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BattleMaster => Development => Feature Requests => Topic started by: Bronnen on May 26, 2012, 03:10:22 AM

Title: Industry buildings for Knights and lords.
Post by: Bronnen on May 26, 2012, 03:10:22 AM
Summary: My idea is to allow lords and Knights, with their own gold, to create buildings that are not under the entire region command. Instead of the General "Invest in production" option that exists now.

Details: For example, a knight in a mountainous region could create an industry based on that, say a miner's guild, or a jeweller, or an armourer, without the consent of the lord and it would directly add to the economy of that region as well as give bonuses depending on what you've built.

EX: Say a knight builds an armour smith for 500 gold and creates one that focuses on the quality of the equipment rather than the quantity, it would give that knight extra income as the barracks in the regions purchase them, and it would also give whichever barracks buys that armour a higher armour rating.

Another example:

A lord builds an ale maker, it would help keep the population of that region higher, as well as give a slight income boost due to the peasants and knights buying ale and drinking it.

In that same thought, there could be specializations and trade with these buildings. Say you have an ale that has an incredible reputation for quality, two regions could agree on trade, and then the second region purchasing that ale would get the benefit of the industry.

There could be other buildings as well, like a mason's guild that would cut down on the cost of walls and buildings, or increase the defence of a region. There could be a paper-mill that would increase the loyalty/literacy of a region, schools, universities, all of these things that actual medieval towns had.

I know this might be incredibly difficult to put in, but I think Battlemaster has evolved to the point where things like this are needed.

Benefits: Increased motivation for roleplaying and trading. Increased motivation for investing into regions. Would give Casus Belli for other realms to steal specific regions. Would allow for realms with a large income but little else to invest their money into other things. Perhaps have some sort of Prestige or positive lord affects from buying art and luxuries from other realms. Would help expand the trading system that we have no.

Possible Exploits: None that I can think of right now.
Title: Re: Industry buildings for Knights and lords.
Post by: Anaris on May 26, 2012, 03:17:02 AM
Some of this is exactly what we have planned for the second major phase of the New Estate System. We don't have all the details worked out yet, but we definitely have plans to allow anyone with an estate to populate it with buildings that do interesting and useful things. The ones you suggest, overall, sound like reasonably good ideas (though obviously I can't say whether any given one of them will show up in the final product).
Title: Re: Industry buildings for Knights and lords.
Post by: Bronnen on May 26, 2012, 05:07:10 AM
I'm really happy to hear that!

For so long I've been having RP's of a mason's guild, or a lord brewing ale, and I always thought, that would be so cool if there were game mechanics in place for these RP's.

I'm just imagining a war with a realm that has the best weaponsmith in the continent, simply because they want to control the weapons he makes. I think it would make wars and roleplays a lot more in depth.
Title: Re: Industry buildings for Knights and lords.
Post by: Velax on May 31, 2012, 05:41:58 PM
Perhaps it's already being planned, but in addition to constructing buildings on estates, perhaps this planned system could also allow specialists individuals to be hired for estates as well. These individuals would be more highly skilled, perhaps even renown, in their area of expertise than the generic NPCs that populate our estates. So where building a smith might increase the armour and weapons of troops, hiring a swordmaster might increase training. Or hiring a specialised tax collector could increase the efficiency (of tax collection) for your estate.
Title: Re: Industry buildings for Knights and lords.
Post by: Tom on May 31, 2012, 09:05:45 PM
Someone needs to gather up all the ideas posted here and merge them into a full-blown feature request, or update the original one here. The deep ends of discussions don't really get read that much by me.
Title: Re: Industry buildings for Knights and lords.
Post by: Shizzle on May 31, 2012, 11:36:15 PM
What I dislike though is that a knight would be able to construct a business without the consent of his Lord?
Title: Re: Industry buildings for Knights and lords.
Post by: Anaris on May 31, 2012, 11:47:47 PM
What I dislike though is that a knight would be able to construct a business without the consent of his Lord?

The Lord gave him the estate to manage. That's all the consent he needs. If the Lord doesn't like what the knight does, he can take it away again.
Title: Re: Industry buildings for Knights and lords.
Post by: mykavykos on June 01, 2012, 01:31:07 AM
This is something like what I was talking in my feature request about Family Specialization.

I thin that this will generate many possibilities for roleplay and to have a role in the realm without being a lord, realms as monarchies you may pass YEARS of real life doing nothing rather than follow orders, simply because people take a long time to die.
Title: Re: Industry buildings for Knights and lords.
Post by: Draco Tanos on June 01, 2012, 05:15:45 AM
Would love to see some sort of chapel that knights could construct that exists somewhere between a shrine and a level 1 temple. 

Can't imagine religious characters wouldn't have something similar to that on their lands anyway.
Title: Re: Industry buildings for Knights and lords.
Post by: Velax on June 01, 2012, 09:51:57 AM
Someone needs to gather up all the ideas posted here and merge them into a full-blown feature request, or update the original one here. The deep ends of discussions don't really get read that much by me.

But I thought some of this was already planned anyway? No point making a feature request with stuff that's already being planned.
Title: Re: Industry buildings for Knights and lords.
Post by: Crescent on June 01, 2012, 04:03:57 PM
The Lord can shut the business down, with the knight being able to protest I guess. More work for the Judge~

I'll be building a whorehouse, no one do that!
Title: Re: Industry buildings for Knights and lords.
Post by: Shizzle on June 01, 2012, 06:36:04 PM
The Lord gave him the estate to manage. That's all the consent he needs. If the Lord doesn't like what the knight does, he can take it away again.

That makes sense :) Also, I suppose the Lord would receive his share in the form of taxes as well?

Even if these businesses wouldn't have any game mechanical uses (at the beginning?), I'd be willing to invest a few hundred gold just to leave my mark on the region for RP's sake
Title: Re: Industry buildings for Knights and lords.
Post by: Indirik on June 01, 2012, 06:37:12 PM
If it increased the region's gold production, both would get their share. The Lord, after all, takes a percentage of the knight's incomes.
Title: Re: Industry buildings for Knights and lords.
Post by: Poliorketes on June 09, 2012, 01:20:50 AM
It's an interesting idea... but it would be 'fixed' to the state or to the noble family?

mmm... If it was to the family, maybe it could be good. A family could be famous for their excellent armour craftsmanship, etc. It could add to the family fame?   

Some realms could want to 'attract' a family for their skilled craftsmen?

Oh Dear! A new class: The bourgeois!  ;D
Title: Re: Industry buildings for Knights and lords.
Post by: Zakilevo on June 09, 2012, 01:22:44 AM
Doubt it. All the infrastructures you will build will stay with the region you are building in.

I think once the dev team manages to add this, we will see many people sticking around with their estates.
Title: Re: Industry buildings for Knights and lords.
Post by: House Talratheon on June 09, 2012, 02:29:42 PM
Doubt it. All the infrastructures you will build will stay with the region you are building in.

I think once the dev team manages to add this, we will see many people sticking around with their estates.

I agree people tend to stick it out for something they've worked for rather than what was given to them. It's usually why regional lords stick around longer than the knights, they worked to gain the region and will work hard to keep it or claim a bigger more profitable one. But psychological study of the human mind proves that if they (a person) worked on it even for a small percentage of time they are more likely to stick or persevere with it even if it would be better logically to abandon it.

Title: Re: Industry buildings for Knights and lords.
Post by: Bronnen on June 09, 2012, 05:42:00 PM
If tom wants I can edit the first post in order to add all these in and make an official feature request. But if the Devs say this is being added in, maybe we can help with some ideas!
Title: Re: Industry buildings for Knights and lords.
Post by: Charles on June 11, 2012, 04:03:01 AM
My question is how will these buildings be available?  It does not make sense to build certain buildings in certain areas.  No point in building a mine in a rural area. 
Many of the buildings that I would consider building could be tied very nicely into resourses.  Mines, grain mills, lumber mills.  If we really expand resources-vinyards, orchards, brewers.  Will someone have to decide what bulidings can be built in each location? 

On a second note, how would the buildings be tied to the estate?  What happens if the estate is removed?  Do the buildings get destroyed?  Can a lord move buildings from empty estates into occupied ones?  This would not so much be moving the building as much as changing the boundaries of the estate.  I could see being able to move a building from a knights estate as well, but make sure knights can protest those actions.
Title: Re: Industry buildings for Knights and lords.
Post by: Indirik on June 11, 2012, 04:42:09 AM
Let them build whatever building they want. Does it really matter? If the building operates by a percentage increase of the regional baseline, then building a sawmill in a region with no trees wouldn't suddenly make the region produce craptons of wood. It would just 130% of 0.
Title: Re: Industry buildings for Knights and lords.
Post by: Penchant on June 11, 2012, 04:57:33 AM
Let them build whatever building they want. Does it really matter? If the building operates by a percentage increase of the regional baseline, then building a sawmill in a region with no trees wouldn't suddenly make the region produce craptons of wood. It would just 130% of 0.
+1
Title: Re: Industry buildings for Knights and lords.
Post by: Charles on June 11, 2012, 05:10:37 AM
That is a good point.  It would be good to then see what the actual bonus would be for a building before building it.  Even if it is a rough estimate.  Some buildings would be clear that it does not help, others might not.  That is a detail that could likely be added later.
Title: Re: Industry buildings for Knights and lords.
Post by: Duvaille on June 14, 2012, 02:31:02 AM
How about this:

1) you can only have one building type at each estate (eg. only one sawmill / estate)
2) the more sawmill buildings you have operational in a region (an estate with one must be occupied) the more effective all of them are (if only a little bit)

OR

1) Have different kind of industry buildings for the same outcome, for example "(A)Logging Cabin", "(B)Saw Mill", "(C)Carpenter's Guild"
2) B only works if you have A and C only works if you have A and B or some such nonsense. You could also have D, E and F buildings, or it could work for some building types that you need two A's online for gaining a benefit from B.
3) Each of the ABCs would need to be in different regions (no realism there, pure gameplay choices)

The reasoning behind this is that a region could choose to focus on some aspect of region improvement, and if your estates all cooperate, you get a stronger bonus there but perhaps then need to sacrifice other benefits. A region could choose, for example, to really focus on the farming and food production and have it at 120% of normal food production. With a more balanced approach the region could have for example 110% of food production, 110% wood production and 110% tax income instead.

Then again I am really good at overcomplicating stuff. I quess all I am saying is that it would be really nice if the buildings one estate has could influence the buildings of the other estates in the same region, and that a lord who manages to have more estates filled could encourage industry chains for greater profit, but with a risk of breaking the chain if a knight leaves.

For additional fun, an industry building construction could work a little the same way as recruitment center construction does. You could build a sawmill, and it could be anything from 10% to 100% efficiency. If you are not happy with the result, tear it down and try again. This would make some buildings very valuable, and you would hate to need to tear them down for making room for some other type of a building. As with RCs, you could just choose to build a generic industry building cheap, and it is up to luck what kind of a building the game generates. Perhaps, as in RC construction, some special buildings could only be had this way.

Imagine the pain if you really had your estate trimmed to impressive perfection, and then the region lord changes and then he kicks you out. Or you lose your estate to war, and lot of the stuff gets burned down. You would end up loving your estates, and perhaps going to great lengths to save them from doom.
Title: Re: Industry buildings for Knights and lords.
Post by: mykavykos on June 14, 2012, 06:03:39 AM
I would like to see a little less randomness and more hard work and dedication to have better results.
Why cant we have a way to extensively invest in something until it become good?

If we make the skill downgrade with time, them only those who really invest time and gold will have results.

I think that this also help binding people to their estates and regions.