Gwaith-i-Erynthin. Thus it is called. Itīs purpose a mystery. Iīve encountered this strange building whilst playing the Silvan Elves. It costs a pretty penny, and can be upgraded to a Master Gwaith-i-Erynthin in larger cities.
Supposedly itīs a temple of some sort, dedicated to some lifegodess and to fighting evil influence. But no actual benefits are listed, and nothing seems to change on the bars indicating income, health etc in the city.
Gwaith-i-Erynthin. Thus it is called. Itīs purpose a mystery. Iīve encountered this strange building whilst playing the Silvan Elves. It costs a pretty penny, and can be upgraded to a Master Gwaith-i-Erynthin in larger cities.
Supposedly itīs a temple of some sort, dedicated to some lifegodess and to fighting evil influence. But no actual benefits are listed, and nothing seems to change on the bars indicating income, health etc in the city.
So what good is it? Anybody knows?
This building only gives the A.I. a population growth bonus so do not construct it. There quite some buildings that do absolutely nothing for the human player yet they are available for construction. So if you observe no capability in the building browser, then simply do not construct it, as it will only be waiste of cash.
The building in question is actually part of the reforging concept by Aikanar & Louis Lux. However there is no reforging script in TATW 3.0, so thats why the building serves no real purpose here. In my compilation however you will need to construct this building as a condition to reform Woodland and unlock some goodies such as Ent houses which in turn unlocks the recruitment of Ent in forest regions.
The building in question is actually part of the reforging concept by Aikanar & Louis Lux. However there is no reforging script in TATW 3.0, so thats why the building serves no real purpose here. In my compilation however you will need to construct this building as a condition to reform Woodland and unlock some goodies such as Ent houses which in turn unlocks the recruitment of Ent in forest regions.
Ah, my theory wasn't completely silly then. I don't suppose you have included Dunedain Beastslayers in your latest compilation?
This building only gives the A.I. a population growth bonus so do not construct it. There quite some buildings that do absolutely nothing for the human player yet they are available for construction. So if you observe no capability in the building browser, then simply do not construct it, as it will only be waiste of cash.
.. and then you will never have much poulation growth. Sometimes one has to look twice at the files before making a conclusion.
These seemingly "needless" buildings for the high and silvan elves are part of the elven gameplay and will help you a lot to get certain Guilds, which on the other hand will allow for more population growth.
Just look at the description of the Dance or History guilds and you will see what buildings you need to get them.
These "needless" buildings represent some way of life for the elves: not everything must have advantages for money or military. If you don't build them you will have to wait very long until you get higher city levels.
The population bonus for the AI just kicks in a bit earlier since it won't accept enough guilds to have a proper population growth. These buildings have also nothing to do with this elven reforge thing.
Last edited by King Kong; December 16, 2011 at 07:16 AM.
These buildings have also nothing to do with this elven reforge thing.
Like I explained: there is no reforging script in 3.0 so indeed they have nothing to do with this reforge thing in 3.0. However..............
Fact remains that these custom made buildings by Aikanar were designed for the reforge concept only and they had orginally different capabilities accordingly. Original coding by its author:
Spoiler Alert, click show to read:
Code:
;$$$$$$$$$$Middle-Earth Lore submod v0.5 by Aikanár$$$$$$$$$$
;$$$$$$$$$$$$$$$$$$$Elven Division v1.5$$$$$$$$$$$$$$$$$$$$$$
building guild_gwaith_i_mirdain_guild
{
levels gwaith_i_mirdain m_gwaith_i_mirdain
{
gwaith_i_mirdain city requires factions { egypt, } and event_counter gwaith_i_mirdain 1
{
capability
{
trade_base_income_bonus bonus 5
}
material wooden
construction 1
cost 5000
settlement_min city
upgrades
{
m_gwaith_i_mirdain
}
}
m_gwaith_i_mirdain city requires factions { egypt, }
{
capability
{
recruit_pool "Elven Smiths" 1 0.15 2 1 requires factions { egypt, } and region_religion orthodox 80
trade_base_income_bonus bonus 10
}
material wooden
construction 1
cost 10000
settlement_min large_city
upgrades
{
}
}
}
plugins
{
}
}
building guild_greek_flora_guild
{
levels greek_flora m_greek_flora
{
greek_flora city requires factions { mongols, }
{
capability
{
population_health_bonus bonus 1
}
material wooden
construction 1
cost 3000
settlement_min city
upgrades
{
m_greek_flora
}
}
m_greek_flora city requires factions { mongols, }
{
capability
{
farming_level 1
retrain_cost_bonus bonus 2
}
material wooden
construction 1
cost 5000
settlement_min large_city
upgrades
{
}
}
}
plugins
{
}
}
building guild_greek_history_guild
{
levels greek_history m_greek_history gm_greek_history
{
greek_history city requires factions { egypt, }
{
capability
{
law_bonus bonus 1
religion_level bonus 1
recruits_morale_bonus bonus 1
}
material wooden
construction 1
cost 5000
settlement_min town
upgrades
{
m_greek_history
}
}
m_greek_history city requires factions { egypt, }
{
capability
{
law_bonus bonus 2
religion_level bonus 2
recruits_morale_bonus bonus 2
}
material wooden
construction 2
cost 10000
settlement_min large_city
upgrades
{
gm_greek_history
}
}
gm_greek_history city requires factions { egypt, }
{
capability
{
law_bonus bonus 3
religion_level bonus 3
recruits_morale_bonus bonus 3
}
material wooden
construction 3
cost 15000
settlement_min huge_city
upgrades
{
}
}
}
plugins
{
}
}
building guild_greek_dance_guild
{
levels greek_dance m_greek_dance gm_greek_dance
{
greek_dance city requires factions { mongols, }
{
capability
{
religion_level bonus 1
happiness_bonus bonus 1
}
material wooden
construction 1
cost 3000
settlement_min city
upgrades
{
m_greek_dance
}
}
m_greek_dance city requires factions { mongols, }
{
capability
{
religion_level bonus 2
happiness_bonus bonus 2
}
material wooden
construction 2
cost 6000
settlement_min large_city
upgrades
{
gm_greek_dance
}
}
gm_greek_dance city requires factions { mongols, }
{
capability
{
religion_level bonus 3
happiness_bonus bonus 3
recruitment_slots 1
}
material wooden
construction 3
cost 9000
settlement_min huge_city
upgrades
{
}
}
}
plugins
{
}
}
In V3.0 of my compilation these buildings were actual conditions for the reforging itself, 100% based on the elven redevelopment plan by Louis Lux. I was the one that made the buildings regions specific btw.:
Spoiler Alert, click show to read:
Code:
building greek_flora
{
levels a_greek_flora
{
a_greek_flora city requires factions { mongols, } and hidden_resource guldur and event_counter start2_building 1
{
capability
{
population_health_bonus bonus 1
}
material wooden
construction 8
cost 10000
settlement_min city
upgrades
{
}
}
}
plugins
{
}
}
building greek_history
{
levels a_greek_history m_greek_history
{
a_greek_history city requires factions { egypt, } and hidden_resource rivendell and event_counter start_building 1
{
capability
{
law_bonus bonus 1
religion_level bonus 1
recruits_morale_bonus bonus 1
}
material wooden
construction 5
cost 5000
settlement_min large_town
upgrades
{
m_greek_history
}
}
m_greek_history city requires factions { egypt, } and hidden_resource rivendell and event_counter start_building 1
{
capability
{
law_bonus bonus 2
religion_level bonus 2
recruits_morale_bonus bonus 2
}
material wooden
construction 8
cost 10000
settlement_min city
upgrades
{
}
}
}
plugins
{
}
}
building greek_dance
{
levels a_greek_dance m_greek_dance
{
a_greek_dance city requires factions { mongols, } and hidden_resource thranduil and event_counter start2_building 1
{
capability
{
religion_level bonus 1
happiness_bonus bonus 1
}
material wooden
construction 5
cost 5000
settlement_min large_town
upgrades
{
m_greek_dance
}
}
m_greek_dance city requires factions { mongols, } and hidden_resource thranduil and event_counter start2_building 1
{
capability
{
religion_level bonus 2
happiness_bonus bonus 2
}
material wooden
construction 8
cost 10000
settlement_min city
upgrades
{
}
}
}
plugins
{
}
}
Of course one is free to adapt someones concept by using them for a different purpose. But claiming they originally have nothing to do with this reforge ''thing'' really doesn't sound right to me honestly.
erm.. I didn't state that these buildings have nothing to do with the elven reforge in your compilation or in the original concept. I just told you what they do in TATW 3.0.
Don't know why you sound so offended, I just wanted to clear the concept and also I wanted to help you that you don't deactivate features of 3.0 in your compilation without knowing it. And I just did this because you claimed these buildings would be a "waste of money" in TATW 3.0.
Anyway, feel free to do what you want with those buildings.
Last edited by King Kong; December 16, 2011 at 08:04 AM.
I think our little Lore nerds on the forum of Third age, and no not against the op'er, but i think we should give a little bit more creativily freedom to the team.. It dont has to be exactly like in the books..
@KK
The term ''worthless'' is of course a poor choice of word from my side (shows how poor my english still is). Anyways in the future I will refrain from expressing my opinion on vanilla related features (I don't want to cause any problems). Also I won't touch the feature in my compilation. I think people deserve to play the vanilla game how you envisioned it, if they want to do so at any time. With a little bit of creativity I can work things out.
Originally Posted by Diglytron
I think our little Lore nerds on the forum of Third age, and no not against the op'er, but i think we should give a little bit more creativily freedom to the team.. It dont has to be exactly like in the books..
If you are refering to me, then I will have to disappoint you, since I have not read one single page of the books, but thanks for insulting all the other people on this forum that might know a thing or two about lore.
Originally Posted by Akbar
The first offer for a dance guild just came in. Buffs pop growth 0.5, now thatīs something.
The Elven Guilds and reforging concepts are great ideas in my opinion, and they add more colour to the game.
I've been reading Tolkien (and not just LOTR) for years now, and I dont mind this creative freedom as Diglytron rightly puts it, as long as it remains true to the "spirit" of the Prof himself.
Besides, if we slavishly stuck to the "correct" lore, there wouldnt be half as many settlements in the game (e.g. Byrig, Mistrand, Annulond etc...), and it would be unbalanced, and a lot more people would complain... Now complaints just remind me of spoilt greedy children who are never satisfied !!!
So King Kong, Baron, Aikanar, Louis Lux (and all the others who have created and enriched this WONDERFUL mod) :
Be rightly proud of your achievements and dont let the "complainers" bring you down!!!! You have done and are doing a brilliant job, so many congrats!!!!
[QUOTE= So King Kong, Baron, Aikanar, Louis Lux (and all the others who have created and enriched this WONDERFUL mod) :
Be rightly proud of your achievements and dont let the "complainers" bring you down!!!! You have done and are doing a brilliant job, so many congrats!!!![/QUOTE]
When I came back to Dublin I was court marshaled in my absence and sentenced to death in my absence, so I said they could shoot me in my absence" Brendan Behan
The Irish won an Empire
The Scots ran an Empire
The English lost an Empire
"When I told the people of Northern Ireland that I was an atheist, a woman in the audience stood up and said, 'Yes, but is it the God of the Catholics or the God of the Protestants in whom you don't believe?"
- Quentin Crisp
There is one weapon that the British cannot take away from us: we can ignore them.
- Michael Collins
They have nothing in their whole imperial arsenal that can break the spirit of one Irishman who doesn't want to be broken.
- Bobby Sands
It could be done that way around but it hasn't in TATW.
Regardless, I see the problem. Akbar is asking about Gwaith-i-Erynthin (greek_flora) but traxx91's code extract is for a different building: guild_greek_dance_guild. The greek_flora one does use "is_the_ai 1" so yes, it is an AI bonus only.