Straightforward and with no downsides.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
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
Seems far less powerful since I need to sacrifice a unit (minimum cost 2) to decrease production cost by 1Pyro 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.
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
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 auraPyro 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
simply too powerful. Totally overpower every other option.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.
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