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Building types for cities: - Printable Version

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Building types for cities: - DreamWeaver - 11-25-2019

Ok what building types are you going to have within cities? The standard building types are from past game versions were:

- Engineering Offices
- Armories
- Cultural Buildings
- Hospitals
- Guild Halls
- Annexes

I think there should be other added buildings as well too. I understand there are Factional Offices and Temples, but I am thinking other Independent Building types could also be added.


RE: Building types for cities: - Davin - 11-25-2019

Our list is starting with the basics from our manual, but I'm open to other suggestions later on.  (Don't we need to make sure there are big football stadiums and ice hockey rinks scattered around??) Tongue


RE: Building types for cities: - DreamWeaver - 11-25-2019

Well I would add a building type called "Market" this Independent building would create a type of Open Market within a city. I would view it like a Farmer's Market, Peddler's Fair that would be like stalls that local would set up within a large open square within each city. The ideal situation for a city would be to have one per Annex that a cities has. The more of them the larger the size or volume of stuff on a cities market.

Another building type might be a "Tavern/Inn" where with each one you would have a increase in money for a city in the way of taxes and for roleplaying a chance to learn or disover more things in the way of % chances to discover something.

Still another building type mght be "Merchant Row", a collection of various merchant shops that would add to more exotic itmes on a market, as well as more taxes for a city. This would be another city building type that would add Independent influence to a city

I would like to see more Independent city building types that add to a city and make a city vastly different from each other. Then add in Factional Offices and Religious Temples and you can have a whole mess to make each and every city different from any other city.