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  1. #1

    Default Brothels for EB2?

    I've heard that M2 has Brothel buildings in it, which you can build in your cities (not sure what bonuses they offer though, although as a guess I'd say +happiness, +squalor, -law, +pop growth).

    Anyway, will EB2 follow suit? As you guys want to be historically accurate, I don't see why you shouldn't (as although I'm no expert on history, I do know that prostitution wasn't invented in the Middle Ages...).

    And more to the point, how come EB1 doesn't have them now? Does M2 have a higher limit for the max. number of different buildings you can have, or offer different types of bonuses?

    Cheers!
    Last edited by I Am Herenow; 06-14-2007 at 17:32.

  2. #2
    EBII Mod Leader Member Foot's Avatar
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    Default Re: Brothels for EB2?

    Thats a very specialized building and I highly doubt, given that there are so many more important buildings in need of representation, that we will include brothels in EB2. Besides, brothels and prostitution were hardly ever, if at all, state sponsored (except as part of religion - the temples of Anahita in Hayasdan for example), so I doubt they would be suitable as a building choice.

    I would much prefer a minting building.

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  3. #3
    Krusader's Nemesis Member abou's Avatar
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    Default Re: Brothels for EB2?

    Don't say no yet, Foot. This is our chance to get some money from the fans for "research" into the subject.

  4. #4

    Default Re: Brothels for EB2?



    But seriously, what sort of buildings were you looking to include? Wouldn't a mint (i.e. a building that can just churn out loads of money) kinda ruin the game? Is there any way to get buildings to "pop up" or force themselves on you - e.g. with enough pop growth, brothels just "appear"? And what about those limits - are you close to the maximum building limit ATM? Is the situation better in M2?

    Cheers!

  5. #5

    Default Re: Brothels for EB2?

    Mints seem very possible.

    One good thing will be that we will be able to split apart some of the complexes we have now - we have so many buildings that are 'doubled up' that need to have their own complexes that it will be very good to have their own. More faction-specific monument structures might be good too. We will just wait and see. We haven't done EDB coding for MTW2 yet. Things like guilds might make their way in too in some other quite different manner though. It has potential for sure.

  6. #6
    EBII Mod Leader Member Foot's Avatar
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    Default Re: Brothels for EB2?

    Quote Originally Posted by Teleklos Archelaou
    Mints seem very possible.
    Mints would be so cool! It was an indication of independence if a satrap started minting their own coins, which would be great if we could replicate in game.

    Foot
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  7. #7
    EBII Mod Leader Member Foot's Avatar
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    Default Re: Brothels for EB2?

    Quote Originally Posted by I Am Herenow


    But seriously, what sort of buildings were you looking to include? Wouldn't a mint (i.e. a building that can just churn out loads of money) kinda ruin the game? Is there any way to get buildings to "pop up" or force themselves on you - e.g. with enough pop growth, brothels just "appear"? And what about those limits - are you close to the maximum building limit ATM? Is the situation better in M2?

    Cheers!
    Um, mints don't churn out money They churn out coins. Coins are a formal bartering system that reflects the wealth of a nation and its population. Take the UK Pound Sterling for example, though its a rather a misleading name now, when it was first devised a One Pound Sterling Coin was equal in value to 1 Pound (lb) of Sterling Silver. Silver was used as a bartering medium back then, and this was formalised (for many different reasons, not least for Public Relations) into a coinage system. Making more coins doesn't make more silver, it floods the market and devalues the currency.

    Basically, economy began when when people began producing more goods than they could consume (usually by focusing on one trade or task), the surplus of which they could trade for goods they did need. As a market economy became bigger some sort of system was needed to codify the thing. Weights were very important, but even more so was the discovery of Pi as regards discovering the circumference of a circle. This allowed storage containers to made to equal volume so that liquids, such as wine, but most importantly grains, could be measured consistently. Grains were important (barley, wheat etc) as they had an inherent value for the common people (they can be used to make bread and other foodstuffs). Eventually, as economies got richer (and in particular due to an increasingly urbanised population) the first coins were minted, which served the same purpose as the jars of grain, they represented the wealth of a nation and of a particular person, but they were much easier to carry around.

    Basically a coin is either made of the valuable material (metal, silver, even iron), whose weight is standardised and given the stamp of authority, or, as nowadays, it is a base metal whose value is guaranteed by by the state. In other words, a state could not just mint loads of coins and say that they had the same value as before unless they had the wealth to back it up. Except for the US, that is, because they have a magic chequebook, which is one of the most fantastic things ever!

    Coins are an indication of wealth, but you cannot create wealth with coins (unless you forge them of course).

    And yes, we can use the script to drop buildings after certain conditions (though afaik we cannot check city population), but what is your obsession with brothels all about. There are lots of buildings which hold equal status with brothels (important in the community - not necessarily in a good way - but not state funded). We have hit the limit for RTW, as regards building complexes, but I don't know the limit in MTW2.

    Foot
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