Production increasing buildings

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Pyro
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Production increasing buildings

Post by Pyro » Tue Feb 20, 2018 3:26 am

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.
Last edited by Pyro on Tue Feb 20, 2018 4:05 am, edited 2 times in total.
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Pyro
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Re: Production increasing buildings

Post by Pyro » Tue Feb 20, 2018 3:34 am

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.
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General Brave
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Re: Production increasing buildings

Post by General Brave » Tue Feb 20, 2018 3:52 am

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.
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Puss_in_Boots
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Re: Production increasing buildings

Post by Puss_in_Boots » Tue Feb 20, 2018 3:57 am

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.
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Pyro
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Re: Production increasing buildings

Post by Pyro » Tue Feb 20, 2018 4:04 am

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.
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General Brave
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Re: Production increasing buildings

Post by General Brave » Tue Feb 20, 2018 4:28 am

I'm talking about the undead, but I looked at it closely and I don't know.
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Sunrise Samurai
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Re: Production increasing buildings

Post by Sunrise Samurai » Tue Feb 20, 2018 12:37 pm

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.
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Pyro
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Re: Production increasing buildings

Post by Pyro » Wed Feb 21, 2018 2:13 am

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.
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Sunrise Samurai
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Re: Production increasing buildings

Post by Sunrise Samurai » Wed Feb 21, 2018 2:19 am

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.
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General Brave
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Re: Production increasing buildings

Post by General Brave » Wed Feb 21, 2018 2:20 am

I think a 2 turn to make them would be fine.
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Re: Production increasing buildings

Post by Pyro » Wed Feb 21, 2018 2:30 am

Why make a unit though if the building idea is more efficient?
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General Brave
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Re: Production increasing buildings

Post by General Brave » Wed Feb 21, 2018 2:37 am

What do you mean?
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Sunrise Samurai
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Re: Production increasing buildings

Post by Sunrise Samurai » Wed Feb 21, 2018 2:40 am

It is a building, that can summon/produce money couriers. I never meant it to be a unit.
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General Brave
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Re: Production increasing buildings

Post by General Brave » Wed Feb 21, 2018 2:43 am

I think this is fairly easy to make, maybe it only should be built on mountains like the monster cave.
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StormSaint373
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Re: Production increasing buildings

Post by StormSaint373 » Wed Feb 21, 2018 3:48 pm

I find this idea to be an innovative strategy, increased production rate for a massive army...

+1 . . . I like your idea General!
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LordOfAles
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Re: Production increasing buildings

Post by LordOfAles » Wed Feb 21, 2018 4:30 pm

I would limit building count to TC count, althou not counted as factory (like castle)
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General Brave
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Re: Production increasing buildings

Post by General Brave » Thu Feb 22, 2018 12:17 am

So it will count as special building which means Castle, it has a good bit of flexibility I like.
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Sunrise Samurai
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Re: Production increasing buildings

Post by Sunrise Samurai » Thu Feb 22, 2018 1:09 am

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.
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General Brave
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Re: Production increasing buildings

Post by General Brave » Thu Feb 22, 2018 2:00 am

Maybe we could finally have medical tents, which will work in that Classification.
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Re: Production increasing buildings

Post by Pyro » Thu Feb 22, 2018 2:22 am

Simular, but it would fit better as a building with a highee healing rate when you enter it.
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Re: Production increasing buildings

Post by General Brave » Thu Feb 22, 2018 2:32 am

Maybe it fully heals your unit or heals for 20 health.
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LordOfAles
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Re: Production increasing buildings

Post by LordOfAles » Thu Feb 22, 2018 3:55 pm

Wait wait wait, this is just supposed to decrease production time, let it stay on that
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General Brave
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Re: Production increasing buildings

Post by General Brave » Thu Feb 22, 2018 4:10 pm

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.
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makazuwr32
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Re: Production increasing buildings

Post by makazuwr32 » Thu Feb 22, 2018 5:14 pm

I prefer just similar buildings for every race. without any additional properties and as their own classification.

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Sunrise Samurai
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Re: Production increasing buildings

Post by Sunrise Samurai » Thu Feb 22, 2018 6:00 pm

Actually.....new plan. Map editor only, captureable.
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makazuwr32
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Re: Production increasing buildings

Post by makazuwr32 » Thu Feb 22, 2018 6:06 pm

Maybe another tc-like building that can also be spawned in random maps.

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Sunrise Samurai
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Re: Production increasing buildings

Post by Sunrise Samurai » Thu Feb 22, 2018 6:11 pm

Probably a good idea. I was also thinking a building you can place in random maps before tc generation
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General Brave
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Re: Production increasing buildings

Post by General Brave » Thu Feb 22, 2018 6:56 pm

Both.
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Re: Production increasing buildings

Post by Pyro » Fri Feb 23, 2018 11:39 pm

A new map editor building sounds like a nice idea but will the unique buildings be able to differ between races?
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Re: Production increasing buildings

Post by General Brave » Sat Feb 24, 2018 12:01 am

That depends.
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