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IDProjectCategoryLast Update
0011286Skyward CollapseGameplay IdeaMay 13, 2013 8:56 pm
Reporterorzelek Assigned ToChris_McElligottPark  
Status closedResolutionno change required 
Product Version.802 
Summary0011286: Make building upgrades more meaningful
DescriptionCurrently building upgrades are giving only more points.
It would be nice for them to have more meaning:
1. For unit production buildings make building level limit level of produced units.
2. For resource buildings increase production per turn and storage capacity.
TagsNo tags attached.
Internal WeightFeature Suggestion

Relationships

has duplicate 0011340 closed Leveling up buildings 

Activities

Winge

May 5, 2013 1:39 pm

reporter   ~0031824

I don't like 0000001, as that is already handled by the 'school' buildings. Upgrading every single military building individually would be a real pain as well, especially considering I already need manage the other production buildings to get the structure to produce the units I want. Unfortunately, I'm not sure what a good alternative would be.

0000002 sounds good.

One question for you: what about Town Centers? Those can be upgraded as well.

orzelek

May 5, 2013 2:56 pm

reporter   ~0031827

I haven't thought about town centers.
I have no idea what is actually possible - stuff like increase city range or give bonuses to collected resources in this city would come to mind.
Easiest thing to do would be probably offer hp boost to other buildings from city upgrades and make them priced appropriately for the bonus.

zharmad

May 6, 2013 4:03 am

reporter   ~0031881

On (1) versus schools:
 I think it may be possible to introduce a bonus to the units produced by that building, although this can conflict with ruins bonuses.
 Specifically, I think if schools keep their unit level upgrades (makes it a lot easier to upscale the conflict), then military building upgrades can do something like multiply the unit bonuses of the things that come out. Level 4 Siegecraft, hehe.... The converse will take a lot of god actions to upscale the conflict to match bandit levels.

 (2): added production is probably a good course. Each level upgrade should be less than plonking down a new tile, however. Making them more attractive to chapmen will also be good, which will help you "control" what they end up doing.

 Town-centers: I would advise not upgrading their radius. There are existing issues with powerful diplomacy and the code for resource tile placement is probably tied to town radii.
 HP-boost to other buildings would be nice, or possibly giving town centers an attack to fend off bandits (this could also be done to military buildings and towers instead). With resource rates as they stand, I don't want to buff them multiplicatively with a town-center upgrade.

Chris_McElligottPark

May 13, 2013 8:56 pm

administrator   ~0032245

Since we removed these...

Issue History

Date Modified Username Field Change
May 5, 2013 12:36 pm orzelek New Issue
May 5, 2013 1:39 pm Winge Note Added: 0031824
May 5, 2013 2:56 pm orzelek Note Added: 0031827
May 6, 2013 3:52 am zharmad Relationship added has duplicate 0011340
May 6, 2013 4:03 am zharmad Note Added: 0031881
May 7, 2013 12:40 pm tigersfan Internal Weight => Feature Suggestion
May 7, 2013 12:40 pm tigersfan Status new => considering
May 13, 2013 8:56 pm Chris_McElligottPark Note Added: 0032245
May 13, 2013 8:56 pm Chris_McElligottPark Status considering => closed
May 13, 2013 8:56 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
May 13, 2013 8:56 pm Chris_McElligottPark Resolution open => no change required
Apr 14, 2014 9:30 am Chris_McElligottPark Category Suggestion - Gameplay => Gameplay Idea