Buildings

xmen510

Emperor
Joined
Jul 5, 2006
Messages
1,456
Location
London Ontario, Canada
This is the Buildings thread. It is for the Standard (Non Unique) Buildings for the MOD.

Spoiler :
- Palisade (+5% city defense)
- Walls (+10% city defense)
- Castle (+15% city defense)
- Fortress (+20% city defense) +1 artisan slot
- Stronghold (+25% city defense, -10% collateral damage, -10% city maintenance cost, -1 War Weariness) (Gondor only)
- Fortified Wall (+15% city defense) (Numenor/Gondor/Arnor only)
- Wooden Tower (+5% defense)
- Stone Tower (+10% city defense, defense bonus for ranged units.)
- Watch Tower: (+15% City Defence, See invisible units?, +1 or +2 Tile Visiblity from city radius?) (Arnor only)


(These will give either a free promo &/or be required to built related units at all)
- Training Field
- Archery Range
- Stables
- Siege Workshop
- Docks (for building ships)

- Town Hall (-50% maintenace costs in the city)
- Market (+50% commerce in the city, +1 happiness from trade goods) +1 trader slot
- Tavern (+1 happiness, +1 happiness from Wine) +1 trader slot
- Trading Post (-10% (distance?) maintaince, +50% Foreign Trade Commerce, (only buildable in coastal cities) +1 trader slot
- Inn (+1 trade route in the city, +1 happiness, +1 Health) +1 minstrel slot
- Well (+1 Health)
- Apothecary (+1 Health, +1 with Athelas/Spices)
- Infirmary (+2 Health)
- Smoke House (+1 health from livestock stores 10% on city growth)
- Granary (stores half of the food when the city grows, +1 health from food resources)
- Lighthouse (+1 food in water tiles)
- Harbor (+1 trade route, +50% trade-commerce, +1 health/sea resouce you have access to (limited to +1 for each type))
- Archives (+3 Beakers (Science), +10% Research, +1 Culture) +1 loremaster slot
- Library (+2 Beakers (Science), +15% Research, +1 Culture) +1 loremaster slot
- Houses Of Lore (+4 Beakers (Science), +25% Research, +4 Culture) +2 loremaster slot
- Guild of Artists (+20% culture in the city, +1 happiness for each 20% of gold going to culture) +1 minstrel slot
- Guild of Minstrels (+2 culture, +1 happiness, +1 happiness/10% slider) +2 minstrel slot
- Forge (+50% production in the city, -2 health, +1 happiness for acces to Copper, +1 happiness for access to Iron, +1 happiness to access to Mithril) +1 artisan slot
- Armory (free armor promo for relevant units)
- Blacksmith (+2xp, +1 production in the city, -1 health)
- Post Office (+1 Beaker (Science), -10% war weariness, +25% trade-commerce) +1 trader slot
- Guard's House (-15% War Weariness, free City Garrison I)
- Stockade (-50% war weariness, -1 happiness)
- Statue (+1 culture)
 
Most of those seem good. Are we going to implement FFH's buildings-required-to-build-units concept? If so, then we need the Siege Workshop definitely.

Rest of the maybes are definite maybes.
 
I'd vote no to all the maybe's except the siege workshop.

Besides that, here is the list from previous attempts:

Spoiler :

Palisade: +5% city defense, requires Wood Working, costs 40 hammers
Walls: +10% city defense, requires the Stone Working tech, costs 100 hammers, halved cost with stone, doesn't stack with Palisade
Castle: +15% city defense, requires the Siege Warfare tech, costs 150 hammers, halved cost with stone, requires Walls
Fortress: +25% city defense, requires the Fortresses tech, costs 250 hammers, requires stone, requires Castle
Stronghold: +35% city defense, -10% city maintenance cost, -1 War Weariness, requires the Engineering tech, costs 400 hammers, requires stone, requires Fortress, limit of 2 per civ
Fortified Wall: +20% city defense, requires the Improved Siege Warfare tech, costs 180 hammers, requires stone, requires Walls
Wooden Tower: +10% defense, costs 100 hammers, requires Palisade, requires the Fortification tech
Tower: +30% city defense, free promo to units built in the city, requires the Fortification tech, costs 300 hammers, requires stone, requires Walls, limit of 5 per civ
Barracks: +2 XP to units built in the city, costs 60 hammers
Training Field: free promo to Melee units built in the city, costs 85 hammers, requires Barracks, requires the Infantry Tatics tech
Archery Field: free promo to Ranged units built in the city, costs 85 hammers, requires Barracks, requires the Sharpshooting tech
Stables: free promo to Mounted units built in the city, costs 85 hammers, requires Barracks, requires the Cavalry Tatics tech
Siege Weapons Workshop: free promo to Siege units built in the city, costs 125 hammers, requires Barracks, requires the Improved Siege Warfare tech
Havens: +2 XP to units built in the city, costs 100 hammers, requires the Ship Building tech
Drydocks: free promo to Naval units built in the city, costs 130 hammers, requires Havens, requires the Naval Warfare tech
Market: +50% commerce in the city, +1 happiness from trade goods, 2 Merchants, costs 150 hammers, requires the Commerce tech
Grocer: +25% commerce, + 1 health from food resources, 1 Merchant, costs 115 hammers, requires the Trade tech
Town Hall: -50% maintenace costs in the city, costs 170 hammers, requires the The Court tech
Tavern: +1 happiness, +1 happiness from Wine, 1 Merchant, costs 115 hammers, requires the Monarchy tech
Inn: +1 trade route in the city, +1 happiness, +1 Health, costs 200 hammers, requires the Great Trade Routes tech
Well: +1 Health, costs 80 hammers
Houses of Cure +2 Health, free promo (Medic I?) to units built in the city, costs 300 hammers, requires the Healing tech, limit of 5
Granary: stores half of the food when the city grows, +1 health from food resources, costs 80 hammers, requires the Farming tech
Docks: +1 food in water tiles, costs 90 hammers, requires the Sailing tech
Harbor: +1 trade route, +25% commerce, +1 happiness from sea food resources, costs 150 hammers, requires the Navigation tech
Archives: +25% research, +1 culture, +1 happiness for each 20% of gold going to culture, 1 Loremaster, costs 110 hammers, requires the Tradition Keeping tech
Library: +25% research, +1 culture, +1 happiness, 1 Loremaster, costs 160 hammers, requires the Literature tech, requires Archives
Houses of Lore: +50% research, +2 culture, +1 happiness, 2 Loremasters, costs 250 hammers, requires the History tech, requires Library
Guild of Artists: +20% culture in the city, costs 115 hammers, requires the Poetry tech
Guild of Minstrels: +2 culture, +1 happiness, costs 115 hammers, requires the Music tech
Forge: +50% production in the city, -1 health, costs 65 hammers, requires the Bronze Working tech
Armory: +5% (?) unit production, free promo to ranged units (Extra Ammonition), costs 115 hammers, requires the Weaponry tech
Armorsmith: free promo to units built in the city, costs 100 hammers, requires the Chain Mail tech, requires Iron
Blacksmith: free promo to units built in the city, +25 production in the city, costs 125 hammers, requires the Smithing tech, requires Iron
Weaponsmith: free promo to units built in the city, costs 200 hammers, requires the Weapon Mastery tech, requires Iron, requires Blacksmith
Post Office: -50% war weariness, costs 100 hammers, requires the Trade Posts tech
Guard's House: -25% War Weariness, free promo, costs 110 hammers, requires the Vassalage tech
Jail: -25% war weariness, costs 50 hammers, requires the Diplomacy tech
Town Square: +1 happiness, costs 80 hammers (perhaps add a "Urbanization" tech?)


I really like the upgrading city defenses by buildings idea.
 
My list (shamelessly ripping from the other two):
Spoiler :

Palisade (+5% city defense)
Walls (+10% city defense)
Castle (+15% city defense)
Fortress (+25% city defense)
Stronghold (+35% city defense, -10% city maintenance cost, -1 War Weariness)
Fortified Wall (+20% city defense)
Wooden Tower (+10% defense)
Stone Tower (+30% city defense, defense bonus for ranged units.)

(These will give either a free promo or be required to built related units at all)
Training Field
Archery Range
Stables
Siege Workshop
Drydocks

Town Hall (-50% maintenace costs in the city)
Market (+50% commerce in the city, +1 happiness from trade goods)
Tavern (+1 happiness, +1 happiness from Wine)
Inn (+1 trade route in the city, +1 happiness, +1 Health)
Well (+1 Health)
Infirmary (+2 Health)
Smoke House (+1 health from livestock stores 10% on city growth)
Granary (stores half of the food when the city grows, +1 health from food resources)
Lighthouse (+1 food in water tiles)
Harbor (1 trade route, +50% trade-commerce)
Archives (+25% research, +1 culture)
Library (+25% research, +1 culture)
Houses of Lore (+50% research, +2 culture)
Guild of Artists (+20% culture in the city, +1 happiness for each 20% of gold going to culture)
Guild of Minstrels (+2 culture, +1 happiness)
Forge (+50% production in the city, -3 health)
Armory (free armor promo for relevant units)
Blacksmith (2xp)
Post Office (-10% war weariness, +25% trade-commerce)
Guard's House (-15% War Weariness, free City Garrison I)
Jail (-50% war weariness, -1 happiness)
Statue (+1 culture)
 
Above looks good. Some more info on what they do would be good.
 
Basically the same as they do in the other list... will edit it in though.
 
Ok, I edited my list, and changed some things from the original list. I think it makes more sense now. I haven't added the specialists yet.
 
Definitely looks good.
 
Good idea about the statue, about health, let's see, I've dropped the grocer, that can be added back in, Infirmary (hospital replacement) can be added as well. Well can be upped to two as well. I suddenly remember Smoke House from FFH (extra health from livestock).

EDIT: I added Infirmary, Smoke House and changed monument to statue. Didn't add grocer as I don't like the name.
 
I wouldn't do any religious buildings, don't think they make sense for Arda (barring some wonders).

As you've replaced your list with mine, I'll stop editing mine.
 
Jail can indeed be renamed, but I don't think dungeons is a good fit, it has different associations in a fantasy mod, but maybe 'Prison' will do?
 
Prison works, Infirmary is also a good idea. We might want to keep an Aqueduct or equivalent too, FFH at least has both.

And yeah, no real religious buildings fit.
 
Good thinking, that makes a lot of sense (and we don't have anything in this regard yet)
 
I would go for 10, 5 will be to small to really notice it and you will want something noticeable to build such a building with a lot of prereqs and high cost. We might want to add some more incentives to have people build the defensive buildings, as we wouldn't want them to stay unused.
 
Top Bottom