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What do you think of the next Galilean Moons Space Age put 4 Gb? 3 for the basic supplies of the game being coins, supplies, goods from any era of the game (new), fp, happiness and 1 gb for a new in-game mechanics and a new mode of getting attack, defense and units in the city putting super advanced tactics (Attack and defense for the exercise of attack and defense and a random unit of your action). I put in this era being 4 gbs because we have 4 popular moons on Jupiter and it would be of great importance that it was to be divided into 4 parts being each part visiting the 4 moons of Jupiter and all of them having direct interaction with Jupiter.
A major study that could be done to put a new modality would be the gravitational forces of Jupiter interacting on its moons and even on other planets and in the asteroid belt. Would be as if at level 80 these gbs of this 10 million supplies and 10 million coins. 1 random unit per level and 6% attack and defense for attack and defense units from level 1 to 10 and 3% attack and defense at levels 11 to 80. in fp it would be 5fps from level 1 to 10 and 2 fps from 11 to 80 and 1fp from 80 onwards.
I'm choosing to have a gb of these to balance the spending we'll have in the space age where there will be in every new era an exponential increase in pfs, coins, supplies and happinesses.
In short would be 4 Great buildings targeting three gb in basic game productions (fp, happiness, coins, supplies, attack, defense, random unit (super advanced tactics) and goods from any era of the game (new)) and a gb dedicated to a new mechanics in the era.
Name: Fusion Reactor
Age: Space Age Jupiter
Construction Costs: 2000 Special goods
Size: 6x6
Connection: Road connection required.
First Bonus: Attack and defense boost for attacking army (same amount as the Terracotta Army)
Second Bonus: Unattached units (half the amount of the Alcatraz)
The ultimate military GB that you could build earliest in Arctic Future.
Name: Fusion Reactor
Age: Space Age Jupiter
Construction Costs: 2000 Special goods
Size: 6x6
Connection: Road connection required.
First Bonus: Attack and defense boost for attacking army (same amount as the Terracotta Army)
Second Bonus: Unattached units (half the amount of the Alcatraz)
The ultimate military GB that you could build earliest in Arctic Future.
I like the fact that it still could be build in bronze age
hint: buy the goods with diamonds
and what special goods is he talking about ?
a Space Age Jupiter GB would need Space Age Jupiter goods
but being able to build it earliest in Arctic Future sounds more like needing Promethium
Name: Super Angry Volcano Age: Stone Age Size: Off the grid Available: April fool's day Requirements: No roads, help your prankster with one too many jokes* Description: This moody volcano is not in the mood for jokes. Summoned
by one too many jokes on the legendary day of jokes, this volcano raised
out of the ground eager to teach the pranksters a little trick of himself. Bonusses:
Active: Blast of the past, produces 9.999 Stone Age goods/24h Passive:Furious eruption, kills all hostile units on the battlefield when fighting against NPC
armies, kills random 1-3 units during neighbour battles, of those units it can be both
friendly as hostile units. Does stack defenders volcano and attackers volcano
Furious eruption. So, up to 6 units can be instant killed. Both friendly, hostile or a
mixture. It has unlimited charges for 23 hours. Special properties:
Exhaustion, Disappears when Furious eruption runs out of time Am I dreaming? Flying island flies away as many dreamt of, it appears in active settlement
and returns when the volcano has disappeared
*What is one too many pranks that trickers the anger of this volcano? Who knows?
It'll be probably always be one more prank. You'll have to find out in the infinite
prankster event quest line only available during April fools day only.
This crazy fantasy GB is a April's fool's day prank, inspired by Grepolis unobtainable
prank unit Troyan Horse. Who required more resources than a player could muster.
Similarly the tricker of this GB is unachievable, although a bit encrypted. After April's
Fool's day the event quest automatically completes and explains it was all a joke not
to be taken seriously.
And seriously this fantasy proposal is something that does a step back from the serious subjects and isn't meant to be serious at all. If anything the exact opposite and is made purposely childish.
Name: Dreams Catcher Age: SAJM Construction Costs: 1000x5 Size: 5x5 Connection: Road required Passive Bonus: Forge Points Active Bonus: Evolution Design: Looks like a big Radio Telescope (used by NASA or SKA to catch signals from space).
Active Boost Description: Increase with a percentage(%) all of your great buildings boosts which are already built in your city (Excluding the ARC which is limited to only 100%).
Percentage should start from 0,5% on level 1 to 25% on level 180 where will be capped.
Passive Boost Description: It starts from 1 forge point on level 1 and on level 10 caps with 10 fps, starting with level 10 will give one forge point each 2 levels.
Name: Mystical falls Obtainable: 1 unique BP as additional main reward for Atlantean Settlement (continues in the 10th+ settlement besides fps) Size: 5x7 Requirements: 500 OF good each Settlement unlocked by: Completion research ''Sea exploration'' (OF tech) Connection: 1x1 road connection required Passive bonus: X% chance to double recruited units when collecting the first Y collections of units (including Alcatraz) Active bonus: Instant training kits* or 25 mystery units package shards** (daily 50% chance for both) Design: At the back of the building there's an steep cliff from an high mountain (similar to Eagle
mountain). Falling off it are tree different streams of water. On the cliff and on top of it are small
buildings constructed with an Atlantean architecture. Some corals do grow around it.
The water falls down into a large pool with shallow water near the edges. At the edges rocky beaches
are located at the right side (player's perspective right). On the beach a small building with Atlantean
architecture is located from where something is sold. It's unclear what but it looks like some type
of orbs.
In the water and near the beach people can be seen unwinding and swimming in the water. In the
depth of the water occasionally an large, dark shadow can be seen swimming. Coming near the surface
before descending into the depths again. Description: The few remaining Atlantean people reward your effort to rebuild the mythical oceanic
empire of Atlantis. They help you constructing a mysterious waterfall. Rumours have it that the
waterfall possesses mysterious properties that helped Atlantis to incredible wealth and an strong
military force.
*20 shards required (instant training kit)
**30 shards required (25 mystery units package, contains 5x mystery units of each type)
The mystery units from the above package are from your own age. This are special units exclusively
obtainable through this GB or the potentially the Atlantean main settlement reward. They have 10%
better statistics than default units of your age of the same unit's type.
They appear as an hybrid of the regular unit already in the game but with Atlantean modifications.
Granting them an slight advantage and thus more combat strength. It is speculated that this imposter
units where used by the mysterious Atlantean empire to better adapt to the various battlefields and hostile
forces of their enemies. Taking advantage of their confusion and surprise due to the similarities. Some
generals even suspecting them to be able to tricking armies into believing them to be one of their own and
operating as an double agent on the behave of the Atlantean empire. Who knows? At least they appear
to be loyal to you as an close friend of the remerging Atlantean empire... for now, dun... dun... dun...
Bonusses overvies:
lvl 1
Passive: 17% chance first 1x military units collection (including Alcatraz)
Active: 1 shard of Instant training kit or Mystery unit package
lvl 5
Passive: 25% chance first 1x military units collection (including Alcatraz)
Active: 2 shard of Instant training kit or Mystery unit package
lvl 10
Passive: 32% chance first 2x military units collection (including Alcatraz)
Active: 2 shard of Instant training kit or Mystery unit package
Lvl 20
Passive: 40% chance first 2x military units collection (including Alcatraz)
Active: 3 shard of Instant training kit or Mystery unit package
lvl30
Passive: 46% chance first 2x military units collection (including Alcatraz)
Active: 3 shard of Instant training kit or Mystery unit package
lvl40
Passive: 52% chance first 3x military units collection (including Alcatraz)
Active: 4 shard of Instant training kit or Mystery unit package
lvl50
Passive: 57% chance first 3x military units collection (including Alcatraz)
Active: 4 shard of Instant training kit or Mystery unit package
lvl60
Passive: 62% chance first 3x military units collection (including Alcatraz)
Active: 5 shard of Instant training kit or Mystery unit package
lvl70
Passive: 65% chance first 4x military units collection (including Alcatraz)
Active: 5 shard of Instant training kit or Mystery unit package
lvl80
Passive: 68% chance first 4x military units collection (including Alcatraz)
Active: 6 shard of Instant training kit or Mystery unit package
lvl90
Passive: 70% chance first 4x military units collection (including Alcatraz)
Active: 6 shard of Instant training kit or Mystery unit package
lvl100
Passive: 71% chance first 5x military units collection (including Alcatraz)
Active: 6 shard of Instant training kit or Mystery unit package
Above lvl 80 the number of daily shards will no longer increase. At lvl 100 the number of first
military units collection will also not increase further. The chances however very slightly
increase beyond this point and maxing out at 80%.
At lvl80 on you'll be able to obtain 1 instant training kit every 3-4 days (when getting 6 shards
of this kit in a row), when 5 days in a row obtaining the 25 mystery units package you'll be
able to get in 5 days 1 mystery units package.
Thoughts behind fantasy GB: An GB related to an settlement and sticking with it's theme(s) while
also being somewhat useful for a military city. The instant training kits can become helpful while in
the need of a fresh supply of new units. The Atlantean units may appear a bit lazy from design but
by cutting corners it's easier to design and giving a bit of more sinister touch to the Atlantean
theme. As they appear to be imposter units or modified by the Atlantean recruiters.
The doubling of military units was excluded from the BG and including it exclusively to an GB dedicated
to training and building up a military force quickly would be interesting in my opinion. As with the
description of the Atlantean mystery units, some could speculate and fantasies that those additional
trained units could be double agents and imposters. Send by the sinister Atlantean empire to keep an
eye on you from the inside out of your army. Making this GB overall a bit sinister in nature and somewhat
more mysterious as it hopefully does compliment it's chosen theme.
Context Atlantean settlement:
Description: The search for Atlantis made an interesting turn. While investigating an unrelated incident
scientist accidentally made contact with higher beings. Calling themselves Elvenar. They where pleased
with the given development support for other cultures and granted access to a few surviving Atlantean
people. Can you restore and rebuild the thought long lost empire of Atlantis? Special main rewards: 9 Main settlement reward lvls: 6 Timed Settlement reward lvls: 4 Embassy bonuses: 3x 50fps package shards, 5x 50 goods package**, 3x 50fps package shards* Unlocked when: Research ''Deep Sea exploration'' has been completed Game play: The Atlantean empire cycles through the previous settlement mechanics in different sections
of reconstructing the empire. Starting with the basics with no extra added twists. Jus like the Vikings to
building up a foundation. After which the economical side is constructed. Similar to Feudal Japan introducing
an trader. The third part will be building up an military force as to protect against rebelling fractions of
the rebuilding empire, seeking power but stoped and looted by you. Alternatively this could be training
sessions. The fourth part your joining a search party of the empire and building up that section of it. Seeking
resources scattered around. This is the reversed mine sweeper from the Aztecs but modified for this theme.
The 5th part is assembling the capital with similar but vastly superior gameplay than the new settlement.
Introducing chain ability for independent diplomatic buildings. Set ability for boosting coins production while
adjacent to the embassy and also adding goods production to it. While goods buildings adjacent to it
get an discount for producing coins.
At the 6th settlement and onwards of of those is randomly chosen. When forsaking the 6th or later settlement
the same type will chosen. For example the trader is picked up and you'll abandon it and try again it'll boot up
still the trader version of the Atlantean settlement. The quest lines will vary slightly at this point but each time
it'll be explained that while the empire has established a good base now. It needs to expand with more
economical, military, basic and playful parts. As for the capital version it's explained as there's an desire to
expand the capital further as the empire grows. From those 5 randomly chosen once it will cycle through them
1 by 1 in an random order. So, you won't get every second game the same Atlantean settlement.
In this regards the Atlantean settlements are vastly more diverse and complex. Yet it should feel like you'll be
traveling through a vast area, reestablishing an considered long lost empire. Since the settlement is very late
in it's introduction, introduced in the Oceanic Future. There's plenty time to practice with the regular cultural
settlements before reaching this one.
Name: Mystical falls Obtainable: 1 unique BP as additional main reward for Atlantean Settlement (continues in the 10th+ settlement besides fps) Size: 5x7 Requirements: 500 OF good each Settlement unlocked by: Completion research ''Sea exploration'' (OF tech) Connection: 1x1 road connection required Passive bonus: X% chance to double recruited units when collecting the first Y collections of units (including Alcatraz) Active bonus: Instant training kits* or 25 mystery units package shards** (daily 50% chance for both) Design: At the back of the building there's an steep cliff from an high mountain (similar to Eagle
mountain). Falling off it are tree different streams of water. On the cliff and on top of it are small
buildings constructed with an Atlantean architecture. Some corals do grow around it.
The water falls down into a large pool with shallow water near the edges. At the edges rocky beaches
are located at the right side (player's perspective right). On the beach a small building with Atlantean
architecture is located from where something is sold. It's unclear what but it looks like some type
of orbs.
In the water and near the beach people can be seen unwinding and swimming in the water. In the
depth of the water occasionally an large, dark shadow can be seen swimming. Coming near the surface
before descending into the depths again. Description: The few remaining Atlantean people reward your effort to rebuild the mythical oceanic
empire of Atlantis. They help you constructing a mysterious waterfall. Rumours have it that the
waterfall possesses mysterious properties that helped Atlantis to incredible wealth and an strong
military force.
*20 shards required (instant training kit)
**30 shards required (25 mystery units package, contains 5x mystery units of each type)
The mystery units from the above package are from your own age. This are special units exclusively
obtainable through this GB or the potentially the Atlantean main settlement reward. They have 10%
better statistics than default units of your age of the same unit's type.
They appear as an hybrid of the regular unit already in the game but with Atlantean modifications.
Granting them an slight advantage and thus more combat strength. It is speculated that this imposter
units where used by the mysterious Atlantean empire to better adapt to the various battlefields and hostile
forces of their enemies. Taking advantage of their confusion and surprise due to the similarities. Some
generals even suspecting them to be able to tricking armies into believing them to be one of their own and
operating as an double agent on the behave of the Atlantean empire. Who knows? At least they appear
to be loyal to you as an close friend of the remerging Atlantean empire... for now, dun... dun... dun...
Bonusses overvies:
lvl 1
Passive: 17% chance first 1x military units collection (including Alcatraz)
Active: 1 shard of Instant training kit or Mystery unit package
lvl 5
Passive: 25% chance first 1x military units collection (including Alcatraz)
Active: 2 shard of Instant training kit or Mystery unit package
lvl 10
Passive: 32% chance first 2x military units collection (including Alcatraz)
Active: 2 shard of Instant training kit or Mystery unit package
Lvl 20
Passive: 40% chance first 2x military units collection (including Alcatraz)
Active: 3 shard of Instant training kit or Mystery unit package
lvl30
Passive: 46% chance first 2x military units collection (including Alcatraz)
Active: 3 shard of Instant training kit or Mystery unit package
lvl40
Passive: 52% chance first 3x military units collection (including Alcatraz)
Active: 4 shard of Instant training kit or Mystery unit package
lvl50
Passive: 57% chance first 3x military units collection (including Alcatraz)
Active: 4 shard of Instant training kit or Mystery unit package
lvl60
Passive: 62% chance first 3x military units collection (including Alcatraz)
Active: 5 shard of Instant training kit or Mystery unit package
lvl70
Passive: 65% chance first 4x military units collection (including Alcatraz)
Active: 5 shard of Instant training kit or Mystery unit package
lvl80
Passive: 68% chance first 4x military units collection (including Alcatraz)
Active: 6 shard of Instant training kit or Mystery unit package
lvl90
Passive: 70% chance first 4x military units collection (including Alcatraz)
Active: 6 shard of Instant training kit or Mystery unit package
lvl100
Passive: 71% chance first 5x military units collection (including Alcatraz)
Active: 6 shard of Instant training kit or Mystery unit package
Above lvl 80 the number of daily shards will no longer increase. At lvl 100 the number of first
military units collection will also not increase further. The chances however very slightly
increase beyond this point and maxing out at 80%.
At lvl80 on you'll be able to obtain 1 instant training kit every 3-4 days (when getting 6 shards
of this kit in a row), when 5 days in a row obtaining the 25 mystery units package you'll be
able to get in 5 days 1 mystery units package.
Thoughts behind fantasy GB: An GB related to an settlement and sticking with it's theme(s) while
also being somewhat useful for a military city. The instant training kits can become helpful while in
the need of a fresh supply of new units. The Atlantean units may appear a bit lazy from design but
by cutting corners it's easier to design and giving a bit of more sinister touch to the Atlantean
theme. As they appear to be imposter units or modified by the Atlantean recruiters.
The doubling of military units was excluded from the BG and including it exclusively to an GB dedicated
to training and building up a military force quickly would be interesting in my opinion. As with the
description of the Atlantean mystery units, some could speculate and fantasies that those additional
trained units could be double agents and imposters. Send by the sinister Atlantean empire to keep an
eye on you from the inside out of your army. Making this GB overall a bit sinister in nature and somewhat
more mysterious as it hopefully does compliment it's chosen theme.
Context Atlantean settlement:
Description: The search for Atlantis made an interesting turn. While investigating an unrelated incident
scientist accidentally made contact with higher beings. Calling themselves Elvenar. They where pleased
with the given development support for other cultures and granted access to a few surviving Atlantean
people. Can you restore and rebuild the thought long lost empire of Atlantis? Special main rewards: 9 Main settlement reward lvls: 6 Timed Settlement reward lvls: 4 Embassy bonuses: 3x 50fps package shards, 5x 50 goods package**, 3x 50fps package shards* Unlocked when: Research ''Deep Sea exploration'' has been completed Game play: The Atlantean empire cycles through the previous settlement mechanics in different sections
of reconstructing the empire. Starting with the basics with no extra added twists. Jus like the Vikings to
building up a foundation. After which the economical side is constructed. Similar to Feudal Japan introducing
an trader. The third part will be building up an military force as to protect against rebelling fractions of
the rebuilding empire, seeking power but stoped and looted by you. Alternatively this could be training
sessions. The fourth part your joining a search party of the empire and building up that section of it. Seeking
resources scattered around. This is the reversed mine sweeper from the Aztecs but modified for this theme.
The 5th part is assembling the capital with similar but vastly superior gameplay than the new settlement.
Introducing chain ability for independent diplomatic buildings. Set ability for boosting coins production while
adjacent to the embassy and also adding goods production to it. While goods buildings adjacent to it
get an discount for producing coins.
At the 6th settlement and onwards of of those is randomly chosen. When forsaking the 6th or later settlement
the same type will chosen. For example the trader is picked up and you'll abandon it and try again it'll boot up
still the trader version of the Atlantean settlement. The quest lines will vary slightly at this point but each time
it'll be explained that while the empire has established a good base now. It needs to expand with more
economical, military, basic and playful parts. As for the capital version it's explained as there's an desire to
expand the capital further as the empire grows. From those 5 randomly chosen once it will cycle through them
1 by 1 in an random order. So, you won't get every second game the same Atlantean settlement.
In this regards the Atlantean settlements are vastly more diverse and complex. Yet it should feel like you'll be
traveling through a vast area, reestablishing an considered long lost empire. Since the settlement is very late
in it's introduction, introduced in the Oceanic Future. There's plenty time to practice with the regular cultural
settlements before reaching this one.
Construction Costs: 2500 Each of Space Age Hub Goods
Size: 7x7 or 8x8
Design: Circular Space Station and spinning ( similar to Star Trek's Deep Space Nine)
Connection: Road connection not required.
Production Bonus: +1 extra friend slot per level
Passive Bonus: +1 FP per level, (maybe +1% bonus for special minerals mined)
Description: Interstellar travel brings meeting more intergalactic visitors therefore a friend bonus since this is like a meeting place for space travellers. This will help people add more friends instead of choosing which ones to remove and which ones to keep. A level 100 GB would add 100 extra friends therefore one would have 240 friends in total
space: from 6x6 to 7x10 (same like alcatraz but inverted).
In the space, it is possible get energy from different sources, like black holes , super novas, etc. (in theory). this GBuilding change it's design according to the era.
In SAJP , colonies in different moons get energy from the strong winds in jupiter, that energy is processed in the colonies and is transmited to the earth. This GBuilding receive that energy and transforms it to be used in earth.
In order to transform the energy received, this GBuilding uses special goods from different ages to be built but also to give you some of it's active or passive bonuses.
bonusses/skills:
1. Buildings (any building, even GBuildings) touching atleast 1 square used by this new GBuilding does not require a road anymore thanks to the huge amount of energy received from the space (in this case, jupiter). This new GBuilding needs a road. in theory, you could have more than 11 SoKs touching this new GBuilding and they will not need a road anymore to give you coins, pop. and FPs.
2. This new GBuilding uses space energy and trasnform it. You can decide in which type of energy can be transformed. the type you choose lasts for 24 hours and each day auto uses special goods if you have enough in your inventory.
Type A gives you attack for your attacking army and defensive army. (it could use promethium). Type B gives you defense for both armies (it could use orichalcum). Type C gives you random units of your age or units of your military buildings (it could use mars minerals), type D gives you goods from your previous age and actual age (or any random age, it could use asteroid minerals), type E, Forge points. (it could use venus cristals).
2.1 you can choose only one type of production and if you want to change it, you can do it but it resets it production.
2.3 The amount of goods used is according to it's level. at level 80 could use 80 units per day and after 80 it could increase the amount needed by 2, so at level 100 should be 120 goods per day.
2.4 you can eliminate the usage of special goods if you spend 900 blueprints of this GBuilding. (100 of each of the 9 types required to level up 1 level after level 10). If you have spent 900 blueprints and want to change its production, the GBuilding will use special goods again.
At level 80 could give you 120% of attack for example, or 150 FPs, or 200 goods of your previous age and 100 of your age. the amount of attack is reduced to 80% or in the case of FPs to 80, or goods to 120 and 80 if you spend 900 blueprints to stop the usage of special goods.
Age: Virtual Future, as the VF GBs are both inspired by East Asian buildings, as well as many of the other normal buildings from that era.
Construction Costs: 350 of each VF good
Size: 6x4
Connection: Road connection required.
Production Bonus: Custom Unit - Terracotta Warrior
Explained in spoiler
The Terracotta Warrior is similar to the Rogue in that it has a high attack stat and low defense (recommended 90/10). The gimmick of the Terracotta Warrior is twofold. One: When killed, it grants all ally units a Last Stand-like bonus, giving them a bonus of 10. Two: If the only unit left in your active army is a Terracotta Warrior, when attacked, it will transform, much like the Rogue, into a random unit. However, the Terracotta Warrior ups itself by one age to give you a slight advantage. The reason that this ability, or, Emperor's Guard, as I would call it, is not too overpowered is that plenty of players know how to obtain, for example, PME units while in the Industrial Age. This would pretty much cancel out the need for Terracotta Warriors, except as a last resort.
Name - Terracotta Warrior
Heavy Unit
No Age
Attack - 90
Defense - 10
Range - 1
Movement - 20
Skills:
Dying Wish - When killed, grants attack and defense bonus to all friendly units (10). Stackable.
Emperor's Guard - If this Terracotta Warrior is the only unit in your army, when attacked, it will transform into a random unit from the age above your own (Champions, Rogues, Military Drummers, and Color Guards are not applicable. Barbarians and Braves still apply.)
Passive Bonus: Population
Fernikus' Description: The Forbidden City was a palace complex in Dongcheng District, Beijing, China, at the center of the Imperial City of Beijing. Today, it has been reconnstructed virtually and now can stand proudly in your city.
Name: plunder HQ Age: early middle ages Construction costs: 500 plundered goods Active bonus: random resources Passive bonus: plunder insurance Size: 4x5
Plunder insurance, when plunging has been prevented by Galata tower X% chance to get 50% of the loot you would've obtained otherwise (does not affect target).
Visual description: A thick forest with clearly a cave. Around the cave entrance weapons and chests filled with gold. Rouges can be seen carrying some of the gold into the cave and returning empty handed. Some rouges stay guard. Description: Rouges, thieves and plundering hordes where facing increasing resilience. Plundering became harder and more risky. A few clever rouges came with the solution: an insurance to compensate the lose of loot, when it goes wrong. In exchange for a bit of the loot, they're happily providing you with an insurance.
Some wandering preparing soldiers appear on the wall
3x7 of 7x3 (choose when building, cannt be altered)
Generates special units pwer 24 hours and gives Defense and offense bonus continuous
level Units Offensive Defense Defensive Defense
1 1 1 0
2 1 1 1
3 2 1 1
4 2 2 1
5 2 2 2
6 3 2 2
7 3 3 2
8 3 3 3
9 4 3 3
10 4 4 3
Continue after 10
Each 3th level after 10 Defensive defense +1, Each 3th level after 11 +1 unit, Each 3th level after 12 Offensive defense +1
Special units
When chosen to use these in battle you must choose one single type (Fast units, Heavy Units, Light Units, Artillery Units, or distance units). All these units then have the basic statistics of the strongest equal type of your era. These units despite their type have an extra random ability similar to any already gained unit abilities (for example if you have succeeded to be able to build invisible heavy units , you have a chance to gain that ability for any of your units currently in that battle.
Robbers shot in an attack wave and altered when such a unit is present will become also special units for THAT particular attack wave only
Suggested by:
Robin D
(an friend of mine from the live server, she doesn't have an Beta account and asked me to sharing her suggestion
here)
Construction Costs: 300 Porcelain, 250 Paper, 350 Coffee, 400 Wire, 100 Tar, plus 60 FPs to finish Level 0.
Size: 4x6
Connection: Road connection required.
Production Bonus: Penal Unit
Same as Traz
Passive Bonus: Revolution
Upon collection - Either happiness or population is reduced until the next collection when it is chosen again. Reduction is undone with each collection, unless stacking. That is, if population is reduced with one collection, it stays reduced if population is reduced again. If happiness is chosen after population, the population is restored.
Description: The Bastille was a centerpiece in the French Revolution used for punishing revolutionaries. After it was stormed by revolutionaries, it became a symbol of hope for the resistant French.
I think AI Core pretty much proves that Inno really doesn't want our suggestions for great buildings and just put this thread here to make it look like they wanted feedback.
I think AI Core pretty much proves that Inno really doesn't want our suggestions for great buildings and just put this thread here to make it look like they wanted feedback.
I am just mind blown from some of those suggestions, heh heh. Could do for an angry volcano in the Afterlife Age (if such will be created to mark the "end game" point).
It would be an upgradeable structure at the edge of the city (off the grid).
In order to upgrade it to Tier 1, a player must
- own a complete set of 9 blueprints for every GB in existence (no exceptions, he must have each set of blueprints complete)
- have goods from every existing age
- have a certain amount of forge points
If a player matches this requirement, a red button would appear above the structure, and when hes pressing it, his sets of each GB’s blueprints and the goods from each era and the forge points would be consumed and then combined into the Tier 1 Technology Center.
Once the technology center has appeared, it can be upgraded to higher tiers, the requirement for the next tier would again be:
- a full set of BP’s for every existing GB
- even more goods from every age
- even more forgepoints
What would be the stats of the tech center?
The technology center could reward alot of different things, though one had to divide the rewards into categories:
- the good old stuff such as attack / defend boosts and what not
- new things that aint covered by GB‘s, such as 1% up to 20% reduction to FP costs for GB‘s, that could come handy when one levels a very high GB
(ok for that the GB calculators need to have a new line being added to them where one can put up the level of their technology center, and i just came up with this as an example of what could be done)
- or head onto a completely new path and make the rewards pure cosmetic. every couple of levels the technology center would unlock a cosmetic.
- Or mix category 1 and 2 and on top of it, every level unlocks a chance to obtain a cosmetic:
uncommon / rare / epic skin for the tavern
uncommon / rare / epic skin for the merchant
Uncommon / rare / epic Skin for the Expedition Ship
jungle skin / desert skin / mountaneous skin / fiery skin / astro skin for the landscape that is surrounding the city
another possible reward could be (as a secondary or third passive reward): an elite unit, which is a slightly stronger version of the players age units.
Inno could name it
Elite-*insert name of the normal unit from the age of the player*
and give it a different color, to minimize the effort needed to realize it, because every age needed its own elite units.
The alcatraz would not affect the technology center. There would be no daily output of elite units. It would rather work like a casern, where you can unlock a certain amount of slots, and when a player produces an elite unit they could choose which one (heavy or light infantry, sniper, artillery or tank). If an elite unit dies, one has to produce a new (the time to produce one would be several hours up to a day). Elite units cannot be manually healed or restored with diamonds. They can only heal over time.
every 3 levels the technology center would unlock an additional slot.
how would it look like? I dont know, but maybe it could be designed similar to the castle system. Each tier it would look a little better and more gigantic.
Alien Cube
5x5 ... similar in look to the Borg Cube
like the Kraken, gives a % chance to Assimilate the first enemy troop ( instead of killing it, adds it to your army)
chance would increase with additional levels
additional bonus of goods or fp
Size: 8x8 (64 tiles) Description:
After ages if military campaigns and independent colonies, many military tactics have evolved through the ages. Leaning on the successful campaigns a new military academy is established. A massive military complex pushing the military to never seen highs.
Active:
Army box fragments* Passive:
+X% increase total mil. bonuses**
*Army box
Required fragments: 70
Contains:
15 units each type current age
15% chance any current age mil. building
15% chance 10x rouges
10% chance 100fps
**+X% increase total mil. bonuses
This does increase you're military bonuses from any other source than this GB:
Active temporary inventory buffs (bottles)
Active friend's tavern buffs
Permanent castle system buffs
Permanent (other) GB mil. bonuses
Permanent special buildings mil. bonuses
Permanent mil. buildings buffs
E.G.:
1.200% att. * 1,15 (15% increase) = 1.380%
1.100% def. * 1,15 (15% increase) = 1.265%
So:
Att. +180% (2,81%/tile)
Def. + 165% (2,57%/tile)
Total buffs: 345% (5,39%/tile)
Building square is: 64 tiles
This GB's buff become stronger when you're having more military buffs. The wish for such a powerful GB is coming from the problem that some players encounter with high military buffs: they need increasingly more military buffs to see results. This GB buff could tackle it and becomes more stronger when the player becomes stronger.
Lvls:
Lvl1
+5 fragments
+1% increase
Lvl5
+10 fragments
+5% increase
Lvl10
20 fragments
+10% increase
Lvl40
+35 fragments
+15% increase
Lvl80
50 fragments
+20% increase
Lvl180
+80 fragments
+30% increase (cap)
So, in the best case scenario with lvl180 and 2.000% buffs;
2.000% att/def * 1,3 (30% increase) = 2.600%
So, in total: 600% att. and 600% def. is this GB providing you at lvl180 if you had 2.000% when you've started building it and pushed it to lvl180. Which put it at the efficiency of:
1.200% total / 64 total tiles = 18,75%/tile. Imho highly efficient at such stage. It's meant for more advanced players looking for ways to further increase their military strength.