Production increasing buildings

Here talk about units and structures.
IMPORTANT!: Every unit type and structure type should be in a separate topic.
So if you have a new unit idea than open a new topic for it!
User avatar
Alexander82
Posts: 6233
Joined: Thu Feb 26, 2015 8:18 pm

Re: Production increasing buildings

Post by Alexander82 » Sun Feb 25, 2018 6:08 pm

My opinion:
Pyro wrote: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
Straightforward and with no downsides.

I think it is difficult to make an effect locked on a single tile at the moment.

It would make more sense to make it like a aura and that would affect 4 tiles around it
Pyro wrote:
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.
Seems far less powerful since I need to sacrifice a unit (minimum cost 2) to decrease production cost by 1
Totally useless as it is now.

Also i don't like the idea of them simply cannibalizing their own units. It is a bit too crude imho. It would have made sense if you were using an enemy corpse.

Same problem for the radius as the human building
Pyro wrote:
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
At the moment it is a problem to select 2 units to sacrifice and that would require a random sacrifice in a certain range (too bad if you have good units around you) also like that this should work as a aura
Pyro wrote:
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.
simply too powerful. Totally overpower every other option.

15 turns building cost can be covered in basically 2 turns with 9 workers (4 units build, next turn you build and move them away and move other 4 units in, then you kill one and put another one in place of the one you killed).

Game breaking
Age of Fantasy design leader

User avatar
General Brave
Posts: 4521
Joined: Thu Oct 19, 2017 3:12 am
Location: The Four Point Military Academy.

Re: Production increasing buildings

Post by General Brave » Sun Feb 25, 2018 6:28 pm

Good old gold always works.
Wise, Might, Loyalty. Forever stands Warfell.

User avatar
Sunrise Samurai
Posts: 2650
Joined: Thu Jun 18, 2015 11:21 pm
Location: Florida, U.S.

Re: Production increasing buildings

Post by Sunrise Samurai » Mon Feb 26, 2018 3:11 am

And this is why I figured summon/build money couriers or equivalent would be easier. It wouldn't require new abilities at all. Still think a captureable version that starts neutral works best for this.
Currently residing at the local ninja academy. I'm still watching though.

User avatar
Alexander82
Posts: 6233
Joined: Thu Feb 26, 2015 8:18 pm

Re: Production increasing buildings

Post by Alexander82 » Mon Feb 26, 2018 3:22 pm

To be honest I think we might handle it in a different way.

We might simply put gold mines in the map (maybe randomly, like TCS) and any building built in the adjacent tile has double production.

We make just a single building and it is good for everyone.
Age of Fantasy design leader

User avatar
makazuwr32
Posts: 3954
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

Re: Production increasing buildings

Post by makazuwr32 » Mon Feb 26, 2018 4:44 pm

But Gold mines must be captured first right?
Specifically for not so genious persons
makazuwr32 wrote:
Fri Dec 07, 2018 9:24 am
IT IS ALWAYS EASIER TO CORRECT EXISTING THINGS THAN TO MAKE SOMETHING NEW FROM SCRAP. © by Makazuwr32™.

User avatar
Alexander82
Posts: 6233
Joined: Thu Feb 26, 2015 8:18 pm

Re: Production increasing buildings

Post by Alexander82 » Mon Feb 26, 2018 10:02 pm

We can figure something about that
Age of Fantasy design leader

User avatar
makazuwr32
Posts: 3954
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

Re: Production increasing buildings

Post by makazuwr32 » Mon Feb 26, 2018 10:10 pm

I think that if adding neutral building than it must be captured first to give bonuses.
Especially like this one.
Specifically for not so genious persons
makazuwr32 wrote:
Fri Dec 07, 2018 9:24 am
IT IS ALWAYS EASIER TO CORRECT EXISTING THINGS THAN TO MAKE SOMETHING NEW FROM SCRAP. © by Makazuwr32™.

User avatar
General Brave
Posts: 4521
Joined: Thu Oct 19, 2017 3:12 am
Location: The Four Point Military Academy.

Re: Production increasing buildings

Post by General Brave » Fri Jul 27, 2018 1:20 am

I remember these.
Wise, Might, Loyalty. Forever stands Warfell.

Post Reply

Return to “Units & Structures (See Races for accepted Unit Races)”