City Guilds - a potentially good idea to be worked on
Hi all,
some of the suggestions to improve FE that I have been reading these days focus on giving more flavor to cities, making them more unique and diverse - something more than making a Production city, a Research city and a Money city, although this could possibly be already a slight improvement with respect to what we have now.
Starting from an idea of Sathran "I miss something that makes cities more than just Military city 1, research city 3, gold city 6, etc. I think some rare buildings could help with this, especially if they can interact with other equally rare buildings in interesting ways." and a follow-up by Austinvn "I definitely agree on this part, and it got me thinking - mutually exclusive buildings would go a long way towards making cities feel unique. What if you can have your Temple of Life that allows you to train soldiers with paladinesque healing/smiting abilities, or an Assassin's Guild that allows soldiers with poisons or crit bonuses.. but the paladins and assassins will not tolerate living side by side, so you only get to build one in a given city? ..." I decided to develop a little more this idea of City Guilds as a way to characterize each city and offer a deeper angle on how to specialize them.
Besides looking like a promising idea, it seems to me that this could also be implemented without big changes (= work) by the devs, which makes it worth exploring - so that devs could take what good they see in it, if any is there...
Here is what I came up with. Feel free to comment, criticize, expand this idea: I'd like this post to be like a cauldron, where we try to come up with a good soup in the end ![]()
******************* ******************* ******************* ******************* *******************
[**EDITED TO INCLUDE NEW IDEAS**] Here it is:
- Every city can have at most one guild.
- A city must be of level 4+ to be eligible for a guild.
- There are three main groups of guilds:
- Fighters guilds: warriors’, paladins’, assassins’ and rangers’
- Academies: mages’, monks’, warlocks’, druids’
- Corporations: engineers’, accountants’, merchants’
-
Fighters' guilds must be unlocked as a technology in the Warfare Tech Tree before you can build them. Similarly, Academies and Corporations must be unlocked in the Civilization and Magic research trees respectively
- Once a corporation is installed in a city, the effects are:
- 1-2 new buildings become available. New buildings allow for bonuses and/or new units to be trained (or new traits to be given to units)
- The city receives specific permanent bonuses and maluses.
- Depending on the Type of guild, it will:
- Add an additional unit of defenders when the city is under attack, if a Fighters' Guild (warriors, paladins, assassins, rangers), with different units for different Guilds;
- Add a permanent enchantment to the city when defending against enemies, if an Academy (mages, monks, warlocks, druids), with different spells for different Academies;
- While fighters' Guilds and Academies have a maintainance cost, Corporations (merchants, accountants, engineers) provide a small income to the city, but no bonus when attacked
- [bells and whistles #1] A guild allows also to build a sort of World wonder for that guild (only one can exist in the whole world) with specific bonuses
- [bells and whistles #2] When the city turns level 5 the guild can be upgrade to a special type (e.g. Paladin guild becomes Order of Talos...) with special other effects.
- [bells and whistles #3] Each corporation can perform a special task once every n seasons, at a cost (e.g. thieves guild can increase unrest in a target city controlled by an opponent. Engineers guild can slow down production in target city; Paladin guild can give bonus to champion during a quest...)
- [bells and whistles #4] The first thieves guild, paladin guild and so on... of the entire would receives funding from all similar guilds built after that from any player
Examples of the impact of the Paladins Guild on a city:
- One unique building can be built:
- Fountain of Heaven: troops in the city heal 3x faster and get a magic resistance bonus when defending, maitainance cost for troops in the city is halved, etc...
-
It lowers Magic-Tech research in the city by 10% and decreases unrest by 10%.
-
A unit of Paladins is added to the standard defenders in the city
-
when the city turns level 5 the guild can be upgraded to
-
the Order of Talos, allowing units the traits Enlightened: immunity to mind-affecting and polymorph spells
-
Temple of Reighteousness, allowing units the trait Lay Hands ability (city level 5 required): to be used once per combat to heal allied units
Warlocks and Assassins are Empire-only guilds
Monks and Paladins are Kingdom-only guilds
Ps: I have not played the beta, only watched some videos, so I apologize upfront for anything out of context here!
******************* ******************* ******************* ******************* *******************
