Here's your chance to see your work in the mod.
We need building descriptions for different trees. Take note of the effects and connect the dots-
for instance, if a building gives reduced/minus health this is usually due to the influx of people that come to trade in the settlement, trade often brings prostitution and crime and beggars. All of which can effect public health (-), growth (+) and law (-). So always look at the effects and try to represent this in your descriptions. If a blacksmith building brings trade it might be because they add to the infrastructure of the settlement, not just making armour but horseshoes, farmtools and other metalwork which civilians may need. Religious buildings such as churches often bring tax losses since the church claimed 1/10 of a region's tax, monasteries and bishop's estates took farmland away from the people to support the clergy, which gives us reduced health. So please read the effects and think about it.
Once a tree is considered done, I'll update the opening post with a new tree. Good luck and have fun!
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European Missile Tree
Bowyers Guild Trade, small growth
Archery Range missile units
Bowmans Guild missile units
Archer Battalion Headquarters* missile units, experience
Artillators Workshop Trade, small growth (crossbows)
Engineers Workshop missile units (siege)
Gunsmiths Guild missile units
Cannon Forge missile units
Artillery Range missile units, experience
European Armour Tree
Tanners’ Guild Trade, armour upgrade (leather)
Blacksmiths’ Guild Trade, armour upgrade (mail)
Armourer’s Workshop armour upgrade (heavy mail)
Swordsmiths’ Guild Trade, units experience bonus
Military Forge armour upgrade (partial plate)
Principal Armoury unit recruitment cost reduction
Artificer’s Manufactorium unit recruitment cost reduction armour upgrade (plate)



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