AH 73
Market building doesn't give +25% gold, it should.
Smugglers port building (if we keep it) should require Undercouncil vote.
I suggest we remove it entirely.
Also, remove all references to crime rate. Thats a FFH feature that really didn't work.
i would say too that crime rate could be taken out if needed and instead these buildings could give unhappyness then. (+0.25

+0.5

+1

)
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AH76
Waystone building too expensive (85 hammers!)
Its a monument substitute (early culture), it should be maybe 40 hammers.
Inn building feels too expensive too (250 hammers). Maybe 180 would be reasonable.
what plans do you have for "culture" atm?
currently it seems to be more "military influence" instead of culture. (and that might even be more fitting for the warhammerworld? influenceing other civs with your culture is hardly possible in warhammer...)
some military buildings are giveing +1

too atm.
also 2 military techs allow you to "build culture" atm (i think one is tactik and the one before that)
and when i remember right you had some "fights influence culture" mechanic in the old mod.
you could change culture completely too:
-rename "culture" to "empire borders". (will be used for towns and is hardly influencable for enemys)
-towns start with one tile like normal.
-waystones are the early way to increase it. (later can be increased by "normal" culture like buildings... maybe even city population (bigger city=bigger town area) (something like each 2-5 population= +1 town

)
-add a 2nd "culture" named "military influence" (i think it was the "Rife" (FF+) mod that had a 2nd culture named border that fortcommanders spread) (maybe use a lighter color for this?)
-this culture can be influenced alot by own and enemy military.
-military buildings spread this culture from towns. (i.e. patrols started from these buildings)
-each military unit influences its own tile by +2% and tiles around it by +1%.
-won or lost fights influence that tile by +/-20% and the tiles around that field by +/-10% (ranged combat just influences 1/2 (or 1/4th) damage% done)
-it takes 2-4x military influence to influence town "empire border" culture.
-(maybe) all units can enter military influence of other empires.
-if military influence of a field is over 75% then its counted as "empire border" (and cant be entered by enemy units. and tile improvements (i.e. roads) just support your civ) (but still is easyly influenced by enemy military influence)
-forts spread military culture.
so the town empire borders are more or less static (or slowly changeing) where the military borders can change alot depending on where armys run around and where fights are fought.
(but might confuse the AI? so maybe just wrap both together?)
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-are fort commanders planed? (or some (mostly) AI function to guard empty forts with a few units?)
(so you cant quickly run to a enemy fort and use these boni quickly)
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AH75
Bloodbowl stadium should not give beakers! (It currently gives +20% beakers).
Happiness, war weariness reduction only.
I also don't think it should give training. I don't really like training that much as a mechnaic, I don't think we should use it too much; the AI doesn't use it very well.
there could be different mechanics used instead. i.e.
-units build in towns with such buildings get a "trained" promotion.
-trained promotion could give a bit xp over time like with arcane units.
-or the trained promotion could simply give +5-10% str +10-20% more xp in battle.
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what about giving most ranged units (i.e. archers, cannons...maybe not woodelves and other forest civs?) a malus when defending/attacking forest fields and a malus when they stand on a forest field?
and/or a malus to ranged attacks when standing in a forest or attacking a forest field.
thought about this as the enemy i was at war with ran to me with 4 archers sitting on a forest+hill field right next to my town (+50% defence + 25% defense unitboni for hills) made these defence 5 archers (that quickly get 7-10str there defending) realy annoying to get away again... + they range attack the town each turn = get xp for str upgrades.
it was nearly impossible with str3 warriors to beat them. so i rushed to horseback rideing (just to notice that no horses are in my area

). then rushed to metal working to get str4 axe- and spearman.
took me around 10 str4 units and 5 str3 warriorcannonfooder +ranged attacks from my archers in town to get these 4 archers away again.
but i might just have been unlucky in that situation there
or changeing these general boni from +25% to +10% (i.e. archer hill defence) as i.e. the combat promotion just gives +10% too atm.
so overall there are lower total boni % and more chances to beat a high boni unit with lower units. (the lucky dice 6)
this might be not needed atall and a one time event more or less. i guess it might fixes itsself after a few updates when more promotions and units are in the mod. (i guess i missed the antiarcher promotion and hill attack one etc... i guess it might have been better with these already)