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Old June 5th, 2006, 09:19 PM
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NTJedi NTJedi is offline
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Default Re: Game Modding for Buildings

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NakedLunch said:
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Bank: Increases total gold income of province by 20%.
20% is kind of a lot. Considering that on one of my games I'm getting 1000 gold per turn (Yes, it's on the easy settings) that's an extra 200 gold. The banks would have to be expensive as hell to support that. I'd say lower it to 5 or 10 percent and it'd be cool.

I've had gold income over 3000 per turn after paying upkeep for some of my maps. The bank doesn't effect gold for all provinces just whatever location the bank is built. So provinces which only bring 25 gold per turn really wouldn't benefit.

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NakedLunch said:
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Training Grounds: A non_mage commander without stealth may enter the training grounds which pulls a little population and makes them into random types of soldiers. (crossbowmen, swordsmen, slingers, spearmen, etc.)
That would be neat if you ditched the random part. Here's another idea: You could make up camps within the grounds and then train specific types in each camp and that sort of thing.

Your idea sounds better... I suggested random to make the programming easier and quicker for setup.

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NakedLunch said:
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Marketplace: Resources +50, +2 gold for each gem alchemized into gold.
I think +50 is a bit too much. IMHO the amount you get should be based on the properties of the province such as population, unrest, resources it has to begin with etc.

Well maybe the building name needs to be changed... basically I was looking for a method where resources can be made available after a province has had it's population dropped near zero. I've seen a single unit cost as much as 48 resources so I figured a building which gave 50 would allow one of those units to be bought each turn.
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