having the guild tags show by the names in the friends list would be really great.
having the guild tags show by the names in the friends list would be really great.
We need gem mines such as diamond, emeralds, rubies, and new buildings to make and to sell jewelry. I also think it would be nice for our little villagers to have a place to go unwind and have fun at. We should be able to have festivals on our islands so we could have eating contests and drinking contests.
Have not read this entire thread, so I have no idea if anyone else has suggested this.
I kind of enjoy stats and figures, so is it possible to have an after action report from an adventure? It should detail total troops lost by type, maybe even a table depicting battles troops used, losses and xp gained for each battle, in multiplayer ones which player fought which battle. Thanks.
different camp building between normal, battle hardened, and veteran general would be nice..
A way to convert/move a noble residence to floating residence that way you could free up some land space.
So you could move ain the water to have a
** put a convert or move cost that that would probably be simple to add and it will make everyone that want more space happy there is a lot of water space available.
** They could even building level reset when they get in the water but I would not mind that...
if you like the idea quote it![]()
Is there some way to make a bridge work to cut down on transport time? Maybe when paved roads figure into some kind of benefit? They shouldnt be easy to get either. Trade-able.
The science system offers a set of permanent boosts to the game, but it is painfully slow and requires a huge investment of time and resources. I offer a relatively simple solution that delivers more immediate and significant benefits although not permanent in nature. I present... The Sorcery System.
This provides the following benefits:
- A new type of buff that is applied directly to your specialists (benefit lasts for a single mission or battle)
- A new troop class. The mage. (Mages enhance the stats of your other troops)
2 New resources:
- Mana (Key ingredient in wands and all of the new buffs, Needed for construction of most sorcery buildings)
- Wands (weapon required for training mages)
5 New buildings:
- Mage Tower: (no mana required for construction)
Cornerstone of the sorcery system. Produces mana (does not consume any resources for production). Production rate is affected by its surroundings. Uncut trees of any type adjacent to the tower will boost production rate, while any adjacent buildings will have a negative effect. A well placed mage tower should produce enough mana that additional buildings of this type are not necessary.
- Crystal:
Storage medium for mana. Built on rock surfaces.
- Alchemy Lab: (Unique building)
Produces all of the new buffs. Functions in the same way as the provisions house.
Some of the new buffs may include but are not limited to the following:
- Lodestone (geo): increase discovered deposit size by 20% (stackable w/ science bonuses)
- Midas Glove (exp): return 1 additional loot from all treasure hunts
- Traveller's Cloak (all): reduce travel time to and from home island by 50%
- Potion of Speed (exp/geo): reduce overall mission time by 25% (stackable w/ gem acceleration and science bonuses)
- Potion of Chaos (gen): reduce enemy accuracy by 15%
- Potion of Charisma (gen): increase troop capacity by 50 (not usable by veteran general)
- Potion of Invisibility (gen): move through a single enemy zone of influence w/o being intercepted (ineffective vs. traps or when attacking protected leaders)
A specialist may have only one active buff at a time.
- Wand Maker:
Produces wands. Production costs mana and exotic wood.
- Mage Academy: (Unique building)
Train mages. Functions in the same way as the barracks. Training costs 1 settler, 10 wands, and 20 infuser resources (infuser varies depending on which type of mage is being produced).
Mage types may include but are not limited to the following:
- Focus Mage: Increase troop accuracy
- Shield Mage: Add HP each each round
- Force Mage: Increase damage of first attack group
It takes at least 20 mages of one type to make a noticeable difference in combat performance, but they use up space in your army that would otherwise be filled with your warriors. Being support units, mages have no attack power and very weak defense.
This sorcery system seems like a good way to fill in aspects of this game that have been lacking. Devs (and fellow forum goers), please let me know what you think.
Sounds like fun. However I would guess that it would take forever for BB to do something like this.
If something can go wrong, it will.
I'd like to suggest a way to turn the "Artesian Well" into a Decorative item. Call it a "Fountain" and limit when it can be done. Say, when there is less than 100 units of water remaining. Include a cost (say bronze and granite) to convert it. This would also of course, stop it from producing water. You could even change the looks, depending on what level the well is when it is converted.
Limitations could be that it isn't movable, is lost upon destruction, and can't be upgraded once it's turned into a fountain.
It just seems such a waste to have this 'decorative' well become destroyed, just because there is no water remaining in it.