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ECONOMIC CENTER gameplay proposal (dropsite/Countrysideblahblah)


Bazar
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lately, Ive been following all those treads about whether or not we should be able to build dropsite outside the city limits and all the countryside / general expansion of territory reflexion.
 
With is present system, the territory mechanic we have doesnt give us an actual new gameplay compare to AoE. It only limits where we can build stuff and where we can’t.
 
Ive come up with this gameplay proposal that would organically organized expansion of territory and give a sens of progression for your civilization. It’s my attempt to bring all together the good ideas i’ve seen people discuss about the subject. 
 
I would divide territory in two categories: 
 
CIVIC TERRITORY 
and
ECONOMIC TERRITORY 
 
both being cast by two different buildings :
Civic center 
and
Economic center
(or docks for the coast)
 
Civic center:
can be construct by a settlers cart at high cost
Cast an important area of "CIVIC TERRITORY"(each city cast his own "CIVIC TERRITORY" and can change phase individually)
can be used as dropsite for all resources
Large capacity of garrison
produce citizen(female and male randomly)
Can be capture
 
they are the center of a city. You will develop civic and millitary aspect of your empire around it and you will build more of those centers to expand dramatically your territory and to extend your population limits (giving the opportunity of building more houses) without having to pay for a phase upgrade. It would give you the opportunity to build military buildings closer to the enemy and to enable trade between your own cities.
 
Economic center (look like a small group of tents or small trade posts with some storehouse, raw materials and resources on the ground)
-can be construct by citizens at low cost
-can be used as dropsite for all ressources
-Cast a small area of economic territory
-small capacity of garrison
-Cant be capture (only destroyed)
 
they are the center of you economics activities. you will develop economic aspect of your empire around it and you'll be building more of those centers to gather remote ressources and to occupy strategic point on the map
 
BUILDING THAT CAN BE BUILT OUTSIDE TERRITORY
Looktower
Economic center
Docks
Civic center
 
("ECONOMIC TERRITORY" can be inside a "CIVIC TERRITORY")
 
WHAT YOU CAN BUILD IN A "ECONOMIC TERRITORY" 
Wooden walls
Wooden defences
Woodcamp
Stonecamp
Farmstead
 
ALWAYS AVAILABLE TO BE BUILT IN A "CIVIC TERRITORY"
Wooden walls
Wooden defences
Houses (max 5 within city limits)(need 5 within city to go up phase)
Barrack (max 1)(need 1 to go up phase)
Shipyard
 
CAN BE BUILT IN A "CIVIC TERRITORY" ONCE PHASE 2(TOWN) IS REACHED
a second Barrack
Market (need 1 to go up phase)
Temple (need 1 to go up phase)
Blacksmith (need 1 to go up phase)
Stable (max 1)
Stone wall
Stone defences
(you can now produce a settlers cart in your civic center)
(need 15 houses within city to go up phases)
 
CAN BUILT IN A "CIVIC TERRITORY" ONCE PHASE 3(CITY) IS REACHED
castles (2 max)
a third Barrack
a second Stable
Siegeworkshop (2 max)
University
Wonder (need 30 houses within city and 1 university)
 
Woodcamp up to 10 workers (only one per "ECONOMIC TERRITORY")
give an gathering bonus to workers assigned to it
(up to 10 workers)
 
Stonecamp (only one per "ECONOMIC TERRITORY")
give a gathering bonus to workers assigned to it
(up to 10 workers)
 
Farmstead: can build farms (only one per "ECONOMIC TERRITORY")
(2 at the start but can research for more)
 
 
 
… more toughts ...
 
I would remove the male boosting female merchanic. It is too much macro management and it would be replaced by the boost given by the dropsite(woodcamp/stonecamp/farmstead)
 
It think warriors helping to build is nice. I would just remove their gather ability.
 
Slaves is great idea!! But i think it should be specific for some civilisation. This why I didnt include them in my overall gameplay. I would clearly see them produced by economic center.
 
Edited by Bazar
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On 8.4.2017 at 7:42 AM, Lion.Kanzen said:

I like many concept but restrictions..: aren't good. Even if have sense.

dont restrict civic buildings even by territory , the people says things like, "I want build limitless of temples..."

example the restriction kills some games like AoE3.

AoE III was "killed" by many things, but certainly not by the restrictions..

But I do agree, idk whether it's a good idea to add such a harsh differentiation between eco and military tbh.

Edited by DarcReaver
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It's probably enough to just do like what I said and make civic centers upgradeable on a per civic center/per province basis. That way your starting city is usually your biggest and baddest, while the outlying ones are smaller, less populated, more econ-focused or military focused based on what you need, etc.

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