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Thread: Unofficial Overview: Settlement Diversification and Customization Options in DoM

  1. #1

    Default Unofficial Overview: Settlement Diversification and Customization Options in DoM

    I thought this might be helpful, given that settlement customization is much more extensive and meaningful in FATW: DoM than in RTW Vanilla, or even previous versions of FATW. At the moment, it's still WiP and I may have gotten some stuff wrong, so please correct it if that's the case.
    There are spoilers here, so anyone looking for surprises in campaign - consider yourself warned.

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    Diversification


    Dwarves
    Spoiler Alert, click show to read: 
    Dwarven Guildmasters
    +3 trade bonus

    Dwarven Weaponsmiths
    Upgrades Hireling weapons +3

    Mercenary Halls
    Enables recruitment of Hearthmen and Hireling Riders

    Mercenary Slipways
    Enables recruitment of ships



    Elves
    Spoiler Alert, click show to read: 
    Elven Gardens
    +2 Happiness bonus; +1 farming level bonus

    Elven Weaponsmiths
    Upgrades Elvellyn weapons +3

    Elvellyn Horsemasters (requires Horses resource)
    Enables recruitment of Elvellyn Riders

    Mining Colonies (requires mineral resources)
    +2 trade bonus OR bonus to construction costs/time, depending on resource

    Mithril Armoury (only in Ost-in-Edhil)
    Upgrades armour and Elven weapons +3



    Adûnabâr
    Spoiler Alert, click show to read: 
    Cultic Temple City
    Cultic conversion bonus; enables Cultic festivals

    Cultic scions of Adûnabâr
    Enables recruitment of elite Cultic swordsmen, spearmen, axemen, and lancers

    Advanced Irrigation
    Increases population growth via farming upgrade (no other bonus → will be fixed in next release, according to the team)

    Guild of Venturers
    Experience Bonus for Mariners; trade bonus +1

    Guild of Weaponsmiths
    Upgrades armour +3

    King's Court
    +3 Law bonus; enables Royal Spearmen outside of homeland territory/+1 XP bonus for Royal Spearmen



    Dale
    Spoiler Alert, click show to read: 
    Dwarven Armoury (requires Homeland or Dwarven lands)
    Upgrades armour +3

    Emissary Headquarters (capital cities only)
    Emissary XP +3; construction time/cost bonuses depending on region

    Levy Outposts (foreign provinces only)
    Enables foreign low-to-mid-tier levies (e.g. Axemen of Rhûn), with +1 or +2 XP bonus

    Military Assimilation (foreign provinces only)
    Enables local recruitment of high-tier Dale units (Black Spears, Hearthmen, Dale Longbowmen, Riders of Dale)

    Siege Workshop (requires Homeland or Dwarven lands)
    Enables Ballistae

    Toy Workshop
    +2 Happiness, +2 trade bonuses

    Trading Posts (requires adjoining major river)
    Increases trade +2



    Dunland
    Spoiler Alert, click show to read: 
    Cultic Temple City
    Cultic conversion bonus; enables Cultic festivals

    Cultic scions of Dunland
    Enables recruitment of elite Cultic swordsmen, spearmen, axemen, and lancers

    Hillmen Forts
    Enables recruitment of Dunlending Hillmen; +1 XP for Hillmen in some regions

    Hunting Parties
    +2 trade bonus in provinces with “Wild Animals” resource; +1 trade bonus in other provinces; +1 XP for Dunlending Bowmen in Dunland; +2 XP for Dunlending Huntsmen in Dunland; +1 XP for Dunlending Huntsmen elsewhere; enables recruitment of Dunlending Bowmen in foreign “Barbarian” provinces

    Pikemen Training Grounds
    Enables recruitment of Elite Pikemen in Dunland; enables recruitment of Tribal Pikes and Elite Pikemen in foreign regions; +1 XP for Tribal Pikes in Dunland

    Sheep Trader
    +2 trade bonus



    Harad
    Spoiler Alert, click show to read: 
    Cultic Temple City
    Cultic conversion bonus; enables Cultic festivals

    Cultic scions of Harad
    Enables recruitment of elite Cultic swordsmen, spearmen, axemen, and lancers

    Brotherhood of Assassins
    +3 XP for Assassins

    Corsair Stronghold (requires coastal province with timber resource or Haradrian coastal province)
    Enables recruitment of high tier ships as well as Corsair swordsmen and archers

    High Inquisitor's Network

    Law bonus +2; enables Inquisition Enforcers (heavy lancers); +4 XP for Spies

    Iron Foundry
    +3 armour in provinces with Iron resource; +1 armour, +1 trade bonus in other provinces

    Merchant Guild
    Trade bonus +3

    Mûmakil Training Ground (requires Ivory resource)
    Enables Mûmakil



    Reunited Kingdom
    Spoiler Alert, click show to read: 
    Eorling Horse Traders (only in Gondor)
    Enables King's Horsemen in Gondor (except Dol Amroth); Experience bonus for factional cavalry

    Guild of Venturers
    Experience Bonus for Mariners; enables Alcarondas Venturer (capital ships); trade bonus +1

    Guild of Weaponsmiths
    Upgrades armour +3

    King's Court
    +3 Law bonus; +1 XP for King's Spearmen where available

    Ranger Holds (Eriador provinces only)
    Enables Rangers of the North; small bonuses to trade (+1) and law (+1)

    Royal Mint
    Trade bonus +2; Tax income bonus +2

    Terracing
    Increases population growth via farming upgrade (no other bonus → will be fixed in next release, according to the team)



    Rhûn
    Spoiler Alert, click show to read: 
    Cultic Temple City
    Cultic conversion bonus; enables Cultic festivals

    Cultic scions of Rhûn
    Enables recruitment of elite Cultic swordsmen, spearmen, axemen, and lancers

    Cattle Trader
    +2 trade bonus

    Fighting Pit
    Enables recruitment of Berserkers; Enables games; +1 Happiness bonus

    Hunting Lodges
    +1 trade bonus; +1 XP bonus for factional archers, skirmishers, and cavalry

    Thrall Stockade
    Construction cost bonus; +1 trade bonus, +1 farming level bonus

    Tributary Camps
    -2 Happiness penalty; +1 population growth bonus; enables recruitment of Slingers and Great Axes (North Rhûn); enables recruitment of Outriders and Horse Archers (Khand)



    Rohan
    Spoiler Alert, click show to read: 
    Gondorian Weaponsmiths (requires tier 4 barracks IIRC)
    Upgrades armour +2

    Feasting Hall
    +3 Happiness bonus (varies regionally?)

    Horsemaster's Stables (requires Horses resource)
    +2 trade bonus

    Warhorse Trainers (requires Horses resource)
    +2 XP for Riders of the Mark; +1 XP for other Rohirrim cavalry units

    --


    Resources (all factions, including minor ones)
    Two tiers each (after choosing an industry via the "rights" marker)

    Construction
    Spoiler Alert, click show to read: 
    Carpenters (requires Timber resource)
    Tier 1 reduces local construction costs, tier 2 reduces global construction costs

    Stonemasons (requires Stone resource)
    Tier 1 reduces local construction costs, tier 2 reduces global construction costs

    Metalsmiths (requires Iron resource)
    Tier 1 reduces local construction time, tier 2 reduces global construction time



    Animal Husbandry and Fishing Rights
    Spoiler Alert, click show to read: 
    Fishmongers (requires Fish resource)
    Increases trade

    Tanneries and Woolmakers (requires Livestock OR Wild Animals resource)
    Increases trade

    Horsebreeders (requires Horses resource)
    Increases trade



    Estates and Farmlands
    Spoiler Alert, click show to read: 
    Vineyards (requires Wine resource)
    Increases trade

    Incense … (requires Incense resource)
    Increases trade

    Curers (requires Pipeweed resource)
    Increases trade



    Precious Materials
    Spoiler Alert, click show to read: 
    Goldsmiths (requires Gold resource OR Silver resource)
    Increases trade

    Gem-cutters (requires Precious Stones resource)
    Increases trade

    Ivory Carvers (requires Ivory resource)
    Increases trade

    --

    Dale only: Engineering
    Bonuses of consecutive tiers are cumulative (meaning there is no downside to upgrading windmills or ploughs)

    Inventors' Workshop
    +1 Happiness bonus

    Spoiler Alert, click show to read: 
    Windmill → Watermill
    tier 1: +1 trade bonus; tier 2: +1 farming bonus (Watermill: more effective in certain regions?)

    Heavy PloughTurnwrest Plough
    tier 1: +1 trade bonus; tier 2: +1 farming bonus

    Fireworks Factory
    +2 Happiness bonus; +1 trade bonus (just what in Melkor's name is the blackpowder upgrade for?)

    Longboat Workshop (requires coastal province OR major river)
    +2 trade; enables recruitment of Warboats

    Crossbow Workshop (requires Siege Workshop)
    Enables recruitment of Dale Crossbowmen (the horror, the horror...)

  2. #2

    Default Re: Unofficial Overview: Settlement Diversification and Customization Options in DoM

    Great job Athanaric.

  3. #3

    Default Re: Unofficial Overview: Settlement Diversification and Customization Options in DoM

    Quote Originally Posted by Stark1 View Post
    Great job Athanaric.
    Thanks. Looks like I forgot Elves and Dwarves. I'll add them soon.

  4. #4

    Default Re: Unofficial Overview: Settlement Diversification and Customization Options in DoM

    Thank you very much . It is indeed really useful.

  5. #5
    MasterOfNone's Avatar RTW Modder 2004-2015
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    Default Re: Unofficial Overview: Settlement Diversification and Customization Options in DoM

    Thanks for this - we may well have to rely upon the assistance of players to present some of this in an organized form! Leaves us free to spend 2 days in the macro coding of the unit balance formulae (not a pleasant experience, I can tell you... )
    "One of the most sophisticated Total War mods ever developed..."
    The Fourth Age: Total War - The Dominion of Men

  6. #6

    Default Re: Unofficial Overview: Settlement Diversification and Customization Options in DoM

    You're welcome Out of curiosity, why doesn't Adûnabâr have access to the Royal Mint building (which would increase its Diversification options to seven, same as most other factions)?

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