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Scaredgirl

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Coming soon: Custom Cities https://elementscommunity.org/forum/index.php?topic=32033.msg404666#msg404666
« on: October 05, 2011, 02:46:54 pm »
People are asking where they can spend their elemental revenue. Bounties are one way, here's another.

Idea is that players will be able to customize their cities by buying special buildings, each giving some kind of a bonus. Buildings can also be upgraded so that the bonus is bigger. For example you can upgrade your Merchant so that more cards are available. It might sound a bit complex but it's very simple really. The best part is that since everything is built using spreadsheets, all the bonuses and other calculations are automatic.

>> CLICK ME << (https://docs.google.com/spreadsheet/ccc?key=0AgB8fZX7y8kydE52X2piTmVLcDQ4RGstT3Q3VjBiZVE&hl=en_US)

Here are some buildings we will have:
Housing
Merchant
Trainer
Temple
Guard Tower
Statue
Fountain
Library
etc.

This is just a teaser. More information will be posted later. And if you have ideas, post them here. Thanks.

Offline Jocko

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Re: Coming soon: Custom Cities https://elementscommunity.org/forum/index.php?topic=32033.msg404690#msg404690
« Reply #1 on: October 05, 2011, 04:02:11 pm »
Cool stuff, hoping to see it finished.

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Re: Coming soon: Custom Cities https://elementscommunity.org/forum/index.php?topic=32033.msg404701#msg404701
« Reply #2 on: October 05, 2011, 04:16:47 pm »
Lesse here...First off, this allows for a change in the 'work' function. One could work at the merchant, and get to trade with him as a free action, one could work at the Gaurd Tower, and depending on the electrum they get from working, they could convert it immediately into another card in the armory (depends on their skills/ability to create cards)  Temple, could trade in electrum gain to get a dead teamate out the Spirit world faster? Or perhaps hold someone in the Spirit world longer...In short, all kinds of things you can do with this function. Sorry if the thought of implementing this makes you spazz and/or rage.
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Scaredgirl

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Re: Coming soon: Custom Cities https://elementscommunity.org/forum/index.php?topic=32033.msg404735#msg404735
« Reply #3 on: October 05, 2011, 05:40:54 pm »
Lesse here...First off, this allows for a change in the 'work' function. One could work at the merchant, and get to trade with him as a free action, one could work at the Gaurd Tower, and depending on the electrum they get from working, they could convert it immediately into another card in the armory (depends on their skills/ability to create cards)  Temple, could trade in electrum gain to get a dead teamate out the Spirit world faster? Or perhaps hold someone in the Spirit world longer...In short, all kinds of things you can do with this function. Sorry if the thought of implementing this makes you spazz and/or rage.
That work thing sounds a bit complex. I was thinking about a same function for Temple but the problem is that we already have a skill for that. I'll keep your suggestions in mind.


I added some new stuff. You can find it here (https://docs.google.com/spreadsheet/pub?hl=en_US&hl=en_US&key=0AgB8fZX7y8kydE52X2piTmVLcDQ4RGstT3Q3VjBiZVE&output=html). It currently has 8 buildings, but we might get even more if we come up with cool mechanics.

So everyone, please post ideas for structures and mechanics. Thanks.

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Re: Coming soon: Custom Cities https://elementscommunity.org/forum/index.php?topic=32033.msg404745#msg404745
« Reply #4 on: October 05, 2011, 05:59:02 pm »
Make the star signs hidden (like the one in hex 120)

LIBRARY:
1. Reveals one secret/star/whatever you wanna call it for your kingdom.
2. Reveals three secrets/stars/whatever you wanna call it for your kingdom. (useless atm since there is only 1)
3. Reveals all secrets/stars/whatever you wanna call it for your kingdom.

FORTIFICATION:
1. Adds 3 HP to this town/cities Wall.
2. Adds 6 HP to this town/cities Wall.
3. Adds 9 HP to this town/cities Wall.

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Re: Coming soon: Custom Cities https://elementscommunity.org/forum/index.php?topic=32033.msg404747#msg404747
« Reply #5 on: October 05, 2011, 06:02:42 pm »
New Structures:

Enchanted Wall.  Each of 3 levels reduces the amount of damage the Wall takes by 1 (minimum 1).

Portal. Each of 3 levels adds 1 hex to a player's first normal Move as they leave town.


New Mechanics for Listed Structures

Monument: Each level gives +.1 elemental Reputation to all members of that elemental team each round.

Temple: Each level extends an aura of protection around the city - 1 hex per level. Anyone from the city's 'home team' fighting in that radius gets +4 free upgrades.

Guild Hall: Each level gives a 10% chance for anyone Working in that city to gain +1 XP.

Library: Improves cultural understanding and open-mindedness.
  • Level 1: City's controllers suffer no Reputation penalty when using less than 50% cards of their home element.
  • Level 2: City's controllers gain +1 XP for winning a fight even if they use less than 50% cards of their own element.
  • Level 3: City's controllers still gain +1 Rep for their Element even if they use only 50% (or more) cards from their home element.
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Re: Coming soon: Custom Cities https://elementscommunity.org/forum/index.php?topic=32033.msg404752#msg404752
« Reply #6 on: October 05, 2011, 06:12:46 pm »
Fountain...Maybe this building could be various things, but basically be a place where a player could somehow get common cards or creatures. Fountain could be the  :water version of it, while for  :life it might be some kinda nature park.
 :fire A giant bonfire or torch.
 :death A graveyard or tomb.
 :darkness Ritual circle? Not so sure on this one.
 :time Some kind of clocktower(cue Castlevania music)
 :gravity gym.
 :air Nest or Airfield type place.
 :aether A large mirror/reflective surface that doesn't quite properly reflect what you see...
 :entropy Something chaotic and permanent somehow.
 :earth Statue.
 :underworld Some kind of 'decoy' building, like a mansion that's actually a bar, or something of that nature...
Perhaps Temples could have a different function depending on the element of the city. Like,  :earth Temples can cast Crystallize, while
 :gravity Temples can give cities a slow but free 'growth' and so on and so forth. It should probably be things that skills can't do. Another idea is that what ever Temples do, they do better when multiple players come together to do, so for example:  :death's temple can delay people from coming out of the Spirit World, 1 person delays for 1 day, while 2 people delay for 3 days and so on and so forth.
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Re: Coming soon: Custom Cities https://elementscommunity.org/forum/index.php?topic=32033.msg404777#msg404777
« Reply #7 on: October 05, 2011, 07:06:43 pm »
Temple: Seems like this would be something that increases the amount of upgrades.

Temporary condition:  Worship (2AP): Increase amount of usable upgrades from city element, lasts so many rounds (5?).  Stackable.

OR

Permanent condition:  Players whose element controls them increase their general upgrade usability.

Each temple structure would give 2 upgrades.
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Re: Coming soon: Custom Cities https://elementscommunity.org/forum/index.php?topic=32033.msg404787#msg404787
« Reply #8 on: October 05, 2011, 07:20:43 pm »
There are more then enough upgrades in this event already imo, alot of skills boost the ammount of  ups also.

I'd like to keep it more newb friendly.

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Re: Coming soon: Custom Cities https://elementscommunity.org/forum/index.php?topic=32033.msg404797#msg404797
« Reply #9 on: October 05, 2011, 07:28:11 pm »
There are more then enough upgrades in this event already imo, alot of skills boost the ammount of  ups also.

I'd like to keep it more newb friendly.
Hardly, since you get 15, or a few more if I remember a bonus to those with multiple skills from an element being given, as a maximum from a single element.  With temples giving more upgrade use, this would make fully upgraded monos a viable strategy, especially as they get to be larger than 30 cards, for those who dare.
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Re: Coming soon: Custom Cities https://elementscommunity.org/forum/index.php?topic=32033.msg404827#msg404827
« Reply #10 on: October 05, 2011, 08:10:21 pm »
Hmm, WoE seems more like Civivlization every development, but with heroic elementals. ;)

Suggestions:

Monument - I like the idea of added reputation for nearby elementals suggested earlier, but I think there could also be an "Enchanted Momument" that allows you to use weak spells from Elements they favor.

Library - Allows Elementals to 'research' certain cards and get a benefit for using them in the next battle (more upped copies is probably the simplest way to add this).

Temple - My "Enchanted Monument" concept could be put here - alternatively, a 'Karma' system could be implemented that affects certain events and NPC reactions to elementals based on their actions.  Temples could raise karma and you could donate your electrum to the element's treasury. (Better temples can even generate revenue from peasant donations.) Temples could also give players certain unique skills for favoring certain "gods".

Guild Hall - Something to do with skills. Perhaps we could implement some alternate skill trees like "Warrior", "Pacifist", "Trader", etc..., and allow players to learn 'guild skills' up to the Guild's current level.

Technology - Could be a part of Library 'research'. Certain cards (Like Alchemy, Nymphs, and Shards) may not be sold by merchants at first, but discovering certain technologies allows Merchants of you element to sell some. There could also be Technologies that grant a global bonus like +1 revenue for each city/settlement, all players of your team can wield 3 copies of card X, etc....

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Re: Coming soon: Custom Cities https://elementscommunity.org/forum/index.php?topic=32033.msg405000#msg405000
« Reply #11 on: October 06, 2011, 12:20:18 am »
Just to add some ideas to the pile:

"Hospital" could reduce loss-related discards for allied players within a few hexes of the city. Say -1 discard per level of the hospital if you're within three hexes of the city?

"Tavern" a place for the heroes to find new quests. Possibly gives a basic quest that can be repeated over and over, with higher levels giving the option to do harder (but more rewarding) quests. would need to be a rather mediocre quest of course, so as not to overshadow regular quests.

"Embassy" This would reduce the time/difficulty of forming alliances or other diplomatic tasks.

 

blarg: