Sir John
The evil one...
Originally posted by mrtn
Techs for most of the buildings:
Tech ID #: 38
Name: Royal House
Era: 2nd
Unit(s): none
Buildings and Wonders: Palace
Resources: none
Worker abilities: none
Other Abilities: none
Tech ID #: 39
Name: Water Supply
Era: 2nd
Unit(s): none
Buildings and Wonders: Aqueduct
Resources: none
Worker abilities: none
Other Abilities: none
Tech ID #: 40
Name: City Defenses
Era: 3rd
Unit(s): none
Buildings and Wonders: Keep
Resources: none
Worker abilities: none
Other Abilities: none
Tech ID #: 41
Name: City Guard
Era: 3rd
Unit(s): none
Buildings and Wonders: City Guard
Resources: none
Worker abilities: none
Other Abilities: none
Tech ID #: 42
Name: Coinage
Era: 1st
Unit(s): none
Buildings and Wonders: Tavern
Resources: none
Worker abilities: none
Other Abilities: none
Tech ID #: 43
Name: Bow Saw
Era: 3rd
Unit(s): none
Buildings and Wonders: Sawmill
Worker abilities: none
Other Abilities: none
Tech ID #: 44
Name: Temple Lore
Era: 3rd
Unit(s): none
Buildings and Wonders: Temple
Worker abilities: none
Other Abilities: none
Tech ID #: 45
Name: Literature
Era: 3rd
Unit(s): none
Buildings and Wonders: Library
Worker abilities: none
Other Abilities: none
Tech ID #: 46
Name: Merchants Guilds
Era: 3rd
Unit(s): none
Buildings and Wonders: Merchant Guild
Worker abilities: none
Other Abilities: none
Tech ID #: 47
Name: Sea Trading
Era: 3rd
Unit(s): none
Buildings and Wonders: Trading Port
Worker abilities: none
Other Abilities: none
Tech ID #: 48
Name: Kings treasury
Era: 3rd
Unit(s): none
Buildings and Wonders: Treasury
Worker abilities: none
Other Abilities: none
Im not sure I like this... Buildings should mostly be integrated into other techs and I dont like having a single tech for only one building... Some of theese might work if we change their names..
I especialy dont like Temple Lore, Sea trading and treasury...