New rare city Level ups, need a few more ideas

I'm adding some rare buildings to the city level up options.   The idea is that they will be flat out better in the vast majority of cases, but you won't see them very often. Basically a "oh cool! I got a special!" when you level up your city above and beyond the normal.  You might see one every 7-8 cities.

 

Some of the buildings I have added so far

level 3 Fortress, Psionic Training Academy (all troops trained in this city will have the psionic blast ability, a ranged attack that does 1/4 level per figure in the unit +1, with an 8 round cooldown.)

 

level 3 Conclave, Prophet (an flat out superior version of the oracle,  it adds +2 essence instead of +1)

 

level 3 Town, Subsidized Farms  ( +20 faction food per grain)

 

Level 4 Conclave, Hardened Amethyst Vault (adds 3 crystal per turn instead of the usual 2 per turn of the regular amethyst vault)

 

Level 4 Fortress, Gifted Miners Guild (adds 4 metal per turn instead of the usual 3)

 

 

There are a few others I'm working on, but those are the 5 in place so far.   I would appreciate any ideas of the forum goers.

9,114 views 23 replies
Reply #1 Top

Hardened Amethyst Vault

Why not name it after some other gemstone, instead of calling it a'hardened amethyst vault' - after all, amethysts are not particularly soft, and a 'hardened' vault sounds like a bunker to hide in during an attack. Perhaps Sapphire, Diamond, Emerald, or Ruby Vault would be better, as the name fairly clearly indicates that it is better (since sapphires, diamonds, emeralds, and rubies are currently more valued than amethysts), while Hardened Amethyst Vault doesn't really sound like it's better than the Amethyst Vault. Or spend some time looking up gemstones similar to amethysts to see if there is another you like better.

level 3 Town, Subsidized Farms

Perhaps call these 'Noble Estates' or 'Estates'. Could also have a chance for 'Estates' to be available at level 3, which allow 'Noble Estates' to be available at level 4.

Gifted Miners Guild

Perhaps call this a 'Rich Mine', 'Large Iron Seam/Deposit/Vein', or something along those lines? A 'Royal Mining Guild' or 'Imperial Mining Guild'? The 'Royal Mines' or 'Imperial Mines'? Royal versus Imperial being chosen with an eye to the faction-appropriate moniker.

 

Aside from that, perhaps some (or all) of these could be upgrades of current buildings - maybe the Prophet is (potentially) available at level 4 if you picked the Oracle at level 3, while the Gifted Miners' Guild is available (or can be available) at level 5 if you picked the Miners' Guild at level 4? Or perhaps as an incentive to pick a less tempting choice on a previous level - perhaps a Prophet will only consider blessing your Conclave with his presence if there is a professional Scribe in the city to take down his words?

Side note: Psionic Blast sounds like it will be fairly powerful for large units if you can get them to a relatively high level. If you make a full-size unit, that ability will deal about 88% of the damage of Flame Dart with a caster of the same level and no spell damage boosters, and you make no mention of any cost to using the ability. For a trained unit caster, that is a fair amount of power, especially if the only requirement to have it is that the unit came out of that particular fortress. It also seems like it might be more appropriate for a Conclave, but that is a bit debatable.

Reply #2 Top

The psionic blast is rather powerful for a unit that is produced here.  Keep in mind however, that this is in direct competition with the auto trait that causes them to always act first.   My testing has this ability doing comparable damage to a unit of equitable bowmen.   I'm currently workling on a drawback for the training institute that will reduce production in the city by 35%.  Big benefit, Big cost.

 

I like many of the names you've suggested and will be implementing some of them.  

 

I'm mostly interested in ideas for unique building concepts.   (Like the Psionic Training Institute).  Ideas that will cause you to decide "Do I want to change my game plan, and start doing this other thing instead?" 

Reply #3 Top



level 3 Fortress, Psionic Training:

I happen to like the infirmary myself; I usually reserve the abilities for my champions or henchmen.  I'd more appreciate some kind of infirmary augment that has a chance of healing injuries from stationed champions every season, a "Healer's Sanctuary" or something.
 
 

level 3 Town, Subsidized Farms  ( +20 faction food per grain):

 

That wouldn't be as good as Guild Warehouse, which is by far the best option at level 3.  It would be better at level 4, especially since influence is being removed (no idea what the embassy is going to be doing at that point).

 

I wish I could grasp how to make buildings.  I would make like, massive mirror towers that channel sunbeams on attackers and stuff.

Reply #4 Top

Guild warehouse is indeed very nice.  While I have found myself on occasion selecting the factional food, it isn't exciting enough.  I'm going to try bumping the factional food to 40, and an additional 2 population growth in that city.  

Reply #5 Top

A few possibilities:

Make buildings that grant non-conventional bonuses. For example, a level 5 conclave upgrade that gives mana equal to amount of prestige the faction has.

A fortress building that forces the population to work harder, granting 0.1 production per person.

A town building that lets you build the armory path (all the +armor when trained buildings).

Buildings that grant resources based on shards, such as +2 Metal per Earth Shard, or +0.5 grain per Water Shard.

Fortress building that increases trained attributes based on shards, such as +1 fire damage per fire shard.

While I'm not entirely sure what the code will be like, you could see if you could make a building that raises the taxes in the building (without affecting unrest).

Reply #6 Top

Fantastic ideas raledon

 

Reply #7 Top

Quoting Raledon, reply 6
A few possibilities:

Make buildings that grant non-conventional bonuses. For example, a level 5 conclave upgrade that gives mana equal to amount of prestige the faction has.

A fortress building that forces the population to work harder, granting 0.1 production per person.

A town building that lets you build the armory path (all the +armor when trained buildings).

Buildings that grant resources based on shards, such as +2 Metal per Earth Shard, or +0.5 grain per Water Shard.

Fortress building that increases trained attributes based on shards, such as +1 fire damage per fire shard.

While I'm not entirely sure what the code will be like, you could see if you could make a building that raises the taxes in the building (without affecting unrest).

 

Prestige is being removed in LH, isn't it?  Besides, it's so incredibly exploitable late game if your faction has the heroic trait and wanderlust (like Altar).  Just stay in your territory doing weak & medium quests over and over and you can get 100+ prestige easy.

 

I don't really see how additional production could help a dedicated fortress; in most of my games, by the time I start producing units, no matter how advanced they are it only takes 1-2 seasons to produce them.  I'd rather have additional hitpoint/attack modifiers.

 

A town with the fort improvement?  Yes, I could definitely make use of that!

 

Would the city with the improvement have to have the shard link to it to benefit?  It would be problematic with distant shards (especially if you built a new city closer to it afterward) but also might not make much sense for a city on one end of the map to instantly benefit from a shard you build on at the other end of the continent.

 

I would say that an improvement such as that one (increases attributes based on shards) is more appropriate to a conclave, but of course nobody should be training units at anything but fortresses later on.  Again, perhaps for balance reasons it should only consider directly linked shards (also would be incentive for you to build your towers and forge there for that direct benefit, presenting both a strategic risk of losing them all at once in exchange for the ability to produce highly effective units).

Reply #8 Top

Quoting TreadedWater, reply 8
I don't really see how additional production could help a dedicated fortress; in most of my games, by the time I start producing units, no matter how advanced they are it only takes 1-2 seasons to produce them. I'd rather have additional hitpoint/attack modifiers.

I for one rarely finishes building all the buildings in any given city...

I usually spend the time producing more troops rather than some crummy building :)

Sincerely
~ Kongdej

Reply #9 Top

Is it possible to have a building that reduces the metal or crystal costs of troops produced in that city? Might be interesting for high level fortress (metal) or conclave (crystal). Possibly could call them 'Legendary Smithy' and 'Enchanter's Tower'.

Reply #10 Top

isn't one of the level 5 fort upgrades already 50% reduction in metal cost?

Reply #11 Top

Quoting emmagine, reply 11
isn't one of the level 5 fort upgrades already 50% reduction in metal cost?

 

You might be thinking of the 'earth forge', which is +1 earth shard and -50% production (labor) cost for armor.  I don't think there's anything that reduces the actual metal/crystal/horse/warg/influence/gildar cost for units.

Reply #12 Top

Made some changes, more are still coming.  

 

level 3 Fortress, Psionic Training Academy (all troops trained in this city will have the psionic blast ability, a ranged attack that does 1/4 level per figure in the unit +1, with an 8 round cooldown.)

Level 4 Fortress, Enchanted Armory (Provides weapons and armaments to units trained in this city that grant +1 fire atk / 2 fire shards, +1 defence / 2 earth shards, +1 init / 2 air shards, and +1 spell resist / 2 water shards)

 

 

Level 3 Conclave, Prophet (an flat out superior version of the oracle,  it adds +2 essence instead of +1)

Level 4 Conclave, Academy of the Arcane Arts (By encouraging the populous to delve into the knowledge of the elements, the most gifted become elementalists. They Provide 1 production per material / earth shard, 1 research / air shard, 1 Prestige / water shard, 1 crystal / 2 fire shards.)


  

Level 3 Town, Pious Farmers  ( +60 faction food per grain, -1 growth in this city)

 

 

 

Reply #14 Top

Going to be testing these today, and updating the Varsis mod with them when done.   I would still like to find another building for towns.   I am not going to muck with the level 5 choices, as all of them are rather powerful as is... So to make a new upgrade that would be exciting to find, it would have to trounce the ones in place.  Nothing says I couldn't add more than one per level though if someone has a really good idea.   I'm still kicking around the idea of adding Fortress  upgrades to towns.   I've experimented with it, but it really feels like a "well, I don't have anything better to do with this town" when I select it.

 

 

 

Reply #15 Top

Menagerie:  Makes studded collars available in the shops...  or a random beast joins your cause.  Depending if could be coded.  Could offer a new beast every x turns or on next city level.

 

Secret Tomb:  While building your city, citizens unearth a powerful artifact.  Could be random, or a predetermined item.  Could be different levels with items that scale.

 

Logging trail:  lets the city unlock sawmill type improvements w/o being in a forest.

and/or:  cities next to a river get the log float or river logging ability that does the same thing.

 

Great Canal:  gives river buildings to nonriver city.

 

Sureshot academy:  All archers trained in the city go first in combat, are + 20 to accuracy and + 6 initiative. 

 

Temple of the War God:  All units trained in this city are Berserkers and get the Maul ability (and clumsy as well if you wish to balance a bit)

 

Looking forward to trying Varsis mod!

 

 

 

 

 

 

 

 

 

Reply #16 Top

I'm adding some rare buildings to the city level up options.   The idea is that they will be flat out better in the vast majority of cases, but you won't see them very often. Basically a "oh cool! I got a special!" when you level up your city above and beyond the normal.  You might see one every 7-8 cities.

 

Some of the buildings I have added so far

level 3 Fortress, Psionic Training Academy (all troops trained in this city will have the psionic blast ability, a ranged attack that does 1/4 level per figure in the unit +1, with an 8 round cooldown.)

 

level 3 Conclave, Prophet (an flat out superior version of the oracle,  it adds +2 essence instead of +1)

 

level 3 Town, Subsidized Farms  ( +20 faction food per grain)

 

Level 4 Conclave, Hardened Amethyst Vault (adds 3 crystal per turn instead of the usual 2 per turn of the regular amethyst vault)

 

Level 4 Fortress, Gifted Miners Guild (adds 4 metal per turn instead of the usual 3)

 

 

There are a few others I'm working on, but those are the 5 in place so far.   I would appreciate any ideas of the forum goers.

And did you "play balance" all of these changes? Did you play 100 games to see if it was fair all around to every faction? Did you play every faction with these changes?

It's all well and good to add "neato" changes for the humaan benefit but how does the AI react to them? How does the AI use them? Does the AI use them?

Reply #17 Top

Quoting NaytchSG, reply 16
or a random beast joins your cause. Depending if could be coded. Could offer a new beast every x turns or on next city level.

You could make it similar to the Binding Trait ability, gives a unit, then waits till the unit dies to give a new unit.

Quoting willie, reply 17
And did you "play balance" all of these changes? Did you play 100 games to see if it was fair all around to every faction? Did you play every faction with these changes?

Go away, its a mod, if you don't want it, don't install it.

Sincerely
~ Kongdej

Reply #18 Top

Quoting Kongdej, reply 18

Quoting NaytchSG, reply 16or a random beast joins your cause. Depending if could be coded. Could offer a new beast every x turns or on next city level.

You could make it similar to the Binding Trait ability, gives a unit, then waits till the unit dies to give a new unit.


Quoting willie sanderson, reply 17And did you "play balance" all of these changes? Did you play 100 games to see if it was fair all around to every faction? Did you play every faction with these changes?

Go away, its a mod, if you don't want it, don't install it.

Sincerely
~ Kongdej

 

Good idea on the binding trait, Kongdej.  And Willie, that's awful kind of you to offer to beta-test... :-"

Reply #19 Top

Willie, Most of these are pretty simple for the AI to use.  Most of them are production bonuses.  Getting the AI to use them is as simple as setting the priority high.

They are not equally balanced for every faction, or even every play through.   If you are playing an archer army, the psionic blast ability is going to be completely useless to you.    The AI doesn't build predominantly archer armies though, so it isn't going to matter there.  If anything it will beef up a weakness in the AI.  If you have very few shards, building the Academy of the Arcane Arts is not going to be very valuable to you.

Have I playtested every one of these 100 times as each faction?  HELL NO.   And I'm not going to.  

Are they balanced?  Absolutely not.  You, or one of the AI players might get one of these in a playthrough, and it could alter your game some.  The idea is that they are rare.  Like finding a broadsword and a full suit of rusted plate in your first pass at the goodie huts.   Or start off as a fire mage, with 3 fire shards around your first city, get a -25% spell cost robe and a good staff right out of the gate.  Completely unbalancing.  The whole idea of this portion of the Varsis Mod, is to add some rare and slightly unbalancing abilities to the cities.  A portion of the game that currently offers no real excitement.   And yes,  I've faced off against a couple AI's now that made liberal use of the Psionic Blast.  It hurts.   In fact, it took one game I was handily winning, and turned it into a real fight.  My two superstacks got wiped out.

 As to the AI,  the AI in elemental is still in its infant stages.   it is growing, and has one of the best AI programmers I've seen who uses it for his pet project.  I believe it will become awesome.   But in it's current iteration, it is never ever ever going to beat a competent player. 

But here's the bottom line.   I'm making this mod for me.   I enjoy playing it.   I am posting it here, because others may enjoy it too, and not want to duplicate my work.  or may not be able to.   This is the whole point of making a game modable, and putting a forum up to support those mods.   As was stated by others, if you don't want to mod your game..... here's a novel idea..... don't.  If you don't wan't to use this particular mod, but want to use mods that have had thousands of playtest runthroughs..... well.... you might as well leave because I don't think any of ours offer that. 

Reply #20 Top

I put this reply in a completely separate post to my feeding of the troll.  

I like the idea of a "bestiary" or some similar building that offers animals. I don't want to add them as trainable, as that could get dangerous as far as impinging on the 3 unique unit cap if used in conjunction with other mods.  Going with the spawning idea like the dragons would work.  I think I would rather use this idea as a reward for completing a stamp though.  Something where you have to kill a bunch of beasts and by defeating the queen of the beasts, she will come work for you.  The thing I don't like about the dragon mechanic, is it encourages you to abuse the spawns.   I've more than once killed off a few of my elementals that were on the wrong side of the map, just so they would respawn where they were more strategic. (when playing on a large map)

 

I'm going to file this away under my todo list for Stamps.   Thanks for the feedback and idea's folks.  Keep 'em coming!


 

Reply #21 Top

for a town:

Sheriff's Department

adds city defender(s), reduces unrest

 

for a conclave:

Enchanters Workshop

reduces crystal cost of units, +research

 

for fortress:

legendary swordsmith

+piercing and blunt attack, +more cutting attack

 

can play with numbers depending on what level they are placed at.

Reply #22 Top

I'm not sure of the mechanics of the upgraded / nonstandard mounts produced by some quests, but a building that allows a small number of those to be available to heroes would be desirable.  

Reply #23 Top

paladinjb the latest iteration includes buildings similar to most of  your ideas.   I like them, and they seem to be popular.

To the idea of the mount deal for heroes, I really like that idea and I think I've found my level 4 town upgrade.

I can think of the pony mount, the warhorse mount, the lizard-thing mount (starts with an S)..... what else is out there?