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.
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@ -4,7 +4,7 @@
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"cost": {"food": 250, "wood": 0, "stone": 0, "metal": 0},
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"requirements": {"tech": "phase_village"},
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"requirementsTooltip": "Unlocked in Village Phase.",
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"icon": "wives_festival.png",
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"icon": "loom.png",
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"researchTime": 40,
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"tooltip": "Female Citizens +50% Health.",
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"modifications": [{"value": "Health/Max", "multiply": 1.50}],
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@ -11,8 +11,8 @@
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},
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"description": "Home gardens ranged from simple fenced-in areas to large manicured and colonnaded enclosures.",
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"cost": {"food": 0, "wood": 500, "stone": 100, "metal": 0},
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"requirements": {"tech": "phase_village"},
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"requirementsTooltip": "Unlocked in Village Phase.",
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"requirements": {"tech": "phase_town"},
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"requirementsTooltip": "Unlocked in Town Phase.",
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"icon": "population.png",
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"researchTime": 40,
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"tooltip": "Houses +20% population cap bonus.",
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@ -5,8 +5,9 @@
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},
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"description": "Homes tended to expand as the wealth and population of a settlement grew.",
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"cost": {"food": 0, "wood": 300, "stone": 300, "metal": 0},
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"requirements": {"tech": "phase_town"},
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"requirementsTooltip": "Unlocked in Town Phase.",
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"supersedes": "pop_house_01",
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"requirements": {"tech": "phase_city"},
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"requirementsTooltip": "Unlocked in City Phase.",
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"icon": "population.png",
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"researchTime": 40,
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"tooltip": "Houses +20% population cap bonus.",
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@ -5,6 +5,7 @@
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</BuildRestrictions>
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<Capturable>
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<CapturePoints>300</CapturePoints>
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<GarrisonRegenRate>4.0</GarrisonRegenRate>
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</Capturable>
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<Cost>
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<PopulationBonus>5</PopulationBonus>
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@ -47,6 +48,7 @@
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<Technologies datatype="tokens">
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health_females_01
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pop_house_01
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pop_house_02
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unlock_females_house
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</Technologies>
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</ProductionQueue>
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@ -62,6 +64,9 @@
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<BarHeight>0.6</BarHeight>
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<HeightOffset>8.0</HeightOffset>
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</StatusBars>
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<TerritoryDecay>
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<DecayRate>10</DecayRate>
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</TerritoryDecay>
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<TerritoryInfluence>
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<Root>false</Root>
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<Radius>20</Radius>
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