Afforess
The White Wizard
There has been a lot of discussion hinting at merging the "Expanded Castles" option into the base game. This would remove the option and make the buildings always available for all games.
There are several castle expansions which will be removed in this merge. I think most obvious, the dungeon and catacombs buildings should be removed. The dungeon is rarely, if ever, useful. The catacombs are handled very poorly by the AI, as they frequently build them to solve gold shortages but don't understand the risks. Normally, it would be worthwhile to fix the AI, but regularly human players also seem to misunderstand and avoid this building as well. It seems simplest to remove the catacombs then try to fix both AI and human perceptions of the building.
In addition, I would also lobby for the removal of the Balistraria (Arrow Slits). It seems to me that such defenses come as part of any wall fortification.
The remaining buildings would become part of the base game:
There are several castle expansions which will be removed in this merge. I think most obvious, the dungeon and catacombs buildings should be removed. The dungeon is rarely, if ever, useful. The catacombs are handled very poorly by the AI, as they frequently build them to solve gold shortages but don't understand the risks. Normally, it would be worthwhile to fix the AI, but regularly human players also seem to misunderstand and avoid this building as well. It seems simplest to remove the catacombs then try to fix both AI and human perceptions of the building.
In addition, I would also lobby for the removal of the Balistraria (Arrow Slits). It seems to me that such defenses come as part of any wall fortification.
The remaining buildings would become part of the base game:
- Castle Garden
- +2 Health
- Moat
- Zone of Control
- Ballista Turret
- Deals 10% damage to adjacent enemy units per turn
- Castle Keep
- +50% Defense
- +6 culture
- Citizens rebel against captors 200% longer
- Castle Gatehouse
- Enemies can not invade until the defenses fall to 25%
- Herbalist
- One injuried troop will be fully healed per turn