I've been reading the forum and noticed a lot of talking about pioneers and outposts. Gathered some ideas here. Tell me what do you think about it. Sry about the big post, but the ideas kept flowing.
I propose a system where your outposts can evolve with the game giving them some bonus and diferentiation. This way you can choose the best way to specialize the oupost depending on your demands for it. If you built an outpost near a bunch of resources, you should increase its eficiency on harvesting. If the oupost was built just to secure some are or blocking some player advance, it should have military traits. I got the numbers out of my head, so it will need lot of tweaking. For each branch there is always two new possibilities. This is the general idea:
LVL 1
Outposts: gives 1 ZoI, minor local defensive bonus (on the outpost tile), 1 upkeep. (Need pioneer)
Lvl 2
Military outposts: medium local defensive bonus, +1 ZoI, 2 upkeep. (Need minor military tech)
Magic outposts: bonus on local spell manacost and spell resist, loses defensive bonus, 3 upkeep. (Need minor magic tech)
Civil outposts: +1 ZoI, minor discount building improvments in ZoI, 2 upkeep. (Need minor civ tech)
LVL 3
- Military
Keep: major local defensive bonus, 3 upkeep. (Need medium military tech)
Headquarters: medium local defensive bonus, militia units, 4 upkeep. (Need medium military tech)
-Magic
Magic Hold: another minor bonus on spell manacost and effectiveness, minor magic resist bonus, +1 research, 4 upkeep. (Need medium magic tech)
Amplifier: minor bonus to shard harvesting, minor bonus on local spell manacost, 5 upkeep. (Need medium magic tech)
-Civil
Cottage: minor local defensive bonus, +minor prestige, 2 upkeep (Need medium civ tech)
Harvester: minor bonus on resource gathering, no defensive bonus, 4 upkeep (Need medium civ tech)
LVL 4
- Military
->Keep
Fortress: huge local defensive bonus, 4 upkeep. (Need major military tech)
Castle: major local defensive bonus, militia units, 5 upkeep. (Need major military tech)
->Headquarters
Comand Center: +1 ZoI, major local defensive bonus, militia unit, guardian, 8 upkeep.
Guerrilla Comand: atrition damage on the ZoI, medium local defensive bonus, 2X militia units, 6 upkeep.
-Magic
->Magic Hold
Arcane Fortress: medium bonus on spell manacost and effectiveness, major magic resist bonus, minor local defensive bonus, 6 upkeep. (Need major magic tech)
Magic College: another minor bonus on spell manacost and effectiveness, minor magic resist bonus, magic militia, +2 research 7 upkeep. (Need major magic tech)
->Amplifier:
Arcane Amplifier: major bonus to shard harvesting, major bonus on local spell manacost, 8 upkeep. (Need medium magic tech)
Long Range Amplifier: +1 ZoI, medium bonus to shard harvesting, medium bonus on local spell manacost, 8 upkeep. (Need medium magic tech)
-Civil
->Cottage:
Borough: medium local defensive bonus, +medium prestige, militia unit, 2 upkeep (Need major civ tech)
Village: minor local defensive bonus, +minor prestige, generates people, 4 upkeep (Need major civ tech)
->Harvester:
Intensive harvester: major bonus on resource gathering, no defensive bonus, 6 upkeep (Need major civ tech)
Extensive harvester: medium bonus on harvesting resources, no defensive bonus, +1 ZoI, 6 upkeep. (Need major civ tech)
The bonus are additive. So every time the outpost level up the new bonus stack. There will also be an upgrade cost each time.