Author Topic: More options for Guilds  (Read 3463 times)

Arrakis

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More options for Guilds
« Topic Start: April 12, 2012, 11:06:39 AM »
Title:
More options for Guilds

Summary:
Add more options to existing guild: specialization in either the field of medicine (gives better healers), military field (gives better trained troops) or field of logistics (gives better trained scouts).

Details:
(names are made up and subject to change)
Basically, the region Lords would have an option to improve all guilds in his region by building more facilities within the guildhouse, which would then directly effect the quality of the troops and paraphernalia than can be recruited from that region.
He would need to *choose* the field of specialization and stick to it, no way to turn back once you've chosen, so to speak. Of course, the entire guild should then have a certain roleplay behind it; for example, Warders of the Temple - Military Guild, Order of the Palm - Medicine guild.

Example:
1. Option to build Medicine Hall. This in return produces healers in that region that are more effective in healing wounded troops.
2. Option to build Training Grounds or something. This would then make that regions troops better. I wouldn't meddle with their armor/weapons, but instead a bonus would be something like "every unit recruited from that region starts with better training".
3. Option to build Ranger Facilities. This would then allow the scouts from that region to be much more effective in pathfinding, which would mean you could travel faster - a lot. This could be used well especially on Dwilight.


Benefits:
Guilds have so much room to expand to, so I figure it would be good to provide that room for them. I don't think this sort of feature would harm the balance of the game as they are minor changes, but still changes that would add quite some material to the depth of the game.

Possible Exploits:
None I can think of.
Gregorian (Eponllyn), Baudouin (Cathay), Thaddeus (Cathay), Leopold (Niselur)