Ideas for new buildings

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Jinnai

Sergeant at Arms
Looking at the poll new buildings is highly requested.  Looking into it there's room to add 13 new construction types without my having to do a LOT of annoying rewriting.  That being said, if there's more than 13 good ideas I'll go ahead and do that annoying rewriting.

Give me ideas for buildings.  Give me their name, if they're for villages or towns and castles, and what benefit you think would be good.

I have a few ideas myself, but I love seeing what you guys come up with.  If we stick to 13, and depending on the benefits, I might be able to add them without breaking saves.

To get things started here are the suggestions from the suggestions for implementation thread:

Cattle Farm for villages.  Increases the growth rate of cattle.
Improved Market for villages and towns.  Increases the prosperity of the location every month, similar to the mill.
Palisade for villages.  Increases the time taken to loot the village, similar to the watch tower.
Vegetable farm for villages.  Increases the chances of apples and cabbage showing up for trade from them.
 
Cool.
How about Training camp. In Town or Castle which lets you leave troops there to level through random or equal teirs.
Patrol post(all) which creates some patrols around the area, amount and quality depend on prosperity.
Escort service(town). All/most caravans leaving from your town will have an extra contingent of mercenary troops sent at same time from same town with same destination that will fight ONLY if caravan gets in fight, so that they help out but don't go chasing every little bandit party and leave the caravan to be slaughtered.
 
Here are a few ideas for new buildings along with benefits and my rational for their inclusion:

1. Trading Post
    For Castles or Villages
    Adds a true "goods" merchant to the location placed, perhaps also a small bonus to prosperity growth
    This will allow the player yet another opportunity to sell his battle spoils by adding some money to villages as well as the option to sell to castles
2. Forge
    For Castles or Villages
    Adds an "Arms" and/or "Armor" merchant to the location placed, perhaps also increases the training level of troops recruited there (e.g. for the Swadians Proselytes instead of Initiates)
    Same rational as above
3. Town Watch/ Village Militia
    For Villages
    Allows for the stationing of troops (only small contingents) for aid in village battles, and to further slow the looting progress, perhaps also spawning low level kingdom troops instead of farmers during raid defense (if possible)
    Seems a logical addition to border towns, allows for increased defense from raiding
4.Mine
    For Villages
    Increases the spawn rate for metal based goods (i.e. gold, iron) Should be a requirement for a forge if possible
    Increases the availability of trade goods in a rational way allowing for the building of a trade Empire
5.Tavern
    For Castles or Villages (renamed it could be added to Cities as well)
    Increases moral at a slow rate
    Gives players the ability to increase their army's moral over time, and come on, what army doesn't like to drink?

That's all I've got for now, but hopefully it should inspire my fellow forum readers to add some more  :grin:
 
 
Merchent's Tavern - Town only - Everytime a merchant visits your city, you take a in a hunk of cash from a self owned tavern where merchants can go to relax in luxury.

Barracks - Village - Allows you to Garrison 20 troops inside of a village to slow down enemy raiders.

Trading Post - Towns and Village - Increases spawn rate of trade supplies and cash available to Goods stores or Villages.

Royal Barn - Castle - Allows you to leave cattle in there who over time provide a constant source of fresh beef (Or dried depending what you pick, a simple dialouge option could swap out all fresh beef stored for dried meat) for you.

Scavenger Lodge - Village - Sends out parties of looters who bring back random low to mid quality (with an extreme low rate of high, and highest quality) loot for you to dig through when you visit said village. They can also hire out Bandit type units occasionally (Would work the same way as finding mercs at taverns)

Distillery - Villages - Provides Ale and Wine over time, also increases morale when staying at said village.

Village Idiot/Castle Jester - increases morale over time while staying at a castle with this "Building"
 
Fortress - Castle - Upon completion of this upgrade, the castle gets an automatic increase in Militia, Defense Points (aka, longer times to prepare to siege), and a higher turnout of Denars per tax visit.

Outpost - Villages - When this is built, it grants the owner of the village (player) the ability to send construction orders and the extra ability to place 25 soldiers in the village to defend it against raids/attacks/enemies.

High Towers - Towns - Upon completion of this, all town defenses will be improved (aka, longer time to prepare for siege) and an automatic increase in archers over warriors will take place, this will make it harder for sieges to be completed or attempted.

All I got for now.
 
Great opportunity, there have been quite a few good ones already, with some repeated under a different name,
so my actual list is short  :roll::

For Villages:

- Irrigation, just like some other suggestions: increases prosperity, number of goods for sale at the village  and loyalty of the village.( Mill should increase loyalty too if you ask me, you're doing them a favor..)

- Training fields: again, good for increasing the quality of troops you recruit from the village, but also increases the NUMBER of volunteers willing to join you

- Horse Trainer/Breeder: A horse Trainer/Breeder in your service, who will have for you a certain number of horses every 2 weeks, which you can get from the village for a mere price of 50 denars per horse. The horses you will get will vary in quality but the low price of 50 denars will be the same for every horse you get from the trainer. And you'll occasionally be able to get Champion horses or other high quality horses for yourself and your companions.
Heck, you could easily make a nice profit (nice but not too much)out of it.

For Castles:

- Again, some kind of troop trainer and I agree with extra fortification options..
- Royal Barn idea of DamienZharkoff sounds awesome, but I would rather call it Cattle Barns, or something else more simple, because not every player starts his/her own kingdom and goes royal..
- Blacksmith, where you can have your chipped and broken weapons repaired, or order new weapons to be made. Also increases revenue from the castle by 30%(just once, not monthly)

Now the cities, which are most important I think:

- Same things as my first castle suggestion above, which, in turn, is the smae as what others suggested.
- Paved Roads in/outside town, increases income. To reconcile this with the Trading Post name, we could call it a Trade Network, which also sounds better.
- Festival Square, increases loyalty of the town by means of monthly festivals(so that we may recruit more troops when the ability of recruiting volunteer townsmen from towns gets added, if it ever does..)
Staying in town at the time of a festival automaticcally sets your party morale to Excellent
- Definatly agree with the caravan mercenary escorts.
 
Village
Militia Barracks = Increase time taken for a village to be looted and decrease the chance of bandits swarming the village

Wooden walls = If a village is looted you can pass by the army and defend the village from inside, you can also run into the village and have the option wait for a while but you still can be seen in the map , the wooden walls will have 1 or 2 gates for the enemy to swarm in

Castles
Bigger walls = The part where the defender stands, so they can stand back and hide from enemy archers

Towns
Bigger walls = same as above

Tavern Upgrades = More chances for ransom brokers and travellers to appear in the tavern, also increase the number of mercenary type in the tavern, so you could possibly see Lordless knights and sword sisters in the same tavern

 
Not as much of a building suggestion as an aestetic one: Make the buildings appear in the villages, so you can view them when you go to the town center

As to suggestions:

Walls: Two or three different variations or upgrades, ranging from a shallow ditch with spikes to a full stone barrier wall with wooden parapit. You build it up over time to add some (Albeit not much) protection from outside bandits. Would perhaps help those garrisoned troops fight.

I'd say:
    -Ditch and spear wall: Wooden spikes driven into the ground on the opposite side of a ditch which slows down anything charging at it. All in all though, it has trouble keeping out rabbits
    -wooden Pallisade: A simple wooden wall, good for deflecting the occasional bandit, but a detirmined group of sea raiders will easily pass through
    -Stone wall: About 10 feet high, it's not the most imposing, but it does the trick. 
 
I think we'd all love that to happen, unfortunately it would require some screen modeling.

Has anyone else here checked out the custom settlements thing? Its interesting, and has some pretty solid scene modeling. I tried manually combining that with this, but there was way too much code overlap for someone who knows so little coding.
 
Well guess most of the ideas are being said but I will still list it anyway to show support  :mrgreen:

Lumber Mill / Blacksmith - In castles and villages
- Allows the player to buy/sell weapons and armor
- Lumber Mill more for bows and arrows
  -- Can also be used to shorten the amount of time needed to build the building (processed lumber is readily available in there)
- After creation of both of the building,
  -- You can recruit 1 tier higher then what you normally get from villages
  -- Castles will stock low tier troops automatically (Like what we getting for towns now)

The Cattle Farm is a good idea.
- Might also want to add in a Herdmaster unit so he can follow you like a lord, increase abit on the cattle speed and bring the cattle to where u want it to be,
- but u have to pay an extra amount of denars to hire him, after u reach your destination he disappears.
  (Off with Cattle Herding yay!!)

Patrols and Escorts station - villages, castles and towns
- Spawns militias to patrol around the station and decrease the possibility of village getting raided by bandits and decrease prosperity.
- Allows player to hire mercenary troops to patrol the area and engage any lord trying to raid the village no matter how strong the lord is.
- With the Lumber Mill / Blacksmith built, higher tier troops will be spawned for the mercs and patrols.
- Once a opposing party have been spotted by the town/village/castle, all the patrols it have spawn will go chase after the party till a certain distance.
  * Sometimes I find it ridiculous that nords can go to Khergits territory and siege tulbulk castle, when it is also at war with swadians and vagiers
  * This point is more to keep lords from besieging castles too far from where they are.

Building post (or whatever u wanna call it.. cant think of a better name now :sad: ) - Towns only
- Shortens the amt of time needed to build buildings (Surely some smart ass will venture into building business that time? :lol:)



Other Ideas but need some other places to be improve, can keep it in thought though :mrgreen:

Siege workshop - Towns only
- Build siege engines so that player can carry it to siege without the need to wait for a few days.
- Able to select what siege engine to build.
  * Carrying siege engine would slow down the army significantly like drop in 0.5 - 1.0 speed
- No need to wait in towns, can collect it after a few days.

Raw material converter (Dun think its good but will still list out)
- Convert the extra armor and weapon to wood or metal
* Can be use to improve the "lvl" of the lumber mill or blacksmith in which better weapons and armor will pop out in the trade menu.
 
webspinnre said:
I think we'd all love that to happen, unfortunately it would require some screen modeling.

Has anyone else here checked out the custom settlements thing? Its interesting, and has some pretty solid scene modeling. I tried manually combining that with this, but there was way too much code overlap for someone who knows so little coding.

Actually that was what I was thinking of, custom settlement. Are the people who still made that around?
 
Yeah, he's still working hard on it - I love the concept, but after having played this mod for so long, I can't go back to vanilla troops and items.

http://forums.taleworlds.com/index.php/topic,53036.240.html
 
webspinnre said:
Yeah, he's still working hard on it - I love the concept, but after having played this mod for so long, I can't go back to vanilla troops and items.

http://forums.taleworlds.com/index.php/topic,53036.240.html

If you can convince him to give us his source, we can put it in, with all due credit, of course. It looks good.
 
He's uploaded the source here: https://www.mbrepository.com/file.php?cid=4&id=1013

If you'd like, I'll contact him further about it.
 
webspinnre said:
He's uploaded the source here: https://www.mbrepository.com/file.php?cid=4&id=1013

If you'd like, I'll contact him further about it.

I'll look into it once I get my computer back. I don't want to dump another project on Jinnai.
 
:shock:

I wasn't aware of that mod, that could become something awesome here...

Definitely support the idea, it has a lot of potential



EDIT: now I'm sure about who's always hidden at the NE board  :smile:
 
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