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Cultural district #49
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gazette publisher (industrious): 10 labor, requires rank 4. will show you the location of the nearest undiscovered location. after visited needs another 7 days before being active again |
Theater (10, 1 per city rank): +10% chance of turning a Town Event into a level-higher one instead. |
Tattoo parlor
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Alchemist guild: makes potions from any realm (5/+5) |
Bard guild |
Library (5/10/15/20, one per rank): as a mages guild but random spells. Museum (15, requires city): +1 to event rolls. Player can bring rubies here, each ruby will add another 1 positive event modifier. My initial thoughts for the event roll would be: sum each location in the district, most will be +0, with a few being -1 (slums) or +1 (upgraded monastery). Then roll d20, add all modifiers: [1,5] is a negative event, [16,20] a positive one and anything else is neutral. 1 and 20 natural rolls are always bad/good regardless of modifiers. How often an event should happen is up in the air - maybe once per month per city (random daily roll, of course). |
Disassembly: allows you to convert items into labor. |
Scribe (15): for a hefty sum, will allow a unit to learn a single spell of their choice from any in the game. |
Could have dedicated shops:- scribe, brewer, carver, forger for scrolls/potions/wands/rings). May want to remove rings from the Artificer though? |
A cool building would be a Duplicator: once per week it allows you to replicate any Item (except Relics), for their original cost. Costs 15 and can be upgraded for another 5 to allow doing it once per day. It could also clone party members for their CR equivalent in rubies. The clones would be constructs though (and marked as Elites to differentiate them) so they cannot regen HP normally - with their CR and cost updated accordingly. |
Town hall (10 labor, requires town): adds a 10% chance of turning any City Event #32 into a level-higher event instead. City hall (10 labor, requires city): 20% instead. Sensorium (20 labor, requires city): same as City Hall. |
Forum (town, 15 labor): adds +1 to city size, -1 if destroyed. Energy nexus (city, 20 labor): adds +2 to city size, -2 if destroyed. Also adds the possibility of a negative event: Nexus explosion, is destroyed and also takes out another district building with it. |
Fork Cultural into Magic district as well. |
Force field (20, requires city): eliminates any Incursion in the district. Has a chance of being destroyed equal to EL/20 (5% for EL1, 100% for EL20+). |
Laboratory (10, requires village): adds 1% daily to labor. May be built once per Town's Tier. |
Mana harvest (5/10/15/20, requires hamlet/village/town/city): has a |
Gallery (15): buys gems/art for Would need to check if it precious objects are even relevant this late in the game. |
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