Unique Buildings *New*

xmen510

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Unique Buildings:

Spoiler :
Quendi:

Noldor: House of Fingolfin:
- War Field (Training Field)
- Fingolfin Town Hall (Town Hall)

Noldor: House of Fëanor:
- Jewel Workshop (Forge)
- Elven Market (Market)

Teleri:
- Telerin Habor (Harbor)
- Teleri Lighthouse (Lighthouse)
- Shipyard


Sindar:
- Elven Traning Yard (Archery Range)
- Gardens of Healing (Infirmary)

Vanyar:
- Elven Theatre (Theatre)
- Vanyar Houses of Lore (Houses of Lore)

Good Men:

Númenor:
- Numenorean Docks (Docks)
- Naval Yard
- Fortified Wall (+15% city defense)

Arnor:
- Fortified Wall (+15% city defense)
- Watch Tower: (+15% City Defence, See invisible units?, +1 or +2 Tile Visiblity from city radius?)
- Arnorian Archives (Archives)

Gondor:
- White Library (Library)
- Stronghold (+25% city defense, -10% collateral damage, -10% city maintenance cost, -1 War Weariness)
- Fortified Wall (+15% city defense)

Edain:
- Edain Tavern (Tavern)

Neutral Men:

Rohirrim:
- Rohirric Stable (Stable)
- Rohirric Granaries (Granary)
- Cavalry Training Yard

Northmen:
- Sharpshooting Range (Archery Range)
- Trade Centre (Trading Post)
- Northmen Marketplace (Market)

Dunlending:
- Dunland Training Field (Training Field)
- Tannery (Smoke House)

Isengard:
- Orc Pits (Training Field)
- Forge of Isengard (Forge)
- Slave Pens (+2 Production, +50% Slave Production)
- Isengard Blacksmith (Blacksmith)

Evil Men:

Haradrim:
- Mûmak Pen (Stable)
- Oasis (Tavern)
- Smugglers House (Trading Post)

Easterling:
- Riders House (Stable)
- Easterling Stockade (Stockade)

Angmar:
- Cave (Siege Workshop)
- Cavern Cistern(sp?) (Granery)
- Angmar Statue (Statue)

Shadow:

Mordor:
- Black Pits (Training Field)
- Slave Pens (+2 Production, +50% Slave Production)

Angband:
- Torture Dungeons (Training Field)
- Slave Pens (+2 Production, +50% Slave Production)

Khazâd:

Longbeard:
- Improved Forge (Forge)
- Tavern Hall (Tavern)

Broadbeams & Firebeards:
- Improved Forge (Forge)
- Trade Bazaar (Market)
 
Those look good.

I'm not sure if Gondor's should be a library, since when one thinks 'Gondor' one generally doesn't think 'literature' or 'science'. I personally think 'walls' and 'construction', or maybe 'siege engines'. Anyone else?

For the Haradrim one, it should be Mûmak Pen, since Mûmakil is the plural.

Angmar's might need a different name, since the connection between 'cave' and 'siege workshop' is far from obvious.

Rest is great.
 
Good list. Comments:

We don't have a Workshop building, so I'm not sure what the Jewelry Workshop of Feanor is supposed to replace.

Also I'd prefer to not include race/civ in the UB name.
Numenor Harbor: I would switch it to Shipyard (replaces docks).
Not too sure about the White Library either.

And we have mostly replacements for military buildings, maybe we should try to aim for a couple more peacefull buildings as well?
 
The walls and fortifications for Gondor are already addressed in the special buildings they get from their civ tech (stronghold and fortified walls). Also, maybe we can open a discussion now that we finalized those civ techs what each of the techs will give. We can open a new thread for that or do it in the old thread of civ techs. They are kind of like UBs but can be for more civs and don't replace existing buildings. For the rest I like the list so far. For Gondor, the siege engine building idea sounds good. Also, dwarven forge and elven archery range sound more like they apply for all the dwarven/elves civs so maybe name them differently or for the dwarven forge we could actually do this for both dwarven civs since it would really suit them.
 
I agree on renaming some of them, but unsure as to what to rename them. I have updated the list with the above suggestions.

We can certain discuss the specific buildings in the Civ/Race Tech Tree and then move them to this list.
 
Edain; "Edain Smith" that gives extra hammer and experience.

Arnor; "Numenorean/Arnorian/White Walls" extra defense bonus?
 
I like the edain UB but for Arnor we already have some civilization tech that allows more defensive buildings (fortified walls and a watchtower for Arnor) so we don't want more. Maybe something like a better palace or three or more subpalaces (representing the split into three parts of the empire).
 
Could the Palaces for the Edain be scripted for the Leader chosen? This way your Palace is Palace of "LEADER", then you can have the option of building 2 more much lesser Palaces called "Palace of "SECOND_LEADER" & Palace of "THIRD_LEADER"? The second & third leader Palaces would always be the two Leaders that are not the one chosen to be Leader of the Civ.

I also like the "Edain Smith" one that Sifaus suggested. Since we are trying to stay away form Civ specific naming, we'll have to come up with a different name is all.
 
I think we will be a lot quicker if we simply use things like 'Edain Smith' and 'Elven Something' as placeholders and figure out what the building should do and think of appropriate names afterwards. I like the idea of the Smith, but would like to see some non-military UBs as well. Will try to come up with some stuff as well.
 
Suggestions:

Fingolfin: Fingolfin Town Hall (Town Hall)
Feanor: Elven Market (Market)
Teleri: Teleri Lighthouse (Lighthouse), Shipyard (Docks)
Sindar: Gardens of Healing (Infirmary)
Vanyar: Sage Tower (University), Vanyar House of Lore

Numenor: Numenorean Harbour (Harbour)
Arnor: Arnorian Archives (Archives)
Gondor:
Edain: Edain Tavern (Tavern)

Rohirrim: Stable Graneries/ Rohirric Granaries (Granary) (To represent food not needed to upkeep the military), Cavalry Training Yard
Northmen: Trade Centre (Trading Post), Northmen Marketplace (Market)
Dunlending: Tannery (Smoke House)
Isengard: Slave Pens (+2 Production), Isengard Blacksmith (Blacksmith)

Haradrim: Oasis (Tavern), Smugglers House (Trading Post)
Easterling: Easterling Stockade (Stockade)
Angmar: Cavern Cistern(sp?) (Granery), Angmar Statue (Statue)

Mordor: Slave Pens (+2 Production)
Angband: Slave Pens (+2 Production)

Longbeards: Tavern Hall (Tavern)
Broadbeams & Firebeard: Trade Bazaar (Market)
 
Suggestions (can be in addition to current UBs)
Fingolfin: Fingolfin Town Hall (to go along with the leadership)
Feanor: (Still don't know what the jewelry workshop is supposed to replace)
Teleri: Teleri Lighthouse
Sindar: Sindar Guards House
Vanyar: Vanyar House of Lore
Numenor: -
Arnor: Arnorian Archives
Gondor: -
Edain: Edain Tavern
Rohirrim: Rohirric Granary (provides bonus to horse units, they need to be feeded as well)
Northmen: Northmen Marketplace
Dunlending: Dunlending Stockade
Isengard: Isengard Blacksmith
Haradrim: Smugglers House (replaces Trading Post)
Easterling: Easterling Stockade
Angmar: Angmar Statue (some terrifying statue should suffice)
Mordor: something with slaves
Angband: something for training big units
Longbeard: -
Broadbeams & Firebeards: -
 
We had some similar ideas :D. striked off some where I found your ideas much better.
 
I like the ideas. I personnally don't mind more UBs as long as they are balanced. It definetly gives more flavour.
Also, could you include the other civ specific buildings discussed in the civ tech threat:
  • Shipyard was also another building that only Numenor and the Teleri could build (so I would remove it as a UB for Numenor. Maybe use Numenorean harbor or name it differently if you replace the docks.
  • Second stable-type building not as a replacement but as extra building (Cavalry Training Yard)
 
Sorry if I was confusing but what I meant was that the seafaring techs specific for Numenor and Teleri give an extra building that no one else can build namely a shipyard. Therefore it does not replace the docks, it is a seperate extra building like the stronghold or watchtower.
Also, I like that you had for Teleri a replacement of the harbor and for Numenor a replacement for the docks. What I meant was that you should rename the building that replaces the docks to something else because we had a shipyard already. This way the Teleri and Numenor don't have the same UB type, which is better I think.
I hope I'm more clear now.
 
You were clear until the end when it seems you contradicted yourself.

You want both to have an upgraded Harbour as a UB.

I am not sure I follow on the Shipyard however. Who gets this? Also, you mean that it is a new building and not just a replacement for the Docks, correct?

Sorry if I am not following very well.
 
Yes I meant the shipyard was a seperate building, not a replacement of the docks.
I wasn't really clear in that post (I just reread it, it was awful) but what I meant was that your UB for Numenor (shipyard (docks)) was conflicting with the shipyard building we already had so we had to rename them to something else (Numenorean docks or whatever). I just mistyped and put harbor there (:blush:). In your current list, both Teleri and Numenor have a replacement for the harbor and I would like you to put for Numenor the replacement for docks back and remove the harbor replacement for them. This way both seafearing civs have a different type of UB also.

Just to specify more clearly:
Numenor:
- Numenorean Docks (Docks)
- Shipyard
- Fortified Wall (+15% city defense)

Teleri:
- Telerin Habor (Harbor)
- Teleri Lighthouse (Lighthouse)
- Shipyard

Sorry for not being clear, I hope this is better.
 
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