Expanding upon finished towns

DeletedUser

you mean like in civilisations revolution i think thats the game gd idea but what would the buildings be and the bonuses be
 

DeletedUser

i like the tavern idea for some reason... I mean, i like its potential to be something really good.
 

DeletedUser

I think a very easy thing for them to do would be Shop Expansions. Make the difficulty a little less and half the construction point requirements of the level. Get another item from the particular level(s) of the shop. I sucks travelling hours and hours to buy an item at an inflated price eh? Wouldn't really change that much in the Older Worlds (1-2 maybe 3) but it would change the dynamics in 4 and definately 5+
Example:
Town X
Tailor 3 Gunsmith 2 General Store 4
Still has to build expansions in order but say you really want a shot at the blue necklace. Build 2 levels of General Store Expansion. Costs 50pts and 100pts to see if you get that blue necklace. Can be built at any time but if you really want that extra item to buy/sell it might be worth it. Can even give it a mouse-over of Level 4.2 if you want.

It would change the early game significantly by adding more sideways expansion.
Got crappy items for a particular level?
Slow the level expansion down and add more gear.
Get that blue/green necklace.
Stock that Fancy (insert item here).
 

DeletedUser1105

I think they made it so that every shop has different items on purpose, to encourage travel.

So I don't think they would like the idea of being able to change the stock.
 

DeletedUser5046

and i think the idea of having a town that decrease level on buildings when they lost on duels will influence this thread...:D
 

DeletedUser

I think they made it so that every shop has different items on purpose, to encourage travel.

So I don't think they would like the idea of being able to change the stock.

I'm not saying that any particular town should have every piece of equipment. I'm just talking about an extra push to the town. Tailor gets 3 pieces (1 each hat/shirt/shoe) the others get 1 or 2.

And realisticly speaking there's no reason not to do this. People will still travel but we all know that within 1 mini-map square (or say 3 hours walk) you can find everything you need within a month of a world start ;)
 

DeletedUser5046

so let it stay that way...and as it is...

hmm...if you want that then there's a consequence... 50% raise on the product value...
 

DeletedUser

so let it stay that way...and as it is...

hmm...if you want that then there's a consequence... 50% raise on the product value...
I think you're missing the point. Let me bludgeon you with it.

1.It's gives builders more to do
2.It gives you an extra chance at recovering from bad luck as a town
3.It doesn't throw the game balance off kilter
 

DeletedUser

thats just too complicated. you want something, go work for it, hope you find it. its fine how it is. they could make it more difficult to progress through building levels, but they dont need to make it complicated.
 

DeletedUser

more buildings needed i made a thread woth some suggestions check it OUT :)
 

DeletedUser

do the jobs that need construction

what do adventurers do when they have no quests :handslap
 

DeletedUser

do the jobs that need construction

what do adventurers do when they have no quests :handslap
And what should motivate me to do that when I can't build anything and I don't want to buy anything or change profession :)? That's the problem there should be a good end content for every class. Not just a little slow down.
 

DeletedUser

well i am a builder in world 5 all be it not very good but i can still do jobs and i was looking at thr stats earlier and looked at what can be achieved using those skills
 

DeletedUser6744

Here's some ideals,

These can open up after town is maxed, considering these could be considered advanced structures, different requirements to build them could be added.

Market
Needs 1 wood,1 nail and 1 granite per 30 min build time.

Each level of market allows 1 product to be sold their at x4 buy price to town members x8 to non town members.

Market, level 1. (1,000 build points required to level building)
Market, level 2. (1,500 build points required to level building)
Market, level 3. (2,000 build points required to level building)
Market, level 4. (2,500 build points required to level building)
Market, level 5. (3,000 build points required to level building)
Market, level 6. (3,500 build points required to level building)
Market, level 7. (4,000 build points required to level building)
Market, level 8. (4,500 build points required to level building)
Market, level 9. (4,000 build points required to level building)
Market, level 10. (4,500 build points required to level building)

*************


City Store House
Needs 1 wood,1 nail and 2 granite per 30 mins of build time past level 3.

Each level allows storage of 10 more products for construction of buildings, Founders are allowed to sell products and money

from the sells go to the town treasury.

City Store House, level 1. (5,00 build points required to level building)
City Store House, level 2. (1,000 build points required to level building)
City Store House, level 3. (1,500 build points required to level building)
City Store House, level 4. (2,000 build points required to level building)
City Store House, level 5. (2,500 build points required to level building)
City Store House, level 6. (3,000 build points required to level building)
City Store House, level 7. (3,500 build points required to level building)
City Store House, level 8. (4,000 build points required to level building)
City Store House, level 9. (4,500 build points required to level building)
City Store House, level 10. (5,000 build points required to level building)

*************


School House
2 wood and 1 nail per 30 min build time.

Each level gives town members a bounis of 0.5% to cash, xp, luck for jobs and dueling.

School House, level 1. (1,000 build points required to level building)
School House, level 2. (2,000 build points required to level building)
School House, level 3. (3,000 build points required to level building)
School House, level 4. (4,000 build points required to level building)
School House, level 5. (5,000 build points required to level building)
School House, level 6. (6,000 build points required to level building)
School House, level 7. (7,000 build points required to level building)
School House, level 8. (8,000 build points required to level building)
School House, level 9. (9,000 build points required to level building)
School House, level 10. (10,000 build points required to level building)

*************


Town Landscaping (Paved streets ,glass street lights ,brick side walks ,trolley cars)

Each level adds a addition to town scenery.


*************


Telegram Lines
3 wood per 30 min build time.

Telegram Lines could be a building to help with buying from other towns.
Both towns must have Telegram Lines and agree to connect towns, each level of Telegram Lines can reduce the cost to buy at

the other town by X% till its down to as it would cost if the items were selling in your own town.
Each level could act as 1 possible connection to another town.
(Max level is 5)

*************

Stable
Requires 2 wood per 30 min build time

Allows town members that has animals to move faster.

Stable, level 1. (1400 build points required to level building) +2 speed for all animals belonging to Town members.
Stable, level 2. (1800 build points required to level building) +5 speed for all animals belonging to Town members.
Stable, level 3. (1,200 build points required to level building) +7 speed for all animals belonging to Town members.
Stable, level 4. (2,400 build points required to level building) +10 speed for all animals belonging to town members.
Stable, level 5. (4,800 build points required to level building) +15 speed for all animals belonging to town members.

*************

Theater
4 wood and 2 nail every 30 min build time.

Theater adds energy once every 72 hrs takes 30 mins in Theater to receive the energy.

Theater, level 1. (2,000 build points required to level building) +3 energy.
Theater, level 2. (3,000 build points required to level building) +6 energy.
Theater, level 3. (4,000 build points required to level building) +9 energy.
Theater, level 4. (5,000 build points required to level building) +12 energy.
Theater, level 5. (6,000 build points required to level building) +15 energy.
Theater, level 6. (7,000 build points required to level building) +18 energy.
Theater, level 7. (8,000 build points required to level building) +21 energy.
Theater, level 8. (9,000 build points required to level building) +24 energy.
Theater, level 9. (10,000 build points required to level building) +27 energy.
Theater, level 10. (11,000 build points required to level building) +30 energy.
 
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DeletedUser

the idea of needing products to complete certain advanced buildings is a great idea. they would just have to implement a storage building of some sort in the bank or something so townfolk could donate those items.
 
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