[eMOD] New buildings, modified spells, cooldowns, release v0.8 (1.1)
Edit 12/11/2010: new release (0.5b), read https://forums.elementalgame.com/401219/get;2842116
Edit 12/11/2010: new release (0.8), read https://forums.elementalgame.com/401219/get;2850939
Hello, Elemental community.
I'm planning to increase the number of available buildings and resources in 1.1, in order to make the game more varied and interesting, based on comments in players' feedback. What I plan to do:
-Create a new, weak resource which will produce knowledge: the Lorekeeper Monastery, filled with monks dedicated to recovering and preserving the ancient lore, "Followers-of-the-apocalypse-style" (for those of you who've played some Fallouts). The factions can build a Fortress Monastery, which provide protection to the Lorekeeper Monks in exchange for obtaining their knowledge. It'll produce 4 knowledge, so 4 times what a study produces and twice what the "new library building" will produce.
Lost libraries will be raised to 8 knowledge production and will remain rare, being the focus point and stake of entire conflicts.
I have the buildings already, I just need to change the resource XML.
-Create 2 new buildings, one specialized in iron ore gathering at a low rate, the other in horse breeding at a low rate. This is because the only spammable building we're currently using... are studies. Materials don't matter that much, and arcane labs are less useful. Now, you'll also be able to produce some iron and horse at a cost; probably something like, 2 gold upkeep, 0.4 production for the iron producing one, and 3 gold upkeep, .2 horses per turn for the horse one. And maybe a gold producing one too, which produces 1 gold for 10 or 15 people.
Got any name for those ? Any comment ? Balance suggestion ? Other simple building you'd like to see implemented ?