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Old 01-27-2014, 02:32 AM
Mr. Abysmalyxia Mr. Abysmalyxia is offline
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Default The Elvish Tree of Plenty

The Elvish Tree of Plenty eliminates the mining of gold and stone for the elves, and replaces the elvish buildings that produce forest spirits, unicorns, and deer, and eliminates the male warden

At the Elvish Tree of Plenty the elves build forest spirits, and deer (which both act as they do currently), and Unicorns (that now act as deer, except for gold), and the tree itself produces stone while the presence of female wardens on the map improves all yields.

This would significantly streamline Elvish economics while still being in line with the general understanding of elves.
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Old 01-27-2014, 09:03 AM
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Langor Langor is offline
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First off I would like to say I love discussing game ideas. So on to it!

Lets break down what your new building does...

Deletes the following buildings:
Sylvan Shrine
Tree Symbios

Units:
Male Wardens

Okay, So now lets look at all the functions compiled from two buildings now do into one.

Increases Resource Cap (I am assuming because that's what Sylvan Shrine does)
Builds Forest Spirits (Provides Wood)
Builds Deer (Provides food)
Builds Unicorns (No gold income now, provides food by eating unicorns (elves way?)
Now has a stone trickle
Increase resource income while Female Warden is present


Pros:
I can make one building to do all functions. In fact, I would make about 14 of these buildings to make an insane income and high resource cap.
One building to upgrade reduces total crown costs to city.
Now that I do not have to have miners I can focus my population cap on city defense units.

Cons:
I go to hell for eating unicorns. This is an elvish sin.


Now, what will we have to do to the other two races so they are equally balanced to our new elves faction building? Have you played them yet? I am sure they will complain because elves will now only have to build one building for resources but also they will not have to spend as many crowns in research. Also, they will complain a bunch because they will have to use half their population cap on miners while we will have a full army defending our cities.

But other than that I play Evles and I am all for it.


PS: As is it would be way too over powered. What changes could we make to your idea to put it more in line with the other factions? I am always open to discussion.
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Old 01-27-2014, 12:46 PM
Mr. Abysmalyxia Mr. Abysmalyxia is offline
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Easy fix. Make it a function of your central base unit. Truth us we want to scale back the economy.

The tree may allow you to only build x number of deer and unicorn... but then modify that with wardens that also consume pop cap.
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Old 01-27-2014, 12:56 PM
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Quote:
Originally Posted by Mr. Abysmalyxia View Post
Easy fix. Make it a function of your central base unit. Truth us we want to scale back the economy.

The tree may allow you to only build x number of deer and unicorn... but then modify that with wardens that also consume pop cap.
Deer hard cap is right around 150 and its diminishing. Unicorn's take 1 population cap so the more you have the less of a defensive army you have to protect against PvP sieges.

Not sure where we are going here. But by giving a single building the task of two you have just made it easier to increase resource income in the economy. Or am I missing something.
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Old 01-27-2014, 02:23 PM
Mr. Abysmalyxia Mr. Abysmalyxia is offline
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You could easily set a rather low cap for unicorn and deer and then make it dependent on wardens.

However, the Elvish economy SHOULD be simple.

Human economy should be versatile (think trade routes and market manipulation)... Elvish Economy should be "natural and sustainable", Orcish economy should be even simpler and more primitive than the elvish economy and should flourish only when being aggressive and looting.

Numbers can be tested and adjusted. It's a question of overall design philosophy.
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Old 01-28-2014, 12:43 AM
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Quote:
Originally Posted by Mr. Abysmalyxia View Post
However, the Elvish economy SHOULD be simple.

Human economy should be versatile (think trade routes and market manipulation)... Elvish Economy should be "natural and sustainable", Orcish economy should be even simpler and more primitive than the elvish economy and should flourish only when being aggressive and looting.

Numbers can be tested and adjusted. It's a question of overall design philosophy.
There you go. I like this reply much better than your first pitch personally. (Though I wasn't trying to knock your original proposal, I was just saying as is it would be unbalancing) Now I have more of an idea to what you would like to see in game other than just simplifying the elves.

So what we want to do is make each faction more unique and diverse if I am understanding you correctly?

Human economy: Versatile with good trade routes and market manipulation.
Orcs economy: Very simple, kill and take resources? May need to elaborate a little more for me.
Elf economy: Simple, natural and sustainable I am guessing passively? As in no active workers?

So you gave the pitch to about how to make the elves faction. As the game stands that would unbalance the other two factions. So how can we make these two other factions fit their theme while making them in line to the elf faction proposal?

I really like to hear your thoughts on the trade routes with the human economy. Currently they don't have an advantage over the other two races. They do have a market place though. And I am a little lost with the orcs. Could we go into detail with them also please? Awaiting your idea's and thoughts.
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