September 2021 | Invent your own building contest!

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General Iroh

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Dear players,

Remember the 'invent a new Tribal Wars unit contest? Here's a chance to get your creativity out of the box again and come up with a new building for the game!
You will name the building, decide what it does, how it works and all the extra details you want to share. (Visuals are not required but would be a great addition).

If you have any questions about the limitations, feel free to drop me a private message.


Rules:

-> It has to sound somewhat balanced. Don't start with buildings who make your wall 20000 times as strong. <-
-> No information is mandatory. What I mean with this, is that anything you add, is a bonus and making your building more clear by adding details, will increase the chances of you winning. <-
-> Be original. Don't include a building that allready exists unless you're going to change it a lot. <-
-> ADD SOME INFORMATION ABOUT THE BUILDING, WHAT DOES IT DO, WHAT ARE THE REQUIREMENTS, ... <-


Last but not least, please note that the forum rules still apply so keep it to one post, per forum account, per submission.



Sign-ups close 15/10/2021, any entries after this date will not count. The winners will be announced shortly after.

You can discuss entries here.



Prizes:


1st place 600 pp
2nd place 400 pp
3rd place 200 pp


We are looking forward to your feedback, which you can leave in this thread.

Your Tribal Wars Team.​
 

SwedishBlueCheese

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Castle


This building will work like a lategame building that will make super lategame more fun. It will have to be balanced to not be that usefull in early game.

Castle will require these following buildings:

HQ 25
Barack 25
Stable 20
Market 15
Smith 20
Academy 1
Farm 30
WH 30

It will cost 200k of each resource and will cost 1000 pop to build. First castle is free from the start quests. The world needs to be atleast 100 days old and the player building it needs to have atleast 10 vills. The building will take alot of time to build, preferebly something like a week or so.

The castle in its turn will give you 2k pop of temporary troops once called for. Length of those will be somewhat balanced around world settings but goal would be where its something like 5 days of active deployement. The troop then "desserts" and returns to the village to be called in for battle again. The deployment should take a couple hours atleast so its not to abusable on follow ups etc.

The player will be able to choose what those 2k pop gets deployed in so you can for example do 2k axes, spears or w/e unit you want.

This building would help getting the late lategame from being so stale, with more ways to strategize your offenses and defences. It will also make it a bit easier for large players to clear low morale players on rim on domination etc without being abusable on startup. Also makes you having to resorts stacks that are made with bonus troops from this and forcing players to actively use the troops once deployed
.
 
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Castle


This building will work like a lategame building that will make super lategame more fun. It will have to be balanced to not be that usefull in early game.

Castle will require these following buildings:

HQ 25
Barack 25
Stable 20
Market 15
Smith 20
Academy 1
Farm 30
WH 30

It will cost 200k of each resource and will cost 1000 pop to build. First castle is free from the start quests. The world needs to be atleast 100 days old and the player building it needs to have atleast 10 vills. The building will take alot of time to build, preferebly something like a week or so.

The castle in its turn will give you 2k pop of temporary troops once called for. Length of those will be somewhat balanced around world settings but goal would be where its something like 5 days of active deployement. The troop then "desserts" and returns to the village to be called in for battle again. The deployment should take a couple hours atleast so its not to abusable on follow ups etc.

The player will be able to choose what those 2k pop gets deployed in so you can for example do 2k axes, spears or w/e unit you want.

This building would help getting the late lategame from being so stale, with more ways to strategize your offenses and defences. It will also make it a bit easier for large players to clear low morale players on rim on domination etc without being abusable on startup. Also makes you having to resorts stacks that are made with bonus troops from this and forcing players to actively use the troops once deployed
.
Question if you cap a village with the castle it will disappear right. I also love this idea
 
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Eakshow McGee

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Question if you cap a village with the castle it will disappear right. I also love this idea
I feel like it should work similar to the Church ^^
I would however prefer it to be HQ20 & Market 20 & not being able to deploy troops unless all criteria is met & CD between deploying troops and them "desserting"... (so its not like Militia without any punishment on production). Like the idea, and feel like something that could replace the stronghold setting ;)
 

SwedishBlueCheese

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I feel like it should work similar to the Church ^^
I would however prefer it to be HQ20 & Market 20 & not being able to deploy troops unless all criteria is met & CD between deploying troops and them "desserting"... (so its not like Militia without any punishment on production). Like the idea, and feel like something that could replace the stronghold setting ;)
The units deployed can be sent as attack/support etc so its not really like militia. Idea is to make it so you can call them in for a OP. Dont know if its would be bonkers OP for the attacker or defender depending on the CD between being able to call them in.

Idea is kinda like stronghold but playerbased, maybe use it somewhat like paladins and a mix of church. You get a castle for every 25 vills you get but you cant build them closer than 10 fields from eachother?
 

FormulaDOMI

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975acdc4e6872298dfefb88272f64741--fantasy-town-medieval.jpgThe shipyard

Villages connected to River waterways would have an advantage against other villages as they would be able to build shipyards aprox mid way through village development. These villages are to start as barbarian and must be conquered in order to be used by a player

Building requirments:
Lvl 10 Hq
lvl 10 smithy

Functions of the building are:
-Fishing boats: Gain aditional food production increasing population cap by 100 per ship in the villages fleet. Can be killed in battle. Cost 10 population, 450 Wood, 300 clay, 300 Iron. Max 40 fishing boats per village due to limited dock space and to keep the game fair. Requirments are:
Shipyard lvl 1
Research at smithy.

-Transport Ships: Potentially speed up mobilisation of troops using transport ships if the target village follows the waterway for atleast a short distance. It can carry 250 to 500 units per ship (Upgradable at smithy). This unit would cost 25 population, 1050 wood, 450 clay, 550 iron. Requirments are:
Shipyard lvl 10
Hq lvl 15
Research at smithy.

-Assult ships: with specialised weapons Upgradable at smithy bringing a conciderable damage to your attack if the target village is also connected to the same waterway as your village. Must be used either with transport ships to use your foot troops in the same attack or they can be used solo and you can time your foot troops to land either before or after your assult ships attack, whatever your strategy is. A verry expensive late game option costing 100 population, 45 000 wood, 30 000 clay and 40 000 Iron. Requirments are: Shipyard lvl 20,
Hq lvl 20 smithy
Barracks lvl 15

This would bring allot more strategy to the game and i think it would be a good adition. Feel free to discuss any aditional ideas that could improve uppon this sugestion!
 

FormulaDOMI

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Also dont mind the new member badge been playing tw on and off for about 10-15 years now. I just havent posted anything in this forum before
 

.skinny44.

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View attachment 9244The shipyard

Villages connected to River waterways would have an advantage against other villages as they would be able to build shipyards aprox mid way through village development. These villages are to start as barbarian and must be conquered in order to be used by a player

Building requirments:
Lvl 10 Hq
lvl 10 smithy

Functions of the building are:
-Fishing boats: Gain aditional food production increasing population cap by 100 per ship in the villages fleet. Can be killed in battle. Cost 10 population, 450 Wood, 300 clay, 300 Iron. Max 40 fishing boats per village due to limited dock space and to keep the game fair. Requirments are:
Shipyard lvl 1
Research at smithy.

-Transport Ships: Potentially speed up mobilisation of troops using transport ships if the target village follows the waterway for atleast a short distance. It can carry 250 to 500 units per ship (Upgradable at smithy). This unit would cost 25 population, 1050 wood, 450 clay, 550 iron. Requirments are:
Shipyard lvl 10
Hq lvl 15
Research at smithy.

-Assult ships: with specialised weapons Upgradable at smithy bringing a conciderable damage to your attack if the target village is also connected to the same waterway as your village. Must be used either with transport ships to use your foot troops in the same attack or they can be used solo and you can time your foot troops to land either before or after your assult ships attack, whatever your strategy is. A verry expensive late game option costing 100 population, 45 000 wood, 30 000 clay and 40 000 Iron. Requirments are: Shipyard lvl 20,
Hq lvl 20 smithy
Barracks lvl 15

This would bring allot more strategy to the game and i think it would be a good adition. Feel free to discuss any aditional ideas that could improve uppon this sugestion!
How about a ring of water around the world that expands with the world and a port option where you units travel three times as fast.on water.
 

drevil1

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1633139459080.pngTHE CASTLE KEEP
I would suggest a castle keep. This would cost 100k of each resource and can only be built in one village. This will also be obvious to all players which is the main villa of any player therefore adding to the game strategy.
The castle keep can be demolished and moved to another village. It would take 24 hours to build
Its purpose would be to increase the village protection by 150% Troops and Walls.

The purpose of this strategy is to protect new players, Noobs, against PTW players, it will also help groups, or tribes with lots of members form and survive.

DrE
 

Sir Maxwell

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Armory

Can make provide upgrades to Horseshoes, Armor, Weapons, Special Paladin Upgrades. All troops (horse/ram/etc etc) can get some upgrades. Perhaps it can provide 'Certificate' for inventory to upgrade speed/defense/offense (stackable up to +25%?)

Some of these upgrades will require 'special' metal/materials that you must locate out in the world. Maybe you have to send Scavengers out, or randomly hidden in barbarians.

Hard to get building. Must meet min login requirements (Time) in the city where you are building. Resource intensive to build and use.

Mid/Late game building.

Max
 

SwedishBlueCheese

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View attachment 9258THE CASTLE KEEP
I would suggest a castle keep. This would cost 100k of each resource and can only be built in one village. This will also be obvious to all players which is the main villa of any player therefore adding to the game strategy.
The castle keep can be demolished and moved to another village. It would take 24 hours to build
Its purpose would be to increase the village protection by 150% Troops and Walls.

The purpose of this strategy is to protect new players, Noobs, against PTW players, it will also help groups, or tribes with lots of members form and survive.

DrE
Its so many problems with this idea. Smaller players already got HUGE help from morale being as it is. Adding the fact that most of them stack up on the free def boosts through daily login it will take sooo much to clear already. Only way a player could use this in mid to lategame is to cap deep deathstars and put their castle keep in there. Defending for small rim players dont need a even bigger buff.


Armory

Can make provide upgrades to Horseshoes, Armor, Weapons, Special Paladin Upgrades. All troops (horse/ram/etc etc) can get some upgrades. Perhaps it can provide 'Certificate' for inventory to upgrade speed/defense/offense (stackable up to +25%?)

Some of these upgrades will require 'special' metal/materials that you must locate out in the world. Maybe you have to send Scavengers out, or randomly hidden in barbarians.

Hard to get building. Must meet min login requirements (Time) in the city where you are building. Resource intensive to build and use.

Mid/Late game building.

Max
So just like the smithy we have in the game right now? This will bring luck to the game if the pieces are random just like the pally items used to do.This will make PP players just boost their troops early and make them kill the smaller players even harder. On 10tech its already ppl complaining its Pay2win because if i boost it to lvl 8 and attack someone with lvl 2-3 my troops will abosulety murder his
 

basatrasimba triha

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I will write something contrary to the idea of the contest. Tribal wars has become a game that only looks like Tribal wars. Those who played this game many years ago know what I mean.
Once upon a time it was just the continent, the players and the science of the game. Then a "smart brain" said: "Let's do something to improve the game" And that's where the decline of the game began: Paladin, Vasco's Scepter, Ulrich's Sword, his Telescope ... Some nonsense invented to ruin the game.
My idea is to get rid of ALL THIS Nonsense: no church, no inventory, no flags, no paladin, no church, and so on. Let the game be called Tribal Wars and be Tribal Wars. Then it will be seen who is a player and who is just a wannabee.
Imagine a continent with 12,000 players, continents 1, 10, 91 and 100 occupied by admin. with a village to watch the game. Otherwise, only villages for which the 12,000 players are fighting. Imagine that you get 8-9000 attacks and through allies and colleagues you face. Imagine that you have 2,000 villages that you have to manage ... Just imagine because this game, after everything, "evolved" so much through innovative ideas, urged players to say: "ready, I don't play this game anymore, because it's not what it used to be ,,
 
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Chuunks

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A very valid point. Why not cater to the customers instead of the all-mighty $$$$. They are, after all, what has kept this game alive for so long.
 

drevil1

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I think the biggest problem is the premium trade.
It is the single biggest problem.
It simply means the game can be won for $$$$$
Don't get me wrong I can afford to play , however the same old people are up at the top.
The rest mine for pp.
Ethically it stinks as it has made a huge dichotomy in player type.

Create worlds that have no premium exchange
 

misteralb

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I have had the same issue with the Premium Exchange however I have come to overcome this struggle. Personally I am not one of those guys who fight to be on the first place because I know I cant win that fight.

To be ranked first requires 3-4 coplayers, a lot of PP spent on a single world (does not matter if you buy or farm this PP) and skills for sure to be able to survive when you make it to the top.

I also know a lot of players who dont spend a lot of money in the game and still make it very far, they rank really well ... just by farming PP. Premium Exchange is an equal opportunity to be good in the game, that's what it is. Same as in life it is important to have equal opportunities. Ofcurse not all people use these equal opportunities to thrive and succeed but that is a player choice.

The good thing with the premium exchange is that it allows players to farm PP by selling resources. So this gives me too the chance to play and have fun by not spending a lot of money in the game. What would happen without the premium exchange is that I would be forced to buy PP for every single world I play which I dont do, so that would actually block me from playing and having fun.

Like me are most of the players. I know because not everyone is fighting for the top spot, most arent. Most just want to have fun and want to have couple thousands PP on their accounts to play a world or couple of worlds and have fun, which PP farming totally helps with this.

So actually IMO the premium exchange is a good addition.

If you want to play the game without these premium features a new classic world is starting so feel free to join that world (sorry if I cant share the link where you can find the whole classic world settings but I am currently on mobile).

Also, if possible let's keep this discussion on topic and focused on suggestions about new building types instead of talking how the game is ruined/improved. Feel free to make general game suggestions, ask questions on the respective forums.
 
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FormulaDOMI

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How about a ring of water around the world that expands with the world and a port option where you units travel three times as fast.on water.
I picture water front villages to be more of a random vill with some advantages. not every vill is connected to a waterway or their might not be a waterway going in the direction your troops are going so its not a sure thing wonder.

But if you want to invest your time and include it in your strategy it could pay off pretty good

bassicaly weive waterways all over the place and let the TW World populate around it

Add more strategies and wild cards and more wild unexpected turn of events durring all out war
 
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