Here's an idea I've had for... actually a good long while. I think this started since before I became GM. Anywho.
My idea is basically the creation of a room that stores technology to upgrade other rooms. The amount of upgrades the room can store is based on its size. Upgrades are still researched in the Library. We can create a totally new room or we can use the Barracks as a means to impliment the room using existing DK designs. One of the purposes of this room is an expanded use of the Library and need for researchers to compete with manufacturers. Another is to add to the possibility of specializing for certain realms as its highly unlikely to research everything unless you have a large realm in addition to researchers. For the sake of the discussion, I will be referring to this room as the Barracks regardless.
The Barracks can store one upgraded researched item per "middle" tile. (Basically a tile that isn't on the very edge of the room in case that isn't absolutely clear) In order for a room to be upgraded, the downgraded version of the room must be researched and built. Research cannot be done if the Barracks is full. As the Lair and Hatchery upgrades are either minor or purely aesthetic, they are granted automatically as freebies once a Barracks has been built and they do not use up any space.
Room Upgrades
Lair: Allow Bunk Beds
Hatchery: Generates Turkey and Pig in addition to Chickens
Treasury: Increases Storage by 50%
Training Room: Increases Training EXP by 10-25%
Library: Increases Storage by 50% and Allows Research of Upgradable Spells, which is Stored in the Library as separate items from Normal Spells
Workshop: Increases Storage by 50%
Guard Room: Automatically reinforces walls of adjacent claimed tiles
Bridge: Reduces Cost by 50%
Casino: Glorifies the Casino with many more games and expansions AND/OR allows the Casino to convert into a darker themed Tavern with bar fights and strippers
Barracks: Drops Room Upgrade Research Cost by 10%
Prison: Skeletons can be created from Non-Humanoids
Torture Chamber: Allows Converts to start at Levels 2-3 instead of 1 if they are equal to or beyond those levels.
Graveyard: Reduces Bodies Required for Vampire from 5 to 3 AND/OR reduces EXP loss from Resurrection by 10-20%
Combat Pit: Max Level 8 -> 9-10
Temple: Restores Health to Praying Units as if In Lair, Grants Auto-Purify to Praying Units for a Moderate Duration of Time, and Reduces Sacrifice Level Requirement from 5 to 3.
Spell Upgrades
Create Imp: Reduces Imp Cost by 5 Imps
Possession: Allows Enhanced Possession to go beyond the normal limits but at double the Mana Cost and Drain
Call-to-Arms: Removes Mana Drain
Hold Audience: Allows the Keeper to Have Control over Who gets Teleported to the Dungeon Heart
Must-Obey: Doubles both the Effect and the Mana Drain
Sight-of-Evil: Reduces Mana Cost by 50%
Speed Monster: Allows Haste to be Cast
Heal: Allows Purify to be Cast
Protect: Allows Invulnerable to be Cast
Conceal: Allows Mass Conceal to be Cast, Making Everyone Invisible at Half the Price it would Normally Take to Manually Cast
Cave-In: Increases radius from 1x1 to 2x2 tiles for double the cost
Lightning: Doubles Stun Time and Triples Mana Cost
Thunder: Doubles radius for 50% More Mana
Create Gold: Creates 1000-1250 Gold for 50% more Mana
Chicken: Can be Cost on Territory beyond your own for a short duration
Disease: Converts the Mana Cost to Low - Medium in exchange for a Mana Drain based on the number of targets effected by the Disease
Destroy Wall: Reduces Cost by 25%
Inferno: Increases damage by 50% for double the cost
I don't have research values up yet, obviously, but there are a few things I would like to point out. As a general statement, some of these are simply and obviously designed to prove accessibility to certain things, like the Skeleton with the Prison upgrade for example.
Training Room: Increases Training EXP by 10-25%
...
Combat Pit: Max Level 8 -> 9-10
These is geared more towards new Creatures who appear later in the RP when everyone is higher leveled. We are reaching that point, actually. It does make it easier for new Creatures to catch up with everyone else. As for the Combat Pit, I always had the idea that with the Training Room max level increase, the Combat Pit should also receive its own increase. As it is designed to get a Creature to higher levels in a safer and more controlled environment, I figured a max level increase would fit its purpose.
My only concern is that everyone tends to use their own EXP systems so this could potentially be a problem. Though I think the only real problem would come with systems like Cookie's old one where the EXP required to reach every next level was the exact same as the very first level. Such systems are easily abusable in general and I prefer to keep them out regardless so my concerns may be a non-issue.
Torture Chamber: Allows Converts to start at Levels 2-3 instead of 1 if they are equal to or beyond those levels.
This is also geared towards new Creatures as it allows them to start at a higher level. I couldn't actually think of any other use for it that wouldn't be aesthetic like the Hatchery. There are a number of things to note, however.
Levels 2-3 are still pretty low so it doesn't make that big of a difference, but it is still a considerable difference. We are at that point though when those levels don't matter as much.
Gaining advantage of the upgrade is situational. You have to wait for the Creature you want, which may be at a time where its simply faster to bring in a new Creature normally and have it train. Additionally, as a convert, it has certain backgrounds attached to it, which does make it even more situational. As for Heroes though, it is a more universal buff but Heroes have their own restrictions.
It's difficult to abuse this early in a realm as you have to first research and build a Barracks then research and build both a non-upgraded and upgraded Torture Chamber. As the Torture Chamber is a more pricey room, it has the drawback of restricting the Keeper early on by taking focus from other earlier rooms, such as the Workshop. If a Keeper had the means to easily research and build it, then he probably didn't have a strong need for its bonuses to begin with as he likely already had a well trained army. It's an extra perk as are most room upgrades. It is not necessary or meant to be a massive advantage point.
Personally I prefer the Level 3 starting point as opposed to the Level 2 starting point since it makes more of an impact. This is a more late game room after all.
Graveyard: Reduces Bodies Required for Vampire from 5 to 3 AND/OR reduces EXP loss from Resurrection by 10%
I don't think the reduction of EXP loss from Resurrection is all that bad, honestly. Like the Torture Chamber perk, it can't be abused for its own reasons. It makes a small difference, being a perk, so its useful. But its not so useful or significant that you can spam resurrection else you'll just lose a bunch of levels. Pretty self explanatory beyond that, really.
I think the only real question is whether or not the Body reduction is going to be included.
Thunder: Doubles radius for 50% More Mana
Yes, I will be adding Keeper Thunder (aka DK1 Lightning).
Casino: Glorifies the Casino with many more games and expansions AND/OR allows the Casino to convert into a darker themed Tavern with bar fights and strippers
We need more strippers.