Production increasing buildings

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Alexander82
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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
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General Brave
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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.

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Sunrise Samurai
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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.

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Alexander82
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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.
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makazuwr32
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Re: Production increasing buildings

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

But Gold mines must be captured first right?
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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Alexander82
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Re: Production increasing buildings

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

We can figure something about that
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makazuwr32
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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.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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General Brave
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Re: Production increasing buildings

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

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

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