Failed Vote Tribal Capital (pt2)

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AuroraMoon

Non-stop Poster
Reaction score
166
as mentioned in Tribal Capital (pt1)

ill start of by saying percentages from tribe wide buffs
can be altered to be similar to the skills that already exist (Friendship, Fast Looting, Overtime, etc...)
they can either be perma-boosts that grow as the Tribe Capital grows
or they can last a certain amount of time (like Friendship, Fast Looting, Overtime, etc....)

all Tribe Wide Buffs cost Capital Resources and/or prestige (not player resources/prestige)
Cost for Perma-Boosts are multiplied by the amount of members in your tribe (at time of activation)
and does not effect members who join after activation, tribes will need to make up the difference to get new members covered.
also these buffs could be removed if members/village leaves the tribe (ill leave that decision to someone else)

tribe wide buffs from capital: (effects all villages owned by the tribe, Costs are examples)

portcullis - lowers the attackers offence for infantry by 10%
Costs if perma-boost: 1,000 Timber, 2,000 Iron, 50 prestige (multiplied by amount of tribe members)
Costs if temp-boost: 1,000 Timber, 2,000 Iron, 100 prestige (suggest 12-24hrs but can be more)
moat - lowers the attackers offence for siege weapons (rams only) by 10%
Costs if perma-boost: 2,000 Clay, 50 prestige (multiplied by amount of tribe members)
Costs if temp-boost: 2,000 Clay, 200 prestige (suggest 12-24hrs but can be more)
cheval de frise - lowers the attackers offence for cavalry by 10%
Costs if perma-boost: 2,000 Timber, 2,500 Iron, 50 prestige (multiplied by amount of tribe members)
Costs if temp-boost: 2,000 Timber, 2,500 Iron, 100 prestige (suggest 12-24hrs but can be more)
caltrops - lowers the attackers overall defence by 5%
Costs if perma-boost: 1,000 Iron, 20 prestige (multiplied by amount of tribe members)
Costs if temp-boost: 1,000 Iron, 100 prestige (suggest 12-24hrs but can be more)
spike pit - lowers the attackers overall offence by 5%
Costs if perma-boost: 1,000 Clay, 2,000 Timber, 50 prestige (multiplied by amount of tribe members)
Costs if temp-boost: 1,000 Clay, 2,000 Timber, 100 prestige (suggest 12-24hrs but can be more)
crenellations - increases the defenders defence/attack for archers by 10%
Costs if perma-boost: 1,000 Clay, 50 prestige (multiplied by amount of tribe members)
Costs if temp-boost: 1,000 Clay, 100 prestige (suggest 12-24hrs but can be more)
machicolation - increases the defenders defence of wall by 10%
Costs if perma-boost: 2,000 Clay, 2,000 Iron, 2,000 Timber, 50 prestige (multiplied by amount of tribe members)
Costs if temp-boost: 2,000 Clay, 2,000 Iron, 2,000 Timber, 100 prestige (suggest 12-24hrs but can be more)

also if you have any ideas for other boosts or edits
feel free to suggest them
 

JawJaw

Awesomest CM Ever
Reaction score
2,210
This idea is approved for voting, good luck!

Discussion & feedback about this suggestion would be more than appreciated!
 

saad748

Guest
Tbh, I dont see a point here. The tribe level does just that. it can be used to include more buffs at higher levels, if required.
 
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