Colony Specialisations

Colony Specialisations
I would like to implement Colony specialisations.

Specialisations will infer bonuses to selected workers dependent on which specialisation is chosen, but also confer penalties to all other non-core workers.

Core Workers are classed as – Builder, Delivery Man, Miner, Lumberjack, Farmer, Baker, Blacksmith

This way specialising won’t make any of the starting workers less efficient, just the more expensive end-game type workers which are not essential for colony survival.

Selecting a specialisation should be done through the Town Hall GUI – With a separate page listing all the specialisations, and a simple check box next to it to implement it.

Only 1 specialisation can be chosen at a time, specialisations can be changed at any time.

Proposed Specialisations :-

Name                                          Bonuses to:-

Industry Specialisation                  Miner, Blacksmith

Forestry Specialisation                  Lumberjack

Food Specialisation                       Farmer, Baker

Ranch Specialisation                     Pig Farmer, Cow Herder, Chicken Farmer, Shepherd

Mystic Specialisation                    Enchanter, Alchemist

Spiritual Specialisation                  Druid, Cleric

Fishing Specialisation                    Fisherman

Military Specialisation                   Guards, Hunter

<p class="MsoNormal">Nether Specialisation                    All Nether Workers

<p class="MsoNormal">Finance Specialisation                  All Workers

<p class="MsoNormal">See the Individual Worker Sheets for specific details of the bonuses and penalties to each worker, but in summary the bonuses are as follows :-

<p class="MsoNormal">Name                                                    Bonus to :-

<p class="MsoNormal" style="margin-left:144.0pt;text-indent:-144.0pt">Industry Specialisation                   Gives the ability for the miner to self-enchant his pickaxe – Reduces tool wear, Gives            the Blacksmith a chance not to consume the ingredients of any crafting (Tools,                    Weapons, Armour)

<p class="MsoNormal">Forestry Specialisation                   Increases the Lumberjack’s yield (10/20/30%) – Reduces tool wear

<p class="MsoNormal" style="margin-left:144.0pt;text-indent:-144.0pt">Farming Specialisation                   Increases the Farmer’s yield (10/20/30%) – Reduces tool wear – Adds + 1 to his                  farming Range (Meaning he can handle more crops), Gives the Baker a chance of not            consuming ingredients when Baking

<p class="MsoNormal" style="margin-left:144.0pt;text-indent:-144.0pt">Ranch Specialisation                      Increases the number of animals each of the Workers can have by +2 (i.e. 4 at Level            1, 6 at Level 2, 8 at Level 3 and 10 at level 4)

<p class="MsoNormal" style="margin-left:144.0pt;text-indent:-144.0pt">Mystic Specialisation                     Gives the Alchemist a better chance of not consuming ingredients when brewing,                 Gives the Enchanter a better chance of returning a higher level enchant.

<p class="MsoNormal" style="margin-left:144.0pt;text-indent:-144.0pt">Spiritual Specialisation                   Reduces the component cost of the Druid’s Weather Spells, Healer will cure disease           without requiring Healing Potions

<p class="MsoNormal" style="margin-left:144.0pt;text-indent:-144.0pt">Fishing Specialisation                    Increases the level of enchant the fisherman will add to his rod, and increases his                 inventory size before returning to the chest

<p class="MsoNormal">Military Specialisation                   Increases Guards, Hunter and Hunter Dogs HP by 50%

<p class="MsoNormal">Nether Specialisation                    Provides small efficiency bonuses to each Nether Worker

<p class="MsoNormal">Finance Specialisation                  Reduces the Wage requirements of all Workers.

<p class="MsoNormal">   

<p class="MsoNormal"> “Super Colony” Easter Egg 

<p class="MsoNormal">We could also put in place an unadvertised “Secret” feature, where if you get at least one of every worker to level 4 (including the town hall and barracks) – then you get the “Super Colony” where all Specialisms are turned on (Suggest this isn’t available in SMP :P)

<p class="MsoNormal">