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Specialized buildings.

PostPosted: Mon Dec 26, 2016 2:20 pm
by Nsuidara
I would suggest, a very simple way to improve mechanic the town's (mean upgrade system Town)
specialized buildings would add bonuses for basic mechanic in salem

This is not full considered idea, they are the basis for the idea for output dwarves from mine into surfaces

to build a specialized building, required ofc space and auth number

Blacksmith House
required: min 1000 auth Town for build
I need not describe what a building.
Here can be build few new / old build
  • new type Ore Smelter -
    a) this ore smelter required less coal, ore, lime
    b) give bonus +1 more bar
  • Finery Forge
    a) work fast and eat less coal
    b) less repair/use "pumps"
  • Cementation Furnace
    a) need less time
    b) give bonus +1 more bar

for all builds, example
if it's possible Blacksmith House have few slots "modules"
when player build "type modules" (few types modules for Blacksmith House) then got same bonuses
example, module "Great Ore Smelter" give +1 bar, but example upkeep need coal or ore... (or nothing need more)


Butcher House
required: min 800 auth Town for build
Here can be build few new / old build
  • new storage meat boxes,
  • IF rot will be added, then example more time need for be rot
  • bonus for got more slab/steak
  • less wear knifes
  • bonus +% pure meat

Garden House
required: min 900 auth Town for build
  • new type pots
  • automatic water system ?
  • more plants
  • etc

Alchemic House
required: min 4000 auth Town for build
  • new potions can be produce
  • more Otto of Rose bonus
  • less time for distiller
  • etc

Chef House
required: min 1500 auth Town for build
  • new Pots build (more space)
  • bonus for pure food...
  • storage food box
  • etc

Canteen / Gluttony House
required: min 1500 auth Town for build
  • ofc. bonus when gluttony session :P
  • etc


Warehouse
required: min 1500 auth Town for build
  • new type sheds
  • build new spaces
  • ...

This is not full considered idea, they are the basis for the idea for output dwarves from mine into surfaces

IF devs, need idea for how to implement/script this i have few ideas (but i don't know how it's "inside" salem server stomach) :P

Re: Specialized buildings.

PostPosted: Mon Dec 26, 2016 2:31 pm
by ZoddAlmighty
Seems like lots of work for the dev team. Maybe for Christmass of 2020 :)

Re: Specialized buildings.

PostPosted: Mon Dec 26, 2016 3:42 pm
by gorniksam
Too much bonuses would made that game too easy. I dont like that idea/ideas at all, -1

Re: Specialized buildings.

PostPosted: Mon Dec 26, 2016 3:52 pm
by Qiresea
maybe we dont need to get bonuses, but it could be useful to have such buildings for organisation purposes

Re: Specialized buildings.

PostPosted: Mon Dec 26, 2016 8:49 pm
by Taipion
First thing: Too much of a bonus would be bad, so keep it reasonable.

Second thing: There should always be a choice that matters, so a town should be limited to 1 or 2 of those.

Re: Specialized buildings.

PostPosted: Mon Dec 26, 2016 10:35 pm
by Dallane
Sounds broken

Re: Specialized buildings.

PostPosted: Tue Dec 27, 2016 1:33 am
by Coveredwagon
I like the idea of new buildings with bonuses but it has to come at a price. I can imagine a limit/town, a high maintenance cost, limited amount/server, etc.

For me those kind of buildings could serve as money sink and or as large scale projects that first need a lot of time invested and later quite some effort to keep them. If there was a limit/town, it could also serve as a specialisation to a town.

The strength of these buildings must not be to strong, because like people said, it could be game breaking.