Hi people, recently i came with an idea that implement researches into the game. Doing so unused resources will be once again needed, also you will have to do certain adventures/scenarios/coop to get the parts needed for the research. I know what alot will say: that this is huge time/resource sink, but with some efford will be worth it.
I know some are struggling with certain resources. The researches doesent affect levels, also certain tiers of researches ( the top tiers) will have level requierment. Another thing- the research materials must be strictly not tradable. How many tiers will be made will depend on developers as this addition wont happen overnight, it would need alot of planing and balancing, so it wont give you huge boost or be too easily obtainable. I already got some ideas for researches- they could be separate criteria like: production, military, civilian, resources.
For instance lets take tier one research from resources- coal mine:
Tier 1: "Deeper drilling"- Allow your workers to dig deeper in the earth, uncovering more raw materials
effect: All coal mines recieve a bonus to maximum capacity( after geologist bonus)+150-200
cost: 1 support beam ( found in Riches of the Mountain with 10% drop rate) +1500 gold, 7500 stone, 4500 pinewood plank/wood
Again this is just an example, it can have balance changes.But another important thing is that premium players doesent recieve bonus research materials( to be even with other players; in other words to be balanced for all)
Another example this time in Military
Tier 1: "Better equipement"- Your weaponsmith is producing better equipement, eqiuping military units(canonners) with quallity cannons
effect: Cannoners cost 1 cannon less to train
cost: 1 enormous cannon ( dount in Gunpowder with 5% drop rate) +10000k gold, 5000 iron bar+3000 steel bar- research time 7 days
To keep it balanced max tier should be 2
Example 3- production
Tier 1: " Motivation"- A Task master is hired in the smelter category building, making workers inside more organised
effect: Time for clean up/ delivery to warehouse cut with 15%
cost : 1 Ex Pirate ( found in The island of the pirates with 15% drop rate)+500 gold +1000sausages +750 brew
Example 4- Civilian
Here can be presented a new building- hospital ( why would all settlers be helthy all the time right?) if settlers are sick they cant work... This should affect all settlers no matter army or ordinary settlers. If military units are sick they cant fight
Tier 1 " Medical Attention"- Gain Access to Hospital building allowing to cure sick settlers
effect: Unlocks the Hospital/infurmary building to cure sickness max of 1 placed
Cost : 1 Band aid ( found in The Dark Priests, Witch of the swamp with 45% drop rate) +1000 marble, 750 tools, 500 Hardwood planks/wood
Each tier increase healing speed.
Imagine u log in and u have epidemy on your hands. Or some severe cases where some settlers die (without lowering your maxium population. You just have to wait for new one)
I know the 4th example kinda sux and alot will say its new way to delay your leveling, but some got bored already at max level, so this can be oportunity to make it a bit more interesting. Also it should have log who died, if any. Some wil lsay " What? My elite units can die without combat?" . Well yes but thats why there are other researches to compensate you.
Overall i think we need such a feature, alongside the weekly quest to make all adventures playable. Alot of players doesent play most of the adventures when they reach certain level. And why whould they? I mean the low tier adventures give no xp to high level and almost no resources to be worth doing.
So what do you think about this guys? Again the above are just examples of potential researches. But to make adventures playable again by higher level players the special components that drop from the adventures themself is a MUST