KJ Jansson
Prince
- Joined
- Oct 7, 2008
- Messages
- 509
Just wanted to ask the players of this mod what they thought about Castles and Castle building?
As it is it takes Materials, extra gold, and a long contruction time to build castles. Not to mention it upsets any Barbarians that may own the land. But you gain several benefits from building castles...
Motte and Baily
Starts with:
-Weaponsmith's House
-Armorsmith's House
-Forge
-Bailey Keep which gives a 25% bonus to Weapons, Armor, and Tools
-Workshop
-Stable
-and a Fort
Stone Keep Castles
Starts with:
-Weaponsmith's Shop
-Armorsmiths's House
-Blacksmith's Shop
-Lumbermill
-Ranch
-Stone Fortress
-Stone Keep which gives a 50% bonus to Weapons, Armor, and Tools
So, is having to construct castles in this way a feature that adds something fun and strategic to the game or is it more of a nuisance and castles should be founded like villages?
I have not yet looked in details how organized the castles in your mod. Apparently different, as I guess.
Let me to express my views on various types of settlements and their development.
Turn 1. Settler unloads from the ship or reaches by land the tile with (X,Y) coordinates.
Turn 2. The settler builds a Camp where there are NO buildings except the Fire & Shelter for the rest. No free buildings at all!
Turn 3. The player decides how to develop this new settlement taking into account many parameters (available resources, strategical importance of this place, etc.)
Three ways of development of each settlement:
- Ordinary town with the usual set of buildings (as now in original CivIVCol).
- Castle (military settlement). Here is the best place with buildings for the military infrastructure (Armory, Military Academy, etc).
- Monastery (religious settlement). Here is forbidden to construct any buildings of the military infrastructure, for example.
However, each new settlement develops gradually. Every new building must build itself based on the type of settlement and available resources.
I repeat the general rules:
- no free biuldings,
- no possibility to speed up building construction for money in 1 turn.
As a special case, most probably the fourth type of settlement could be added on the coast.
- Port-city (or seaport), where all ship-building infrastucture will be concentrated. Really each ship is required at least X Wood + Y Sailcloth + Z Tar to construct, therefore all production of these materials (wood, sailcloth, tar) should be concentrated in such port-city or near this city (tar kilns could be build outside the central city tile).
This is a very general idea how the settlements should be organized. At least I develop this idea in my "1492: Global Colonization" mod.