Racial Building Materials
- YK - Yuri Khavlor
- King
- Posts: 692
- Joined: Sat Aug 04, 2018 5:13 pm
Racial Building Materials
I would like to propose a racial Building Knowledge for Humans.
Brick - Plains provinces produce a 'Stone' substitute for building. Bricks are not shared via trade routes.
In the Diaspora/Flight 'build from scratch' format humans are well behind other races for access to building materials. They are assigned to plains, with no chance of starting with a Building material resource. With the addition of great captains, and smaller maps it becomes a massively amplified disadvantage.
A Brick option will reduce some of the handicaps compared to the dominant advantages of Karamhul and Sidhelien.
Brick - Plains provinces produce a 'Stone' substitute for building. Bricks are not shared via trade routes.
In the Diaspora/Flight 'build from scratch' format humans are well behind other races for access to building materials. They are assigned to plains, with no chance of starting with a Building material resource. With the addition of great captains, and smaller maps it becomes a massively amplified disadvantage.
A Brick option will reduce some of the handicaps compared to the dominant advantages of Karamhul and Sidhelien.
YK - Yuri Khavlor
Lord Mayor of Lyssan
“Nature is not cruel, but pitilessly indifferent. The hardest lesson for one to learn, is to admit that things might be neither good nor evil, but simply callous -- indifferent to all suffering"
Lord Mayor of Lyssan
“Nature is not cruel, but pitilessly indifferent. The hardest lesson for one to learn, is to admit that things might be neither good nor evil, but simply callous -- indifferent to all suffering"
- DCT - Destiny Corben-Talas
- Posts: 177
- Joined: Mon Aug 06, 2018 9:00 am
- Location: Las Palmas, Canary Islands
Re: Racial Building Materials
Try to get anything done with Iron from scratch..,). It does not even works for provinces of 4+, that needs grain, wood and stone, all of that is not always available at hills..and also we lack extra feats or DP bonuses, or bonus facilities maximum. Crappy Halfos..,)
“No dimensions are closed to the ones in service of the Universal Law.”
Nur Hayati Corben-Talas
Nur Hayati Corben-Talas
- YK - Yuri Khavlor
- King
- Posts: 692
- Joined: Sat Aug 04, 2018 5:13 pm
Re: Racial Building Materials
Hills have the option to start with stone, not much better.
Maybe Halflings should have the benefit of making level 1 buildings with only one resource in hills (like forts) given their propensity for living semi underground?
Goblin start in woods.
Orog starts in the mountains with a chance for starting with stone. Maybe they should get the Dwarven food bonus.
Gnolls get the shaft? Like humans in plains they have no building resources, and I cannot think of a thematic way that they would get help in this regard. Maybe a racial 'slaving' option to replace the possibility of competing for great captains.
Maybe Halflings should have the benefit of making level 1 buildings with only one resource in hills (like forts) given their propensity for living semi underground?
Goblin start in woods.
Orog starts in the mountains with a chance for starting with stone. Maybe they should get the Dwarven food bonus.
Gnolls get the shaft? Like humans in plains they have no building resources, and I cannot think of a thematic way that they would get help in this regard. Maybe a racial 'slaving' option to replace the possibility of competing for great captains.
YK - Yuri Khavlor
Lord Mayor of Lyssan
“Nature is not cruel, but pitilessly indifferent. The hardest lesson for one to learn, is to admit that things might be neither good nor evil, but simply callous -- indifferent to all suffering"
Lord Mayor of Lyssan
“Nature is not cruel, but pitilessly indifferent. The hardest lesson for one to learn, is to admit that things might be neither good nor evil, but simply callous -- indifferent to all suffering"
- DCT - Destiny Corben-Talas
- Posts: 177
- Joined: Mon Aug 06, 2018 9:00 am
- Location: Las Palmas, Canary Islands
Re: Racial Building Materials
Hills provide Grain even sometimes. Its just the normal resource, being iron, that gives a hard start for halfos if there is not a quick expansion, that definitively didnt happened this time. Its matter of luck, halfos needs to expand quickly or they are suffocated by the others. I thought Orogs already had that advantage, not only the dwarves, and gnolls have a huge advantage in terms of pop growth. They rarely need it, as they are the best ratio for rule provinces. I would suggest gnolls gets easier to get materials, they are very well know scavengers. If itwere not so bothering job for juan, would say they get 1 material per province of a random resource, not including the advanced ones, at least for first turns..
“No dimensions are closed to the ones in service of the Universal Law.”
Nur Hayati Corben-Talas
Nur Hayati Corben-Talas
- TF - The Fortress
- Posts: 434
- Joined: Mon Oct 12, 2020 2:54 pm
Re: Racial Building Materials
For Diaspora/Start from Scratch type set ups, not taking starting resources is a bad idea regardless of race.
The Fortress!
Morwe of Cuiraécen
Face each day like a storm;
Respect it;
Fear it;
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Morwe of Cuiraécen
Face each day like a storm;
Respect it;
Fear it;
Endure it;
Thrive in it!
Re: Racial Building Materials
Hills are either Iron or Grain
Orogs can use the Mine-grain thing, as well.
Gnolls have very low DC province ruling.
In terms of the Great Captains, 3/5 have been recruited by non-Sidhe/non-Karamhul.
Orogs can use the Mine-grain thing, as well.
Gnolls have very low DC province ruling.
In terms of the Great Captains, 3/5 have been recruited by non-Sidhe/non-Karamhul.
Re: Racial Building Materials
I do, however, think there is an issue with the start-from-nothing games, in terms of resource access. It creates a need to prioritize resources, which can warp behaviour if a guilder isn't nearby, or make it almost impossible to get all resources.
- WB - Water's Blessing
- King
- Posts: 712
- Joined: Thu Aug 02, 2018 4:01 pm
- Location: Mind your own business
Re: Racial Building Materials
Might make it, in future iterations, instead of giving people enough to build 1 building that anybody can build level 1 buildings without resources. You need the resources to build above level 1. So, any village can build an earthen berm or something like that, but need to source a quarry and lumber to build something more complex.
WB - Temple of the Water's Blessing
"You can be forgiven, if you make amends..."
"You can be forgiven, if you make amends..."
- LMC - Lord Mayor Cowell
- Posts: 252
- Joined: Sun Feb 09, 2020 5:04 pm
Re: Racial Building Materials
Might include an option to do buildings at a(significantly) higher cost, without resources. Indicating black market stuff, with people smuggling resources from elsewhere so you need to pay premium.
*edit
Or lvl 1 without is another option
But well. I doubt many buildings, if any, was built in the first 7-8 turns without starter resources, meaning it made no difference to early strength anyway.
*edit
Or lvl 1 without is another option
But well. I doubt many buildings, if any, was built in the first 7-8 turns without starter resources, meaning it made no difference to early strength anyway.
Last edited by LMC - Lord Mayor Cowell on Mon Mar 22, 2021 9:56 am, edited 2 times in total.
Lord Mayor Cowell VI
- CSF - Flint
- Posts: 414
- Joined: Fri Apr 05, 2019 6:32 pm
Re: Racial Building Materials
When the whole map was revealed, and we had perfect resource information, you could plan your resource acquisition. With the explore mechanic, that angle of resource engagement is replaced with a (seemingly) much higher variance randomness. I am not convinced that is a bad thing.
Previously we indicated a desire to slow down the game economy - doesnt the explore+resource mechanic do exactly that? Preventing guilders from max efficiency laying down the perfect network from turn 1, then forcing potential reworks when another player is met who needs X, and has trade route slots you can gain access to?
Previously we indicated a desire to slow down the game economy - doesnt the explore+resource mechanic do exactly that? Preventing guilders from max efficiency laying down the perfect network from turn 1, then forcing potential reworks when another player is met who needs X, and has trade route slots you can gain access to?
Captain Shanol Flint