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Messages - Bronnen

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271
Feature Requests / Re: Industry buildings for Knights and lords.
« 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!

272
Feature Requests / Re: Industry buildings for Knights and lords.
« 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.

273
Feature Requests / Industry buildings for Knights and lords.
« 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.

274
BattleMaster Expansions / Re: Beyond the Blight - not selling well ?
« on: January 14, 2012, 01:10:10 AM »
I haven't bought this just because I think it would have been such a fantastic Idea to allow people to write short stories about their characters during this exact period, and send them for submission and inclusion into the book.

I love to read, I love history, this would be a top notch sell, but I think a lot more people would be interested in buying stuff that not only has this history, but also has short stories of different characters that live on beluaterra. Either stories of things that are happening now, or stories of things that happened in other invasions.

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