Buildings in History Rewritten have been extensively redesigned, with 23 entirely new buildings added. There are 7 new national wonders and, just like unique buildings, every civilization has it's own unique wonder. There are also 6 new world wonders added, with several standard wonders redesigned.
Unique wonders are a nice idea but they don't do anything besides starting a golden age. I think there are too many ways to get GAs in DoC already, and the effect is rather uninspired.
Sounds like a nice concept to associate immersive names with but I couldn't think of a way to make this interesting gameplay wise. Also it seems like it will create the obligation to make this work for all civs which creates a lot of work and probably lackluster outcomes for some of them.
Personnally, I argue for splitting them almost entirely. There where a lot of great proposals made when we last discussed GPsBut drawing a better distinction between NWs and GP buildings is something I want to deal with in the process of the tech tree redesign. I actually plan to make a thread on that subject soon.
For GP buildings, not sure what to do about them. I like the idea of having one building per GP that is somewhat a weaker version of its NW counterpart, but stackable. But something else needs to be done so this isn't just another mechanic for power stacking.
Unique wonders are a nice idea but they don't do anything besides starting a golden age. I think there are too many ways to get GAs in DoC already, and the effect is rather uninspired. Sounds like a nice concept to associate immersive names with but I couldn't think of a way to make this interesting gameplay wise. Also it seems like it will create the obligation to make this work for all civs which creates a lot of work and probably lackluster outcomes for some of them.
But drawing a better distinction between NWs and GP buildings is something I want to deal with in the process of the tech tree redesign. I actually plan to make a thread on that subject soon.
Since we are stuck with stability as a means to an end I would like to note the following.
The ways the mod gives instability and a reduction to instability (eg the expansion stability) are really fine, maybe even elegant (imho)
But the stability that is given trough (a combination of) civics (with other civics and/or eras) just doesn't make sense.
I pick the most stable combinations all the time, and I am gratefull for the additional stability, instability often still being the bane of my empires, but they don't make sense.
Right now they give stability because they give stability.
That is an additional external agent that is superfluous.
The mod/game can be made more elegant and fun by letting stability through civics be applied indirectly, and ultimately trough other parts of the game.
Let's say stability is determined by +stability and -stability
-stability (commonly known as instability) is fine (for me/more or less/at the moment)
+stability (positive stability as opposed to reduction of negative stability) should ultimately (more accurately would be could but I like to be directive as opposed to informal here) be determined by 3 and only these three factors: (an increase of)
1. food
2. commerce and production
3. culture
The (combination of) civics should apply (at least also) a bonus to stability (+stability) trough applying a bonus to one of these three categories.
read spoilor to learn how I came to this conclusion
Spoiler :
I was wondering why a certain combination of civics didn't give additional bonuses and came to the conclusion that the case was so because of simplicity.
eg (fictional)
Feudalism (labour) gives 20% faster builing of units.
Monarchy (gouvernment) gives 4 happy faces for military.
Feudalism and monarch combined give 30% faster building of units and 4 happy faces for military.
You would have to look up in the civpedia what every combination would yield. But hold on, that is exactly what you have to do with the stability.