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  1. #1
    Meneth's Avatar I mod, therefore I am
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    Default Suggest a Building


    I'm planning on starting another sub-mod project which will add more buildings into the game, which is to be called "Buildings, Renovation, Innovation, and Construction", or BRIC for short.
    However, I need good ideas for buildings. Here you can propose a building using this format:
    Code:
    Name
    Description
    Effects
    What factions can make it
    What events, if any, are required to make it
    Cost
    Time to build (at 1TPY)
    Settlement level required
    Castle/city/both
    A good image for the building browser (if you have one)
    A thread in the Sub-mod forum will likely be made early next week, with the first release coming some time later. Beta testers will get access to it once it is test-able (probably sometime early/middle next week)
    Do note that these ETAs aren't final.

  2. #2
    Gorrrrrn's Avatar Citizen
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    Default Re: Suggest a Building

    why not work with Rolling wave's project?

    http://www.twcenter.net/forums/showt...26#post8630226

  3. #3
    Meneth's Avatar I mod, therefore I am
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    Default Re: Suggest a Building

    Because that's to be part of his sub-mod, while this is to be a separately toggle-able sub-mod. His style when it comes to sub-modding is, like yours, incompatible with mine.
    Plus, I'm not sure if I like the buildings he proposes there.

  4. #4
    RollingWave's Avatar Praepositus
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    Default Re: Suggest a Building

    well to start with the buildings I have coded so far in my submod...

    Wonders

    Theodian Walls
    Mosque of the Prophet in Medina
    Golden Gate Palace in Baghdad
    House of Wisdom in Baghdad
    Pyramids of Giza
    Lighthouse of Alexandria
    Umayyad Mosque in Damascus
    Romuva ; the great temple of Perkunas in Vilnius
    Aachen Cathedral , final resting place of Charlemagne and the site where most of the HRE emperors were crowned.

    All of those are wonders so obviously there's less concern with who build what build there. all will start from the begining. in terms of pictures BC have pictures for Umayyad mosque / House of Wisdom / Mosque of the Prophet , RTW have the half of the UIs for the pyramids and lighthouse. I guess only Lithuania can rebuild Romuva if it's bulldozed. and obviously only Catholics can rebuild Aachen and Muslims can build rebuild those mosques (and the lighthouse / pyramids should be indestructable.. though you might do a coded event late in the game that destroy the lighthouse)

    I have generally made the effects of wonder quite strong though. so I'm not sure if i should throw them out most of them carry some sort of faction wide bonus especially for those that are obviously tied (like Romuva for Lithuania, the Mosques for Muslims and Aachen for the Catholics )

    the other economic buildings I've added are...

    Slave trade (mostly muslims)
    expanded river ports
    toll roads (mostly non muslims)
    gallows and dungeons
    salt trade
    silk trade
    metal works (built in places with iron or tin mines. highest level improves recruitment exp )
    amber and fur road (one building to save space and since most of those were produced in the same region anyway)
    lumber mills (reduce building cost)
    quarries (reduce building cost)
    1180, an unprecedented period of peace and prosperity in East Asia, it's technology and wealth is the envy of the world. But soon conflict will engulf the entire region with great consequences and lasting effects for centuries to come, not just for this region, but the entire known world, when one man, one people, unites.....

  5. #5
    favre4ever's Avatar Tiro
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    Default Re: Suggest a Building

    Stainless Steel Metro Sub-mod, that just sounds great.
    Name: Don Jon
    Description: A jail
    Effects: Possibly holds prisoners captured in battle or have it more like the Tower of London (For disloyal generals, philandering princesses, and sceming princes)
    What factions can make it: Essentially all, but i guess primarily european ones
    What events, if any, are required to make it: A rebellion in your Or a neighboring realm
    Cost: TBD
    Time to build: 2-4 turns
    Settlement level required: Possibly only in the Capital, and def a mid-period building
    Castle/city: Both
    A good image for the building browser: http://travel.webshots.com/photo/131...68147357AoMVpD
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  6. #6
    Meneth's Avatar I mod, therefore I am
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    Default Re: Suggest a Building

    Quote Originally Posted by RollingWave View Post
    toll roads (mostly non muslims)
    gallows and dungeons
    salt trade
    silk trade
    metal works (built in places with iron or tin mines. highest level improves recruitment exp )
    amber and fur road (one building to save space and since most of those were produced in the same region anyway)
    lumber mills (reduce building cost)
    quarries (reduce building cost)
    These seem interesting. Could you go into more detail about them?

    As to wonders, I might do something like that in a later sub-mod. This sub-mod is to concentrate on more generic buildings.
    Quote Originally Posted by favre4ever View Post
    Stainless Steel Metro Sub-mod, that just sounds great.
    I don't like that name, sorry.
    Name: Don Jon
    Description: A jail
    Effects: Possibly holds prisoners captured in battle or have it more like the Tower of London (For disloyal generals, philandering princesses, and sceming princes)
    What factions can make it: Essentially all, but i guess primarily european ones
    What events, if any, are required to make it: A rebellion in your Or a neighboring realm
    Cost: TBD
    Time to build: 2-4 turns
    Settlement level required: Possibly only in the Capital, and def a mid-period building
    Castle/city: Both
    A good image for the building browser: http://travel.webshots.com/photo/131...68147357AoMVpD
    I don't think that'd work well, but some sort of jail could work.

  7. #7
    RollingWave's Avatar Praepositus
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    Default Re: Suggest a Building

    Quote Originally Posted by Meneth View Post
    These seem interesting. Could you go into more detail about them?
    Disclaimer : almost all these ideas are inspired by the Chivalry II mod (highly recommanded for complex building / recruitment ), but they have a policy of not letting other people use their tree / UI cards. tree isn't a real problem but UI card is for some of these.

    I have my buidling in a more complex setup, you can simplify them for normal submod of course. (it would really help if you get into this.. since for a lot of them I have no UI card to work with )

    Name: Slave Trade (two level, Slave Trade and Slave Market)
    Description: The trading of slave was a fact of everyday life in the medieval world. especially in the Islamic world.

    Effects : slight population growth bonus, significant trade income bonus, slight happiness penalty, significant law penalty

    What factions can make it : right now I set it to islamic factions, though it's debatable , venice / genoa / byzantiums and several other factions should be able to build them too anyway. though it should stay primarily islamic.

    What events, if any, are required to make it: none, but I set up a hidden_resource slave for the second level, only major market / export / transport point have it... required to build second level.

    Cost: middle of the road, i have first level at 1200 and second level at 2400
    Time to build first level 4 turns second level 6.
    Settlement level required: first can be build at the town level, second at large town
    Castle/city/both : both
    A good image for the building browser: some of the RTW cards and BC cards are usable for this. i'll add them tomorrow maybe it's a bit late now.
    Name: expanded river ports
    Description : essentially turning the current 1 level river port into 3. (river trade post, river port, large river port)
    Effects : improve tradition significantly, improve happiness, reduce law and reduce public health. (greater chance of diease in long distance contact)

    What factions can make it : all

    What events, if any, are required to make it : i set up a large_river hidden resource in addition to river... and now most settlements have river anyway (i think around 60-70%) . but only a few have large river. highest level require large river to build, effects of lower level onces is also a bit higher with large river settlements.

    Cost: first level very cheap, 800, second level around 1600, third 3200

    Time to build (at 1TPY) : 2, 4, 8
    Settlement level required : town , large town, city
    Castle/city/both: both
    A good image for the building browser (if you have one) : nope. I know a few good onces but were denied of permission to use them.
    Name Taxation (toll road, tax office )

    Description : as name implies... collect tolls on roads.

    Effects (I used the "Income_bonus bonus x to add fix income since taxable_income_bonus doesn't work in MTW) very significant fixed income bonus, slight improvement in law, lower happiness, lower trade bonus. (larger road grant more bonus)

    What factions can make it: I have it at all Catholic / Orthodox and Lithuania. could reconsider the later though.

    What events, if any, are required to make it : none, require road though (duh)

    Cost : 800, 1200

    Time to build : 2, 4
    Settlement level required: large town, city
    Castle/city/both: both
    A good image for the building browser (if you have one) : again, none that have permissions. some RTW road cards would work though but not all.
    Name Law and Order ( gallows, dungeons and dungeon complex)

    Description: increasing law via strict law and punishment.

    Effects: increase law very significantly, decreases happiness and some income / health.

    What factions can make it: all

    What events, if any, are required to make it : killing people don't take no silly events!

    Cost : 600 , 1200, 2400

    Time to build (at 1TPY): 1, 4, 6

    Settlement level required town , city , large city.

    Castle/city/both: both

    A good image for the building browser (if you have one) : RTW cards work for the islamic factions, need new onces for catholics though.
    Name salt trade (salt mine, salt road)

    Description : salt is vital to kings and peasants alike. and many states monoplize it's trade.

    Effects: significant income bonus (fix and trade) slight health bonus, some law penalties.

    What factions can make it : all

    What events, if any, are required to make it : resource salt....

    Cost : 1000 , 1600

    Time to build (at 1TPY) : 4, 6
    Settlement level required : town, large town.
    Castle/city/both : both
    A good image for the building browser (if you have one) : nope, again RTW image is ok but new onces would better.
    Name silk trade (silk trade, silk road)
    Description : the trade of exotic goods from the far east is some of the most profitable in the pre modern era.

    Effects : very significant fixed and trade income bonus. some health and law penalties.

    What factions can make it : all .. though islamic factions have a big advantage.

    What events, if any, are required to make it : silk road hidden resource required for higher level building and for non islamic factions to build.

    Cost : 1200, 2400
    Time to build : 4, 6
    Settlement level required : town, large town

    Castle/city/both: both

    A good image for the building browser (if you have one) : RTW onces are fine for this.
    Name: Metal Works (metal workshop, weapon workshop)

    Description : further working on extracted metals can bring additional values.

    Effects : trade income and fix income bonus, some health and law penalties, level 2 also give a exp bonus to units recruited.

    What factions can make it: all

    What events, if any, are required to make it : need resource iron or tin, and need a mine.

    Cost : 1200, 2400
    Time to build : 4, 8
    Settlement level required : large town, city
    Castle/city/both : both
    A good image for the building browser (if you have one) : nope
    Name amber and fur road (aka northern trade, level 1 amber and fur trade, level two amber and fur road)
    Description : the trade of amber and fur is one of the vital trade of the baltics and russian stepps.

    Effects: some trade and fixed income, slight law penalty.

    What factions can make it : all

    What events, if any, are required to make it : resource fur and amber.

    Cost : 800, 1600

    Time to build (at 1TPY) : 2, 4
    Settlement level required town , large town

    Castle/city/both: both

    A good image for the building browser (if you have one) : nadda
    Name Logging (Lumber Camp, Lumber Mill)
    Description: having a consistent source of building materials help make building projects more efficent.
    Effects: reduces buildings cost of wooden buildings (note, if you use this you want to balance out the wooden to stone building material ratio , right now it's almost all wooden), if built on settlements with lumber it also brings additional trade income.

    What factions can make it : all

    What events, if any, are required to make it : can't be build in moors or egypt .. (debatable if can be build in turks or persia) mill require the first windmill event.

    Cost: 600, 1600.

    Time to build (at 1TPY) 2, 4

    Settlement level required" town, large town

    Castle/city/both both

    A good image for the building browser (if you have one) nada
    Name Masonry ( Quarry, Mason Workshop)
    Description same as logging
    Effects similar to logging , except that it reduce the cost of stone builldings instead, also carry a slight health penalty, and the additional benifits comes from marble instead of timber of course.

    What factions can make it : all

    What events, if any, are required to make it : none, but again marble makes it a lot more productive.

    Cost : 800, 1600

    Time to build (at 1TPY) 2, 4

    Settlement level required town , large town.

    Castle/city/both: both

    A good image for the building browser (if you have one) : none, for second level could use some RTW cards i suppose.
    1180, an unprecedented period of peace and prosperity in East Asia, it's technology and wealth is the envy of the world. But soon conflict will engulf the entire region with great consequences and lasting effects for centuries to come, not just for this region, but the entire known world, when one man, one people, unites.....

  8. #8
    favre4ever's Avatar Tiro
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    Default Re: Suggest a Building

    So in this SSMSM (Stainless Steel Metro Sub-mod) You could add a moat which would increase defense (5% Happiness) In a settlement, but only possible in cities and probably just in the European theatre.
    Also i can't remember if there was one but a Theatre would be a good addition +5% happiness, built in any city, cost should be expensive making it a later add into a city
    Another great building would be a national Museum/Gallery that can only be built in the capitol and woudl be +5 or 10% national prestige (like the triumph bonus)
    Last edited by favre4ever; December 19, 2010 at 10:24 AM.
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  9. #9
    Meneth's Avatar I mod, therefore I am
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    Default Re: Suggest a Building

    It is not going to be called that.
    A moat would not be possible, as it would need to be reflected on the battle-map somehow.
    A theater or similar might work, but I don't know if they were common during the Medieval era.

  10. #10
    favre4ever's Avatar Tiro
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    Default Re: Suggest a Building

    Where are the upgraded roads, ports, or traders house represented in the Battle map? It doesnt have to added to the battle-map just added to the overall effect on town morale-happiness.
    It doesnt have to be a theatre as mediums of entertainment were quite mobile. It is also known that mimes, minstrels, bards, storytellers, and jugglers traveled in search of new audiences and financial support. So you could possibly call it a concert hall or such. I have examples of most factions having some form of similar entertainment to what we know as a theatre.
    SSCOMSM (Stainless Steel City of Men Sub-mod)
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  11. #11
    Meneth's Avatar I mod, therefore I am
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    Default Re: Suggest a Building

    Roads not being displayed on the battle-map is fine.
    MOATS not being displayed on the battle-map however makes absolutely no sense.

  12. #12
    favre4ever's Avatar Tiro
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    Default Re: Suggest a Building

    I thought this was a sub-mod for buildings only, in that case adding a moat as a Buildable upgrade could be incorporated. If you can not add it to the battle map why does that abort it as a building to choose to build? I dont see the public sewers in RTW during battle, yet i love the upgrade and reduction in squalor. Are all the buildings you add going to be visible in the battle map? If that is the case i will consider only physical visble buildings that i assume you will be designing.
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  13. #13
    Meneth's Avatar I mod, therefore I am
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    Default Re: Suggest a Building

    @RW: I'll read that later when I get the time.
    Quote Originally Posted by favre4ever View Post
    I thought this was a sub-mod for buildings only, in that case adding a moat as a Buildable upgrade could be incorporated. If you can not add it to the battle map why does that abort it as a building to choose to build? I dont see the public sewers in RTW during battle, yet i love the upgrade and reduction in squalor. Are all the buildings you add going to be visible in the battle map? If that is the case i will consider only physical visble buildings that i assume you will be designing.
    The problem with moats is that them not being visible on the battle-map makes absolutely no sense, as the main point of moats was to make it harder for attackers.
    None of the buildings will be visible on the battle-map.

  14. #14
    favre4ever's Avatar Tiro
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    Default Re: Suggest a Building

    I see, Well since i have suggested buildings of popular means let me suggest some that were not:
    Tax registers: Probably only located in England-Scotland-Ireland, but possibly in all europe. As you can surmise by the title this was the office (or building) where the tax collector either lived or worked. Having this building would increase unrest (-5 Happiness) but increase tax revenues not sure how much but historically the tax register/collector was THE man in collecting taxes.
    Apothecary +5 health (happpy) or minus squalor
    Alchemist -5% recruitment for soldiers +5% unrest due to frequent explosions inside city walls
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  15. #15
    Meneth's Avatar I mod, therefore I am
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    Default Re: Suggest a Building

    The upcoming sub-mod now has a name. Thanks go to Bane and ToD for helping me make the name.
    The sub-mod is to be called Buildings, Renovation, Innovation, and Construction, or BRIC for short.

    @RW: I've now noted down your suggestions.
    I'll likely implement salt mines, amber/fur trade, lumber camps, quarries, and gallows/dungeons.
    Not sure about the rest, but maybe.

  16. #16

    Default Re: Suggest a Building

    is it possible to speed up construction w/o messing w/ the buildings file? or building queue? it's really incomprehensible that you can't build several buildings at once, specially w/ a governor dubbed "the builder"...

    if possible, then i'ma suggest this

    Name: Construction Works (it get's upgraded w/ bigger settlements?)(heck you can even change Masonry guild)
    Description: With the rise of medieval construction, this innovation is the solution of Lords and Sultans to their demands.
    Effects: Increase building queue/Speed up construction(Until someone answers me question, can't specify)
    What factions can make it: Everyone(the Romans HAS to have something like this, it's just not possible to build the walls of Constantinople in 3 months w/o this)
    What events, if any, are required to make it: since the early Romans had this, none?
    Cost: 2500(for large town) 5000(minor city) 7500(large city) 10000(huge city)(no, not really, depends)
    Time to build (at 1TPY): 2, 4, 6, 8(by settlement on cities, for castle, fortress & citadel, only up to 2nd tier)
    Settlement level required: Large Town/Castle and above

  17. #17
    Tears of Destiny's Avatar Senator
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    Default Re: Suggest a Building

    Quote Originally Posted by Hyaweh View Post
    is it possible to speed up construction w/o messing w/ the buildings file? or building queue? it's really incomprehensible that you can't build several buildings at once, specially w/ a governor dubbed "the builder"...
    Each building represents a District and an advance in ideals for the entire region not just the one city, not literally one building (Even a Cathedral will have smaller churches in the region).
    For example, Roads represents your entire network, Farm representing the entire Agricultural advances in the Region in question, Cannon Towers every tower for the settlement and the infrastructure to support them, etc.

    I would support the idea of allowing two buildings being constructed at the same time, but I am not altogether sure this is possible (I have never bothered to look). It would be interesting if it was set up the same as Recruitment where adding/subtracting slots is possible.

  18. #18

    Default Re: Suggest a Building

    perhaps something like of the following:
    Barber/Infirmary/Hospital (as a separate tree)
    This tree will provide medical care for both castles and cities. Barbers were the main doctors in medieval times, and over time infirmaries and hospitals were established, most often attached to a monastery.
    Effects: -X from squalor, +X to happiness, +X to population growth, etc. (perhaps an increase in life of FMs and generals, perhaps removing traits like "Severely wounded" and the like.
    Catholic and Orthodox factions
    For higher levels in the tree, perhaps an abbey is needed (historically, most healing buildings were part of one)
    Lowest level: 3, second tier: 5, third tier: 7, and up and up if needed.
    town for lowest, large town for second, city for 3rd and large city up.
    castle (only lowest) and city (for everything)
    no image, but i think this is a good idea. there is a lack of medical care in SS, while in history it was quite present (although no very good). well? its an idea.
    Last edited by Asterix; December 19, 2010 at 05:10 PM.
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  19. #19

    Default Re: Suggest a Building

    Quote Originally Posted by Asterix View Post
    perhaps something like of the following:
    Barber/Infirmary/Hospital (as a separate tree)
    This tree will provide medical care for both castles and cities. Barbers were the main doctors in medieval times, and over time infirmaries and hospitals were established, most often attached to a monastery.
    Effects: -X from squalor, +X to happiness, +X to population growth, etc. (perhaps an increase in life of FMs and generals, perhaps removing traits like "Severely wounded" and the like.
    Catholic and Orthodox factions
    For higher levels in the tree, perhaps an abbey is needed (historically, most healing buildings were part of one)
    Lowest level: 3, second tier: 5, third tier: 7, and up and up if needed.
    town for lowest, large town for second, city for 3rd and large city up.
    castle (only lowest) and city (for everything)
    no image, but i think this is a good idea. there is a lack of medical care in SS, while in history it was quite present (although no very good). well? its an idea.
    I think its a kick ass idea. It good also give the doctor ancillary to your generals like explorers guild give intrepid explorer and a good armorer give fine armor.

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  20. #20

    Default Re: Suggest a Building

    Hi,Meneth. Just a few ideas,Merc- buildings on a 3 tier system.ie 1=local units/ 2=religon units/ 3=all types. SUBurbs or mini towns to aid with overcrowding.looks good on the map as well. last to do "Sheriff's building"= acts like having a family member in city to free up members or generals camped there. again tier system to allow sheriff's to build only specific ones. ie basic road,trade,law. Then mid-end buildings ie ports,mines,farms. Still allowing the need of family members to call to citys etc to build specialists ie armoury,churches,and culture.Oh yes,and Merchant buildings which can be built in line with the products in that area. Ie a sheep(wool) on the map turns into a mill when built,to show added income. Still having the need for merchants on the map,but more in using them on others land.

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