Gath Of Baal
Well-Known Member
I propose a new game feature, that adds developable characters to live and work within your city, adding a new aspect to the game both for combat and further personalizing a city through its people who live there.
I propose a new building called the "Travelers Tavern" once built, this 2x2 upgradable building will start attracting travelers to your city. Once a week after building completion you will receive the following message:
"Hearing of your cities growth and success, a traveler has arrived at your city, offering you their services in exchange for lodgings and Employment"
You can either accept their offer to work and live in your city or reject them.. When you accept their offer a screen will pop up letting you give them a name and portrait.. Each traveler will have a specific skill they can add to your city and it is totally random which traveler will offer their services to you... You can collect all the various travelers but how many can be active at one time is determined by your Travelers Tavern level, and the current active travelers portraits will appear just to the right of the players portrait running in a line from left to right. These portraits should be the size of the quest givers.
- Each active traveler can gain experience and grow further increasing their benefit for using them.
- Only activated travelers benefits apply to your city or army.
- Inactive Travelers can not gain experience while they sit at the tavern, nor are thier benefits active
- To activate a traveler you must 2x click a current or empty Traveler portrait frame then select from a drop down list which traveler to make active. Hovering the pointer over a current traveler will show their level and current experience and how much experience is needed for their next level
Travelers:
1) The Bard --- The bard brings with them stories and song that will increase the culture of your city. The bard gain experiences through a player doing neighborly and fellowship visits, this would represent them traveling to various cities and learning that cities stories and songs to bring back and enhance your own cities culture. Each time the bard levels it adds +1% culture and at level 10 would add a +10% culture ... The Bards added benefit is that when he reaches level 10, your city will keep a 170% culture bonus while the Bard is active
2) The Sentinel --- The sentinel travels with and protects your trade caravans, Since the caravan feels safe they give a discount on trades fees since there is less risk involved in traveling great distances to do trade... For every trade accepted the sentinel gains experience.. a level 1 sentinel reduces the traders fee by -2% to a max of level 10 which the trade fee is reduced by -20%.. The Sentinels added bonus is when he reaches level 10 you will be able to trade with cities further away then the normal game mechanics currently allow.
3) The Rogue --- The rogue knows how to find and acquire things cheaper then what can be purchased.. Every time you make a purchase from the wholesaler the rogue gains experience.. A level 1 rogue reduces the wholesaler costs by 2.5% to a max of level 10 which would reduce the wholesaler costs by 25%.. The Rouges added bonus upon reaching level 10 is that his ability becomes permanent weather he is active or not
4) Master Of Arms --- The master of arms is a highly skilled warrior who will train your troops for you, giving them the benefit of his combat experience.. The master of arms gains experience for every squad trained in the buildings that share the training que of the barracks.. A level 1 master of arms adds +1% damage and -1% damage taken for your units.. At level 10 it would add +10% damage and -10% damage taken.. And his bonus ability at level 10 would be To add +20% units trained when collecting from the barracks. So if you just trained 2000 archer, when you collect them you would receive 2400 Archers
5) The Adventurer --- The adventure goes out and adventures in the unknown wilderness in search of fame and fortune, in this process when the adventurer returns home they bring back maps and charts of previously unknown regions and maybe even a small treasure.. an adventurer gains experience from every day you have them active.. A level 1 adventurer will randomly scout one of your unexplored provinces every 4 weeks and has a 2.5% chance of brining back a chest which would contain a random treasure like a sword, armor, etc that the hero #7 needs. .. An adventurers max level is 10 which would reduce his exploring time down to 2 week and give a 25% chance they return with a chest.. An Adventurer's added bonus upon reaching level 10 is that it will allow you to recruit and activate a 2nd adventurer, and when the 2nd adventurer reaches level 10 it will allow you to recruit and activate a 3rd adventurer
6) The Magistrate --- With the magistrate also comes the sense of law, order and safety in your city, which in turn attracts more people who want to live in your safe and lawful city.. The magistrate gains experience thru the building and upgrading of residences .. A level 1 magistrate gives a population bonus of +2% level 10 would give a +20% population bonus... At level 10 the Magistrates added bonus is that his bonuses become permanent even if he is not active
7) The Hero --- The hero accompanies your units into combat and does not count towards the 5 squad limit.. A hero gains experience for every enemy squad destroyed in battle... The hero can be equipped with armor and weapons that can be found in chests to make him/her stronger.. As a hero levels their health, damage,movement, damage reduction also improves... If a hero dies in combat you must wait several days to resurrect them.. a low level hero is relatively week and must be protected, but a high level hero equipped with armor and weapon would be a force to recon with... Heroes can not be used on auto fighting, and I feel the hero concept would make more people want to do or learn manual combat and add a twist to the combat.
8) The General --- The general uses his leadership and experience to command a battle, and does not count towards the 5 squad limit and can only be used on manual battles.. The general gains experience from friendly squads that survive the combat.. The general physically does not get stronger as he levels, but his leadership skills do, so the general must be protected...
Generals skills:
1) Bodyguard -- a general can put experience points into this skill to gain a bodyguards.. The body guards do not add to the squad size, but instead add to the generals health, to represent the fact they are actively trying to protect the general..
2) Forced March --- A general can inspire his troops to move faster... This skill would increase the base movement of all squads in battle
3) Combined Fire ---- When a ranged unit fires on a enemy squad, this ability would give all ranged units a small chance to add their support to the attack as long as they are in range.. This support attack does not count towards a squads normal attack...
4) None Shall Pass --- Melee units that are out front will not let enemy units bypass them in order to attack units behind them. The Success of this happening is dependent on how much experience is invested in this skill.
5) No Man Left Behind --- At the end of a battle a % of lost troops will be returned to you, depending on how much experience is invested in this skill.
It should be possible to put a little bit of experience into each skill, but to get the best out of a skill you would have to concentrate development to a couple.. More skills can be added to the list I am open to new skills Ideas.
9) The Engineer --- The Engineer brings with him the knowledge and creativity to make new discoveries within your city. Every time you use the crafter to make something, your engineer gains experience. For every level he gains it will drop the crafting costs by 2.5% up to the max of 25% at level 10. The engineer also gives a 1% chance per level to a max of 10% of out right crafting something for free.
10) The Architect --- The Architect bring with him the knowledge of construction and maximizing the use of space in a city. He gains his experience through building upgrades and reduces building time 2.5% for every level he gains up to a max of level 10 and a 25% time reduction. His added benefit is that when he reaches level 5 you gain 1 free 5x5 expansion ( No Costs to place) and when he reaches level 10 you gain 1 5x5 expansion that you will have to place with gold.. This would represent him using his space management knowledge to improve your city
How A Traveler Levels
Every time one of the above listed tasks are done that traveler will gain a little bit of experience, just how much experience gained is up the Inno
Level 1 would be 1000 xp
level 2 would be 2000 xp
Level 3 would be 3000 xp
Level 4 would be 4000 xp
Level 5 would be 6000 xp
Level 6 would be 9000 xp
Level 7 would be 13000 xp
Level 8 would be 18000 xp
Level 9 would be 24000 xp
Level 10 would be 31000 xp
As you can see this would not be a fast process to level your travelers, but over the course of time it would eventually happen
The Travelers Tavern:
Should cost basic resources, gold and supplies to construct. when placed it will be a 2x2 upgradeable building that is needed to attract the Travelers. This building should be available from chapter 2 , this gives new players enough time to learn the basics of the game before introducing them to this and still leaves enough time for certain travelers to be extremely useful and enough time to develop travelers that need things like upgrades for experience.
I propose a new building called the "Travelers Tavern" once built, this 2x2 upgradable building will start attracting travelers to your city. Once a week after building completion you will receive the following message:
"Hearing of your cities growth and success, a traveler has arrived at your city, offering you their services in exchange for lodgings and Employment"
You can either accept their offer to work and live in your city or reject them.. When you accept their offer a screen will pop up letting you give them a name and portrait.. Each traveler will have a specific skill they can add to your city and it is totally random which traveler will offer their services to you... You can collect all the various travelers but how many can be active at one time is determined by your Travelers Tavern level, and the current active travelers portraits will appear just to the right of the players portrait running in a line from left to right. These portraits should be the size of the quest givers.
- Each active traveler can gain experience and grow further increasing their benefit for using them.
- Only activated travelers benefits apply to your city or army.
- Inactive Travelers can not gain experience while they sit at the tavern, nor are thier benefits active
- To activate a traveler you must 2x click a current or empty Traveler portrait frame then select from a drop down list which traveler to make active. Hovering the pointer over a current traveler will show their level and current experience and how much experience is needed for their next level
Travelers:
1) The Bard --- The bard brings with them stories and song that will increase the culture of your city. The bard gain experiences through a player doing neighborly and fellowship visits, this would represent them traveling to various cities and learning that cities stories and songs to bring back and enhance your own cities culture. Each time the bard levels it adds +1% culture and at level 10 would add a +10% culture ... The Bards added benefit is that when he reaches level 10, your city will keep a 170% culture bonus while the Bard is active
2) The Sentinel --- The sentinel travels with and protects your trade caravans, Since the caravan feels safe they give a discount on trades fees since there is less risk involved in traveling great distances to do trade... For every trade accepted the sentinel gains experience.. a level 1 sentinel reduces the traders fee by -2% to a max of level 10 which the trade fee is reduced by -20%.. The Sentinels added bonus is when he reaches level 10 you will be able to trade with cities further away then the normal game mechanics currently allow.
3) The Rogue --- The rogue knows how to find and acquire things cheaper then what can be purchased.. Every time you make a purchase from the wholesaler the rogue gains experience.. A level 1 rogue reduces the wholesaler costs by 2.5% to a max of level 10 which would reduce the wholesaler costs by 25%.. The Rouges added bonus upon reaching level 10 is that his ability becomes permanent weather he is active or not
4) Master Of Arms --- The master of arms is a highly skilled warrior who will train your troops for you, giving them the benefit of his combat experience.. The master of arms gains experience for every squad trained in the buildings that share the training que of the barracks.. A level 1 master of arms adds +1% damage and -1% damage taken for your units.. At level 10 it would add +10% damage and -10% damage taken.. And his bonus ability at level 10 would be To add +20% units trained when collecting from the barracks. So if you just trained 2000 archer, when you collect them you would receive 2400 Archers
5) The Adventurer --- The adventure goes out and adventures in the unknown wilderness in search of fame and fortune, in this process when the adventurer returns home they bring back maps and charts of previously unknown regions and maybe even a small treasure.. an adventurer gains experience from every day you have them active.. A level 1 adventurer will randomly scout one of your unexplored provinces every 4 weeks and has a 2.5% chance of brining back a chest which would contain a random treasure like a sword, armor, etc that the hero #7 needs. .. An adventurers max level is 10 which would reduce his exploring time down to 2 week and give a 25% chance they return with a chest.. An Adventurer's added bonus upon reaching level 10 is that it will allow you to recruit and activate a 2nd adventurer, and when the 2nd adventurer reaches level 10 it will allow you to recruit and activate a 3rd adventurer
6) The Magistrate --- With the magistrate also comes the sense of law, order and safety in your city, which in turn attracts more people who want to live in your safe and lawful city.. The magistrate gains experience thru the building and upgrading of residences .. A level 1 magistrate gives a population bonus of +2% level 10 would give a +20% population bonus... At level 10 the Magistrates added bonus is that his bonuses become permanent even if he is not active
7) The Hero --- The hero accompanies your units into combat and does not count towards the 5 squad limit.. A hero gains experience for every enemy squad destroyed in battle... The hero can be equipped with armor and weapons that can be found in chests to make him/her stronger.. As a hero levels their health, damage,movement, damage reduction also improves... If a hero dies in combat you must wait several days to resurrect them.. a low level hero is relatively week and must be protected, but a high level hero equipped with armor and weapon would be a force to recon with... Heroes can not be used on auto fighting, and I feel the hero concept would make more people want to do or learn manual combat and add a twist to the combat.
8) The General --- The general uses his leadership and experience to command a battle, and does not count towards the 5 squad limit and can only be used on manual battles.. The general gains experience from friendly squads that survive the combat.. The general physically does not get stronger as he levels, but his leadership skills do, so the general must be protected...
Generals skills:
1) Bodyguard -- a general can put experience points into this skill to gain a bodyguards.. The body guards do not add to the squad size, but instead add to the generals health, to represent the fact they are actively trying to protect the general..
2) Forced March --- A general can inspire his troops to move faster... This skill would increase the base movement of all squads in battle
3) Combined Fire ---- When a ranged unit fires on a enemy squad, this ability would give all ranged units a small chance to add their support to the attack as long as they are in range.. This support attack does not count towards a squads normal attack...
4) None Shall Pass --- Melee units that are out front will not let enemy units bypass them in order to attack units behind them. The Success of this happening is dependent on how much experience is invested in this skill.
5) No Man Left Behind --- At the end of a battle a % of lost troops will be returned to you, depending on how much experience is invested in this skill.
It should be possible to put a little bit of experience into each skill, but to get the best out of a skill you would have to concentrate development to a couple.. More skills can be added to the list I am open to new skills Ideas.
9) The Engineer --- The Engineer brings with him the knowledge and creativity to make new discoveries within your city. Every time you use the crafter to make something, your engineer gains experience. For every level he gains it will drop the crafting costs by 2.5% up to the max of 25% at level 10. The engineer also gives a 1% chance per level to a max of 10% of out right crafting something for free.
10) The Architect --- The Architect bring with him the knowledge of construction and maximizing the use of space in a city. He gains his experience through building upgrades and reduces building time 2.5% for every level he gains up to a max of level 10 and a 25% time reduction. His added benefit is that when he reaches level 5 you gain 1 free 5x5 expansion ( No Costs to place) and when he reaches level 10 you gain 1 5x5 expansion that you will have to place with gold.. This would represent him using his space management knowledge to improve your city
How A Traveler Levels
Every time one of the above listed tasks are done that traveler will gain a little bit of experience, just how much experience gained is up the Inno
Level 1 would be 1000 xp
level 2 would be 2000 xp
Level 3 would be 3000 xp
Level 4 would be 4000 xp
Level 5 would be 6000 xp
Level 6 would be 9000 xp
Level 7 would be 13000 xp
Level 8 would be 18000 xp
Level 9 would be 24000 xp
Level 10 would be 31000 xp
As you can see this would not be a fast process to level your travelers, but over the course of time it would eventually happen
The Travelers Tavern:
Should cost basic resources, gold and supplies to construct. when placed it will be a 2x2 upgradeable building that is needed to attract the Travelers. This building should be available from chapter 2 , this gives new players enough time to learn the basics of the game before introducing them to this and still leaves enough time for certain travelers to be extremely useful and enough time to develop travelers that need things like upgrades for experience.
Last edited: