What if you could place other buildings on Settlements?
Mostly thinking about Temple, Market and Fortress (or the equivalent for the other civilisations)
Those buildings would get some buffs compared to their none Settlement version.
The buffs should be so small that it’s usually a better choice to build a TC instead.
Common bonuses:
- 25% faster production and research speed
- 25% more HP
- Provide 10 population (5 less then a TC and 15 less then a Fortified TC)
Temple → Temple of the Gods
- Favour trickle (about the same as 1 monument)
- Doubles garrison space (for Relics and units)
A way of passively improving your favour generation a little bit and also provided a more secure place to garrison your relics.
Market → Trade Hub
- Traders drop of 10% more Gold
- Other players can trade with this market too, which boosts their Gold production by 10% too
- If both ends of a trade route have a Trade Hub the trade income goes up by 20%
A way to boost your gold economy in the late game. You loose some efficiency by not being able to freely choose the position of the market though.
In a 1v1 or FFA you need to sacrifice 2 Town Centres for the maximum trade efficiency.
Fortress → Heavy Fortress
The additional HP and production speed are enough of a bonus for this building.
Perfect centre of a forward base.
Edit:
I changed the numbers on Trade from 25% to 10%.
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If I were to implement this, I’d put additional damage and maybe also range on the heavy fortress.
I think it’s an interesting idea. If the devs don’t pick it up, it could be a mod…
For the base game, maybe it’s a bit too drastic as a a change.
Agreed. It’s an interesting proposal, and certainly if AOM2 ever gets put in the pipeline then this would be a cool mechanic, but it’s doubtful they’d do it for AOMR. Too little time to implement and far too big of a change from the base game.
I didn’t do that because I think it might be too powerful.
Especially range since it would potentially outrange siege units.
I kept the numbers relatively low so it shouldn’t be too powerful.
It will likely almost always be be a better decision to build a TC instead.
They don’t have to add it before release. It could come with a later update/DLC.
Maybe even a unique mechanic for a civilisation.
I think more likely for a future civ dlc than as a base game core mechanic. You must admit it’s a drastic change to the entire core gameplay and would be highly controversial. AOM purists (like myself, quite - sometimes unreasonably - resistant to unnecessary change to what made me fall in love with the OG game back in the day) would see it as too much of a digression from the game they knew and likely migrate away, and it would remain to be seen whether it would draw in newer players.
However, a new civ with a mechanic like that could be very interesting - the strategic choice to sacrifice potential population for more powerful other buildings. Would make for very interesting choices
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Thats actually a really interesting idea!
Though I think it would be better as a bonus for certain major gods or civs (maybe new ones in the future).
This way, we can even go more radical cause its easier to balance when its not global
Imagine if a god like thor could build armory over settelment to gain all sort of special improvements.
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I changed the trade bonus from 25% to 10%. 25% was clearly too good.
I think it would be less of a drastic of a change then the introduction of Village Centres.
I made the number in a way that it’s almost never worth it to use it in a 1v1.
Even in team games it would rarely be worth it unless you want to help your allies boost their trade in the late game.
The Temple of the Gods would produce about the same favour as Atlantean TCs used to do, but those were also still TCs that boosted the population by +20 and could train citizens and defend themselves.
So the Temple of the Gods is clearly inferior to that.
The Trade Hub only gives +10% now. So you need to sacrifice 2 TC (with 30 population) to get the 20% trade bonus.
In many cases a more optimal position of the market will likely give you a similar amount of extra trade.
The Heavy Fortress has still less HP and less armour then a fortified Town Centre, even for the Egyptian Migdol.
All 3 buildings would basically never be used in a 1v1.
Even in smaller teams like 2v2 they would almost never be worth it.
In larger teams like 6v6 or in FFA after you already defeated multiple players and got a lot of Settlements it might be worth getting some of those buildings.
Especially the Temple one might be worth it for Egyptians since they have no other way of scaling their Favour production.
This would be a good way to make Favour more balanced in those super late game scenarios.
Maybe only 1 or 2 of the ones I suggested could be added instead of all 3 if one of them turns out to be too strong.
I like the idea of making it a generic feature but making it so weak that it’s almost never worth it like the Village Centre that has been added.
Then Major or Minor gods can add bonuses to those buildings that make them actually worth it.
Having some unique or special buildings that can be build on Settlements is also a really cool idea too.
I think this is a great idea that should be further looked into and could further mix up the game. Do you forgo additional pop and villager production for better frontline defense with a Heavy Fortress, or go for a Temple of the Gods for better myth unit production?
Would be useful to prevent your opponent from capturing tcs, but I think being able to build temples on it would be too easy. You could simply build your first temple on a settlement location, and your opponent would have to destroy it to be able to build a tc there.
Lock the feature behind a Classical or Heroic Age technology.
Or multiple technologies, one for each building.
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