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  #1  
Old September 24th, 2010, 01:26 AM
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Default Re: Building and Infrastructure possibilities

Mines and Farms are already in as Earth/Nature sites, but the hardcoded limit of four sites per provinces makes it unwieldy to add universal unlockable sites such as roads.

Immobile easily summonable units that give benefits could be more workable, such as:


Construct Earth Blood Mine
Requires Construction 5, Earth 4, 30 Earth Gems
Summons an "Earth Blood Mine" unit which is immobile, has no attacks, and generates 2 Earth Gems per turn. (Unit has no slots)
Can only be summoned in Mountains or Border Mountains.

Construct Floating Refinery
Requires Construction 7, Air 4, 30 Air Gems
Summons a "Floating Refinery" unit which is immobile, has no attacks, and generates 2 Air Gems per turn. (Unit has no slots)
Can be summoned in any terrain.

Establish Astral Research Academy
Requires Thaumaturgy 7, Astral 4, 60 Astral Diamonds
Summons an "Astral Research Academy" unit which is immobile, has no attacks, and adds to Magic scales. (Unit has no slots).

Establish Court of Justice (Multiple Versions)
Requires Construction 0, Fire/Earth/etc 1, 10 gems
Summons a "Court of Justice" unit which is immobile, has no attacks, and reduces unrest. (Unit has no slots).

Erect Grand Temple of Sacrifices
Requires Blood Research 7, Blood 4, 80 Blood Slaves, Unique Spell for Blood Nations
Summons a "Grand Temple of Sacrifices" unit which is immobile, has no attacks, reduces population slightly, causes unrest, but spreads dominion like a Prophet. (Unit has no slots).


Obviously these are not balanced, and are just raw ideas, but might be workable.
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  #2  
Old September 27th, 2010, 09:55 AM
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Default Re: Building and Infrastructure possibilities

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Originally Posted by attackdrone View Post
Immobile easily summonable units that give benefits could be more workable
The gem generators look a bit overpowered imho. I don't think you should give out 2 gems each. And if you encounter a construction site, spamming the spell would be a game winner. (Air4, and Earth 4 are both a bit easy to get, and they are single path. (All spammable vanilla gen gems are multipath.).

The research academy is basically gives you free scales after reaching thaum 7. (Get all your researchers in one location, and Bam! Drain 3 -> Magic 3! (Put down multiple ones)). (But at thaum 7, 60 astral, still costly (However, s4 is a bit low)).

Court of justice is overpowered. Basically allows any nation to pull the Bogarus Flying Dogs trick, at a bit higher cost. : http://dom3.servegame.com/wiki/Age_o...de#Flying_Dogs. But! the unrest reduction doesn't reduce pop like patrolling does, so it is actually better.

The temple of sacrifices looks nice. Just to keep up with the background I would also give it bloodvengeance just to prevent assasinations and remote snipe attacks a little bit. (If you attempt to destroy a temple which is used to channel a lot of blood into worship, you deserve the divine retribution).


All just my personal thoughts.

Have you looked at the Mytheology mod? (Disclaimer, I made an uptodate version of the mod recently). It has a few Menhirs, who give various bonuses.

A Menhir of Peace, who decreases unrest
A Menhir of Faith, who spreads dom (A bit like the juggernaught, with less research and path reqs).
A Menhir of Courage, who just gives a very large standard bonus. (Not that useful), and having awe and bloodvengeance
A Menhir of Growth, supply bonus, and copies the lord of fertility, which is supposed to increase growth. (But I'm not sure it does that).
A Menhir of Fortune, which has #nobadevents 50%.
A Menhir of Death, who summons shades in combat.

All a bit unbalanced. (The menhir of death, and the menhir of courage arn't that usefull, and they all share the same cost and research paths). While the Menhir of peace is way to useful, decreasing unrest with 20. Allowing for huge overtaxing.

/end shameless mod promotion.
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Old September 27th, 2010, 11:15 AM
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Default Re: Building and Infrastructure possibilities

Thanks for the advice. I had not seen the Mythology mod, so I will be sure to check it out and see how the Menhirs work.

I absolutely agree with you on the +2 gems being overpowered, those were just ideas off the top of my head to get a theme going, much balancing would be required.

Also I'm unsure if I would want to assume that CBM is used; I probably will just go ahead and assume CBM and EDM are used because that is what I consistently play with. However, the proposed changes of adding a gem summoning unit (building) directly goes against one of the major balancing decisions of the CBM, which is that gem factories are not feasible on a large scale.

Edit: As for the Court of Justice, I think that giving it a fairly high monthly gold maintenance cost would balance out the unrest reduction.

Edit: Also, for the Research Academy, perhaps it would be best to just have it be a unit with high research and some Astral magic.
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Old September 27th, 2010, 01:21 PM
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Default Re: Building and Infrastructure possibilities

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Originally Posted by attackdrone View Post
Thanks for the advice. I had not seen the Mythology mod, so I will be sure to check it out and see how the Menhirs work.

I absolutely agree with you on the +2 gems being overpowered, those were just ideas off the top of my head to get a theme going, much balancing would be required.

Also I'm unsure if I would want to assume that CBM is used; I probably will just go ahead and assume CBM and EDM are used because that is what I consistently play with. However, the proposed changes of adding a gem summoning unit (building) directly goes against one of the major balancing decisions of the CBM, which is that gem factories are not feasible on a large scale.

Edit: As for the Court of Justice, I think that giving it a fairly high monthly gold maintenance cost would balance out the unrest reduction.

Edit: Also, for the Research Academy, perhaps it would be best to just have it be a unit with high research and some Astral magic.
Actually the gem gen units would work a little bit if you gave them to AI players at the start of the game. To make them a bit stronger. (Because, when you attack these, they get destroyed, which I consider a better solution than the other attempts to create more powerful AI nations (giving them better starting sites with more gold an gems, but if you capture these, you get these sites).

Also, I think Mytheology is not compatible with the newest verstions of CBM and EDM. They moved some numbers around again. Haven't found the motivation to check that out yet.

Research Academy:
http://images1.wikia.nocookie.net/__...BrainSpawn.png
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