1
0
forked from 0ad/0ad

few tunings on houses

Summary:
- currently a fully garrisoned small house (as gaul) decays when outside
territory while a big house (as athen) doesn't because of the
garrisoning capacity. I propose to prevent both from decaying by
decreasing by half their TerritoryDecay.DecayRate (as we may understand
that an invading influence will quickly spread through official
buildings, but not inside houses where people will follow their
traditions).
- futhermore, as all garrisoned structures, the garrisoned units inside
houses have a GarrisonRegenRate of 5, which imo is too big for houses
(specially that currently only support units can be garrisoned inside)
and could be decreased a bit, although keeping
maxGarrison*GarrisonRegenRate > TerritoryDecay.DecayRate to prevent the
decay. Going from 5 to 4 works (could also be further decreased  if we
also further decrease the DecayRate).
- popBonus tech: there is currently a tech to increase the popBonus of
houses by 20% already available in village phase. But for village phase,
its price is quite high and it's better to build houses. So i propose to
switch it to town phase and to add another one at city phase so that
each phase upgrade will allow to improve this house popBonus
- finally, as we have a loom icon, better use it for the loom technology
from the houses

Reviewed By: elexis and fatherbushido
Differential Revision: https://code.wildfiregames.com/D220
This was SVN commit r19298.
This commit is contained in:
mimo 2017-03-14 18:53:32 +00:00
parent 34cbbfa371
commit fd22da55ce
4 changed files with 11 additions and 5 deletions

View File

@ -4,7 +4,7 @@
"cost": {"food": 250, "wood": 0, "stone": 0, "metal": 0},
"requirements": {"tech": "phase_village"},
"requirementsTooltip": "Unlocked in Village Phase.",
"icon": "wives_festival.png",
"icon": "loom.png",
"researchTime": 40,
"tooltip": "Female Citizens +50% Health.",
"modifications": [{"value": "Health/Max", "multiply": 1.50}],

View File

@ -11,8 +11,8 @@
},
"description": "Home gardens ranged from simple fenced-in areas to large manicured and colonnaded enclosures.",
"cost": {"food": 0, "wood": 500, "stone": 100, "metal": 0},
"requirements": {"tech": "phase_village"},
"requirementsTooltip": "Unlocked in Village Phase.",
"requirements": {"tech": "phase_town"},
"requirementsTooltip": "Unlocked in Town Phase.",
"icon": "population.png",
"researchTime": 40,
"tooltip": "Houses +20% population cap bonus.",

View File

@ -5,8 +5,9 @@
},
"description": "Homes tended to expand as the wealth and population of a settlement grew.",
"cost": {"food": 0, "wood": 300, "stone": 300, "metal": 0},
"requirements": {"tech": "phase_town"},
"requirementsTooltip": "Unlocked in Town Phase.",
"supersedes": "pop_house_01",
"requirements": {"tech": "phase_city"},
"requirementsTooltip": "Unlocked in City Phase.",
"icon": "population.png",
"researchTime": 40,
"tooltip": "Houses +20% population cap bonus.",

View File

@ -5,6 +5,7 @@
</BuildRestrictions>
<Capturable>
<CapturePoints>300</CapturePoints>
<GarrisonRegenRate>4.0</GarrisonRegenRate>
</Capturable>
<Cost>
<PopulationBonus>5</PopulationBonus>
@ -47,6 +48,7 @@
<Technologies datatype="tokens">
health_females_01
pop_house_01
pop_house_02
unlock_females_house
</Technologies>
</ProductionQueue>
@ -62,6 +64,9 @@
<BarHeight>0.6</BarHeight>
<HeightOffset>8.0</HeightOffset>
</StatusBars>
<TerritoryDecay>
<DecayRate>10</DecayRate>
</TerritoryDecay>
<TerritoryInfluence>
<Root>false</Root>
<Radius>20</Radius>