Idea of a new building

My vote goes for something stability-oriented. Any building could theoretically increase stability, I guess... the Roman forum, or bathhouses, or others... but stability is the biggest factor at the moment for me, as I end up seeing so many independent civs.
 
I think these buildings should be suitably "ancient" to tie in with their lack of prerequisites. You could always assign bonuses to them that would expire by the Middle Ages or sooner.

Meeting Hall
Esplanade/Assembly ground
Burial ground
Gardens
Kiln
Armoury
Inn
Pagan shrine
Ball court
Sewers/drainage
Mill (for breadmaking or textile weaving)

I'm sure I could come up with a few other ideas. Maybe someone could know up a simple graphic for each one.
 
@spearthrower, Well ok, I'm a non-native English speaker, so I wasn't aware of the connotations for Bazaar. On the other hand, I'd still say that the market place is often the central place too, but I'm not able (and not at all keen on) proofing that with empirical data, you're apparently not either, so let's just keep it at that.
On second thought, a central square as a city improvement isn't that bad, it does make sense and it could also be tied to stability. ;) But I am still against your wells and inns ;).

The cemetery on the other hand is ok for a city improvement, but I'm not aware of any graphics. And can you tell me what the difference is between a barracks and a "military training ground", SadoMacho? The Stable has only been introduced because cavalry units needed a boast (and Mongolia a UB), so giving Infantry too a +Exp bonus would negate the Effect.

I want to restate the Pagan Temple thing, call it Cult place, Sacred place/area or so, it'd be a bit livlier than a cemetery. ;)

mitsho
 
My post is little off topic, but it is about buildings nevertheless.

Why a channel gives +100% :science: ? As far as I know a channel is just a place where....er.... Cars pass over?

I am agree that a Bath House is a good early building. The same with the Cemetery ( I think there graphic for this building in the Fall From Hell mod, but I am not sure :crazyeye: )
 
I'm thinking there should be civic specific buildings that increase/decrease stability and make the AIs a bit more unique. Also, these buildings would make large empires through conquest much more diffficult, resulting in more frequent revolts.

For instance: A Senate building would decrease maintenance and give an stability increase with either Republic or Universal Sufferage. However, choosing Police State or State Property would result in a large instability penalty from the building.

Military Outpost that gives +1 experience for all units but causes instability under Republic, Democracy but adds to stability for Police State or State Property.

Pagan temples give a cultural boost, +1 happy and a stability bonus under paganism. A happiness boost under Free Religion, no bonuses under Organized Religion and a -1 Happy and negative instability under Theocracy.

Tanneries could be added early on for a bonus in trade. Say +5% each for Deer and Fur. You could also add a new world wonder Tanneries at Fez. They would produce a unique item Skins that would give a happiness bonus (like the Wembly). The tanneries would become obsolete with Industrialism. Perhaps sooner.

Construction Site, unlocked with Construction, would give a +10% hammer bonus for buildings. It would be required for all buildings in the Medieval Era and later.
 
Town square/central plaza seems like a good no-prerequisite building. I'm thinking of the Mesoamerican cities, which look as if the central plaza was the first thing laid out.

Instead of having *no* tech as a prerequisite for all the early buildings, you could add some buildings that have as prerequisites the very early techs granted to the first civilizations (agriculture, mining, etc.). That might make it more interesting, because not every civ would build the same first building.
 
Okay one of the things I miss from the old Civ which was replaced with the Religion System was the notion of a truly generic temple/shrine. What I'm thinking is provide a building which acts like a simple Temple but without the Religion requirements. Instead require that NO religion be present in a city to build this building. Make it available with Polytheism (maybe) and make it obsolete with the invention of Calendar or something like that. Have it generate 1 gp, 1 happiness and allow one Priest, you can call it City Shrine or Family Shrine or simply a Temple.

This makes it a cross between the current Religious Holy Shrines and Temples. It also allows ancient nations like Greece, Rome, Carthage and so forth to have access to some of the religious features in the game without having to create all of the ethnic religious groups in the game such as the Helenism, Egyptian Religion and so on. I have nothing against these religions but I am concerned in order to model them with the current game system would require a great number more cycles. I also found it incredible discrimnating that you need a religion to build ANY one of these rather useful buildings. It also allows cultures like England, Vikings and the Mongols to initially have "Pagan" temples to help with stablizing the country and provides a small gold boost until they are infused with one of the "major" religions modeled in the game. Most of these nations do not have any chance to have access to a Holy Shrine of a major religion and all the power it provides.

Just my thoughts
Spearcatcher
 
Town Hall I just found, it's a bit grand, and is specifically for Hannover, though there you be.

The tax office with currency sounds interesting, I'd leave courthouse the way they are mostly though.

What about a city guard building, there's something like that in ViSA, maybe something less, different. You complete the building you get a free unit (like drafting) with +5 xp, plus the city guard promotion, increases stability +1. Some Buildings. Available with Monarchy perhaps.

Then maybe a pallisade, a wooden wall, no prereqs. 30 hammers (Double Production Speed w/ Bronze Working), 25% defense (except vs. gunpowder-based units), Required to build Walls.
 
I like the idea of a city guard building. The unit concept reminds me of the palace guard from RoC from Civ III
 
Back
Top Bottom