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Thread: New Buildings

  1. #1

    Default New Buildings

    To improve gameplay, this mod ill include new buildings, in diverse areas:

    Economic
    Trade
    Warfare
    Law
    Religious

    all the progress and discussion ill take place here !
    Common sense removed due being Disruptive.

  2. #2

    Default Re: New Buildings

    Buildings specific to Flanders could be those involved in the cloth industry. A loom factory and sheep farm (something along those line anyway). The sheep farm could also be available to England, who became the greatest supplier of wool to Flanders, and did historically reorganize its farmlands to meet the quantity needed.
    in vita mea

  3. #3

    Default Re: New Buildings

    flanders was a huge trading center, so in my opinion mostly of new buildings ill be related to trade bussiness, like cloth (like you said) !
    Common sense removed due being Disruptive.

  4. #4
    jimmy spong's Avatar Campidoctor
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    Default Re: New Buildings

    and ports !

    EDIT: forget about ports theyr not visible (really?)




  5. #5

    Default Re: New Buildings

    ports are part of trade/naval warfare, even not being visible this ill do the same !
    Common sense removed due being Disruptive.

  6. #6

    Default Re: New Buildings

    Ataegina

    Building Suggestions
    Wonderous Buildings: eg Hagia Sophia
    Trade/Great Trade centers: generic on hidden resource to represent important Trade routes/centres. These can also be placed on important river routes.
    Slave Center: similar to above but able to recruit slave units for those cultures who recruited such.
    Monastries: Franciscan, Dominican, Benedictine, different bonuses
    Jewish Quarter: if we are going to historically accurate, these have to be in.
    AOR Building chain: Some such system should be in the game.
    Military Port: For those factions that had the edge in fleets.
    Colony: for those overseas projects, this could have a population growth bonus and use a script to reduce capital population.

    Anyway thats my first thoughts, game pc blew on Sunday and again tonight so been a bit absent (IT support will be receiving irrate phone call in morning, for engineer to return)

    To err is human, but to really foul things up you need a computer.
    Paul Ehrlich

  7. #7
    jimmy spong's Avatar Campidoctor
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    Default Re: New Buildings

    jewish quarter could function as trading guilds or sth ?

    military ports and colonies would only serve to make mod fancy a bit , but no way to make them really work only as "+10 in trading or 10% cheaper ships" but thats good perhaps too




  8. #8

    Default Re: New Buildings

    jimmy spong
    Military Ports: These could be used to recruit ships unavailable without such and to give better traits to naval commanders who spend 'x' time in the port.
    Colonies: In an age of colonization I feel that such a building would be suitable. It would also tie in with an AOR system as you would have to build such before you can recruit your core troops.

    To err is human, but to really foul things up you need a computer.
    Paul Ehrlich

  9. #9

    Default Re: New Buildings

    Well since we ill have 3 pagan factions, i've today added 3 pagan temples exclusive for the Kypchaks and Mongols, and also they've their own Pagan Priest wich can spread paganism

    new buildings

    High Temple
    Pagan Shrines
    War Gods Temple

    also wich one have upgrades
    Common sense removed due being Disruptive.

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