I have seen many threads and many posts indicating that people have a desire for more buildings to be added to the cities. I too favor this idea and have decided to synthesize the various proposals in one place so that it is easy for Byrto to understand what we'd like and easier for them to begin working on it.
These ideas are not completely mine, however I have put them all in one place and detailed them. My thanks to those who may have suggested these in the past.
I like the fast build time yet minimal yield of buildings such as the workshop, so I will make the build time for most of these smaller buildings less than most buildings currently.
Bank
-The bank would take 1 day to build. It would cost 1,500 iron and 1,000 wood, and $3,000
-The bank would improve money supply in the province where it was built, by ways of adding interest. Interest rates could depend on the availability of resources in the nation or be fixed at a rate such as 5%. The bank would simply increase the money output of that city by 5%.
-Perhaps an even better way would be to allow the government to 'save' money in the bank, for example a player could put 50,000 dollars in the bank of a particular city where after 24 hours it would gain 5% interest (2,500 pounds) and then continue compounding until the player removed it. One might call this 'minor' but after one week in the bank that $50,000 would become $70,355, which is around a $20,000 increase, good enough to make a purchase on the stock market. A country with many banks could greatly improve their economy both ways, and the interest rates could be affected by average morale, giving good economies and advantage.
-Players might even be able to bank in other player's banks, adding a new level of cooperation between allies or economic dependence.
-A player who captures a city containing a bank would get all the money currently in that bank, plus 1% of the total amount in the player's treasury.
Police Station
-A police station would take 5 minuets to build, and cost the same as a recruiting office. A police station would improve morale by 2 or 3% and reduce corruption costs in that city by 5 or 10%, obviously not going into negative if corruption is not high.
-Police stations would also reduce the chances of an uprising by 10%, useful to build in a captured province that might revolt, since it can be built before day change with its fast speed.
-Police stations would cost a small amount of money to maintain, again similar to that of a recruitment office.
Hospital
-Hospitals would take 1 day to build and cost$10,000, 2,000 grain, 2,000 iron, and 5,000 wood.
-Hospitals would improve morale in the city by 3%
-Hospitals would reduce damage from enemies by a miniscule amount, perhaps 5%
-Hospitals would increase the speed at which an army recovers morale by 1.5 of ever double. In this way a player could build a hospital in a 100% morale province to bring his troops back to after a campaign to heal faster than they normally would.
Please let me know what ideas you have and also suggest this idea in the list they have started about ideas for new things to implement!
These ideas are not completely mine, however I have put them all in one place and detailed them. My thanks to those who may have suggested these in the past.
I like the fast build time yet minimal yield of buildings such as the workshop, so I will make the build time for most of these smaller buildings less than most buildings currently.
Bank
-The bank would take 1 day to build. It would cost 1,500 iron and 1,000 wood, and $3,000
-The bank would improve money supply in the province where it was built, by ways of adding interest. Interest rates could depend on the availability of resources in the nation or be fixed at a rate such as 5%. The bank would simply increase the money output of that city by 5%.
-Perhaps an even better way would be to allow the government to 'save' money in the bank, for example a player could put 50,000 dollars in the bank of a particular city where after 24 hours it would gain 5% interest (2,500 pounds) and then continue compounding until the player removed it. One might call this 'minor' but after one week in the bank that $50,000 would become $70,355, which is around a $20,000 increase, good enough to make a purchase on the stock market. A country with many banks could greatly improve their economy both ways, and the interest rates could be affected by average morale, giving good economies and advantage.
-Players might even be able to bank in other player's banks, adding a new level of cooperation between allies or economic dependence.
-A player who captures a city containing a bank would get all the money currently in that bank, plus 1% of the total amount in the player's treasury.
Police Station
-A police station would take 5 minuets to build, and cost the same as a recruiting office. A police station would improve morale by 2 or 3% and reduce corruption costs in that city by 5 or 10%, obviously not going into negative if corruption is not high.
-Police stations would also reduce the chances of an uprising by 10%, useful to build in a captured province that might revolt, since it can be built before day change with its fast speed.
-Police stations would cost a small amount of money to maintain, again similar to that of a recruitment office.
Hospital
-Hospitals would take 1 day to build and cost$10,000, 2,000 grain, 2,000 iron, and 5,000 wood.
-Hospitals would improve morale in the city by 3%
-Hospitals would reduce damage from enemies by a miniscule amount, perhaps 5%
-Hospitals would increase the speed at which an army recovers morale by 1.5 of ever double. In this way a player could build a hospital in a 100% morale province to bring his troops back to after a campaign to heal faster than they normally would.
Please let me know what ideas you have and also suggest this idea in the list they have started about ideas for new things to implement!