DeletedUser6935
Guest
Problem: There are many events throughout the year, which is great, but the main prizes are becoming a bit stale. I understand not wanting to offer awesome buildings every time, like the Fire Phoenix and Brown Bear, but if the main prize is an evolving building it’s almost always (or just always) a pop/culture hybrid offering some combination of supplies, goods, mana, seeds and KP. I won’t broach the topic of utility, as I understand that different people find different things useful. This is simply about mixing up what’s on offer.
Fix: How about throwing in more specialised evolving buildings? For example, a seed producer or orc producer or KP producer. At later stages seeds, orcs and KP are needed in huge quantities, which is why I‘m using them as examples. Obviously, if it’s won by someone not yet at the stage of that particular resource it would produce something else and then, when upgraded, would later produce the resource for which it was intended. Don’t give it pop/culture and other resources, just specialise.
However, let’s throw in a twist, to start production you need to feed it relics or runes. Maybe relics for short productions and runes for longer ones? But, unlike manufactory productions, the longer productions give better yields. Maybe randomise which relics/runes are required for each production time, so people can choose what they can give up at that point. For example, who else has over 1000 Golden Abyss runes? But I don’t have many Thermal Spring of Youth runes.
How about another twist? Throw in a multiplier activated by KP sacrifice! So, feed it 5 KP and apply a 1.20 multiplier to your production. But feed it 10 KP and apply a 1.50 multiplier instead! Those numbers were plucked out of the air, obviously. It would have to be decided what would be equitable. KP sacrifice could be allowed anytime before production finishes. Wait, KP sacrifice to multiply KP production (in a building specialising in KP production)? Wouldn’t that be a fun trade off to weigh up?
Fix: How about throwing in more specialised evolving buildings? For example, a seed producer or orc producer or KP producer. At later stages seeds, orcs and KP are needed in huge quantities, which is why I‘m using them as examples. Obviously, if it’s won by someone not yet at the stage of that particular resource it would produce something else and then, when upgraded, would later produce the resource for which it was intended. Don’t give it pop/culture and other resources, just specialise.
However, let’s throw in a twist, to start production you need to feed it relics or runes. Maybe relics for short productions and runes for longer ones? But, unlike manufactory productions, the longer productions give better yields. Maybe randomise which relics/runes are required for each production time, so people can choose what they can give up at that point. For example, who else has over 1000 Golden Abyss runes? But I don’t have many Thermal Spring of Youth runes.
How about another twist? Throw in a multiplier activated by KP sacrifice! So, feed it 5 KP and apply a 1.20 multiplier to your production. But feed it 10 KP and apply a 1.50 multiplier instead! Those numbers were plucked out of the air, obviously. It would have to be decided what would be equitable. KP sacrifice could be allowed anytime before production finishes. Wait, KP sacrifice to multiply KP production (in a building specialising in KP production)? Wouldn’t that be a fun trade off to weigh up?