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Posts from NTBF – New buildings for the towns in Tribes of the East 3.1. Auto-translated

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In reply to Warrior777
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#16
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Warrior777
Here is my suggestion.
I propose to strengthen the Capitol (or create a building after it, if the first option is not feasible). The bonus will be given when defending the city:
Humans and Elves: +2 to luck and defense of the defending army
Magic and Tower: Strengthens the "Spell Power" of the defending hero.
Necromancer: -2 to luck and defense of the attacking army.
I haven't come up with anything for the others yet.
There are already special buildings for each race that give bonuses to the defending hero.

Added after 38 seconds
Ple-Sen
Idea:
Once a week, it generates a pile of resources near any nearby mine that belongs to the player.
Idea 2:
Resets the opponent's movement points before entering the city, giving an extra turn to prepare.
I think this is not suitable for a building, as it is too adventurous.

Added after 2 minutes
Ment
Well, what will we add? ) I don't think it matters if there is a little freedom of thought. You can even change the formula fundamentally: for example, add +5% of the gold that is already available at the beginning of the week. In essence, the difference is small, whether it's this way or that, you still need to accumulate more gold by the end of the week so that you have more at the beginning of the next week.
But this is already a different building ;) There is an option to add it as an upgrade to the Capitol, which will give complete consistency, but again, the alternative tactic will be paralyzed.
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#17
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But that's a different building.
It's not much different. One added 10% to the remaining gold reserve on the seventh day; this one will give a little less, but on the first day. But overall, they are still strongly correlated.
 

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#18
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Out of the three, a building will definitely be added:
Watchtower
Reveals the area around the town on the Adventure Map within a radius of N tiles.
Now we just need to decide which race: :smile26:
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#19
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for people, and then the name would be watchtower or altar of revelation (as in Heroes 6). + add loyalty to creatures within the tower's line of sight.
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#20
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What about the idea of a building that negates the growth bonus if the city is captured by the enemy? Or, for example, generates a battle with a portion of unredeemed creatures if the city is attacked and there is no garrison?
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#21
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Ple-Sen
What about an idea for a building that nullifies growth if the city is captured by the enemy? Or, for example, generates a battle with a portion of unredeemed creatures if the city is attacked and there is no garrison?
It's not a given that the enemy will redeem all the growth. And nothing will be left for your own faction if they take it back. Besides, the building is situational, but its value is much lower than that of a warrior tower.

Added 1 minute ago
zehir12
For humans, it could be called a watchtower or an altar of revelation (as in Heroes 6).
Added 4 minutes ago
+ add loyalty to creatures within the tower's line of sight.
Humans have a fairly easy start, so they don't need the tower. And the building was taken from Heroes 3.
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#22
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Okay, let's go through it in order: * Humans: Archers, Dugal, Vitya, and the rest – definitely not. * Demons: If it's not Deleb, they'll have a hard time. We even discussed it, and you suggested a variant on Skype. I think it works. * Necropolis: No way! So, they multiply skeletons and zombies, and if they can also plan their moves well... * Tower: They don't have problems at the start because of Chaos and Hunters. * Elves: Ossir and Gilraen are doing well at the beginning, but it can be tough for others. Also, the city requires a lot of wood. I think adding a tower is possible, but not necessary. * Academy: It would be too strong; they already have many unique features. * Dungeon: It suits them, but they already have one tower. * Stronghold: Well, for them, maybe the Leaning Tower of Pisa, with their brilliant engineers. And the centaurs under Haghesh kind of hint that they don't need towers. That's how it is.
 

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#23
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Ment, but this effect could also be added as an enhancement to an existing building. For example, the "Gates of Chaos" building. Considering that the building only requires level 3, it would work perfectly. New buildings can only be added as dependencies. Therefore, you will have to build something "before" it, but not necessarily in a single stack. However, the build tree is already visually very crowded, so some buildings will likely still need to be stacked. Added 7 minutes later: For example, you could add an upgrade to the tavern. Heroes are purchased with a tripled army, the garrison's defense is increased even further because there is now even more beer, or some other bonus.
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In reply to Dyrman
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#24
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Dyrman
Don't factions already have special buildings that give bonuses to the defending hero?

Really? And were there buildings that gave a bonus ONLY to the capital?
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#25
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For example, you could add a third upgrade to the swordsmen (pirate building).
Ideally, cities of the same faction could be made different (separated by classes). Or you could create an alternative: either this or that – this would make the player think about what to build in a given situation.
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#26
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It would be better to place the tower on the first level; otherwise, a lot of things will start to spread within two days. If we're talking about demons, could it be a requirement for the Mage Guild, what do you think?
 

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In reply to Warrior777
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#27
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Warrior777
Really?
Well, for example, for the Rangers:
Shawarma, also known as the Tavern, gives a +1 bonus to Defense.
Gleaming Fountain gives +2 to the luck of the defender.
Silanna's Daughter gives +2 luck to all heroes (including defenders).

Added 2 minutes ago
Ment
It would be better to place the Tower on the first level, otherwise, in just two days, a lot of things will be developed. If we are talking about demons, could it be a requirement for the Guild of Mages, what do you think?
It won't work to put it in a stack with the Guild. There, the maximum number of upgrades (5) is used. And if you place a building higher than the Guild, there is no visual place to put it. All 5 slots for level 0 buildings are occupied. Unless it's an upgrade to them, for example, to the same Tavern, because it will be built anyway.
But on level 3, only 4 out of 5 slots are occupied. On level 6 - 3 out of 5, on level 9 - 4 out of 5, on level 12 - 3 out of 5, on level 15 - 5 out of 5. - For Inferno. Visually, you can fit 6 new buildings.

Added 31 minutes ago
Or move something else lower.

Added 14 minutes ago
Suggestions for the name: Eye of Shio (of the Abyss, Lord, City, Saruman) - watchtower.

Added 2 minutes ago
In theory, you could also introduce an option for buildings to be destructible. That is, a hero can destroy the necessary building at any time, but only when in the city.
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#28
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You can't stack them in the guild.
You misunderstood. Move the guild to the third level, and this one to the first, as a requirement for it.
 

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In reply to Ment
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#29
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Ment
You didn't understand. The Guild should be moved to the third level, and this to the first, as a requirement for it.
The Guild is already on the 3rd level of the city (2nd line). And everything above is filled. (It kind of hints that something should be removed)
If you move it to the 6th level of the city (3rd line), it will be too much for the Guild.
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#30
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Hmm, I already forgot. Well, then I'll have to put a tower in the second row and increase the range.
 

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