Reply #6 on: December 29, 2008, 01:24:25 AM »
lol, I like how you think! :)  this mod is looking great. well done. 

Diseases is an interesting one.  Some form of random event that could potentially decimate a town/castle garrison or significantly reduce prosperity of a village.


jasonxfri13th

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Re: New Buildings - Description and Ideas
« Reply #7 on: December 29, 2008, 01:29:27 AM »
well the problem with stuff like that is that soon there are too many things to worry about. Even without random events I am constantly busy defending my 8 castles, 3 towns, and many villages. I wish lords would help other lords...

Archevious

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Re: New Buildings - Description and Ideas
« Reply #8 on: December 29, 2008, 10:25:33 AM »
But with random events, you get the joy of being randomly assaulted by  good news or bad news!  :D

Also, this may have to go under troops but troops for siege workshops should be engineers, catapults, trechbults, battering rams etc.

P.S. I'm not sure how to spell trechbults but I know the spell chheck has the wrong spelling.

Boomie

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Re: New Buildings - Description and Ideas
« Reply #9 on: December 29, 2008, 11:35:35 AM »
What about your own little arena for the Castles? Where you can train troops, etc. And maybe a Trading Post to increase prosperity of villages.


Archevious

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Re: New Buildings - Description and Ideas
« Reply #10 on: December 29, 2008, 11:45:30 AM »
Barracks,stables,and archery ranges already take the roll for training troops. And the trading post idea sounds really good!

Maybe, for towns and castles, their could be a building that alows the marshal to send out scouts around the town/castle.

P.S.jasonxfri13th you should supply your lords with men and tell them to scout, or have your troops to become parties and fend off incoming enemies. Hope that helps
« Last Edit: December 29, 2008, 11:48:59 AM by Arch »

vonmistont

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Re: New Buildings - Description and Ideas
« Reply #11 on: December 29, 2008, 12:48:27 PM »
My personal opinion is that buildings that add prosperity are obsolete... There are already too many of them in SoD. And while prosperity isn't infinite but goes from -100 to 100 it creates a problem... To make this all buildings usefull i have to figure out new ways to decrease prosperity. But It just requires more spending for a buildings, it isn't too ballanced.

New economy buildings should rather add/remove base taxes. I would also like to hear ideas for buildings that have pros and cons (pros should of course be > cons :) ).

While gathering ideas for V4 I had a plan to create working economy system, with buildings producing and consuming goods. But I didn't manage to create solid idea about how the whole system could work. But if someone manages to figure out something like that... You may add absolutely new factors to a game when creating this ideas, i can implement it. Such as faith. Give a shot to every idea. Forget the word impossible. I will tell you if it can be done.

Deyshawn

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Re: New Buildings - Description and Ideas
« Reply #12 on: December 29, 2008, 05:51:24 PM »
Economy

Goods Economy:
How about something simple for an economy.  Villages produce certain goods based on their location and faction (coatal cities produce salt, etc.).  A villages prosperity affects the quantity goods it produces.  If there was a population system, the population of a settlement could decide how much goods are consumed.  If you plan on making a disease system, you could also incorporate a famine system, which affects how many goods are produced and consumed, the population system that I specualted on, and the village's prosperity.  Castles do not produce any goods, but the amount of goods consumed depends on the number of troops stationed there, and a "possible" population system.  Towns, produce more manufactured goods (velvet, etc.) but a still a bit of raw goods, like food stuffs.  All speculation about famine and population system applies to towns.  The goods trader's wares are based on what goods are produced in the surrounding village, as well as the town.  The amount of goods for sale is based on the prosperity of the town and surrounding villages. 

Weapons and Armour Economy:
This is somewhat based on the buildings in the town and Castle(s) in the region.  Some buildings that would impact weapons production:
   -Weaponsmith: allows <insert weapons> to be sold in the <town>
   -Armourer: allows <insert armour> to be sold in <town>
   -Leather Tanner: allows leather armour to be sold in <town>
These are just some examples off the top of my head.  The amount of said merchandise produced by said building depends on the castle's/towns prosperity (which is impacted by the Goods Economy).

Horse Economy:
This is impacted by building.  Each village and town with a stable built in it can provide the horse merchant with basic horses.  If there is a stable and a leather tanner, mid-level horses are sold.  If there is a stable and an armourer in the region, then highly level horses are sold.  The amount of horses sold depends on the prosperity of the region.

This is a system that is simple, yet interconnected, and, in my opinion, workable.  Though I don't know how much work t would be. What do you think?

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vonmistont

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Re: New Buildings - Description and Ideas
« Reply #13 on: December 29, 2008, 06:05:47 PM »
Just a quick reply because I'm busy with preparing beta release... The population system  :!: Why haven't I think about it earlier  :!: And it's so easy to make. You know what... I will not include slavery to beta... I will instead make it much better and connected to population system, and it will be done in V4.

Beta will be ready before new year (very "bettish" but playable I hope it can even be released today).

Final release will be ready some time after new year.

Deyshawn

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Re: New Buildings - Description and Ideas
« Reply #14 on: December 29, 2008, 06:09:21 PM »
The famine system that I suggested is very similiar to the disease system that you were talking about somewhere. What do you think about the buildings that I talked about adding?
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