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Requiem Game profile

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9476

Aug 21st 2024, 13:02:03

Dynamic Building Bonuses

A system where the ratio of "off-strat" buildings compared to main strategy gives a bonus.

Example:
Main Strategy- Casher
[determine a % of off strat farms] - [determine %] increase in population
etc etc.

The idea would be to have several bonuses per main strategy type for different off-strat combinations.

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I don't care to get into the specifics only the 30k foot view of what such mechanics could look like.

What are your thoughts here? If we want off-strat buildings maybe give them some more variability than just having them for LGing purposes. It would provide more variables to consider on how many/how long etc etc.

Tertius Game profile

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Aug 21st 2024, 13:57:29

Am I understanding your example / proposal: Are you suggesting some bonus where up to 10% of farms provides some linear increase up to 5% of pop or something?

And would this be a bonus that: requires bonus points; would come with a government; or would just be a base building change for coop?

Requiem Game profile

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9476

Aug 21st 2024, 14:26:22

The idea is that it is an additional bonus related to having off-strat buildings (in some ratio/combination) when compared to your main strat– all based on building composition. It would depend on maintaining this and you could lose the bonus if not.

The specifics for % gains on what and is secondary to the idea right now. But in a very simple example having some farms as a casher could yield a population boost, etc.

The goal is to have more meaning in having a dirty build, in my view, in addition to grabbing efficiencies. It is just a thought I had it is ok if people think it's a bad idea. Just seeing if there is anything of substance here.

Edited By: Requiem on Aug 21st 2024, 14:29:41

Gerdler Game profile

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5112

Aug 21st 2024, 21:28:31

It's an interesting thought. I dont like the motivation that its to provide a crutch to make grabbing off-strat more profitable. I think it's alright that its a choice between turn efficiency and cost that comes down to predictions, planning and assumptions that players will do differently

Tho doing something to builds that could make it more complex of an optimisation is an interesting thought. There are so many ways to do it in a poor way tho. Could be quite hard to do it in a way that makes it better. It comes down to details.

Does this only have to do with coop or should it be on B&S?

Requiem Game profile

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9476

Aug 21st 2024, 21:45:19

I was thinking in the context of coop but it would impact any clan-based server as they are the only servers with this mechanic I believe.