Open tukkek opened 7 years ago
Enchanted fountain (5 labor) : gives a +1 general modifier to any Squad visiting it for 1d6+1 days.
Enchanted garden (5 labor): gives a +1 general modifier to any Squad visiting it for 1d6+1 days
The bonuses don't stack with themselves but stack with each other. Each Town may build one of each.
Park (10, requires village): +10% to growth.
Observatory (predicts weather, hazards, etc)
Mana focus (15 labor): once per day, can be used to restore all of your magic (could be too powerful, maybe make it 50% chance per day).
Hot springs: same but with health. Heals 100% at level 1, 5% at level 20 per character, can be used daily.
Fertility monument: once per week, boosts the chance of a Dwelling i n the perimeter receiving a new recruit.
Bonfire (unique, rank 1 or 2): can be visited at night to give a short-lasting buff to units.
Onsen: a location that lets units learn summon spells for dwellings in the district. Requires a dwelling, at least. Can be upgraded to catch up with new dwellings (original cost is number of dwellings). One per district.
resource#getupgrade to harvest resource
An elemental shrine (1 of 4 elements) could be interesting, allowing for summoning small/medium/large elementals for XP. Only one can be built per district though (easily doable by making the element type a field and adapting everything around it).
Farm: boosts Growth projects.
Animal pen: boosts Constrution Site projects.
Zoo (10, requires town): 5% chance of turning a City Event into a higher-level one, 1% boost to Growth. Magical zoo (10, requires town): upgrades to also allow recruiting of any animal-type creature - starts with 1d4 and adds another 1d4 each season (1/100 chance per day).
Banquet (hamlet and village only, 0, human only): fully restores Squad HP, takes 8 hours.
Might want to rename to "natural", since "ecological" sounds too scientific for a fantasy game.
Festival (0, ecological): non-stacking buff for squads in district on #define() pick a interesting Ritual (spell)
automatic = false