Tc upgrade techs

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Sunrise Samurai
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Tc upgrade techs

Post by Sunrise Samurai » Tue Jan 23, 2018 10:50 pm

Intended as a pack, but can be separated if needed. Now that we can select tcs as a building, we can do a lot more with them, so let's take advantage of that fact.

Each "tech" acts as church to cathedral upgrade, only operating on the tc that researched it.

Walls
Research cost 5
The tc gains an aura of range 0 (units inside only) that gives +2/+2 armor to anything inside.

Hospital
Research cost 5
The tc gains +8 heal rate

Tower
Research cost 5
The tc gains +4 power (total 6 attack) burning weapon, 8 range, and 1 action. This means it has the same attack as a fortress.

Extra tower
Research cost 5, requires tower
The tc gains +1 action, totaling at 2.

Essentially, you can make a contested border town into a fortress that can make troops inside much harder to kill while shooting enemies. Not sure how TC capture mechanics work, but I'd expect you probably keep the upgrades your opponent invested in a tc if it simply converts, so use with caution.
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makazuwr32
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Re: Tc upgrade techs

Post by makazuwr32 » Wed Jan 24, 2018 7:57 am

You will need to research that for every TC separately?
If yes that sounds good.
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Sunrise Samurai
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Re: Tc upgrade techs

Post by Sunrise Samurai » Wed Jan 24, 2018 4:50 pm

Yes. Each tc needs to research each tech separately. This means your border town must choose to produce troops or upgrade itself. Upgrading towns closer to home is about like building defenses close to your start. Sounds like a good idea at first, but turns out to be a waste of resources, since the only time that comes into play is when you are losing.
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Sunrise Samurai
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Re: Tc upgrade techs

Post by Sunrise Samurai » Wed Jan 24, 2018 10:24 pm

Alright. I tested a bit here.
Image

Given an action and range, a tc can, indeed, attack. With power range, it even deals area damage. It can even move if given a speed value. If you capture a tc, it retains all stat increases.
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COOLguy
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Re: Tc upgrade techs

Post by COOLguy » Thu Jan 25, 2018 9:46 pm

Moved to Suggestions forum
Thanks!
Josh

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samuelch
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Re: Tc upgrade techs

Post by samuelch » Sat Mar 10, 2018 12:53 pm

Workshop
Cost=5 turns, requires tower
The tc gains +5 mend rate to fix units and buildings. Building that is next to a tc will be harder to take down.

Road Network
Cost=5 turns
Aura +1 speed to all infantries in range of 3.

Armoury
Cost=5 turns
Gets an ability to summon militia or armed peasents. Cooldown=3 turns.

Watch Towers
Cost=5 turns
The tc gains +2 sight.

Murder-Hole
Cost=5 turns, requires wall
+2 power to all ranged units while inside the tc.
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Sunrise Samurai
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Re: Tc upgrade techs

Post by Sunrise Samurai » Sat Mar 10, 2018 7:45 pm

Not bad. Maybe make watch tower give +4 sight and the ability to detect stealth units, like normal watch towers.

What would militia stats look like? I'm assuming vanishing 3.
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Lynx Shafir
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Re: Tc upgrade techs

Post by Lynx Shafir » Sun Dec 30, 2018 4:51 pm

We need some tech icons.
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Lynx Shafir
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Re: Tc upgrade techs

Post by Lynx Shafir » Mon Feb 04, 2019 7:23 pm

For walled Town

Image

1.I think they should appear in TC panel under training window
When you press opens a small description what are it's benefits.

Additional I made this favour icon

Should appear on Tc next water
"Port"
Image

"Ports are the pulsing hearth of commerce,travelling a flourishing towns. Crowded with people and goods thieves and soilders.from small boats to big Froggatt.
Invaluable to any tactician for naval warfare "

"Let you train ships sea and water units."

Stg like this.
For naturally blood will be of kind
Drawn-to blood, where he may it find.

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