Buildings

The Ring of Isengard then as a national wonder which has to be build in the capital maybe? I agree that we have to make it three or four times the speed with the king unit. I'm also not sure, I think civ uses the palace to determine the capital, but I'm not sure.

As Isengard will have only one city, that would not require extra coding.
 
As we are mostly agreed on the Great Persons, maybe its time to add their lesser variants to buildings.

I copied the list from the first post, but there is some ongoing discussion about a couple of things, so be carefull with copy/pasting this list.
Spoiler :
Palisade (+5% city defense)
Walls (+10% city defense)
Castle (+15% city defense)
Fortress (+25% city defense)
Stronghold (+35% city defense, -10% collateral damage, -10% city maintenance cost, -1 War Weariness)+1 artisan slot
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
Docks (for building ships)

Town Hall (-50% maintenace costs in the city)
Market (+50% commerce in the city, +1 happiness from trade goods)+1 merchant slot
Tavern (+1 happiness, +1 happiness from Wine)+1 merchant 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)
Archives (+25% research, +1 culture)+1 loremaster slot
Library (+25% research, +1 culture)+1 loremaster slot
Houses of Lore (+50% research, +2 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)+2 minstrel slot
Forge (+50% production in the city, -3 health)+1 artisan slot
Armory (free armor promo for relevant units)
Blacksmith (2xp)
Post Office (-10% war weariness, +25% trade-commerce)+1 merchant slot
Guard's House (-15% War Weariness, free City Garrison I)
Stockade (-50% war weariness, -1 happiness)
Statue (+1 culture)
 
Looks good, don't forget to update these buildings though:

Spoiler :
Palisade (+5% city defense)
Walls (+10% city defense)
Castle (+15% city defense)
Fortress (+20% city defense)
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)

Total City Defence: Numenor: +80% / Gondor: +105% / Arnor: +95% / Everyone Else: +65%

Also, will the Great Commander ONLY come from Combat then? Do we want an even amount for each? If so, I can suggest a few things.
 
As said, I just copied the list in your post, and because I'm lazy, I'm expecting you to keep that list up to date :lol:

I also noticed that you hadn't changed the research buildings. Didn't we reach a verdict on that?
 
Forgot my additional comments:

I'm not sure about the workings of the Great Commander in FFH. I suppose that we could have him as a regular specialist as well, but what would he give? I think that only generating him by xp would be best.

We list is quite balanced at the moment (4 minstrels, 4 loremasters, 3 merchants, 2 artisans), but I can go either way. What are your suggestions? No need to keep to my list if you have other ideas simply because I post it first.
 
Maybe the Artisan from stronghold should be moved to Fortress as only Gondor can build Strongholds (or give both an Artisan slot).
 
Also:
Do we want a trading post building? We do have a tech called Trading posts, so I was thinking that it should enable a namesake building.
How about this:
Trading Post (-10% (distance?) maintaince, +50% Foreign Trade Commerce, (only buildable in coastal cities??), +1 merchant slot)
 
I think there should be an Elven Unique Building that lets you 'Harvest' a forest tile for half hammer at 2/3 time without taking it away. You can do it three times an age per tile. :) Harvesting means taking fungi, medicines ect.
 
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