DeletedUser108047
Proposal: Building and retaining certain combinations of buildings across eras give a boost to player based on the combination of buildings
Have you Checked the Ideas section for the same idea posted by someone else? Is this idea similar to one that has been previously suggested?
Not that I could find
Reason:
City Building is quite linear. There is the general design distinction between fighting, farming, fp farming etc but as a general rule you level up as you go. Once you have passed through an era there is not much reason to use a lower age technology. Currently the element of city design in the game is mostly limited to efficient use of space and the balance of coin, supply, goods, barracks and GBS.
My proposal would add another level of complexity to city design and provide another strategic element that will extend the game and make it more interesting by allowing players to further customise their city to be more reflective of their style of play.
Details:
This is a development concept proposal so the precise details will need to be fleshed out and balanced but I am proposing it for discussion. Please comment on the broad concept and whether development of the game for individual players should head in this direction rather than critque the as yet undefined detail:
There are five principles that should apply to the design:
First: the boosts should be sufficient to incentivise differential city building.
Second: the boosts should not be so much as to unbalance the game
Third: the boosts should not be easy to achieve ie the building sets should be diverse across ages and
Fourth: the requirements for the boosts should allow players to access them reasonably early in the game but be scaled to give an incentive for high level players to use them
Fifth: the boosts only apply when all the required buildings are built and retained and you can only have one of these boosts (although they can combine with GB boosts etc)
The general idea is that if a player has say 5 (perhaps more) buildings in a themed set (from production, goods and culture, even GB) across a range of ages they would receive a bonus that would apply whilst they had those buildings.
The buildings would be relevant to the theme of the boost. There would be multiple buildings to choose from. No building would be relevant to more than one them., These boosts could be:
happiness boost (a % happiness boost): tavern, brewery, ampitheatre, theatre, inn, circus, amusement park etc
research boost (% decrease in research costs): library, publisher, alchemist, computer games company etc. paper mill
military boost: (% fighting increase) blacksmith, gunsmith, aircraft factory, gunpowder, etc
health boost: (for troops - as per the drummer) doctor, chemical plant and other health orientated buildings and/or a healing boost
supply production boost (% supply increase as per gbs): logistics center, transport etc
Alcatraz production boost (1 extra fighter per day or a random boost daily) : police station, gallows, pillory, private security etc
coin production boost (% coin increase as per gbs): financial center, gold etc
farming boost (random increase in goods production): have no barracks and a range of produce related supply buildings such as goat farm, cattle ranch etc
defence or anti plunder boost: (% increase in defence like watchtower or a random chance to avoid being plundered) tourism related buildings - museum, hotels, motels etc
religion boost: (%increase in fighting power) church, St Basil, Notre Dame, Stone Circle etc
Visual Aids:
NA
Balance:
This proposal needs careful consideration to ensure that the boost is not too easily achieved and that it provides sufficient gameplay without providing too much to the individual player
Abuse Prevention:
Not relevant
Summary: See above
Have you Checked the Ideas section for the same idea posted by someone else? Is this idea similar to one that has been previously suggested?
Not that I could find
Reason:
City Building is quite linear. There is the general design distinction between fighting, farming, fp farming etc but as a general rule you level up as you go. Once you have passed through an era there is not much reason to use a lower age technology. Currently the element of city design in the game is mostly limited to efficient use of space and the balance of coin, supply, goods, barracks and GBS.
My proposal would add another level of complexity to city design and provide another strategic element that will extend the game and make it more interesting by allowing players to further customise their city to be more reflective of their style of play.
Details:
This is a development concept proposal so the precise details will need to be fleshed out and balanced but I am proposing it for discussion. Please comment on the broad concept and whether development of the game for individual players should head in this direction rather than critque the as yet undefined detail:
There are five principles that should apply to the design:
First: the boosts should be sufficient to incentivise differential city building.
Second: the boosts should not be so much as to unbalance the game
Third: the boosts should not be easy to achieve ie the building sets should be diverse across ages and
Fourth: the requirements for the boosts should allow players to access them reasonably early in the game but be scaled to give an incentive for high level players to use them
Fifth: the boosts only apply when all the required buildings are built and retained and you can only have one of these boosts (although they can combine with GB boosts etc)
The general idea is that if a player has say 5 (perhaps more) buildings in a themed set (from production, goods and culture, even GB) across a range of ages they would receive a bonus that would apply whilst they had those buildings.
The buildings would be relevant to the theme of the boost. There would be multiple buildings to choose from. No building would be relevant to more than one them., These boosts could be:
happiness boost (a % happiness boost): tavern, brewery, ampitheatre, theatre, inn, circus, amusement park etc
research boost (% decrease in research costs): library, publisher, alchemist, computer games company etc. paper mill
military boost: (% fighting increase) blacksmith, gunsmith, aircraft factory, gunpowder, etc
health boost: (for troops - as per the drummer) doctor, chemical plant and other health orientated buildings and/or a healing boost
supply production boost (% supply increase as per gbs): logistics center, transport etc
Alcatraz production boost (1 extra fighter per day or a random boost daily) : police station, gallows, pillory, private security etc
coin production boost (% coin increase as per gbs): financial center, gold etc
farming boost (random increase in goods production): have no barracks and a range of produce related supply buildings such as goat farm, cattle ranch etc
defence or anti plunder boost: (% increase in defence like watchtower or a random chance to avoid being plundered) tourism related buildings - museum, hotels, motels etc
religion boost: (%increase in fighting power) church, St Basil, Notre Dame, Stone Circle etc
Visual Aids:
NA
Balance:
This proposal needs careful consideration to ensure that the boost is not too easily achieved and that it provides sufficient gameplay without providing too much to the individual player
Abuse Prevention:
Not relevant
Summary: See above