[Suggestion] Depth in Building Ownership

  • [Suggestion] Depth in Building Ownership

    I have two purposes in crafting this idea:
    (1) To start to find an answer to the question "Why does a city need multiple copies of the same building" and

    (2) To increase the potential depth of building ownership without participation being absolutely mandatory.

    [Suggestion] Depth in Building Ownership
    1. Give each economic and military building's NPC a name, similar to the laborer system's name system.
    2. Allow the the building's owner to assign these named NPCs to a house/hall similar to a laborer. For city or island based building NPCs, the house/hall must be either in the city, or on any island attached to the city they are in. For territory based building NPCs, the house/hall needs to be in the same territory. To support this, expand number of allowed laborers per house/hall.
    3. Housed NPCs, supplied with correct furniture, will allow for a small passive increase in materials returned at their respective shops, as long as their level is greater or equal to the tier of the shop. Be aware, however, that the NPC's level will remain unchanged, should the building be downgraded.
    4. For economic buildings, the NPCs will gain experience through use of the building. The owner may choose to level up the NPC once they are ready.
    5. For military buildings, the owner will need to choose 3 items that can be crafted from that building, of the same tier as the NPCs level for the NPC to specialize / study in. The NPC will gain experience against each of these objectives when these items are crafted or studied at the building. Once all 3 items are mastered for the NPC, the owner may choose to level the NPC. Once leveled, the NPCs owner may elect to choose 3 same/different items for the NPC to specialize / study in, as items available may change at different tiers. When the NPCs level is greater than or equal to the tier of their building, they will provide a specialization crafting bonus to the item lines they specialize in, perhaps greater return of materials and/or improved chance of higher quality.
  • Each of the military buildings have in excess of 2 dozen item lines per Tier starting with Tier 4, so specialization makes a good deal of sense there. Also, as a leveling mechanic for military buildings, this number of items to specialize in should help lower the rate of non-owner based use on those items, extending the time spent leveling. The important factor is that specialization of this nature needs to have the ability to change, but only very rarely.

    Let us look for a brief bit at the other buildings
    • Alchemist - Potions of strengths minor, [normal], major (Healing Potion, Energy Potion, Revive Flask, Resistance Potion, Chilling Flask, Recovery Potion), Various Alcohols (3) . Less than 2 dozen items at maximum Tier.
    • Butcher - Meat from each respective tier. Under 1 dozen items at maximum Tier.
    • Cook - Soups (3), Salads (3), Omelettes (3), Pies (3), Stews (3), Sandwiches (3), Bread. Less than 2 dozen items at maximum Tier.
    • Mill - Flour and Butter(3) items. Under 1 dozen items at maximum Tier.
    • Refiners (non-stonemason) - Tier 2 and Tier 3 are Normal only. Starting with Tier 4, there are Normal, Uncommon, Rare, and Exceptional versions of the material. Under 2 dozen items at maximum Tier.
    • Saddler - Riding Horses (Tiers 3 - 8), Transport Ox (Tiers 3 - 8) Armored Horse (Tiers 5 - 8), Various Specialty mounts. Currently Under 2 dozen items at maximum Tier.
    • Stonemason - Only Normal version of the resources. Under 1 dozen items at maximum Tier.
    • Toolmaker - 5 Basic gathering Tools (Tiers 1 - 8), Demolition Hammers (Tiers 2 - 8), Accessories: Bag and Cape (Tiers 2 - 8), Furniture Chest (Tiers 2 - 5), Furniture: Bed and Table (Tiers 2 - 8), Repair Kits (Tiers 4 - 8).



    Breaking it down another other way:
    • More than 2 dozen item lines per tier (Tier 4 and above): Hunter's Lodge, Mage's Tower, Warrior's Forge
    • Non-Military Buildings with greater than 2 dozen items at maximum Tier: Toolmaker
    • Between 1 and 2 dozen items total at maximum Tier: Alchemist, Cook, Refiners (non-stonemason), Saddler,
    • Less than 1 dozen items total at maximum Tier: Butcher, Mill, Stonemason
    I believe that the above lists shows why Point 5's specialization was written the way it was, at it would take more than 8 buildings to get all the specialization bonuses. I will entertain the idea of additional benefit or specialization for the other 3 non-military building categories above.
    1. For the Toolmaker, it might also be able to follow the specialization methodology of military buildings. This would require at least 4 Toolmakers to cover all items that return materials
    2. For shops with less than 2 dozen items maximum, Allow 1 type of product to be chosen to specialize in, meaning that the required shops per building would be as follows: 7 Alchemist's Labs, 6 - 7 Cooks, 4 non-stonemason refiners per material (one for each rarity), and probably 4 saddlers (Riding, Transport, Armored, and Specialized). The type of product should be selected after the building's NPC is leveled to recieve the benefit, but remains locked until leveled again.
    3. For those buildings with less than 1 dozen items total at maximum, perhaps just have a small increase to materials returned per building NPC level. The volume of goods effectively makes specialization impossible.
    Does that address your concerns for further specialization @FlufferPope ?

    For everyone: Are there other thoughts on topic, in general?