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Thread: Tech Trees

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  1. #2

    Default Re: Tech Trees

    The Skaven's tech tree seems well though out but I would like to make the following points.

    Firstly can the Skaven recruit priests? If they can then the priest agent should be added to the religious buildings.

    Secondly the spy / assassin buildings only have 2 levels ('House of Council' and 'Embassy of the Thirteen'). It may be better to have more levels of these buildings, with each building providing improved benefits (see my third point).

    Thirdly will constructing improved buildings increase the experience of the soldiers and agents, eg would a 'Skryre Warplock Laboratory - Tier 3' produce more experienced 'Poison Wind Globadiers' that it's Tier 1 version?

    Fourthly can the Skaven improve their weapons and armour?

    Fifthly I don't think it's possible to prevent the construction of a building due to another building being present (unlike in RTW where you could only have one type of religious building). So you couldn't prevent a player building a 'Eshin Training Ground' and a 'Moulder Experimental Pit' in the same settlement unless both of these buildings are classed as guild buildings.

    I'd also like to point out the the following factors can easily be changed with different building levels: unit cost, recruit time, refresh rate (how often you can recruit them), unit and agent experience, and agent limit (for example 1 per merchant per Trade building).

    While the following effects can be added to any building: ability to recruit units and agents, improving weapons and armour, generating money, improving or reducing law and order, coverting the population to the faction's religion, trade bonuses. These effects can affect a settlement or the whole faction.
    Last edited by uanime5; 06-13-2007 at 12:50.
    4 Seasons (6 Empires battle for supremecy); 3.0 version
    Total War Eras (start at 970, 1080, 1200, 1300, 1400, or 1500); 2.4 version
    Eras Total Conquest (start at 1230, 1346, 1547); 1.2 version

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