Notices


Buildings

 
Buildings

I'll wack up a list of buildings that the NPC team will be using. An arrow linking two buildings means the first is required before the second can be built. One building can be built per day. They cost resources, as shown.

What you can change is the name of the building (but not its function), its resource cost, and the requiremets.

For example, a building costing 5 gems, and 5 crystal, you could change to costing 10 sulphar if it suits your theme.
Adding building requirements reduces resource cost, taking away building requirements increases resource cost.
For example, your seventh level troop requires you to buy your fifth and sixth level troop buildings first; if you want to get rid of this requirement, then the resource cost will go up.

It will become more simple once the building list goes up.

But if you want to keep things simple, then don't change anything!! This just gives you options.

Starting Resources: 20 wood, 20 ore, 10 mercury, 10 crystal, 10 gems, 10 sulphar.

Buillding options! You start with just a Village Hall. Note that Resource Silos and Master forges can be bought multiple times, each time applying it to a different resource/troop.

Village Hall, +500gp/day --- TownHall, 2000gp, +500gp/day --- City Hall, requires any 10 buildings, 5000gp, +1000gp/day --- Capital, requires any 15 buildings, 10,000gp, +2000gp/day.

Tavern, 500gp 5w, recruit Heroes --- Brothel, 500gp 5w 1g 1c, doubles peasant growth and +500gp/day.

Motte and Bailey, 2000gp 20w, +5defence for defending army. --- Keep, 5000gp 10w 10o, +50% base creature growth and +500gp/day. --- Stone Walls, 5000 20o, +5defence for defending army --- Castle, 5000gp 10w 10o +50% base creature growth and +10 defence for defending army and +1000gp/day. --- Triple Portcullice, 15o, +5 Defence for defending army. --- Murder Holes, 5o, +1 minimum and maximum damage for defending army --- Ballistae, 20w, +10 attack for defending army.

Den of Thieves, 2000gp, know enemies best creatures and overall number of troops --- Safehouse, 4000gp, Know enemies exact numbers per troop type and 2 random stats of opponents ont he field --- Espionage Guild, 8000gp, know incomes, alliances, trade routes, Buildings, wealth and resources of all players --- Spy Network, 16,000, Know all creature stats as well.

Troop Buildings- All on the left are required for the next above, eg Peanant huts and The Butts must be built before Barracks ect, but they can be upgraded at any time. 'Breaking the chain' makes the buildings cost more. For example, if you wanted to be able to recruit Anges straight away, let me know and i'll tell you the new higher resource cost.

Peasant Huts, 1500gp, 64 peasants/week --- Conscript Mess, 1500gp, Upgrade to conscripts.
The Butts, 1500gp 10w, 32 archers/week --- Master Fletcher, 500gp 10w, Upgrade to Longbowmen.
Barracks, 2000 10o, 16 Footmen/week --- Manor, 2000, 2w 2o 2m 2c 2g 2s, Upgrade to Squires.
The Lists, 3000, 15o, 8 Knights/week --- Estates, 3000, 3w 3o 3m 3c 3g 3s, Upgrade to Grand Masters.
Church, 5000, 5w 5o, 4 Priests/week --- Cathedral, 5000, 5w 5o 5m 5c 5g 5s, Upgrade to Justicars.
Tourney, 7000, 15w, 2 Cavaliers/week --- Shrine, 7000, 10g 10c, Upgrade to Paladins.
Relic, 12000, 10w 10o 10m 10c 10g 10s, 1 Angel/week --- Temple, 15000, 20w 20o 10m 10c 10g 10s, Upgrade to Archangels.

Blacksmith, 500gp 5m 5s, +2 attack an defence --- Crafter's Guild, 500gp 2w 2o 2m 2s 2g 2c, +3 attack and defence --- Master Forge, 10m, 1 troop type gets +10 to all stats except hp.

Stables, 1000gp 20w, increases speed of one troop type.

Sewers, 2000gp 10w 10o, +500gp/day.

Baths, 2g 2m 5s, +500/day.

Marketplace, 500gp 5w, allows trade +500gp/day --- Resource silo, 5000gp 5o, +1 chosen resource of your choice --- Blackmarket, 10,000gp, +1000gp/day/silo.

Watchtowers, 1000gp 10w 10o, reveals hidden treasures and mines throughout the kingdom and increases field of view --- Boarder Forts, 2000 10w 10o, reveals more hidden treasures and mines throughout the kingdom and further increases field of view --- Mounted Patrol, 1000, reveals hidden treasures and mines throughout the kingdom and increases field of view and gives hero increased movement on the campaign map --- Raiding Parties, 500, reveals hidden treasures and mines throughout the kingdom and provides a small amount of resources after each victory on the map --- Cartographer's Guild, 5000gp 10w 10om5m 5c 5g 5s, All treasures, chests, mines, crypts, garrisons, heroes, armies, neutrals, resources and the rest are revealed to the owner of a Cartographer's Guild. Their heroes' movement is also increased.

Summoning Tower, 15,000gp, Troops can be summoned from this tower to the hero's army at the START of that turns movement at no cost to the hero's mana or to his movement.

Dragon Portal, 10,000 10m 10c 10g 10s, Summons 1-5 upgraded Dragons to help defending army in all seiges (number dependant on Town size and wall strength.)

Mage's Guild Level one, 1000gp 1w 1o 1m 1c 1g 1s, Allows Arcane and divine heroes to learn some level one spells, if they are of high enough level (1 or above). --- Mage's Guild Level two, 1000gp 2w 2o 2m 2c 2g 2s, Allows Arcane and divine heroes to learn some level two spells, if they are of high enough level (3 or above). --- Mage's Guild Level three, 1000gp 3w 3o 3m 3c 3g 3s, Allows Arcane and divine heroes to learn some level three spells, if they are of high enough level (5 or above). --- Mage's Guild Level four, 1000gp 4w 4o 4m 4c 4g 4s, Allows Arcane and divine heroes to learn some level three spells, if they are of high enough level (7 or above). --- Mage's Guild Level five, 1000gp 5w 5o 5m 5c 5g 5s, Allows Arcane and divine heroes to learn some level five spells, if they are of high enough level (9 or above).

Arcane Forge, 10,000 5o 5m 5c 5g 5s, Sells Artifacts to the Hero at a steep price.


More to come.

Troop growth by level per week.

Level one: 64 per week. --- 15gp each. Upgrade costs: 20gp each.
Level two: 32 per week. --- 50gp each. Upgrade costs: 75gp each.
Level three: 16 per week. --- 150gp each. Upgrade costs: 200gp each.
Level four: 8 per week. --- 375gp each. Upgrade costs: 500gp each.
Level five: 4 per week. --- 750gp each. Upgrade costs: 1000gp each.
Level six: 2 per week. --- 1500gp each. Upgrade costs: 2000gp each.
Level seven: 1 per week. --- 3500gp, 1 rare resource. Upgrade costs: 2 of the same rare resource. 5000gp.

Also posted on the races thread page 1.

Proposed changes to buildings for FOG. Straight changes 5w/o to 3c/g/s/m for flavour. changes in red

I propose a change for Blackmarket in both name and cost to King's Market: 2wood, 2ore, 2mercury, 2crystal, 2gem, 2sulphur for my team. The idea is there is lots of every material flowing around, sourced by the King, making it more profitable for all. Let me know.





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