Economic buildings

BlueMirage

Trust, but doubt.
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39
Even though lifegain decks tend to suck in MtG, the idea you're proposing is a good one. Instead of using bribery (Which is kind of hard since a player has complete knowledge of what happens to his or her units), you're instead making the economists use their money to make deals. Interesting.
 

Linkoln

New Member
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18
i was thinking for bribes to be more like Mind Control, However i'm not sure if it should cost more for unit level or unit loyalty...
 

Joccaren

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OK. I'm agreeing with you on the buy/trade rescource/Bribe stuff and pure unit control isn't puely magic. Think of it this way:

Religious people gain control of that unit using high amounts of mana

Economic people gain control of the unit by spending 1 + 1/2 of the units original cost.

In the end, they both achieve the same result, but have different ways of doing it. In the end, its the same thing only money is the economists (Couldn't think of something better to call them) mana. It just gives the illusion of being different.

Also, I'm thinking about Spore here:

In spore, you have religious, military and economic races when you reach the civilization stage. Here is what each does:

Military: Build many strong military units that capture by brute force. In my opinion, worst race to be as Religious is the same, only it stops happiness and defence buildings.

Religious: Build low hp high 'Religious' damage units that attack the enemy city. Whilst attacking, the cities towers and happiness producing buildings are shut down

Economic: Economic people make trade routes with enemies, when these trade routes reach maturity, the economists are able to buy the city for an appropriate price.

Now, lets consentrate on the economic people. Their units need to be fast to get to the city and back and have high 'Trade' power to increase the rate of the trade route reaching maturity.
Lets convert this idea into WC3:
Trade people get to build a special unit which is a trade unit. This trade unit is very fast and has a low hp and armour. This trade unit however, can travel between cities and, after a while of trading with that city, buy the city.

Now, the other empire has one option to stop this from happening: Kill the trade cart!
Here is where I would bring in mercenaries: Mercenaries are unique units that cost a fair amount of money to own. In a way, I guess their kind of like your heroes, although, lets make them slightly weaker and cost money over time to own. When they can't be paid, they become invulnerable and return to a 'mercenary camp' and wait for someone who can pay them. The job of mercenaries is to defend the cart, at least for the economic empire.

As the economic empire has higher income, they should be able to buy more mercenaries, which will allow them to defend their trade carts better and capture cities without wasting to many troops.

As for building ideas:

Factory:
A production facility that turns something like gold into other rescources. Can be deactivated to stop this process

Market:
A place to buy/sell rescources and build trade carts and trade rescource collectors

Embassy:
Useless other than the fact that it has an ability that, lasts only for a short time, that will stop enemies from fighting in an area. Kinda like cloud for a whole city that stops melee, ranged, tower ect. from attacking

Mining Facility:
Provides a constant flow of rescources to the owning player.

Srry if that was long
 

Linkoln

New Member
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Naw religion cant mind control, only convert. Which is already a goal of the gods.

all villages need markets to go anywhere (required for second level of war/eco/rel), so i could see them going back and forth. Applying your idea, I could make it so that they go back and forth slowly purchasing the village by paying out the player. But as the village develops it will cost more and more. So if the player being purchased continues to use the money they give him to advance, then the eco village may never gain control!

Yeah i like that. It would be like blowing up a balloon. (gets bigger and bigger until it pops)

Still need more buildings though. And units as well. and an ability's if you can spare em.
 

Joccaren

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Here are some units:
Code:
[B]Merchant:[/B]
HP: Whatever is lowish for your map. A melee map difficulty would give around 150 hp
Speed: Slowish
What it does: A low level trade unit that travels slowly from city to city carrying few goods. Slightly increases the trade routes maturity and generates slight income on return to home city.

[B]Peddler:[/B]
HP: In a melee map, around 275
Speed: Moderate
What it does: A mid level trade unit that travels at a decent rate fom city to city carrying a small amount of goods. Increases a trade routes maturity 50% more than the merchant, adds a happiness bonus [If you decide to include happiness {Happiness could increase Speed of workers by a bit or decrease it if they are unhappy}] and generates 40% more income than a merchant on return to home city

[B]Trade Cart:[/B]
HP: In a melee map, around 400
Speed: Fast
What it does: A High level trade unit that travels quickly from city to city carrying moderate amounts of goods. Increases trade routes maturity by 150% more than the merchant and gives 90% more income than the merchant on return to home city

[B]Trade Wagon:[/B]
HP: In a melee map, around 475
Speed: Slow
What it does: A high level trade unit that travels slowly from city to city carrying tonnes of goods. Increases trade route maturity 300% more than the merchant and gives 275% more income  than merchant on return to home city

[B]Economic Politician:[/B]
HP: In a melee map, around 350
Speed: Moderate
What it does: A politician from an economic empire. Increases the productivity of the nearest building and has the ability to bribe enemy units.

[B]Collector:[/B]
HP: In melee map, around 275
Speed: Moderately slow
What it does: Travels to rare rescources and collects them for its owner.

Here are some abilties:

Code:
[B]Happiness Aura:[/B]
Increases the happiness of neaby units, causing them to move and work faster

[B]Overseer:[/B]
Causes the nearest production building to increase its productivity whilst the polititian is nearby

[B]Trade:[/B]
Increases a trade routes maturity and gives a small income

[B]Rescource Collection:[/B]
Collects a rare rescource to take back to the empire

[B]Bribe:[/B]
Pays an enemy unit to join your side

[B]Pay Mercenary:[/B]
Hires this mercenary to fight for you

It'll take me some time and a bit of researching to come up with more ideas.
 

jig7c

Stop reading me...-statement
Reaction score
123
I think you should go this route:

Militant society - Uses overwhelming numbers of aggressive troops

Religious - Uses magic powers and such

Economic - Uses technologically advanced troops, but are small in number

also economic can build/break alliances with different groups... economic needs a hero though, and last but not least...



if there is economy, there has to be corruption!
 
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