Adventurer's Guild vs Governor's Manor

Adventurer's Guild

+10% exp for all owned Champions (global), -25% champion recruitment cost, -25% Item cost in shops

 

Town Hall

+1 exp every turn (per level?) for Path of the Governor(s) in the city

 

Governor's Manor

requires town Hall

+2 exp every turn (per level?) for Path of the Governor(s) in the city

 

Council of Lords ( 1 per faction )

-10% unrest all cities

+20% local gold, +20% local science

+4 exp every turn (per level?) for Path of the Governor(s) in the city

 

17,859 views 15 replies
Reply #1 Top

Now that's nice Adventurers Guild. Covers a range of imagination and is useful. i'd race to this wonder sometimes.

Reply #2 Top

thank you :)

Reply #3 Top


'Senate House' should be a more neutral name, because Kingdoms and Empires, and be a world wonder.

-10% universal Unrest in a building you're guaranteed to get translates into "take Rebels or Cruel for the free points", with Cruel already being considered practically free already.

Reply #4 Top


I agree with most of it, but "Senate" do not had part of kingdom and empire, there is no senate in kingdom and empire, if I recall in history...senate belong to "repulice and democary" where a country aren't kingdom and empire...

Reply #5 Top

Well it's a high fantasy game so the buildings could have fairly ostentatious names: The Council of Lords, The High Moot, Hall of the Highborn, House of Nobles, etc. Good part of fantasy is that the naming conventions is so over the top.

Reply #6 Top

i think the xp per turn values are still not enough.

I'd make the townhall a guaranteed +1 and the manor a guaranteed +2. the national wonder thingy can be +3

 

Remember that at higher levels, it starts to take 300+ xp to move up a level, for one small trait. even at the val,ues i've suggested that's still 60 turns at the fastest, maybe too slow.

Reply #7 Top

No matter what the xpt gain is, it will be either overpowered at low levels or useless at high levels, UNLESS it's tied to the hero's level. 

Reply #8 Top

Hmm. Tied to the hero's level eh? Is that even possible?

 

I agree about renaming the Senate house to the 'House of Nobles/ House of Lords'

Reply #9 Top

or Grand Council

or Realm Grand Council...

Reply #10 Top

right right :P

 

Anyways, I'd like to know if basing exp gain on level is even possible ... and I wonder what sort of implementation would be justified ...

Reply #11 Top

Quoting Tuidjy, reply 8
No matter what the xpt gain is, it will be either overpowered at low levels or useless at high levels, UNLESS it's tied to the hero's level. 

Is that necessarily a problem? I certainly think low level heroes should get better benefit from being in an adventurer guild than high level heroes.

Some partial scaling could be an idea so that high level heroes still got a noticeable benefit but I would expect it to be overall less useful still.

Reply #12 Top


we talk about path of Governor of hero sitting in a city they manager rather than other hero who isn't a govenor who off to battle...

Reply #13 Top

Barring some of the drawbacks mentioned by folks above, I think your idea is off to a good start.  I'll be looking forward to seeing what you come up with.

Reply #14 Top

Edited the OP.

anyone know if granting exp on a per level basis is possible?

Reply #15 Top


Sounds like a question for some master modder.  (You all know who you are.)

In their absence I will offer a definite 'I think so'.  Seasonal healing for units works on a per level basis and buildings can provide xp per turn.  Not sure of what difficulties might be involved in pulling the two together though.

An alternative I like for the Adventurers Guild would be a (very) low chance to spawn a hero for recruitment each season (maybe 1%).  Maybe that is too random but it would make it well worth getting the building (to my mind) as soon as possible in a game.  Certainly not something you could count on though, or plan a game around.

Someone else had the suggestion in another thread of instead having the occasional event pop from the building where a budding adventurer spawns and gets the chance to become a hero if you wager some resources on their success in a mock-quest.  A few alternatives could be given from losing the staked resources (gildar or other) to making a minor gain of some sort or getting a base level champion as a result.

I feel the latter alternatives are more fun mechanisms than getting +x% and might fit better with the FE gameworld.