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    Your Elvenar Team

Ideas for New Ancient Wonders

  • Thread starter DeletedUser8083
  • Start date

DeletedUser8083

Guest
Here are a few ideas for Ancient Wonders:

1. Grand Monument of Elvenar: The pride and joy of Elvenar, this beautiful monument provides a massive amount of culture that increases with each level up. In addition, your population is so motivated by this Ancient Wonder that they work more productively in their jobs, reducing the number of population required by every building in your city. The percentage of reduction of population increases with each level up.

2. Elvenar Chamber of Commerce: This Ancient Wonder produces some of each type of non-boosted goods. The amount of goods increases with each level up. In addition, this AW teaches advanced negotiation skills to your population, reducing negotiation costs for provinces. The % of negotiation cost reduction increases with each level up.

Thoughts?
 

Ashrem

Oh Wise One
Number 1 sounds over-powered. It makes two of the core difficulties of the game, easier (population and culture). Also, around chapter 9 culture becomes much less relevant as the game shifts to mana. At that point, half of the AW's reason for being would be reduced greatly as you have to replace culture-only buildings with Mana-culture buildings.

Number 2 sounds like it might be useful if handled well.
 

DeletedUser8083

Guest
#1's power could be scaled appropriately, and produce mana at higher levels (similar to recent special buildings).
 

DeletedUser8946

Guest
@Lord Syer My problem is where would you get them? You get two new AW's at the end of every chapter, starting at IV, I believe. The only place you'd get room for these would be in a new Guest Race Guild. So then it'd DEFINITELY produce Mana.

I believe there's already an AW for reducing the cost of negotiation. But besides that, I think they're OK.

(PS, I don't think you need to add "of Elvenar" None of the others do. Just "Chamber of Comcerce" and "Grand Monument". You don't see a "Mountain Halls of Elvenar")
 
Last edited by a moderator:

joboxo

Member
Cool ideas! I like them! :)

Reducing negotiation costs sounds like something everyone would celebrate!
 

Risen Malchiah

Well-Known Member
Number 1 sounds over-powered. It makes two of the core difficulties of the game, easier (population and culture).
I don't think it's too overpowering. In a way, the population aspect would have a similar effect as the Mountain Halls and Golden Abyss since those provide population based on your working population, essentially doing the same thing as an AW that reduces the required population. I'd laugh though if placing the Grand Monument has the effect of lowering the population in your GA. That would be an unintended consequence perhaps.

And other AWs provide culture, so why not this? Although as others mentioned, since new AWs will come out with new guest races, mana might be a more useful choice than culture.
 

Ashrem

Oh Wise One
In my head, there was a joking tone there related to the OP's use of the word "massive" in relation to the amount of culture it provides. It struck me as likely that anything that provides a "massive" amount of anything would be, by it's nature, over-powered.
 

DeletedUser8946

Guest
It struck me as likely that anything that provides a "massive" amount of anything would be, by it's nature, over-powered.

Sadly, this is true. If it's huge, it's OP. But these are good ideas.
 

The Unbeliever

Well-Known Member
I think an other interesting AW would be a 'Summoning Circle' that would provide a number of random troops from the Training Grounds.
The # of troops gained would be similar to the barracks troops producing AW's, but instead of getting a specific troop type, you'd get one of the five options determined randomly when you collect.

Secondary effect could be increasing the training speed of the Training Grounds itself.
 

Risen Malchiah

Well-Known Member
Random troops from the Training Grounds might be nifty, but I can't find a use for anything other than dogs and orc strategists. I'd probably just get annoyed if I kept getting the other stuff.
 

The Unbeliever

Well-Known Member
Random troops from the Training Grounds might be nifty, but I can't find a use for anything other than dogs and orc strategists. I'd probably just get annoyed if I kept getting the other stuff.
I wouldn't mind getting the basic Orc Warrior as a human city player, since they're super specialised vs. light infantry, which both the Paladin + Vallorian Guard are kinda poop-tastic vs.

Actually, the only unit from the TG's I'd be annoyed at getting would be the Dryad, since both Xbows & Archers are already fairly decent vs. heavy infantry.
 
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