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Thread: The Last Kingdom - BUILDINGS PREVIEW

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    danova's Avatar Protector Domesticus
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    Default The Last Kingdom - BUILDINGS PREVIEW




    About the Buildings and Technological Tree

    Greetings! In this preview, we are going to focus our attention on the Technological Tree for The Last Kingdom. As you can probably imagine, the era that The Last Kingdom takes place in required us to completely overhaul the vanilla tech-tree. Almost all of the vanilla building trees have been removed. In their place are over 50 all new building trees, made up of over 125 all new buildings! While some of our buildings are similar to buildings found in vanilla, we have gone ahead anyway and tailored the descriptions and artwork for all buildings to suit the Viking Age.


    The Last Kingdom’s Technological Tree has been broken down into eight different areas:

    1.Government
    2.Law and Order
    3.Military
    4.Religion
    5.Naval and Trade
    6.Agriculture
    7.Infrastructure
    8.Culture and Entertainment


    Each of these categories is interconnected. By doing this, we hope to give the player interesting choices and options when developing his tech-tree. So that development of one technology may open or close the doors on other technologies.

    So for example, a Christian faction can choose to develop their Church and Monastery building lines, which will in turn give them access to Hospices and Infirmaries. Or a Viking faction , after building a Sacred Grove, can then choose to dedicate it to one of four Norse gods (1) all-powerful Odin (law and order bonus) (2) the beautiful fertility goddess, Freyja (population growth bonus) (3) the god of the sea and winds, Njördr (trade bonus) or (4) mighty Thor (morale and experience bonus).


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    danova's Avatar Protector Domesticus
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    Default Re: The Last Kingdom - BUILDINGS PREVIEW


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    danova's Avatar Protector Domesticus
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    Default Re: The Last Kingdom - BUILDINGS PREVIEW


    Examples:


    1. Government line:


    Great hall
    You have built a great hall in this settlement. Now, warriors and noblemen alike come here to drink and share both stories about past campaigns, and plans for the next ones!

    Spoiler Alert, click show to read: 



    A meeting hall is good, but a great hall is a testament to your riches and generosity towards your warriors. Great victories are celebrated here now, and your men boast about heroic feats and grand victories. The camaraderie between your men strengthens, since this building serves a special purpose: to create a spirit de corps into the bands of warriors of this settlement, and to increase the bonds between warbands. Young warriors hear these stories and tales from past combats, and learn from their elders a bit about how it is to be in combat. This can only have positive effects on the morale of the troops, and on the experience of new warbands.

    Bonus: Morale bonus to troops trained here +2, Experience bonus +1
    .


    2. Law and Order line:


    Court of Law
    You`ve built a court of law in this settlement. This is a more regulated form of justice administration.

    Spoiler Alert, click show to read: 



    You have created a court of law, a place where both offended and offender subject themselves to a process that determines guilt or innocence not through divine signs, but through human procedures. This is a step forward to increase the social peace of this settlement.

    Historically, the transition from the iudicium dei represented by the court of ordeal, to a more institutionalized and regulated form of justice, was not a fast one. Ordeals were even present during the XVIII century, so to presume that the creation of a system with the first signs of a due process was going to eradicate more primitive ways of judgment, is a chimaera. However, the creation of a court of law was a decisive step into creating a more trusty procedure to determine the guilt or innocence of the subjects.

    Bonus: Public order due to law: +15%
    .


    3. Military line:


    Master Blacksmith
    You have upgraded your blacksmith, and attracted a master blacksmith to this settlement. He charges more for his weapons, but his blades don’t bend so often.

    Spoiler Alert, click show to read: 



    After the previous blacksmith was found with a bent sword sticking up his lower back, there need arose for a better blacksmith. And lo! Your warrior’s prayers were heard, and a master blacksmith has arrived into this settlement. His calloused hands and his ash burned body suggest that this experienced man may manufacture better blades and armour than the previous craftsman, something our warriors will thank you with all their heart!

    Historically, previous pattern-welding methods were replaced by new designs. The sword form and lenght was retained, but its design was abandoned for a more intelligent construction, one that involved a wide and shallow groove down the centre of both sides, to lighten the blade along with retaining the strength of it, and a much better quality iron.
    Good quality swords were a very sought after item on the so called “Dark Ages”. Most of the good quality blades came from the Frankish country, bearer of a long tradition, that extended all the way back to Gaul, of superior sword manufacturers. In fact, a substantial percentage of blades in northern Europe were imported from the Rhineland, in Frankish territory. This was in part thanks to the dexterity of the blacksmiths, and to the abundance of ferrous deposits in its land. In comparison, swords manufactured in Scandinavia had abundance of copper in the alloy, which resulted in a comparatively weaker blade. There are accounts that a certain Viking warrior, Steinthor, that “found that the beautiful wrought sword wouldn’t bite when it hit armour, and he often had to stop and straighten it under his foot”. Of such stuff are a warrior’s nightmares made!

    Bonus: Weapons and armour upgrade +2
    .


    4. Religion line:


    Shrine to Odin
    You have transformed the previous altar clearing into a shrine to Odin in this settlement.

    Spoiler Alert, click show to read: 



    As the number of devouts that come to this place increases, the need for a wider and more fitting place for the worship of Odin has arisen. Thus, you have built a shrine to Odin in this settlement, to represent the importance it has the cult to Odin in this region.
    Odin, the one eyed, is considered to be the chief god, and the patron of wisdom, poetry, sorcery, but also of war, death and victory. He descends from the ancient Germanic god Wōđinaz, and was originally secondary to Tyr, but he displaced him in importance and worship.
    Odin belonged to the warlike Aesir (together with Thor, Tyr, Frigg and others), one of the two groups of Nordic gods that in elder times waged war against one another. The result of this war was the unification of both groups, and the formation of the definitive Nordic pantheon. In the Ragnarök, the doom of the gods, Odin is killed by the wolf Fenrir, but is avenged by his son, Vidarr. Afterwards, his feats are sung through the times.

    Historically, according to Adam of Bremen, a German chronist from the XI century, Odin was worshipped as the god of war and violence in Uppsala, modern Sweden. However, the number of names that Odin boasts (“terror”, “victory”, “father”) indicates the various roles he played in the Norse religion.

    Bonus: Law +10%, Culture conversion bonus.
    .

    5. Naval and Trade line:


    River port
    You have built a river port in this settlement. This will increase the trading output of this region.

    Spoiler Alert, click show to read: 



    Trade is essential in growing riches, and money is the corner stone of armies! A river port is an excellent alternative to increase trade between this region and its neighbours, and to bolster your coffers.

    Historically, after the fall of the Roman Empire,and the subsequent infighting between each of the successor kingdoms and the invading "barbarians", banditry and anarchy rose up towards monstrous levels. Most of the communications between towns and villages were cut off, not only because of enemy conquest of the communication lanes, but also by raiding parties and bandits. The entire roman communication system collapsed, and roads were rendered unusable. Thus, the trade that pulsated through Britannia`s arteries was completely strangled.

    A good and relatively more secure system than roads was that of rivers. Most Anglo-Saxon towns relied on the many rivers that crossed through the British Isles for their commerce and communication. For example, after its Anglo-Saxon refoundation, London (“Lundenwick”, “Lunden” = London, “Wick” = trading town) thrived thanks to its ports that used the river Thames to funnel the trade between south England and overseas.

    Bonus: Increase in tradeable goods.
    .


    6. Agriculture line:


    Storehouses
    You have built storehouses in this settlement. These buildings will improve the stockpiling of cereals in this region.

    Spoiler Alert, click show to read: 



    A storehouse is a large building designed for stockpiling many different goods, not restricted to grain. Since it isn’t a facility specifically designed for accumulating cereals, it doesn’t provide all the conditions necessary for a good storage of cereals, namely the isolation from the ground and the humidity. Nevertheless, it’s still a better alternative than grain pits.

    Bonus: Population growth bonus +1.
    .


    7. Infrastructure line:


    Large Vineyard
    You have built a large vineyard in this region. By increasing the production of wine, you now can export this beverage in large quantities to other regions and abroad.

    Spoiler Alert, click show to read: 



    On few of the already sparse regions in North Europe that could grow grapes, the conditions were exceptionally great to harbour large scale production. The regions specialized on wine production needed to have a sunny climate in order to generate enough sugar on the grapes. Since normal cloud coverage in northern Europe is relatively high, the regions with the conditions to sustain a large scale wine production were few at most. On those precious few locations, large vineyards manufactured large quantities of wine that supplied both local and external demands. This led to the prosperity of wine producing areas, considering the high prices and the scarceness of this good.

    Historically, most of the demand for wine was satisfied by monastic institutions. These organizations, like the Benedictine monks, cultivated grapes and made wine to satisfy the needs that derived from the catholic Eucharist. Imports from southern Europe satisfied commercial demands for wine from the upper classes, but its price was prohibitive for the lower classes. Having this in mind, any vineyard that managed to thrive in northern Europe had a mayor business opportunity.

    Bonus: Increase in tradeable goods.
    .


    8. Culture and Entertainment line:


    Ale House
    You have built a small ale house in this settlement, a much better place than the rat hole the drinking den was.

    Spoiler Alert, click show to read: 



    Drinking has been a part of human society since ancient times. To provide a humble place where your people get together to drink, laugh and socialize, is a sure way to increase happiness in your settlement. Despite being modest, this place is better than the hovel the drinking den was.

    Historically, ale houses were expressions of the ancient roman “tabernae”, small inns where the traveller could rest and refresh himself. The more modern ale houses were commonly extensions of a domestic house, attended by the local housewife and supplied with homemade beer. These places formed centres where the common townsfolk reunited to drink, share some stories and organize mutual efforts within the community.

    Bonus: Public order due to happiness +10%.
    .
    Last edited by danova; August 28, 2010 at 12:01 PM.

  4. #4
    danova's Avatar Protector Domesticus
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    Default Re: The Last Kingdom - BUILDINGS PREVIEW


    About the Government System

    Another feature of The Last Kingdom’s building tree that we are proud of is our Government System. We have always found it unrealistic that a faction can expand far outside their traditional homeland and face little to no penalties. So we have implemented a system that gives the player a choice (and in some cases, limits that choice) in type of government to install in a newly conquered region.


    The three government types are:

    1.Colony
    2.Vassal
    3.Royal Demesne


    Each government type has ramifications on what technologies the player can develop in certain regions, with Royal Demesnes offering the most options and Colonies the least. However, the player will be limited in establishing Royal Demesnes to areas considered to be a part of their traditional homeland. Where this will have the most impact on the player is in the area of Military Development.


    In a province that is part of your Royal Demesnes, the player will be able to recruit (after proper development, of course) both regional levies and more professional troops, including your Elite troops (e.g. Viking Hirðmenn, Anglo-Saxon Huscarls, Irish Arras Bodyguard).



    In a province that is merely a Vassal the player will be able to recruit both regional levies and more professional troops, not including your Elites, provided the settlement’s culture is aligned with the player’s faction’s.



    In a province that is merely a Colony the player will only have access to regional levies.




    So for example, Connacht has consolidated the whole of Ireland under its rule. It launches a military campaign against Wales and successfully conquers Dyfed. After a period of Occupation, the player then has the choice of type of government to install. Because Dyfed is not considered part of Connacht’s traditional homeland, the player cannot install a Royal Demesne. He will have to choose between a Colony and a Vassal.

    A Colony will be cheaper and faster to install and will give increased trade bonuses, but the player will be limited to regional Welsh troops. A Vassal will cost more and take longer to develop, but will give the player access to both regional Welsh troops and his own factional troops provided the cultural level is sufficient. However, a Vassal also brings decreased tax income and loyalty bonuses. We are hoping such choices serve to limit rapid expansion and ensure that war is a long-drawn out bloody affair and that peace and order is difficult to establish and maintain.



    We hope you have enjoyed our Buildings and Technological Tree preview!

    Last edited by danova; December 10, 2008 at 04:58 PM.

  5. #5
    danova's Avatar Protector Domesticus
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    Default Re: The Last Kingdom - BUILDINGS PREVIEW

    Specialy thanks for k_raso who is master of the desc., and for Socal_infidel! ... and thanks for AlexanderPrimus, GatorMarine1833, The Northern Marches.
    .
    Last edited by danova; December 11, 2008 at 08:03 AM.

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    danova's Avatar Protector Domesticus
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    Default Re: The Last Kingdom - BUILDINGS PREVIEW

    What do you think?
    .

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    k_raso's Avatar Biarchus
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    Default Re: The Last Kingdom - BUILDINGS PREVIEW

    A small note: The general spell check is still pending, so grammar errors are more or less abundant.

    Enjoy!
    Last edited by k_raso; December 11, 2008 at 03:39 PM.

  8. #8

    Default Re: The Last Kingdom - BUILDINGS PREVIEW ***new content***

    Wow, great.

    Really, it is very accurate, at least to my unskilled eys

    Keep up the great work

  9. #9

    Default Re: The Last Kingdom - BUILDINGS PREVIEW ***new content***

    Can't wait to convert the whole map to Odinism! This mod is awesomely great!

  10. #10
    Kmotr's Avatar Laetus
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    Default Re: The Last Kingdom - BUILDINGS PREVIEW ***new content***

    The Goverment system is really great, thats what im waiting for. Other stuff is also great.I really looking forward for this mod..

  11. #11
    Socal_infidel's Avatar PDER Piper
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    Default Re: The Last Kingdom - BUILDINGS PREVIEW ***new content***

    Beautiful preview!

    Seriously k_raso deserves a longboatload of reputation! He's the master of descriptions indeed!

  12. #12

    Default Re: The Last Kingdom - BUILDINGS PREVIEW ***new content***

    This is genius. Congrats.
    Will there be some reasonable regional troops?
    "If you're boring, no amount of paintballing or high-speed white-water prostitution will change this."





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    Socal_infidel's Avatar PDER Piper
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    Default Re: The Last Kingdom - BUILDINGS PREVIEW ***new content***

    Quote Originally Posted by Emperor Basil View Post
    This is genius. Congrats.
    Will there be some reasonable regional troops?
    Yes, each AOR regions will offer 2-3 levels of troops of varying quality (local levy type units at the first level, some decently armoured troops at the second-third level).

    In addition each faction will have 4-5 levels of factional troops available. The last two factional levels though consisting of the Elite Bodyguards and Elite Cavalry will only be available in lands part of your Royal Demesne (your traditional homeland).

    Factional troops will be available outside your traditional homeland provided your cultural level in the region is high-enough. So Viking units on the British Isles provided a high-enough Viking cultural percentage.

  14. #14

    Default Re: The Last Kingdom - BUILDINGS PREVIEW ***new content***

    Sounds like a winner system. Good going.
    "If you're boring, no amount of paintballing or high-speed white-water prostitution will change this."





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    danova's Avatar Protector Domesticus
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    Default Re: The Last Kingdom - BUILDINGS PREVIEW ***new content***

    Thanks!
    .

  16. #16

    Default Re: The Last Kingdom - BUILDINGS PREVIEW ***new content***

    Congratulations, it very creative!!
    Contribuitor IBIICB-WOTN-Modeler-Scripter


  17. #17
    aduellist's Avatar Push the button Max!
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    Default Re: The Last Kingdom - BUILDINGS PREVIEW ***new content***

    Lovely work, as always!

    Descriptions need some reworking to eliminate grammatical errors, though.
    Under the patronage of TheFirstONeill
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    THERA, A New Beginning


    "The trouble with fighting for human freedom is that one spends most of one's time defending scoundrels. For it is against scoundrels that oppressive laws are first aimed, and oppression must be stopped at the beginning if it is to be stopped at all." H. L. Mencken

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    tore's Avatar Laetus
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    Default Re: The Last Kingdom - BUILDINGS PREVIEW ***new content***

    I love it, you can't make a good mod without Government System. I always hated the fact that you can, in vanilla, expand so easily.. This mod will be superb! Keep up the good work!

  19. #19
    k_raso's Avatar Biarchus
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    Default Re: The Last Kingdom - BUILDINGS PREVIEW ***new content***

    Quote Originally Posted by aduellist View Post
    Lovely work, as always!

    Descriptions need some reworking to eliminate grammatical errors, though.
    That's right. We will make a general spell check when the descriptions are done.

    Cheers!

  20. #20
    danova's Avatar Protector Domesticus
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    Default Re: The Last Kingdom - BUILDINGS PREVIEW ***new content***

    Everyone give rep. for k_raso!
    REP!
    .

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