Poll

What should Building cost?

All building should only cost gold + troops, production sites produce or increase gold/goods income from the fief/site
4 (19%)
Building associated with fiefs and bases (bandit camp/merchant outpost) should cost gold + troops to build. More advanced building (village population upgrade) should cost resources from the production sites.
17 (81%)

Total Members Voted: 21

Author Topic: Interactive Building in Strategus w/ Resources  (Read 1165 times)

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Offline Nessaj

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Interactive Building in Strategus w/ Resources
« on: November 11, 2011, 07:32:49 am »
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The whole idea revolves around building, possibly with resources. Think of something resembling Stronghold.

You select a spot to build upon in Strategus, acquire/buy the necessary resources, reserve a slot on the 'Build Server' - Afterwards the server saves the map and uploads it.
Some sites should - such as resource/production - be pre-determined on the map and possibly associated with fiefs.


Interactive Building

There could be several reasons to build something in Strategus.
  • Various bases
  • To upgrade fief defenses, or look.
  • Resource/production sites
  • Create completely new areas
Examples:

Resource/production
  • Saw Mill
  • Mines
  • Quarry
  • Gold/silver/diamond/etc mine
Various bases
(All bases would be built with a preset package of building blocks)
  • Bandit camp (with +hidden perk for less visibility on the map)
  • Create a completely new unique area, for example a Merchant Outpost
  • Guard camp
  • Keeps (google medieval keep)
  • Temporary camps for armies/warbands, for example a 'Forward Base' (imagine lots of tents and pike defenses)
  • Outpost
  • Siege camp (??)

Resources for building. How should it work?

Being able to build something should require resources, or perhaps cost gold. The starter spots could cost gold and then those would generate resources to build the more advanced projects.

For example you acquire a fief where there's a gold mine spot.
To build the gold mine on the spot you would need resources, slowly generated from fiefs you own (faster from actual production sites) - OR - it would cost X gold and X population/troops to build, and then the production sites would just boost or additionally generate goods/gold.

For a resource spot it could be a premade map though, however, if it isn't, let's say you're building a Bandit Camp, you select between a bunch of preset packages, each with their own style and differences, reserve a spot for building and so on.


Preset Building Block Packages

To avoid people building sites that look wrong (gravity etc), or min/maxing structures, Preset Building Block Packages would be introduced.

Package examples.

Village Upgrade Pack 1:
  • Use: Can only be used when owning a fief
  • Perk: Increase population regeneration rate plus boost the lowest amount of auto-generated population, currently 300 (afaik), with 250 more = 550 total after upgrade
  • Preset Building Blocks: Village Houses

Bandit Camp
  • Use: Can be built anywhere
  • Perk: +Hidden (Bandit camps are less visible than normal fiefs and characters would need to be close to see them on the map)
  • Preset Building Blocks: Camp stuff :P

Outpost
  • Use: Can be built anywhere. Must be X length away from fiefs
  • Perk: Characters inside can see other characters further away than in a normal fief
  • Preset Building Blocks: Watch tower(s), ground pikes, wooden gate, wooden walls.

Thoughts/ideas

The whole idea can go several ways, for example if only bases would be added, simple gold/troops could be sufficient for the cost of building.
However, if resources sites are added, then they should have an additional purpose which isn't just pumping out more of the same resources the fief is, e.g. more gold production, but instead be used for the more advanced building. Therefore a gold mine shouldn't add gold but just a 'point' in 'resources' - something in those terms.

Random ideas
  • Resources from specific spots would be needed to build specific things, so some areas would become more valuable.
  • When attacking sites (non-raid) you can choose to burn it to the ground upon winning, effectively removing the map/site from Strategus (or claim ownership, but it should cost money/resources to rebuild the damages from the attack - perhaps the longer the attack is the more damaged it becomes).
« Last Edit: November 11, 2011, 09:57:04 am by Nessaj »
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Offline Vibe

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Re: Interactive Building in Strategus w/ Resources
« Reply #1 on: November 11, 2011, 09:32:57 am »
0
Fucking epic. This would make strat a lot more sandboxy and much more interesting for me.

But it looks like a ton of work and probably won't happen.


PS: I picked the wrong option in the pool, wanted to vote for option #2 (additional resources for advanced buildings)

EDIT: Voted correctly now
« Last Edit: November 11, 2011, 09:50:26 am by Vibe »

Offline Cup1d

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Re: Interactive Building in Strategus w/ Resources
« Reply #2 on: November 11, 2011, 10:30:52 am »
+1
Following idea: Terrain abilities.

How it can work - every village can control some plots, and use this plots with profits

ATM we have:

Fields - (good for agriculture) can produce grain\cows
Forest coniferous - can produce wood for building\furs
Forest deciduous - can produce game\fungi
Forest tropical - can produce fruits\wine
Tundra - can produce gold\gems
Hills - can produce iron\gems
Mountains - can produce iron\silver
Desert - can produce spice\salt
River - can produce fish\energy for mills
Seashore - can produce fish\salt
Steppe - (good for pastures) can produce horses\grain

You'll need manpower for any plot to make it flourish. Some plots need more manpower (agriculture for example) some less (pastures)

Also - villages\castles\towns can't control all territory on the map. I think about 40-50%. All other is «Free» land. So, even if your faction control all villages\castles\towns - there are more than enough place for partisans to hide and resources for rebuilding an army etc.

Offline Nessaj

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Re: Interactive Building in Strategus w/ Resources
« Reply #3 on: November 24, 2011, 08:46:53 pm »
0
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Offline Byrdi

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Re: Interactive Building in Strategus w/ Resources
« Reply #4 on: February 04, 2012, 11:00:06 pm »
0
This deserves a bump.

Offline Jarlek

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Re: Interactive Building in Strategus w/ Resources
« Reply #5 on: February 05, 2012, 12:11:00 am »
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Somehow we need to integrate Minecraft into cRPG....
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Offline Garem

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Re: Interactive Building in Strategus w/ Resources
« Reply #6 on: February 06, 2012, 06:37:48 pm »
0
Bumping this again because this is very impressive. Not perfect, but definitely worth getting people to think about the possibilities.
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