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  1. #1
    DarkGlass01's Avatar Laetus
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    Default Building on Buildings... Suggestions.

    Hello! This is my first time posting here on the forums; I can't say I'm going to be perfect, but I've been playing Total War for a few years now, so I figured I'd give it a go.

    Anyways, I LOVED this mod. I've always been a big Zelda fan, ever since I first played OOT, but I never thought I'd see it brought out of the adventure genre. The way the map is set up, the variety of units and their styles, even the epic music tracks were done so well for a beta campaign.

    However, after three playthoughs (All failures, by the way), I noticed something greatly depressing; the number of economic and happiness-related buildings are terrible. Pretty much the only way to keep the populace happy is to beat them into submission, and developing the infrastructure nessicery to for upkeep for all these troops is next to impossible for "heavy unit" (as opposed to unit heavy) factions such as the gorons and Darknuts. So, I came up with a few Zelda-themed build ideas that fill these major gaps as suggestions. Some are just re-skinned versions of vanilla, others are unique...

    Hope I can be of help. Any suggestions would be lovely
    ---------------
    Recreation Line

    1. Shooting Gallery: Happiness bonus 1. Recruit Spy. 800 Rupees

    There is nothing worse for the stability of a community then bored youth... except perhaps a lack of rupees. Thus, when the work is done or visitors come to town, most communities try to have something around to keep people amused. Simple games of luck or skill, such as shooting targets, are a cheap and harmless way to do exactly that as well as getting in some combat practice. Of course, the relaxed atmosphere and it tendency to attract visitors also tend to draw the less-savory elements of the city, who otherwise like to keep to the shadows.

    2. Bombing Gallery: Happiness bonus 2. Recruit Spy. 1200 Rupees/

    Blowing stuff up is a very easy, if expensive, way to blow off steam. Larger settles, particularly those with hot-headed youth, tend to set up a place were they can practice their hand-eye coordination, such as with bowling. Frequented by youth and the fringe elements, it isn't uncommon for the black powder to also hide some of the local underworld.

    3. Milk Bar: Happines Bonus 3. Recruit Spy/Assasian. 3200 Rupees.

    Lacking much land suitable for grapes and hops, Hyrule had to develop its alcohol in a different form. Fermented and aged, many varieties of milk, from cow to horse to dodongo, are sold in these establishments, to help drown out the pain of the working men. While not the most reputable places, they do keep the populace nice and calm, meaning the local rulers generally let them be.

    Religion Lines
    The idea is while the relgion of the goddesses is more strict and ritualized, it tends to be better at extracting donations, but tends to leave the people somewhat wanting, as they show little real divine power. Goddess Aknowledgement is very happiness-based, but dosen't foster Rupee income like Goddess Worship, as it is more of a personal affair. The Church of Majora is slightly different: it is able convert faster to represent the concreate rewards and temptations Majora provides.

    (All Relgious Statues are Teir 1)

    2A: Goddess Shrines: +200 Ruppees/turn. Happiness Bonus 1 Religion Bonus lv. 2. Recruit Preists(???). 1600 Rupees
    Actually a set of three shrines, each dedicated to a seperate Goddess...

    3A: Goddess Temple: +300 Rupees/turn. Happiness Bonus 1. Religion Bonus lv. 3. 3200 Recruit Preists(???)

    4A: Enclave of Keaton: +450 Rupees/turn Happiness Bonus 1. Religion bonus lv. 4. 6400. Recruit Preists/Inquisitors (Maybe?)

    (The B set could work for Lesser Deity or Goddess Aknowledgement)

    2B: Sacred Grounds: Happiness Bonus 2. Relgion Bonus 2. Recruit Preists. 1600 Rupees.
    One of the major aspects of non-Goddess worship include some connection to the spirits of the earth, either natural entities or souls of those who have passed. This area of natural beuaty is kept in a manner though pleasing to these spirits, in order to attract them.

    3B: Communion Hall: Happiness Bonus 3. Religion Bonus 3. Recruit Preists. 3200 Rupees.
    It is a commonly held beleif that the spirits of the world can reach out and speak to mortals, if so inclined. This building was designed specifically to make them feel comfortable, and help with that connection.

    4B: Temple of The Elements: Happiness Bonus 4. Religion Bonus 4. Recruit Priests. 6400 Rupees.
    Dedicated to the raw force of the elements native to the region, these intrict temples are crafted with the greatest symbolism and care in mind, in order to foster true unity with their surrondings.

    2B: Majora's Meetinghouse: Happiness Bonus 1. Religion Bonus 3. Recruit Priests. 1600.
    The houses of worship for the Masked One can easily be mistaken for ordinary houses, by those who don't know what to look for. Invented in secret, these meetinghouses were a safe, comfortable place for the like-minded to praise their deity. Now, even in areas under Majora's power, the old habits and common appeal have left them relativily unchanged

    3B: Darkroom: Happiness Bonus 1. Religion Bonus 4. Recruit Priests. 3200.
    It is said that Majora lives in the shadows, driven there by the light of the goddesses. Thus, it became customary for services to her to be held in the darkness, so visions could appear to the faithful...

    4B: (Something Terminian or Twilight Related... Vision Rift, perhaps?) Happiness Bonus 1. Relgion Bonus 5. Recruit Priests. 6400.

    Commerce Line

    Merchent's Ground: Trade Income Bonus Lv. 2. Recruit Merchant. 600 Rupees
    Travaling salesmen need someplace to peddle their goods, if they expect to stay in a community. The absolute cheapest way for a community to provide this is usually to clear out a bit of the street, put up a crude overhang, and maybe lay down a few blankets.

    Bazzar: Trade Income Bonus Lv. 3. Recruit Merchant. 1200 Rupees

    Malo-Mart Complex: Trade Income Bonus Lv. 4. Recruit Merchant. 2400 Rupees

    Market Square: Trade Income Bonus Lv. 5. Recruit Merchant/ Super Merchant. 4800 Rupees.

    Prestige Line
    Monument: All Diplomats trained here gain +1 Influance. +200 Rupees/turn. 1800 Rupees.

    Tourist Attraction: All Diplomats trained here gain +2 Influance. +400 Rupees/ Turn. 3600 Rupees.

    Landmark: All Diplomats trained here gain +3 Influance. +550 Rupees/Turn. 7200 Rupees

    Wonder: All Diplomats trained here gain +4 Influance. +700 Rupees/Turn. 14400 Rupees

  2. #2

    Default Re: Building on Buildings... Suggestions.

    reallyi like the ideas, but we have a bit of a limit on buildings unfortunately. i don't know all the Tech specifics for it though.

  3. #3
    Avatar of the Ice Wolf's Avatar Praeses
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    Default Re: Building on Buildings... Suggestions.

    The building limit is 128. I believe Nephalim has already had trouble fitting in all the buildings he needs and wants for the mod as it is. Still, any suggestions are appreciated. Who knows, maybe a few of them will find their way into the mod. That is ultimately up to Nephalim.

    West: Foranar- Azurita - The Redeemer - Sinteiria - Sakotae the Guardian (Tavia) - Saleria
    East: Nerise - Kiril

  4. #4
    DarkGlass01's Avatar Laetus
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    Default Re: Building on Buildings... Suggestions.

    I understand that there's a hard-coded limit to buildings... indeed, Medieval seems to have basically everything hard-coded. I understand this is going to be a building-heavy mod, what with all the unique units; I just don't see how you'd otherwise solve happiness and income problems. For instance, when playing as the Gorons, I seem to end up with an 80% Unrest penalty in virtually every settlement I conquer outside the Death Mountian Range. I don't know if this is a bug or purposeful (perhaps to represent the racial tensions in the settlement surviving generations... though I seem to take the Kokiri rebel settlements with few problems). Considering you really can't get a settlement over 1500 Rupees/Turn, and that's with a big city that requires nearly a full stack to get the 80% Garrison bonus, its literally impossible for me to fiscally meet the requirements of even a short campaign. Having such a rich variety of military buildings is nice, but if I can never afford to buy their troops or hold the cities that have them, the playability drops drastically.

    Buildings just seemed to be the best answer for these problems, as they represent actual long-term investments as opposed to transient forces. If your general dies from a potshot to the neck, it shouldn't spell the end of settlement control, especially since the settlements are so spread out on the map.

    I suppose having separate religious lines is a bit too much, but more civil buildings is a must. If you look at Hyrule in every game, after all, there are a good deal more civilian ammenities then military ones, except in the most fortress-like zones (such as Pirate's Fortress, for instance).

  5. #5

    Default Re: Building on Buildings... Suggestions.

    Quote Originally Posted by DarkGlass01 View Post
    I understand that there's a hard-coded limit to buildings... indeed, Medieval seems to have basically everything hard-coded. I understand this is going to be a building-heavy mod, what with all the unique units; I just don't see how you'd otherwise solve happiness and income problems. For instance, when playing as the Gorons, I seem to end up with an 80% Unrest penalty in virtually every settlement I conquer outside the Death Mountian Range. I don't know if this is a bug or purposeful (perhaps to represent the racial tensions in the settlement surviving generations... though I seem to take the Kokiri rebel settlements with few problems). Considering you really can't get a settlement over 1500 Rupees/Turn, and that's with a big city that requires nearly a full stack to get the 80% Garrison bonus, its literally impossible for me to fiscally meet the requirements of even a short campaign. Having such a rich variety of military buildings is nice, but if I can never afford to buy their troops or hold the cities that have them, the playability drops drastically.

    Buildings just seemed to be the best answer for these problems, as they represent actual long-term investments as opposed to transient forces. If your general dies from a potshot to the neck, it shouldn't spell the end of settlement control, especially since the settlements are so spread out on the map.

    I suppose having separate religious lines is a bit too much, but more civil buildings is a must. If you look at Hyrule in every game, after all, there are a good deal more civilian ammenities then military ones, except in the most fortress-like zones (such as Pirate's Fortress, for instance).
    im sure Neph will devise a way of overcoming these problems, the campaign is still in early stages
    I shall consume... consume everything

  6. #6
    DarkGlass01's Avatar Laetus
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    Default Re: Building on Buildings... Suggestions.

    This is a beta-esque campaign; which is exactly the reason I though suggestions might be useful. I noticed there is a unit wishlist and agent planning thread, so I thought perhaps a building one was in order.

    Also, any particular reason I can't edit my posts?

  7. #7

    Default Re: Building on Buildings... Suggestions.

    Quote Originally Posted by DarkGlass01 View Post
    This is a beta-esque campaign; which is exactly the reason I though suggestions might be useful. I noticed there is a unit wishlist and agent planning thread, so I thought perhaps a building one was in order.

    Also, any particular reason I can't edit my posts?

    you need 50 posts i think before you can Edit them.

  8. #8
    UndyingNephalim's Avatar Primicerius
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    Default Re: Building on Buildings... Suggestions.

    @DarkGlass01
    I actually really like the suggestions for happiness related buildings, particularly things tied to Ocarina of Time and Majora's Mask like Milk Bars. I have no clue why I never came up with some of these myself.

    Quote Originally Posted by Avatar of the Ice Wolf View Post
    The building limit is 128. I believe Nephalim has already had trouble fitting in all the buildings he needs and wants for the mod as it is. Still, any suggestions are appreciated. Who knows, maybe a few of them will find their way into the mod. That is ultimately up to Nephalim.
    I still have a few slots open that I was going to use for more troop production related buildings if temples did not end up filling the slots, but I'm fine with a single barracks for all factions if these would help in other ways.

  9. #9
    quenya's Avatar Biarchus
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    Default Re: Building on Buildings... Suggestions.

    That's probably better.
    Droma: :Rosa

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