See my smile
Life...Life never Changes.
- Location
- The Commonwealth
Cost 0 for construction? Can we reduce construction costs to 0?
No, Buildings always require at least 1 WR to make as it is the Nails, Stones, Tools and the like. Why?
Cost 0 for construction? Can we reduce construction costs to 0?
No, Buildings always require at least 1 WR to make as it is the Nails, Stones, Tools and the like. Why?
Alright, Just tell me when you're done with it so, I can finish up this turn post.
You 'liked' Zed's post but he has several buildings marked as 0 cost.
I take it back. I'll leave my post as is.
1.) I can't think of anything else to do atm and I'd rather not delay the turn and game for the others if I can help it.
2.) I'm honestly against this decision to allow multiple buildings per major action. At the very least, it should be gated away from some serious research.
I take it back. I'll leave my post as is.
1.) I can't think of anything else to do atm and I'd rather not delay the turn and game for the others if I can help it.
2.) I'm honestly against this decision to allow multiple buildings per major action. At the very least, it should be gated away behind some serious research.
Fair enough. This is my first time participating in a GS-RP, so it's not like I'm very experienced in these things either.
It's a very 'gamey' idea, but I was thinking...why not separate buildings into properly marked Tiers and have each major action be worth 3 'building points' for example? So a Tier I building (unless specifically stated) would cost #WR + 1 BP. So if we have the WR, we can stack them high and build SIX Tier 1 buildings in a turn if we can afford it - and are willing to spend both major actions on them. Once we get to Tier II, the BP cost also goes up. Tier III, 1 building per major action. Tier IV? You better get started on that BP research or you'll have to spend BOTH major actions to build one Tier IV building. So on and so forth.
Just throwing darts and seeing where they land, I guess.
EDIT: Alternately, I, personally, am fine with 1 building per major action. Whatever works.
Honestly, I'd be fine with them being their own actions, each. I'm pretty much the only one with the permanent economy to build so much anyway.
However, my issue is with the only having two major actions.
Right now the pace of the game due to that is kind of glacier with 1 building at a time.
Which ties into the economic issues.
Pretty sure I told you about me being busy with Finals and only just finished my School Year in general.
Pretty sure I told you about me being busy with Finals and only just finished my School Year in general.
So yes, I'm still here~
Wait, with us building more than one building at once can I add a mill to my building list for this turn? I know it's a bit late but it shouldn't affect anything to much.
Yes, their are specific buildings that do it without changing the unit into another unit but, you can upgrade your Miltia with the Training Ground into whatever that unit is.
A shame your busy in that battle and didn't meet me like I think you were trying to.
I need this turn, to finish my infrastructure, and get a real unit.
After that I will start exploring and looking for allies and such.
"Minor Action 1: Your Militia is a disorganized mob of undisciplined, untrained, and under-equipped. They're going to need more training and better equipment to be anything better than they already are. (Militia can be upgraded to Man At Arms with a Training Ground.)"
You mean a general men at arms right? I'm looking for a medium - almost heavy infantry role, separate from the other one.
I'm talking about the Men-at-Arms that are in the PM under the Training Ground.
It seems like the only strategy is to use up all actions on building resource buildings and damn the lesser returns each time. I guess it makes sense but Its kinda disappointing that's all we can do.
@See my smile I do not see anything about the merchant in the IC post
I figured you might want to keep him while not a secret something in your back pocket just incase.