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Thread: Religious Buildings and building slots

  1. #1
    Apprentice Geologist Member Blxz's Avatar
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    Default Religious Buildings and building slots

    There is always lots of talk about how there are all these hardcode limits in the game engine that stops you from having every single faction you want and as many units as you want and as many buildings as you want.

    I was going over some old forum threads a while ago and saw that the EB team combined all the governments from seperate buildings into the one chain by having the military occupation as a level one. This freed up 3 slots I guess for use on other stuff. I was just playing EB now and alt_tabbed out because I was thinking that it might be possible for religious buildings to be combined in a similar fashion. Not sure how desperate you need more building slots but something like a simple 5% happiness bonus for a simple temple which then allows upgrades to the other ones with their fancy bonuses and dedicated to their own gods, etc.

    Not sure what your idea's are with everything in EB2 and whether you have already got other plans or whatnot or even if you take suggestions from randoms such as myself; but I thought that I would throw this out there and see if anyone from the team (or not from the team) has an opinion.
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  2. #2
    EBII Mod Leader Member Foot's Avatar
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    Default Re: Religious Buildings and building slots

    building hardcode has doubled from a limit of 64 to 128 in MTW2. We are not in short supply of buildings at the moment.

    Anyway, we will no longer be including temples in EBII as they appear in EBI, and as such they won't be taking up so many building slots as they did before. Religious buildings will be represented by festivals and constructable "wonders" or "civic buildings".

    Foot
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  3. #3
    iudex thervingiorum Member athanaric's Avatar
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    Default Re: Religious Buildings and building slots

    Quote Originally Posted by Foot View Post
    building hardcode has doubled from a limit of 64 to 128 in MTW2. We are not in short supply of buildings at the moment.

    Anyway, we will no longer be including temples in EBII as they appear in EBI, and as such they won't be taking up so many building slots as they did before. Religious buildings will be represented by festivals and constructable "wonders" or "civic buildings".

    Foot
    Sounds good . I've always found it most inconvenient to only have 1 temple and 1 religion in a province.




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  4. #4
    Member Member jazstl's Avatar
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    Smile Re: Religious Buildings and building slots

    Aboute the buildings, and the siges, can buildings (granary) add the time amount which a city can last?(during the sige)

    Just wondering...
    The soldier who runs away, will RUN away another day...

  5. #5
    They call me Flavius Member Belisarius II's Avatar
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    Default Re: Religious Buildings and building slots

    True, granaries would indeed increase the # of turns it could last in a siege, instead of needinf to upgrade a city's level.
    "Possunt quia posse videntur." - Virgil - "They can because they think they can."

  6. #6
    Villiage Idiot Member antisocialmunky's Avatar
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    Default Re: Religious Buildings and building slots

    Did you guys ever figure out the guild system for eb? Are you using it for colonization, cults, demography, etc?
    Fighting isn't about winning, it's about depriving your enemy of all options except to lose.



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