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 !
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.
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
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.
and ports !
EDIT: forget about ports theyr not visible (really?)
ports are part of trade/naval warfare, even not being visible this ill do the same !
Common sense removed due being Disruptive.
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
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
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
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.