Unique buildings per Faction
Currently, base building is the same across each faction leading to you losing a lot of the identity from the faction you're playing. While the units you use may differ, it does feel like you're just playing a reskin of the game because each faction essentially has the same build order
Comments: 14
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17 May, '22
KvorumUnfortunately, each faction is not much unique. It would be more interesting if each faction had its own unique sides. not only like now the resurrection of zombies
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18 May, '22
Sloul MergedCurrently all factions have the same buildings and functionalities when it comes to base building.
Otherwise they are fallowing the exact same tropes.
This suggestion aims to make every faction feel different not just on the battleground, but also out of combat.
Random base building ideas to illustrate:
-= Barya = -
Stores, Markets, and Merchant Guild get economic bonuses.
Possibly through stores producing more gold, Markets producing gold, and Merchant Guild too.
Doesn't have to be strictly gold, but a specific economical bonus.
-=Arleon=-
Barracks and Castles add defensive bonuses to towns, possibly by adding troops to their reserve (possibly footmen).
Arleon towns natively produce militia (not sappers).
-=Loth=-
Their sleepless workers undead work days and night, thus collecting more woods and stones from specific buildings. -
18 May, '22
SloulOh damn, I created a duplicate (https://songsofconquest.featureupvote.com/suggestions/300842/asymetric-base-building-tech-three-economy-and-map-interactionexploration-per-fa)
I'll see if can get it deleted.
Currently all factions have the same buildings and functionalities when it comes to base building.
Otherwise they are fallowing the exact same tropes.
This suggestion aims to make every faction feel different not just on the battleground, but also out of combat.
Random base building ideas to illustrate:
-= Barya = -
Stores, Markets, and Merchant Guild get economic bonuses.
Possibly through stores producing more gold, Markets producing gold, and Merchant Guild too.
Doesn't have to be strictly gold, but a specific economical bonus.
-=Arleon=-
Barracks and Castles add defensive bonuses to towns, possibly by adding troops to their reserve (possibly footmen).
Arleon towns natively produce militia (not sappers).
-=Loth=-
Their sleepless workers undead work days and night, thus [...] -
18 May, '22
Munin Admin"Asymetric Base Building, Tech three, Economy and Map interaction/exploration per faction" (suggested by Sloul on 2022-05-18), including upvotes (2) and comments (0), was merged into this suggestion.
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18 May, '22
VanLaserI think the current structure could serve as a base, and unique buildings could be added in addition to what's already there. Loth could have a building that converts troups into skeletons and risen. Barya could have artifact merchants. And so on.
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20 May, '22
akoi could see research being different.
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25 May, '22
Viedu MergedMight have been stated before, but I think that it would be cool to introduce at least one unique building ( that is not a creature dwelling) to a faction (heroes 5 style).
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01 Jun, '22
Derrick PetersonMore building types, more variety, and asymetrical builds per faction are all fantastic ideas. I know this isn't a base building game, but what is there already is a really enjoyable component so far and I would love to see it developed more (no pun intended).
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05 Jul, '22
TitusIdea for Barya: You can build any of the neutral dwellings you've previously visited (regardless of their faction) but you can only do it once, there's also a three tiered research with each tier giving you an extra neutral dwelling to your limit.
Alternatively, they could just have a "freelancer's guild" instead where you can sell off your troops for different resources but also be able to buy a stack of random units (and these can be anything from bandits to dragons) every few turns or so. or instead of completely random have that be influenced by previously visited dwellings just like the dungeon portal from HoMM3 -
14 Jul, '22
TaffyI like this idea a lot! I'm thinking that something simple like Heroes of Might and Magic 2 or 3 where they have just a few unique buildings each would work. No more than 2 though to keep it simple for Devs/artists?
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26 Aug, '22
Moderator AdminThere is a good reason why the buildings are kind of similar and built in a similar order. This has to do with the fact that you can claim and occupy and convert and enemy town. So in order for the game pacing and factions to be played in a "fair" way, they need to be balanced in terms of what they produce, cost, etc.
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03 Sep, '22
Ashley SmithI personally would value more unique and interesting factions and buildings than the ability to assimilate a town. It doesn't really make too much sense anyway - converting a human-producing military building into a rat warren requires some imagination in the first place, but it's fine.
I would prefer it if you could have other faction's buildings in your city that dont' do anything, similar to the 'occupy' state. That way if you can't convert a building, you keep it around and harvest money and resources from it so that you can destroy and rebuild it at your own pace..
Can't help but feel like the tradeoff for getting unique buildings is way more appealing to me than the ability to convert - I never convert anyway since it takes too long and razing is a little more autonomous and effective. -
10 Sep, '22
FreezeZ Admin"1 unique building for each faction" (suggested by Viedu on 2022-05-25), including upvotes (23) and comments (0), was merged into this suggestion.
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21 May
UnLimiTeD" you can claim and occupy and convert and enemy town"
So what's stopping just having one building of, say, medium or large size, per faction, that does faction specific things, and on conversion is just exchanged for another faction's special building?