Author Topic: Estate Improvements  (Read 10009 times)

Anderfhstim

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Re: Estate Improvements
« Topic Start: December 20, 2017, 03:49:29 PM »
Since you are looking for feedback here they are

Smithy - Get the blacksmith to repair 5% of equipment damage for free (can only be used once per week)

-Feels kinda unnecessary to be honest unless you are getting your own personal smithy in your estate. Wouldn't mind having one that is as good as ones in townsland. Would give you a reason to visit your region sometimes on your way back to a city or something. But maybe for free.

Chapel - Hold prayers at the chapel to restore unit morale to 100% for free (takes a large number of hours)

-Not sure you want this. I'd rather have priests get a new ability to do this to be honest. Or be able to get this from a temple building in the region you are in.

Training Ground - Train your sword/jousting skill for free (equivalent to free training sessions with an advanced academy trainer)

-Not all the way to advanced. At most they should only get a normal tutor (<40%). Also why just for sword/joust. Make it available for all.

Hunting Chase (rural/woodland/mountain regions only) - Allows you to recruit one of your huntsmen as a scout (can only be used once per week)
Craftsman (townsland/city/stronghold regions only) - Allows you to get them to make two free banners for your unit (can only be used once per week)

-Free paraphernalia isnt' a bad idea.

Mill/Workshop - Gives your estate a randomly generated extra income of 10 to 20 gold per week

-Wouldn't mind having production buildings like this. But instead of getting food directly, I'd like to see some variety. Like Mill maybe increase the food production of the region by 10%.

Guardhouse - Daily cost of your unit is halved while you're in the same region as your estate due to being able to quarter your unit in it

-Automatic policing would be nice while you are in the region to capture any suspicious character in your region.

**production buildings(maybe all of them) obviously need to become obsolete the moment estate becomes vacant

**need to think how long these buildings can stay up while the estate they are located in stays vacant. Maybe after being vacant for 3 months, all buildings should shut down.

**estate size should determine how many buildings you can have.

**building prices must become more expensive I feel. Especially for free academy. That thing needs to be expensive. At least 300 gold or more.