Roman Culture - 100% Completed
Icon previews below are in lower resolution than my actual work is ingame so they look not sogood.
* - means my additions
* - means additions from XiL0īs Meaningful Resources 2.0
Resource boost - buildings are not directly producing particular resource but greatly enhance any production currently available in region/province
(example: If primary building is producing grain, then any farm, bee chain,granary chain will increase this grain production. Multiple instances of these are working together for much higher boost)
Resource could belong to multiple isntances
Exotic resources = Amber, Incense,.... (Salt?)
Local resources = Leather,Wine, Olive Oil,
Mining resources = Marble, Iron, Copper, ..Gold, Silver, Salt
Primary buildings
Major settlement:
-Every settlement with(out) resource production will offer three different versions at level 2., 3. and 4.
-Market version is +/- Vanilla. (def tower level 3. =2xarrow,2xscorpion // level4. = 3x,3x,2xcatapult)
-Trade version offers much higher income, resource production at cost of high food demand and public order (no def?? def tower level 3. =2xarrow,2xscorpion // level4. = 3x,3x,2xcatapult)
-Fort version will offer bigger garrison, higher recruitment, higher public order at cost of little higher food demand and lower income and resource production (def tower level 3. =4xarrow,4xscorpion // level4. = 5x,5x,4xcatapult)
(May be bricks will be required for level3.)
Minor settlement:
-Every settlement has several similar ways to develop like Major settlements. Resource variant allow specialization at level 3. and 4.
-Market version is +/- Vanilla.
-Trade version offers much higher income, resource production at cost of high food demand and public order and almost non def/garrison.
-Fort version will offer bigger garrison, higher public order at cost of little higher food demand and lower income and resource production
(May be bricks will be required for level3.)
Industrial + Resources
-Heavy changes
-Many building (super)chains are available only in region with particular resources like mines for gold,silver,iron,copper..usually allow deeper specialization of region/province..
-Plus Industry superchain might have additional chains according to regional resource like Coinmaker chain in regions with Silver/Gold
-Some resources provide non-industrial chains...however mechanism is similar....grain grants new farm/granary options even for major city.
(notes)
Secondary = local trade
Exotic = trade commerce
Global Industrial
(Major/Minor)
-Similar to Vanilla, these are buildable in any settlement however cost and negatives might prevent you from spamming them
-According to resource in pariculat region,there might be additional chains available for local construction.
-New Warehouse chain, (trade/agriculture aspect boost)
Tile Factory (Bricks) - bonus to construction cost, time...
Amphora Factory (Pottery) - agriculture wealth bonus,vanilla like
Warehouse - navy commerce increase..industry wealth increase
Iron,Copper (Primary, metals)
Mine (industry, resource) - chain to boost production, export
Foundry (industry, recruitment, wealth...maybe interaction with Equipment chain?) - heavy industry, bonuses to recruitment, cost of units.....
-only one instance per region with resource
Gold, Silver (Exotic, metals)
Mine (industry, resource)
Coinmaker (industry, wealth, commerce, tax,?,small bonus to resource)
-coinmaker is part of standard industry chain
Marble (Primary, stone, building)
Quarry (industry, resource) - mine like for metals
Sculptor (industry, construction)
Timber (Primary, wood, building)
Excellent Wood (industry, ship cost)
Lumber Camp (industry, resource)
Horse (Primary, agriculture, units)
Level III horses
+Warhorse breeding chain - agriculture (low food, medium wealth, resource boost/prod)
+Warhorse trader chain - city center (resource) Level III horses???
Fish (Secondary, meat-food)
+Port chain - food (resource)
Grain (Secondary, agriculture, food)
Grain Estate (agriculture, resource, food)
Granary (agriculture, wealth from agri, food++)
+Farm chain - agriculture (resource)
+Horendum chain - agriculture (resource)
+Supply Depot chain - city center (resource)
Olive Oil (Secondary, agriculture, food)
Olive Mill (industry, industry, commerce)
Olive Orchard (agriculture, food)
+Wine Trader chain - city center (resource)
Wine (Secondary, agriculture, food)
Winery (commerce, resource, low food)
Fruit Dryer (food, low resource)
+Wine Trader chain - city center (resource)
Leather (Secondary)
Leather Workshop (industry, agriculture animals wealth?)
Lead (Secondary, sannitation)
Workshop (industry, resource)
Livestock (Tertiary, agriculture, meat-food)
+Cattle Ranch chain - agriculture (resource)
+Cattle Trader chain - city center (resource)
Pottery (Tertiary)
+Amphora Factory chain - industry (resource)
+Warehouse chain - industry (resource)
Bricks (Tertiary, stone, building)
+Kiln Factory chain - industry (resource)
Tar (Exotic, ship building)
no additioanl building
Spice (Exotic, port, commerce)
Spice trading port (commerce, port)
Gem
-
Silk (Exotic, commerce)
Silk Bazzar (commerce)
Purple Dye (Exotic, commerce)
Dye Market (commerce)
Glassware (Exotic, commerce)
Glass workshop/Market (commerce, industry?)
Elephant
-
Ivory
-
Amber
-
Slaves (Exotic, slaves)
+Slave Market chain - city center (resource)
Salt
Ports
-Every port can be upgraded up to level 4. even in Minor settlements
-Small and Large Military docks will offer the same units for recruitment, but larger docks will offer bonus to recruitment and Better hulls (MAYBE: bonuses and ranks of recruited ships) (this should help AI to produce more ships in better quality.) (EE changes +/-)
Trade Port
Fishing Port
Military Small Port
Military Large Port - (level III hull) recruitment bonus, maybe some rank bonus
Military:
Recruitment:
All chains allow recruitment of all units. However type of building determined the bonuses for particular classes
-Barracks and Auxilia chains (should provide bigger bonuses to particula recruited units (higher ranks), lower cost of units)
-New Garrison chain, bigger garrison, bigger bonus to recuitment, lower cost for all units, ranks for all units recruited there....at cost of higher food requirement,higher buidlign cost
IDEA:limit of one instance per region.
(Major/Minor)
Legion Barracks
Auxiliary Barracks
Garrison Baracks
Buff:
-Like Vanilla but all buildings are now buildable even in Minor settlement (It makes no sense, we can have armory equipment made in one region but cannot send soldiers there to train? )
IDEA:limit one per province/region. Providing basic bonus to all kind of soldiers plus a higher one according to building description. (Horse to horses etc..)
(Major/Minor)
Horse
Archery
Offense
Defense
Academy/Centurion Assembly - Slow training of troops (xp per turn)
Equipment:
-Like in Vanilla pre EE. But with addition of level 4. building. It will provide combined bonuses of Armorer and Fabrica (level III Armor & Weapons & Shields) with increased negative effects as well.
(-Similar equipment could be obtained through Iron/Copper production city centers.)
Siege Workshop (level III siege, I armor, I weapon)
Shieldmaker (level III armor, III shield, I weapon)
Blacksmith (level III weapon, I armor)
City Center
-Adding level 4. Slaves trade
-Warhorse Pens, little buff to cavalry unit recruited in province, will allow horse production.
-Granary chain provides boost to grain,salt and even salt production in small amount
-new Goverment chain,which provides culture influence and some order bonus,taxation..
-new theatre chain, higher latin influece,lower order
(Major)
(Economy) - these gets you nasty bonuses for different things..wealth,commerce, horses, food,...
Slave Trader
Meat Trader (food+)
Cattle Trader
Wine Trader (trade agreement)
Horse Trader (horses)
(Logistic) - salt + grain plus it is adding great bonus for siege times
Supply Depot/Granary
(Culture/Entertainment) - only one instance could be build
Theatre (+order,+latinum,-food)
Gladiators (++order,--food) -> Circus Maximus / Colosseum
Library (research)
(Goverment) - one instance per city
Forum Romanum/Basilica (taxation,trade)...
Curia (goverment) - tax,order
Slums:
-Slums are no longer only negative. Player has option to pursue their development. Provide small unit replenishment, subsistence GDP,increase trade,but at cost of corruption,food requirement,and some squalor
Slum
Roads:
(I like idea behing Vanilla that road web in area is driven by general level of some buildings. However I want to be able to influece things a little more. So... Primary buildings and some others are still influencing development of roads in area but player has chance to build specific Road-building to further influence that). In Vanilla buildings influence 100% of road development. Now it will be around 30-40% while road chain gets the rest. Rome has superior road to all others.
-One superchain, with three sub-chains. One instance per province, (Major settlement only? probably)
(Major?)
Industry/Trade roads offer higher income, industry, at cost of public order
Military roads provide higher replenishment, public order, at cost of some upkeep, food
Culture/trade variety provides small trade income, minor culture influence, (negative??)
Agriculture:
-Farms no major changes (bonus to grain production in province/region
-Cattle, Livestock resource production at level 4. like MR
-Horse range like MR, requirement of Horse resource/Horse production for all levels. (Major rework here, instead of horse production this will boost horso production in region/province. Still it will allow superior cavalry unit recruitment)
-new Bee Keepers chain, major boost to food production from all farms in that province. (plus bonus to grain production in province/region)
Farm - (in case of grain region bonus)
Horreum - Food production boost, agriculture wealth boost, hold out, replenishment, (inc ase of grain region bonus)
Cattle Ranch - middle food, high wealth
Horse Ranch -low food, middle wealth, Horse
(nope -Bee Hive - Major food,grain bonus to production)
Sannitation:
-Like vanilla, just some adjustment. New Aquaduct line.
(Major)
Water Tank - agents,security,hold out
Thermae - culture,sannitation
Latrines -> Cloaca Maxima - growth
Aqueduct - income (agriculture, industry), hold out
Public Land (DeI):
-new superchain for minor settlements, offering new options for province development. It is coupled with culture tree for minor settlements. Only one superchain could be build (one active building)
(Minor) Public Land
Garrison chain - garrison, protection from enemy agents
Medicus chain - sannitation
Trader chain - (boost to local resources production)
- these offer similar bonuses, culture conversion
(Minor) Culture
Stadium
Trader
Religion:
-restoring old temples
-the same 4 levels for minor/major settlements
-Like vanilla, just some adjustment.
-Probably some requirements of Honey,Pottery,Textiles..gold,silver,wine,incense,amber..will be added (or more likely some 4. levels will require these instead of livestock, plus maybe marble for 3. level construction)
Minerva (research,culture income, trade?)
Vulcan (industry income)
Neptune (navy, navy income, slight latin?)
Mars (army, slight agriculture income?)
Jupiter (all income, latin) -> Pantheon
Sacred Grove (order)
Mercury (commerce income, trade?)
Ceres (agriculture income)
Level 5. faction specific buildings:
Factions:
-Rome:
Cloaca Maxima (Sannitation) (slaves->Bricks)
Pantheon (Religion) (slaves->Marble)
Circus Maximus (Culture) (slaves)
Colosseum (Culture) (slaves)
Other ideas:
Forum Romanum (Culture/Trade) (slaves) http://en.wikipedia.org/wiki/Roman_Forum
http://en.wikipedia.org/wiki/Ancient_Roman_architecture
Arch of Titus http://en.wikipedia.org/wiki/Arch_of_Titus