I wouldn't mind the concept of an automatically rotating silo. Basically it gives you whatever you need the most.
Early on maybe it would give Sylvan wood or Academy ore. Later on it may change over to a precious resource as as your needs change. Heck maybe once you've built up your castle fully it turns into a low level $ generating structure ....
Resource Silo
- Lady Farquad
- Scout
- Posts: 179
- Joined: 28 Jun 2006
- Location: Hispanic heaven
Remember the thread on potions? This could be an interesting way to include those in the game. Bring home certain potion and voila! the silo turns it into gems, or crystal, or whatever... could be done with a nice artifact too...
The lack of resources can be a headache, but I wouldn't allow the player to change the kind of resource the silo provides for balancing reasons.
The lack of resources can be a headache, but I wouldn't allow the player to change the kind of resource the silo provides for balancing reasons.
Morior, ergo sum
And why not just cut the costs of the buildings instead of makin Resource Silo a necessary building for everyone. I strongly oppose a rotating silo. but a choice between two resources like DL mentioned could be a good one, as most factions have huge needs for 2 precious resources. but it is important that you couldn't change it after the decision was made, (or then give it a 4 days cool down or something, when it doesn't produce anything) but I would prefer that one lives with his/her decisions.Alamar wrote:I wouldn't mind the concept of an automatically rotating silo. Basically it gives you whatever you need the most.
Early on maybe it would give Sylvan wood or Academy ore. Later on it may change over to a precious resource as as your needs change. Heck maybe once you've built up your castle fully it turns into a low level $ generating structure ....
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