Hi There
I have a few suggestions for buildings with the new building slot setup.
1) Road network, with the addition of significantly more building slots than there are building or reasonable levels of development, I suggest one reserved slot, (not included on used and potential slots) for a road system.
Lvl 0 - Game trails this level features no bonuses to movement speed or trade. It is simply a place holder for the reserved slot. It would be found in the most primitive of societies and uncolonised provinces.
Lvl 1 - Dirt roads, this would be the starting level of road for most of the world, and would provided simply a +5%/+10% bonus to movement speed.
Lvl 2 - Stone roads This would be found at the starting date in major cities, e.g. Rome, Paris and Constantinople. It would provide a +15%/25% boost to movement speed and plus 2 or 5% trade power to the province.
Lvl 3 Stone highway, This would be the highest level of road, providing +40%/50% bonus to movement and plus 5 or 10% trade power in a province.
2) Speed traps, in the event of a defensive war, you don't want your enemies, utilizing your road network, as such the second build i suggest is the speed trap, a cheap and easy temporary building to construct, it would nullify the movement bonuses provided by the road network. As everyone is affected by this building the recommended course of placement would lead to the most defended province, i.e near a chain of internal fortresses be left untouched so that a defensive army could swiftly move about.
3) Defensive reinforcements, i suggest 2 types of defensive reinforcements designed to increase the length of a siege tick one for provinces with forts and one for provinces without.
a) For fortified provinces, i suggest 2 levels of Defensive reinforcements
Lvl 1 - The moat, the moat provides a modest buff of 10% defensiveness to a siege and is tied to the castle level fort.
Lvl 2 - Reinforced concrete this would be used in higher level forts and provides a 20% to the defensiveness of the province.
b) For unfortified provinces i suggest a palisade a temporary ( cheap and quick to erect) building that provides 100% defensiveness to the province.
4) attrition for enemies, Once again i suggest 2 types one for fortified and one for unfortified.
a) For fortified provinces i suggest to levels of attrition buffs
Lvl 1 - additional cannons this provides + 0.5% attrition per tick
Lvl 2 - Killing fields this provides + 1.5% attrition per tick.
b) For unfortified provinces i suggest along the lines of organised militia +0.25% attrition.
Further more as part of my suggestion at the establishment of peace, all temporary buildings should auto deconstruct. to symbolise the locals
I have a few suggestions for buildings with the new building slot setup.
1) Road network, with the addition of significantly more building slots than there are building or reasonable levels of development, I suggest one reserved slot, (not included on used and potential slots) for a road system.
Lvl 0 - Game trails this level features no bonuses to movement speed or trade. It is simply a place holder for the reserved slot. It would be found in the most primitive of societies and uncolonised provinces.
Lvl 1 - Dirt roads, this would be the starting level of road for most of the world, and would provided simply a +5%/+10% bonus to movement speed.
Lvl 2 - Stone roads This would be found at the starting date in major cities, e.g. Rome, Paris and Constantinople. It would provide a +15%/25% boost to movement speed and plus 2 or 5% trade power to the province.
Lvl 3 Stone highway, This would be the highest level of road, providing +40%/50% bonus to movement and plus 5 or 10% trade power in a province.
2) Speed traps, in the event of a defensive war, you don't want your enemies, utilizing your road network, as such the second build i suggest is the speed trap, a cheap and easy temporary building to construct, it would nullify the movement bonuses provided by the road network. As everyone is affected by this building the recommended course of placement would lead to the most defended province, i.e near a chain of internal fortresses be left untouched so that a defensive army could swiftly move about.
3) Defensive reinforcements, i suggest 2 types of defensive reinforcements designed to increase the length of a siege tick one for provinces with forts and one for provinces without.
a) For fortified provinces, i suggest 2 levels of Defensive reinforcements
Lvl 1 - The moat, the moat provides a modest buff of 10% defensiveness to a siege and is tied to the castle level fort.
Lvl 2 - Reinforced concrete this would be used in higher level forts and provides a 20% to the defensiveness of the province.
b) For unfortified provinces i suggest a palisade a temporary ( cheap and quick to erect) building that provides 100% defensiveness to the province.
4) attrition for enemies, Once again i suggest 2 types one for fortified and one for unfortified.
a) For fortified provinces i suggest to levels of attrition buffs
Lvl 1 - additional cannons this provides + 0.5% attrition per tick
Lvl 2 - Killing fields this provides + 1.5% attrition per tick.
b) For unfortified provinces i suggest along the lines of organised militia +0.25% attrition.
Further more as part of my suggestion at the establishment of peace, all temporary buildings should auto deconstruct. to symbolise the locals
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