Figured we needed a thread for questions that didn't need to take up valuable room from talented mod'rs.
You might want to see if the tag for city level works for AI wrappers. It was in E:WoM within the core improvements file.
<ReqCityLevel>3</ReqCityLevel>
I know in spells CityPopulation is possible, but maybe for the AIData try Population
N/A
Did they increase the population needed for level 2 up to 60?
Well yes, if they did change it, it would have been in 1.4.
With regards to the CityHubs, does that mean you can require a certain cityhub (or even better, level-up building as you still want to allow above level 2 to build Vault 1, above level 3 to build Vault 2, and above level 4 to build Vault 3) for the vault spells and maybe only being able to build at certain places?
If you can't use the improvements themselves for restricting training to one city, is it possible you could have all three selections for a levelup give a big (or any) number of a special resource that is local to that city, and make that Vault Item require you to spend 1 or whatever of that local resource?
So Vault 1 would require City Hub 2/3/4/5 of a particular city type, Vault 2 would require City Hub 3/4/5 of a particular city type, and Vault 3 would require City Hub 4/5 of a particular city type? As well as the Tech pre-reqs of course.
With the local resources, unless you wanted to refill the resource each time the hub changed/didn't mind how many of the items are produced on units, it would probably be better to tie the resource to the level-up improvements of a certain level. If it is possible to require a local resource for equipment unlocked for unit design, you could add a 1 (or 0.1 if that's possible and you want to do that?) requirement for each unit member using that piece of equipment, as well as the cost in crystal, metal and production.
Remember, henchmen built with non-trinket items can sell them, so you would probably want the Unit Design Items that are not trinkets to be fairly expensive in crystal and/or metal (and a fair amount of production). You can't sell trinket items from a trained henchmen, but you can sell any armor or weapons they are trained with.
I'd love to hear if you can require a local city resource to train units with a particular piece of equipment!
Actually, you might only be able to limit unit design items to Vaults of the same number and City Type.
SECTION 1
However, to do this I think you would need to have 9 different custom resources (Local to the city they are in):
- the requirement to have a certain level would mean you would need to have the Vault 1 Items require a resource produced by Level 2/3/4/5 City Hubs of each City Type (one Resource for Town Vault 1s, one Resource for Fortress Vault 1s, one Resource for Conclave Vault 1s), Vault 2 Items would require a resource produced by Level 3/4/5 City Hubs of each City Type (another 3 custom resources, one for Vault 2s at each City Type), and Vault 3 Items would require a resource produced by Level 4/5 City Hubs of each City Type (another 3 custom resources, one for Vault 3s of each City Type). 9 New Custom Local Resources.
SECTION 2
So to add an item to a unit design:
- the item will have to be unlocked (which it will if it is one of the items that is randomly selected to be produced by a Vault - this would not be unlocked until the Vault is finished building, an important point).
- the item will have to be available for unit design (I'm not sure if the +hitpoint items would be able to used for unit design unless they were modified to be appropriate for trained units, the +Physical Attack items would only be in if they were particularly expensive)
- the local resource produced by the City Hub (which means you have the City Hub requirement)
SECTION 3
The actual Town/Fortress/Conclave Vault 1/2/3 building itself would require all the following three conditions achieved:
- the Tech (as of now, Glyph Stones for Vault 1s, Armor for Vault 2s and Arcane Armor for Vault 3s)
- correct spell for that particular City Type and Vault Number cast on that city
- City Hub of the minimum level or higher for that City Type and Vault Number.
Each City Hub as discussed in the first section would have a certain number of a unique accumulating (eg. metal, crystal, horses, wargs, beer) or non-accumulating (eg. Shard Power) resource (a large number if you want to allow virtually unlimited training/retraining of troops and the resource does not accumulate).
The City Hub of a certain level and a certain type would produce the local resource which would only be required by Vault Items of a particular City Type and Vault Number.
Simple idea, but very complex execution! Would you like some help to get the unit design thing set up for your Vaults?
No, when mentioning examples of accumulating and non-accumulating resources, they were just examples. I was not meaning for Beer to be used just yet, just (for the moment) crystal, metal and production (and gildar is a choice too). Although a large production can be circumvented using Life's unit production completion spell (whatever its name is ).
I like the Arcanium short resource names you've come up with.
Yes I can have a go at the production/resource requirements. Does:
<AdditionalTrainingTurns>#</AdditionalTrainingTurns>
refer to extra turns added on top of what it would cost (in turns) for labour (ie. total labor cost/ city production, rounded up and then extra turns added?
EDIT: I think the AdditionalTrainingTurns tag is the production per unit member extra for this item, is that right?
I'm not sure. But when training a unit it should tell you if you don't have enough.
What is the most important resource when training a unit with new trinkets? I know crystal, metal and gildar are important, but is it worth also increasing production cost significantly for powerful items?
In reply to your #465, if you wanted to you could give a huge amount of a non-accumulating Arcanium resource, and use the other costs to determine how much of the new stuff you could build. I'm not sure if the game is set up to be able to show how much of an accumulating local resource you have in that city.
Good point. So have you worked out how to view the amount of an accumulating local resource?
Maybe there could be an upgrade to each Vault that costs a lot of gildar and crystal that doubles the production of the Arcanium of that type?
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