New Buildings

I've proposed new buildings before in the comprehensive suggestion list but those proposals are usually buried and haven't gotten too much traction...probably because many of them had fairly simplistic benefits. Though I will be reintroducing some of them in this thread, I have a couple of other ideas I want to post here first.

However, I'm going to be going against my own usual conventions for long posts by asking that contributors propose only ONE building per post.

Please, try to avoid the usual back-and-forth banter and please avoid just adding your kudos. If all you want to say is "Huzzah!", maybe don't say it but instead just "like" the post you wanted to "Huzzah!" over. This should help to keep this thread from getting ridiculously long and make it easier for the powers-that-be at Bytro to occasionally check out this list for new ideas.

Also, when proposing a new building, please give the first line a larger bold font with the name of your building so as to easily be seen as a new contribution. I would suggest Bold with size 18.

Like the comprehensive suggestion list (which is waaaaaay too long), I will keep an updated list of building suggestions in this post.

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  • Hospital
  • Propaganda Ministry/Center
  • Radar Tower/Station

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It seemed like such a waste to destroy an entire battle station just to eliminate one man. But Charlie knew that it was the only way to ensure the absolute and total destruction of Quasi-duck, once and for all.
The saying, "beating them into submission until payday", is just golden...pun intended.
R.I.P. Snickers <3

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The Propaganda Ministry

So, here's one that just might stir up some hormones at Bytro. Wide-spread empires with far-flung beyond-the-ocean provinces have a difficult time recovering morale. That's normal and fine, I suppose. When in war with several other players, your morale can become very untenable both near and far. So why not have an interesting compromise...a new building that both helps AND hurts.

For now, let's call it the Propaganda Ministry for the sake of argument. It's positive effect would be to halve the negative value of the distance-to-capital penalty in a province. It's negative effect would be to double the resource demand of the province it's built in. This would balance the value of the new building by simulating both the extra costs of maintaining that higher morale by going the extra mile to please the locals (more Money, more Food, and maybe more Oil as maintenance to better and wealthier local salaries). Or instead of doubling the existing resource costs, how about adding an additional "luxury" cost by including a new -- proportional -- Rare Materials cost to the province?

This way, a player has to seriously weigh the consequences against the benefits. You might build a Propaganda Ministry in a plains province with double Food but decide against one in an urban province with single Goods. Maybe you build one in a province at the front of a pitched battle overseas but ignore the province at the outskirts of your home continent.

It seemed like such a waste to destroy an entire battle station just to eliminate one man. But Charlie knew that it was the only way to ensure the absolute and total destruction of Quasi-duck, once and for all.
The saying, "beating them into submission until payday", is just golden...pun intended.
R.I.P. Snickers <3

The Hospital

Another building that could have both a positive and negative effect could be a Hospital. Yes, I've proposed this before -- as have other people -- but this time, let's give it a twist. The positive effect would be that units stationed in the city heal at a faster daily rate AND they heal a little bit every hour instead of all at once at the day-change. The negative effect would be more cumulative...for every Hospital built in your nation, your overall empire-wide Manpower output drops by 1% in all provinces.

And, these percentage drops would be permanent even if a Hospital is destroyed in battle or captured in a lost province. So, if you build 50 Hospitals over the course of two months, and you've lost a net of 20 Hospitals from battle and captures (i.e., lost 25, but captured 5), then all your provinces' Manpower is cut by 50% of the final total even though you currently own only 30 Hospitals. That'd make you think twice about willy-nilly building Hospitals everywhere.

This negative effect would simulate the morale costs of a long and bloody war. As an example, "People are getting fed up with the current war. Our imperious leader has called for our fathers and sons, our brothers and even our sisters, to line up for duty just to be thrown against the onslaught of an enemy with superior weapons. Our nation's men are fighting a futile war and we can't just keep piling up the dead bodies. We can't just throw men at the enemy like flopping bullets!"...So, with the greater number of Hospitals built, the surviving wounded soldiers are more rapidly switched out to return home to their families where they share the horrors of war with other members of their communities.

Personally, I think this negative effect could be a real strong curtail to wanton empire growth and would hurt heavy builders like myself and force them to think twice about over-constructing every last possible structure. The AI could learn a lesson in that, too. (Think, airports and barracks in every single blasted province...heck, even factories in every province eventually if the AI is left alone for months.)

It seemed like such a waste to destroy an entire battle station just to eliminate one man. But Charlie knew that it was the only way to ensure the absolute and total destruction of Quasi-duck, once and for all.
The saying, "beating them into submission until payday", is just golden...pun intended.
R.I.P. Snickers <3

I like the Propaganda Center idea. Not the Hospital, though.

The past is a foreign country.

I can get on board with these ideas.

Pax Romana Communications Officer

They are both good ideas, but they should add a Commander unit who raises morale in the army he is in but has 0.5 stats across the board.

Carl Wilson
“Dad, how do soldiers killing each other solve the world's problems?”
― Bill Watterson, Calvin and Hobbes: Sunday Pages 1985-1995: An Exhibition Catalogue
"Rule 1, on page 1 of the book of war, is: 'Do not march on Moscow'… Rule 2 is: 'Do not go fighting with your land armies in China."
Bernard Law Montgomery, British general

Carl Wilson wrote:

They are both good ideas, but they should add a Commander unit who raises morale in the army he is in but has 0.5 stats across the board.
So...what impact would those stats have? Is it only upon himself? Is it upon his army he's attached to? Is it cumulative or province-based?

This reminds me of the "Great General" feature of Civ IV.

It seemed like such a waste to destroy an entire battle station just to eliminate one man. But Charlie knew that it was the only way to ensure the absolute and total destruction of Quasi-duck, once and for all.
The saying, "beating them into submission until payday", is just golden...pun intended.
R.I.P. Snickers <3

It would be how well he defends himself. Sorry for not making that clear. :)

Carl Wilson
“Dad, how do soldiers killing each other solve the world's problems?”
― Bill Watterson, Calvin and Hobbes: Sunday Pages 1985-1995: An Exhibition Catalogue
"Rule 1, on page 1 of the book of war, is: 'Do not march on Moscow'… Rule 2 is: 'Do not go fighting with your land armies in China."
Bernard Law Montgomery, British general

Good suggestion. @Diabolical


"I came, I saw, I conquered" Written in a report to Rome 47 B.C., after conquering Pharnaces at Zela in Asia Minor in just five days; as quoted in Life of Caesar by Plutarch; reported to have been inscribed on one of the decorated wagons in the Pontic triumph, in Lives of the Twelve Caesars, Julius, by Suetonius.
"Alea iacta est" Gaius Julius Caesar.

I've also wanted a radar station of some sort. It could clear the fog of war into enemy territory, and give real purpose to controlling little pacific islands and so on.

For the benefit of others and of the development team, please elaborate on how you'd like this to come about and please follow the convention I set up at the beginning of this thread to make it stand out above the riffraff. Look at my entry for The Hospital for an example.

As it is, I'm adding your suggestion to the list at the top:

Radar Tower/Station

It seemed like such a waste to destroy an entire battle station just to eliminate one man. But Charlie knew that it was the only way to ensure the absolute and total destruction of Quasi-duck, once and for all.
The saying, "beating them into submission until payday", is just golden...pun intended.
R.I.P. Snickers <3

cupcakeofterror wrote:

I've also wanted a radar station of some sort. It could clear the fog of war into enemy territory, and give real purpose to controlling little pacific islands and so on.
I would have to agree with this suggestion!
Carl Wilson
“Dad, how do soldiers killing each other solve the world's problems?”
― Bill Watterson, Calvin and Hobbes: Sunday Pages 1985-1995: An Exhibition Catalogue
"Rule 1, on page 1 of the book of war, is: 'Do not march on Moscow'… Rule 2 is: 'Do not go fighting with your land armies in China."
Bernard Law Montgomery, British general

The propoganda place is good, I dont like the hospital..


If Socialists understood Economics, they wouldn't be socialists
-Friedrich von Haye

Diabolical wrote:

Propaganda Ministry/Center
Very good idea!

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