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Thread: Upgraded Tavern & New Building: Watchtower

  1. #1
    Nifty
    Join Date
    Jan 2012
    Posts
    17
    World
    Newfoundland

    Upgraded Tavern & New Building: Watchtower

    Just thought it would be nice to have the tavern upgradable. I believe there is a level 5 one (graphic wise) already as I've seen something like it on test.

    Tavern Level 1: Specialist Hire
    Tavern Level 2: Specialist Hire Cost Reduction (1%)
    Tavern Level 3: Specialist Hire Cost Reduction (2%) ---> (3% Total)
    Tavern Level 4: Specialist Hire Cost Reduction (3%) ---> (6% Total)
    Tavern Level 5: Specialist Hire Cost Reduction (4%) ---> (10% Total)

    Now for the second idea. A building that removes the Generals from the map.

    New Building: Watchtower (Limited to 2x or 3x - for Gems w/ no upgrades or from Building menu w/ costly upgrades)

    Watchtower Level 1: Allows 1 General to Reside in it
    Watchtower Level 2: Allows a Total of 2 Generals to Reside in it
    Watchtower Level 3: Allows a Total of 3 Generals to Reside in it
    Watchtower Level 4: Allows a Total of 4 Generals to Reside in it
    Watchtower Level 5: Allows a Total of 5 Generals to Reside in it

    Graphic wise it would look similar to (not exactly like) the part of the Level 5 Barracks as seen below:


    Area: 2x2 (Same height and size a the Witch Tower - Short at first and as tall as the Witch Tower at Level 5)

    This has the benefit of removing some of the Generals from the map (People have a ton of Generals). Troop allocation would take place by selecting the Watchtower, then the General and then add troops as normal).

    Also when added to a Watchtower, Generals returning from an adventure will automatically return to the Watchtower.
    Last edited by Elements; 28.04.14 at 20:26.

  2. #2
    Town Councillor
    Join Date
    Jun 2012
    Posts
    366
    World
    Newfoundland
    I think the tavern being upgradable to reduce cost is a bit silly as the majority of high end players have already bought everything from it so would be a waste for anyone but new players.

  3. #3
    Nifty
    Join Date
    Jan 2012
    Posts
    17
    World
    Newfoundland
    Yeah that was exactly my thought. New players would get a decent savings and it would make it a bit easier for them. Obviously the upgrade costs should be low like a tier 1 building. But since the graphics already exist, I can't imagine it being all that complex to implement, even though the price reduction code might be.

  4. #4
    Town Councillor
    Join Date
    Jun 2012
    Posts
    366
    World
    Newfoundland
    Well if it had to be added to a list of things to be done I would rate this very low at the bottom. The players who made this game and spent the money (i.e. most of the level 50s) should be getting content to encourage them to stay like simple barracks upgrades to make more troops at once. The new players do not need things like this, coins are so worthless these days you can get lots for nothing so the small amount it costs to buy the generals and explorers does not really need to be reduced.

  5. #5
    Treasure Hunter
    Join Date
    Aug 2012
    Posts
    141
    World
    Newfoundland
    If there is an idea for an Upgraded Tavern (concept and graphic wise) the ability it yields should be, rather than a discount on existing specialists, the ability to purchase new / different specialists. For example:

    -- Tavern Level 2:
    -- Collectable Hunter - Limit 1 - Can search for one collectable (1 hour)
    -- Plower - Limit 2 - Rebuilds an exhausted farm (4 hours)
    -- Wellworker - Limit 2 - Rebuilds an exhausted well (4 hours)


    -- Tavern Level 4:
    -- Grand Mason - Limit 1 - Constructs random arts of beauty on the island (5 days)
    -- Grand Painter - Limit 1 - Constructs random arts of beauty on the island (5 days)


    -- Tavern Level 5:
    -- Foreman - Limit 10 - Placed in building, decreases production time 25%
    -- Master at Arms - Limit 1 - Placed in barracks, increases productivity 5%

  6. #6
    Pathfinder
    Join Date
    Apr 2013
    Posts
    5
    World
    Sandycove
    Quote Originally Posted by TotoMok View Post
    If there is an idea for an Upgraded Tavern (concept and graphic wise) the ability it yields should be, rather than a discount on existing specialists, the ability to purchase new / different specialists. For example:

    -- Tavern Level 2:
    -- Collectable Hunter - Limit 1 - Can search for one collectable (1 hour)
    -- Plower - Limit 2 - Rebuilds an exhausted farm (4 hours)
    -- Wellworker - Limit 2 - Rebuilds an exhausted well (4 hours)


    -- Tavern Level 4:
    -- Grand Mason - Limit 1 - Constructs random arts of beauty on the island (5 days)
    -- Grand Painter - Limit 1 - Constructs random arts of beauty on the island (5 days)


    -- Tavern Level 5:
    -- Foreman - Limit 10 - Placed in building, decreases production time 25%
    -- Master at Arms - Limit 1 - Placed in barracks, increases productivity 5%
    +1 for this idea. Although it needs to be refined, but this is a good idea. Also maybe we could build Medipacks in the Tavern, simply because there's no source for Medipack currently in game, apart from a single occassion.

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