Disenfrancised
Beep Beep
Because we have no Buildings thread.![]()
We should probably get on that then

Based on the earlier discussion I took a look at the various buildings currently in the mod - so right now the 45 basic buildings (not including religion etc) in the Mod produce 22 happiness, and 19 healthy on top of the 19 happy and 14 healthy resources. I think we may have a bit too many buildings (or at least too many that are available at any one time, I think lots of buildings are fine if the earlier ones go obsolete before the later ones turn up) and too much possible healthy and happy. Some of buildings could do with reworking as well...
A quick design philosophy:
1. Less is more: fewer and simpler buildings is a good idea
2. Thematic linkage makes things more accessible for new players: being able to clearly group buildings into 'sets' of similar functionality means less to remember and less to explain.
3. The game is about choice: having clearly superior options restricts choice, thus try and equalise the power of buildings that do similar things.
Proposals:
A)The buildings from early in history (Pagan Shrine, Herbalist, Manor House etc) go obsolete sooner or at all.
-Manor House with Banking
-Herbalist with Chemistry
-Pagan Shrine is fine
-Inn goes away with Liberalism (replaced by coffee shop, so if implimented give Coffee shop a 10% espionage bonus)
-Toll House obsoleted by Economics.
B)Concatenate some weak buildings
-Mason and Carpenter merged into 'Builders Yard' that comes with replaceable parts, give it a 10% base production bonus and cost 1 unhealthiness too.
-Get rid of the Butcher with the Cow and Pig Commerce bonus given to the Grocer building, and its Sheep commerce bonus given to the Warehouse (Warehouse and Grocer now give bonuses from six resources each).
-MAYBE: Merge the Toll House and the Inn (loosing the Inns food bonus) as both are trade infrastructure/regional influence themed buildings coming in at roughly the same time, combined building should probably be called the Inn (or Highway Inn).
C)Military production buildings, since the raising and maintenance of armies was generally unpopular with wherever they were stationed, now produce some unhappiness or unhealthy.
-Barracks, 1 unhappy
-Archery Range, 1 unhappy
-Stables, 2 unhappy
-Siege Workshop, 1 unhealthiness
-Drydock, 1 unhappy 1 unhealthiness
The UB versions should lack these drawbacks as another advantage to them.
D)Improve some buildings and weaken others:
-Luxury store to give commerce bonus for dye as well (now has 6 to match with Warehouse and Grocer)
-Tanner renamed Tannery (that naming issue irks me

-Textile Mill as discussed earlier changed to 10% base production, with 5% bonus for Sheep, Cotton and Coal. Requires coal to build. Now the production buildings of Tanner, Blacksmith, Builders Yard and Textile Mill are all similar in operation. They all work slightly better when the transition to Coal based energy usage occurs (also the Tannery and Builders Yard use Coal by products)
-With the above new production scheme in mind, change the Guild Hall so it no longer gives a production bonus, but instead allows 2-3 engineers to be hired ala the Industrial Park of normal CIV4 (if it gives 3 engineers, increase the unhealthiness to 3 as well).
-Warehouse and Luxury Store both allow 1 merchant, making them similar to late grocers (also allowing more merchants overall)
-Brewery causes 1 unhealthiness.
-Weaver picks up the Fur +1 happiness lost from the Tanner (fur coats need stiching too after all

-Smokehouse doesn't give health bonus from fish, as fish already gets a bonus from lighthouse
-Granary gives a health bonus from Potatos (they were often stored communally as well). Equal now number of resources to Smokehouse.
-Weaver and Brewery made more expensive.
-Dungeon causes 1 unhealthiness
-Walls cause 1 unhealthiness (due to overcrowding within city walls)
SIDENOTES ON UNIQUE BUILDINGS
-As mentioned before the Soldier Tennant, Arsenal, and Stan don't have the respective health and unhappiness disadvantage of the base building, as expressions of national culture are more easily tolerated.
-The Austrian Opera house appears to have been modified from the Colosseum rather than the theatre it replaces (inherent happiness, +1 happy per 20% rather than 10%, costs 80 rather than 50, doesn't give happy from dye) was that intentional?
-The Noria is pretty anaemic right now, and I'm not sure how a production bonus fits in with mechanisms making water go further; how about changing it so that IF the city has Fresh Water it gives +4% food for Wheat, Barley, and Rice (maybe make it 10 more expensive too?).