The Gods will probably punish this act of hubris, but I've decided to call this thread my Development Diary. With a subforum at my disposal, I thought I might just as well do it Paradox style. The idea is that I give you some nice info and a couple of pictures, and you tell me what you think about it. Any feedback is welcome.
Today's topic is buildings. I've always thought that the so called province improvements in Rome are a bit stereotypical. They all cost the same and each of them makes use of their own little provincial modifier. I would like to give them more of a strategic role. Right now, my economy usually gets a bit overheated after a few hours' play. I use the ledger to build all available province improvements, just to spend some money. Then I wait for the next building to be unlocked by a discovery, and have another go.
To prevent this, I've decided to introduce building maintenance costs. This isn't just a balance thing; It has always bugged me that public buildings are free to run once they've been built. Building an arena is hardly a one-time investment. Anyway, what makes building maintenance costs interesting is that they are static. An arena in Rome costs as much to run as one in Arverni. The reduction to local revolt risk is also the same, which means that you have to ask yourself where you need the arena most (I'd say Rome, but maybe that's just me).
People who aren't used to this will probably run straight into a financial crisis. Luckily, I'll replace the current bankruptcy events with a couple of new ones, that aren't actually taking any buildings out, but adding a province modifier that makes them useless for some time (they are closed down). When the economy is stable again, it's possible to start using them again. I hope this will make economy in EUR more dynamic.
Here's a full list of all buildings I'm going to include, complete with prerequisites, costs, build times (in days) and effects.
INFRASTRUCTURE
1. Roads
Cost: 60
Time: 1460
Effects: movement_cost = -0.25
2. Paved Roads
Prerequisite: Roads
Cost: 80
Time: 1460
Effects: movement_cost = -0.25
WATER SUPPLY
3. Aqueduct
Cost: 80
Time: 730
Effects: local_population_growth = 0.01
4. Sewers
Prerequisite: Aqueduct
Cost: 80
Time: 730
Effects: local_population_growth = 0.01
5. Irrigation
Cost: 80
Time: 730
Effects: local_tax_modifier = 0.25; supply_limit = 4
TRADE
6. Forum
Cost: 40
Time: 365
Effects: local_trade_routes = 1
7. Harbour
Cost: 60
Time: 730
Effects: local_trade_routes = 1
8. Military Harbour
Prerequisite: Harbour
Cost: 120
Time: 730
Effects: pirate_spawn_chance = -0.01; local_ship_recruit_speed = -0.3; tax_income = -0.2
EDUCATION
9. Academy
Cost: 120
Time: 1460
Effects: local_research_points_modifier = 0.5; tax_income = -0.2
10. Library
Cost: 360
Time: 1095
Effects: local_research_points_modifier = 0.25; civilization_spread = 0.01; tax_income = -0.1
ENTERTAINMENT
11. Theatre
Cost: 60
Time: 365
Effects: local_revolt_risk = -0.5; tax_income = -0.2
12. Arena
Cost: 120
Time: 730
Effects: local_revolt_risk = -1; tax_income = -0.4
COMMUNITY
13. Public Baths
Cost: 40
Time: 365
Effects: local_revolt_risk = -0.5; local_population_growth = 0.005; tax_income = -0.1
14. Stadium
Cost: 120
Time: 1460
Effects: badboy = -0.05; local_revolt_risk = -1; tax_income = -0.3
SPLENDOUR
15. Lighthouse
Cost: 180
Time: 730
Effects: naval_organisation = 0.01
16. Palace
Cost: 80
Time: 365
Effects: barbarian_spawn_chance = -0.1
17. Gardens
Prerequisite: Palace
Cost: 40
Time: 365
Effects: barbarian_spawn_chance = -0.05
RELIGION
18. Temple
Cost: 120
Time: 730
Effects: local_religious_prestige = 1; stability_cost = -2; tax_income = -0.2
19. Mausoleum
Cost: 240
Time: 1825
Effects: local_religious_prestige = 0.5; ruler_popularity_gain = 0.01
GARRISON
20. Permanent Army Camp
Cost: 20
Time: 180
Effects: supply_limit = 4; fort_level = 1; tax_income = -0.4
21. Fortified Army Camp
Prerequisite: Permanent Army Camp
Cost: 40
Time: 365
Effects: fort_level = 1; tax_income = -0.2
22. City Guard
Cost: 80
Time: 730
Effects: local_revolt_risk = -2; fort_level = 1; local_start_experience = 0.3; local_manpower_modifier = -0.1; tax_income = -0.4
DEFENSES
23. Wooden City Walls
Cost: 40
Time: 180
Effects: local_defensive = 0.2
24. Stone City Walls
Prerequisite: Wooden City Walls
Cost: 80
Time: 165
Effects: local_defensive = 0.2
25. Watchtowers
Cost: 20
Time: 180
Effects: land_organisation = 0.001
26. Fortified Borders
Prerequisite: Watchtowers
Cost: 360
Time: 1460
Effects: fort_level = 1; local_defensive = 0.3; tax_income = -0.6
The values are not set in stone, so feel free to comment if you find something unbalanced or illogical. Also, note that I will rename fort level to garrison size. Sounds better to me.
Finally, my new buildings will require some interface changes in order to work properly in-game. I think it will look something like this:
The grey parts are supposed to be filled with new building icons.
That was all for today, I hope you enjoyed it.
Cheers,
Descartes
Today's topic is buildings. I've always thought that the so called province improvements in Rome are a bit stereotypical. They all cost the same and each of them makes use of their own little provincial modifier. I would like to give them more of a strategic role. Right now, my economy usually gets a bit overheated after a few hours' play. I use the ledger to build all available province improvements, just to spend some money. Then I wait for the next building to be unlocked by a discovery, and have another go.
To prevent this, I've decided to introduce building maintenance costs. This isn't just a balance thing; It has always bugged me that public buildings are free to run once they've been built. Building an arena is hardly a one-time investment. Anyway, what makes building maintenance costs interesting is that they are static. An arena in Rome costs as much to run as one in Arverni. The reduction to local revolt risk is also the same, which means that you have to ask yourself where you need the arena most (I'd say Rome, but maybe that's just me).
People who aren't used to this will probably run straight into a financial crisis. Luckily, I'll replace the current bankruptcy events with a couple of new ones, that aren't actually taking any buildings out, but adding a province modifier that makes them useless for some time (they are closed down). When the economy is stable again, it's possible to start using them again. I hope this will make economy in EUR more dynamic.
Here's a full list of all buildings I'm going to include, complete with prerequisites, costs, build times (in days) and effects.
INFRASTRUCTURE
1. Roads
Cost: 60
Time: 1460
Effects: movement_cost = -0.25
2. Paved Roads
Prerequisite: Roads
Cost: 80
Time: 1460
Effects: movement_cost = -0.25
WATER SUPPLY
3. Aqueduct
Cost: 80
Time: 730
Effects: local_population_growth = 0.01
4. Sewers
Prerequisite: Aqueduct
Cost: 80
Time: 730
Effects: local_population_growth = 0.01
5. Irrigation
Cost: 80
Time: 730
Effects: local_tax_modifier = 0.25; supply_limit = 4
TRADE
6. Forum
Cost: 40
Time: 365
Effects: local_trade_routes = 1
7. Harbour
Cost: 60
Time: 730
Effects: local_trade_routes = 1
8. Military Harbour
Prerequisite: Harbour
Cost: 120
Time: 730
Effects: pirate_spawn_chance = -0.01; local_ship_recruit_speed = -0.3; tax_income = -0.2
EDUCATION
9. Academy
Cost: 120
Time: 1460
Effects: local_research_points_modifier = 0.5; tax_income = -0.2
10. Library
Cost: 360
Time: 1095
Effects: local_research_points_modifier = 0.25; civilization_spread = 0.01; tax_income = -0.1
ENTERTAINMENT
11. Theatre
Cost: 60
Time: 365
Effects: local_revolt_risk = -0.5; tax_income = -0.2
12. Arena
Cost: 120
Time: 730
Effects: local_revolt_risk = -1; tax_income = -0.4
COMMUNITY
13. Public Baths
Cost: 40
Time: 365
Effects: local_revolt_risk = -0.5; local_population_growth = 0.005; tax_income = -0.1
14. Stadium
Cost: 120
Time: 1460
Effects: badboy = -0.05; local_revolt_risk = -1; tax_income = -0.3
SPLENDOUR
15. Lighthouse
Cost: 180
Time: 730
Effects: naval_organisation = 0.01
16. Palace
Cost: 80
Time: 365
Effects: barbarian_spawn_chance = -0.1
17. Gardens
Prerequisite: Palace
Cost: 40
Time: 365
Effects: barbarian_spawn_chance = -0.05
RELIGION
18. Temple
Cost: 120
Time: 730
Effects: local_religious_prestige = 1; stability_cost = -2; tax_income = -0.2
19. Mausoleum
Cost: 240
Time: 1825
Effects: local_religious_prestige = 0.5; ruler_popularity_gain = 0.01
GARRISON
20. Permanent Army Camp
Cost: 20
Time: 180
Effects: supply_limit = 4; fort_level = 1; tax_income = -0.4
21. Fortified Army Camp
Prerequisite: Permanent Army Camp
Cost: 40
Time: 365
Effects: fort_level = 1; tax_income = -0.2
22. City Guard
Cost: 80
Time: 730
Effects: local_revolt_risk = -2; fort_level = 1; local_start_experience = 0.3; local_manpower_modifier = -0.1; tax_income = -0.4
DEFENSES
23. Wooden City Walls
Cost: 40
Time: 180
Effects: local_defensive = 0.2
24. Stone City Walls
Prerequisite: Wooden City Walls
Cost: 80
Time: 165
Effects: local_defensive = 0.2
25. Watchtowers
Cost: 20
Time: 180
Effects: land_organisation = 0.001
26. Fortified Borders
Prerequisite: Watchtowers
Cost: 360
Time: 1460
Effects: fort_level = 1; local_defensive = 0.3; tax_income = -0.6
The values are not set in stone, so feel free to comment if you find something unbalanced or illogical. Also, note that I will rename fort level to garrison size. Sounds better to me.
Finally, my new buildings will require some interface changes in order to work properly in-game. I think it will look something like this:
The grey parts are supposed to be filled with new building icons.
That was all for today, I hope you enjoyed it.
Cheers,
Descartes
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