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Thread: [Discussion] Introduction of economic buildings

  1. #1

    Default [Discussion] Introduction of economic buildings

    This idea is a first step for the addition of buildings, I suggest that we add buildings that can increase regions wealth, suggestion:

    Code:
    Level   |   Name |   Benefit   | Cost
       1     Market    +10% Wealth     3
       2   Trade Depot +20% Wealth     6   
       3   Post Office +30% Wealth     9   
       4   Treasury    +40% Wealth     12
       5      Mint     +50% Wealth     15
    I'm really unsure about the prices, but yeah let's discuss

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  2. #2
    m_1512's Avatar Quomodo vales?
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    Default Re: [Discussion] Introduction of economic buildings

    A good question here concerns record keeping.


  3. #3
    Okmin's Avatar In vino veritas
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    Default Re: [Discussion] Introduction of economic buildings

    Yeah, it seems a bit complicated to me. And this is a wargame
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    m_1512's Avatar Quomodo vales?
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    Default Re: [Discussion] Introduction of economic buildings

    And we can accept.
    But you got to give this a thought,
    We are down to two full-fledged mods (me and Thor) for your wealth points, battles, army movements etc.
    If you could suggest a simpler method...
    Last edited by m_1512; July 27, 2011 at 11:13 AM.


  5. #5
    Okmin's Avatar In vino veritas
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    Default Re: [Discussion] Introduction of economic buildings

    Ney's still around.
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    m_1512's Avatar Quomodo vales?
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    Default Re: [Discussion] Introduction of economic buildings

    Is he?
    But what is he doing?


  7. #7

    Default Re: [Discussion] Introduction of economic buildings

    It's not that hard, all we need is to create a new thread for the buildings (or use the map thread), user would go to that thread or the times and request a building to be built, after that me (I offer to the service, since I'm staff too) would update it and do the calculations, the wealth points would need to be changed too but if you give me mod power I can do it my self. I like this idea because I think that player will then fight for the regions with better wealth and that would bring more action to the game.

    Like I initially said it's not hard, all we need is to be organized.


    Plus I've more ideas for military buildings but I think that before that we would need better recruitment rules. Also following the military buildings ideas we could add forts that would expand that needed time to occupancy a certain region and also give a extra defense to the region holder when fighting there.

    UNDER THE MOST HONORABLE PATRONAGE OF: Legio!
    PATRON OF: Wangrin, ♔Sir Digby Chicken Caesar♔, Geronimo2006 and Narf!

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    m_1512's Avatar Quomodo vales?
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    Default Re: [Discussion] Introduction of economic buildings

    One at a time....
    Military buildings like forts would have to be included in battles too...


  9. #9
    m_1512's Avatar Quomodo vales?
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    Default Re: [Discussion] Introduction of economic buildings

    @Ney: Man, come into the spotlight...
    That way we could communicate better...


  10. #10

    Default Re: [Discussion] Introduction of economic buildings

    Quote Originally Posted by m_1512 View Post
    @Ney: Man, come into the spotlight...
    That way we could communicate better...
    Maybe nobody saw the post I put in Staff social group that I would be gone for almost 2 weeks

    Back now; updated Times yesterday, will try to host battle of Estonia today.

  11. #11

    Default Re: [Discussion] Introduction of economic buildings

    Hey hey dear moderators this is off topic, please get back to the discussion topic

    UNDER THE MOST HONORABLE PATRONAGE OF: Legio!
    PATRON OF: Wangrin, ♔Sir Digby Chicken Caesar♔, Geronimo2006 and Narf!

  12. #12
    Thoragoros's Avatar Citizen
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    Default Re: [Discussion] Introduction of economic buildings

    Frankly, I think that it would be a bit much on the record keeping side of things fo the current moderation staff to handle. Also, the main focus really is on the battles, and while I too would like the added depth of the buildings, it really is just a bit much in my opinion.

    Nice proposal though, and if m_1512 decides it is a good idea, then I'm sure we will our best to manage the extra records.
    Founder of The Great War - A WWI Mod, Creator of Thorized - Napoleon: Total Combat

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  13. #13
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    Default Re: [Discussion] Introduction of economic buildings

    @Ney: never thought to look there...

    @Bucky: Idea is nice, although i want your proposal with solution that will not wreak havoc on treasuries...
    Plus we have to implement the region's wealth rule first...


  14. #14
    Thoragoros's Avatar Citizen
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    Default Re: [Discussion] Introduction of economic buildings

    Quote Originally Posted by Marechal Ney View Post
    Maybe nobody saw the post I put in Staff social group that I would be gone for almost 2 weeks

    Back now; updated Times yesterday, will try to host battle of Estonia today.
    LOL and I kept checking the Moderators Group
    Founder of The Great War - A WWI Mod, Creator of Thorized - Napoleon: Total Combat

    Where Gods Walk Among Men
    The Line of Thor
    Patron of: Bethencourt, Hip63, m_1512

    Under the Patronage of Captain Blackadder, Member of the Legion of Rahl.

  15. #15

    Default Re: [Discussion] Introduction of economic buildings

    Great idea but I think its a bit too complicated, maybe it can be put in if the mods ever come up with a way to automise anything, through excel like they were originally looking at.

  16. #16

    Default Re: [Discussion] Introduction of economic buildings

    Maybe someone should be appointed to take care of counting wealth points, and someone else to review it to check if there were any mistakes

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