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buildings and manufactories

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buildings and manufactories Empty buildings and manufactories

Post  Taylor Fri Feb 03, 2012 7:01 am

Analogous to the NI thread, I'm starting a buildings one.

There's six categories (government, army, navy, production, trade, fort), each with six buildings; making a total of 36. The forts we can just keep, leaving for 30 buildings to be made up.

Starting with Rome as an inspiration, we have in that game:

Code:
aqueduct (local_population_growth +0.02)
forum (local_trade_routes +1)
temple (local_religious_prestige +1)
arena (local_revolt_risk -1)
academy (local_research_points_modifier +25%)
foundry (local_start_experience +0.1)
irrigation (local_tax_modifier +50%)
mine (local_tax_modifier +50%)
forestry (local_tax_modifier +50%)
roads (trade_transit_capacity +1.0, movement_cost -50%)
harbour (local_trade_routes +1)

From that, and with the suggestions made in the pdox thread, I distill:

Code:
Government:
-   small temple (stab cost -4)
-   large temple (stab cost -2, revolt risk -1)
-   arena (revolt risk -2)
-   acropolis (defensiveness +50%)
Army:
-   armory (local manpower +50%)
-   training fields (local manpower +50%)
-   foundry (local recruitment time -25%, local regiment cost -25%)
Navy:
-   harbor (local prod eff +25%)
-   shipyard (ship recruitment time -25%, ship cost -25%)
-   port city (trade income +25%, ship cost -25%)
Production:
-   irrigation (local production efficiency +10%, population growth +2%)
-   mine (tax income +1.00)
-   forestry (production efficiency +10%, local ship cost -10%)
-   aqueduct (population growth +2%, tax income +25%)
Trade:
-   road network (local trade income +10%, local production efficiency +10%, local movement +10%)
-   forum (local trade income +10%)
-   paved roads (local trade income +10%, local production efficiency +10%, local movement +10%)

edit: edited in some effect suggestions.

For manufactories, I was thinking along the lines of Academy (from University), Temple complex (from Fine Arts Academy), Weapons & Naval Manufactory (unchanged). Refinery and textile manu I'm not sure about.

Thoughts?

Taylor
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buildings and manufactories Empty Re: buildings and manufactories

Post  Taylor Sat Feb 04, 2012 6:51 am

I edited in some effects now.

Taylor
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buildings and manufactories Empty Re: buildings and manufactories

Post  illapa Tue Feb 21, 2012 9:49 am

Refinery can simply be (Grand) Plantation? Since its mostly Sugar and Wine that gets the bonuses and both are grown on plantations (idk if we want to add olives as a trade good I'd love that since olives are one of the most important goods in this period). As to the textile thing that would be much harder since nothing of the sort existed. Maybe just scrap the idea of having it as textile oriented and just pick something more trade sounding? Maybe call it an Agora? Agora translates to meeting place or gathering place in Greek its basically the like "main square" in a city usually where the major markets were and/or politics took place. Another thing we could call it maybe Grand Bazaar? If you insist on keeping it like a "manufactury" maybe just call it an Artisans' Guild?

illapa

Posts : 38
Join date : 2012-01-26

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