I feel rarely motivated to build the temple upgrades because they often don't habe a great positive effect and I don't want to trade this the negative effect they give. As they can only be build in a few cities they should have a bit greater effects.
Just some comments about the different temples:
Kael said:
The Order:
+Inquisitional Hall (concept: strict)
Removes all religions but the Order from the city
Keeps religions from spreading to the city (not in yet)
Inquisitioners given +4 xp
Paladins created in this city gain the Command promotion
+10% Maintenance
If I'm not going for a religious victory I wouldn't build this because I like many religions and the free command promotion isn't that great.
Kael said:
+Enforcement Office (concept: managed)
-50% war weariness
-50% maintenance
-1 maintenance per happy (not in yet)
-1 maintenance per military unti in city (not in yet)
Doubled effect of great commanders recruit ability
This is certainly nice.
Kael said:
The Ashen Veil:
+Demon's altar (concept: demon worship, dark magic)
All units can be sacrificed for research, the higher the level of the unit, the more research is given
Units created here start with a +40% vs disciples promotion
-2 Happy
I never tried the sacrifice for research thingy but I don't think that I would be too tempted to use it. Why should I waste my hard earned high level units?
It would be nice if you would charge an invisible demon-meter with your sacrifices and if this reaches some threshold you get a powerful demon unit.
Kael said:
Forbidden Library (concept: intellegent)
-20% culture, +10% science
Trade routes yeild science instead of gold.
10% chance of providing a Mind mana resource
I alway thought trade routes would yield commerce. If that is the case the temple is quite pointless.
Kael said:
The Fellowship of Leaves:
+The Golden Wood (concept: open, elegant)
+25% culture
+1 trade routes
+1 great artist
-25% city defense
This is nice. As you can't build too much of these temples I would even propose +40% culture.
Kael said:
+The Shadowed Vale (concept: closed, mystical)
Triple the chance of generating Treants
+1 great sage
-1 trade routes
-25% culture
I really don't like this one. Less culture and trade for an increase of a
chance.
Kael said:
Runes of Kilmorph:
+Hall of Granite (concept: insular, defensive)
+50% defense
-20% Culture
+10% Production
Non Kilmorph religions give -1 happiness each (not in yet)
-1 Trade route
City is more likely to culture flip away from non-Runes civs (not in yet)
Stone gives +3 hammers
+50% defense seems nice but in the end it's not something I really crave for and it doesn't help against pillaging... The +10% production bonus is again a bit small. Why not make it 25% or even 40%. As I said, you can't build to much of these anyway.
Kael said:
+RuneVault (concept: wise, traditional)
Gems give +1 Happy
-10% production
+2 Prophet GP points
+4 Research per Gems
Allows the Rune Guard unit (rooted, 1 per city, defensive)
If you have a lot of gems this can be nice in a science city. But if you dont... Perhaps it could grant a few xp to units?
Kael said:
Octopus Overlords:
+Overseer's Residence (concept: punishing, controlling)
Doubles effects of slaves sacrificed for production (not in)
+1 Research per Orc, Elf, Human or Dwarf pen.
Population sacrificed for production gives double effects (not in)
-10% gold, culture
-1 Happy
If the sacrifice population effect gets added this will be quite strong. But at the moment the +1 Research thing ist quite weak.
Kael said:
+Theater of Dreams (concept: insane)
25% of the units produced in this city are Crazed
Combat 1 promotion for Lunatics
+1 Culture per animal pen
City is more likely to culture flip away from non-OO civs (not in)
If I did not get to many animals I just have a bonus promotion for one singel unit type and a chance for a promotion that isn't alway beneficial. Perhaps it could have a 10% chance per turn to create an lunatic.