embryodead
Caliph
Arathron,
A lot of buildings can be race-specific and your ideas for them are good, though I would leave some common stuff for all races, ie. Shrine (you can still make civ-specific graphic for that: like nature's shrine and sacrifical altar by Drift). Race-specific buildings can be done with non-era techs.
You shouldn't cripple Dwarves and Elves, they are already crippled too much because of their homelands. Believe me, I have fantasy mod that I tested already - Dwarves and Elves have both really small cities and grow slowly, they have good production though (hills & forests). Of course assume we pre-place Elves in forests and Dwarves in hills & mountains for each game, otherwise it doesn't apply. But we don't want a Dwarf kingdom in grassland areas and Lorien randomly placed on the desert, do we? Also you can't make different food-to-grow settings, there's only one global value.
There is an option to totally overhaul the food system, for example add +1 food everywhere and make 1 citizen eat 3 food. This way forests and hills support 2/3 of a citizen (not 1/2) while irrigated plains still support 1. It works ok, though I removed it from my mod because I couldn't stand the mess in city screen (for example irrigated bonus grassland with cattle and road = 9 icons...).
A lot of buildings can be race-specific and your ideas for them are good, though I would leave some common stuff for all races, ie. Shrine (you can still make civ-specific graphic for that: like nature's shrine and sacrifical altar by Drift). Race-specific buildings can be done with non-era techs.
You shouldn't cripple Dwarves and Elves, they are already crippled too much because of their homelands. Believe me, I have fantasy mod that I tested already - Dwarves and Elves have both really small cities and grow slowly, they have good production though (hills & forests). Of course assume we pre-place Elves in forests and Dwarves in hills & mountains for each game, otherwise it doesn't apply. But we don't want a Dwarf kingdom in grassland areas and Lorien randomly placed on the desert, do we? Also you can't make different food-to-grow settings, there's only one global value.
There is an option to totally overhaul the food system, for example add +1 food everywhere and make 1 citizen eat 3 food. This way forests and hills support 2/3 of a citizen (not 1/2) while irrigated plains still support 1. It works ok, though I removed it from my mod because I couldn't stand the mess in city screen (for example irrigated bonus grassland with cattle and road = 9 icons...).