Brief Build Critique: (I will be using this to assist many modes and I hope my ideas can helpout the game balance/realism).
Certain build times are way, way too long and others are too short. Most build times should go down as time progresses. At the beginning, after the emergence from what we like to call the Dark Ages, building should be extremely long, for instance Land Clearance should be one of the longest in the game.
As the game progresses, time progresses and if we want to be accurate, building should start to become mechanized and simple buildings like inns/coaching houses should become trivial. The Palazzo del Te (1400’s) was built in 10 years and it was considered one of the grandest pleasure palaces. Do not forget the game wanders into the time of the Reaissence, which means build times must go down if we want to be acurate. (We even enter the time of the High Renaissance).
Below I give some examples of what I mean.
Markets:
They have always just growen with cities, they are basic. Their build times should go up, but should not become reidculisly long. This is one example of infrastructures within cities that are byproducts of their the population. They grow and merge freely; build times should really just reflect the time it takes for the population to accept all the new types of trade avalibale. But, the market’s growth should be a manditory trigger for other build options, such as Smiths and Trading Ports. This is where the programmers can slow down and control city expansion, rather than just make everything super long to build.
Farms:
- land clearance should be longer than farm build time, after this is done, farming is straight forward
- lower level farms should be no longer than 2-4 years (this is due to land clearance being done and basic farming villas in the first stages would be family oriented and operations would take a mere few years to complete.
- high level farming, would have slightly higher build times, but they still merely a byproduct of the smaller farms expanding territory. Usually they are from farm/family mergers, which allows for them to create a larger market for themselves.
Farms in general, should not have extremely long build times, but they should have triggers! For instance, you should be forced to build the market upgrade first. Until then the farming upgrade should be greyed out; without the new market for support, the larger farm infrastructure of that area is useless.
Smiths:
I have hated this upgrade in all strategy games and I change it whereever possible. The basic level of smith shops are linked to the merchants and commoners. They can set-up shop in a year; two if we want to factor in getting a good customer base etc. Once again, maybe grey-out the upgrade untill the market for the city level is made. (Without the proper flow of Smithing materials…no smith etc...can it also be linked to resource trade...thus making trade actually important?)
-low level smiths are economy based and run by the commoners, thus very fast build times, but linked to the trade of the area…no iron/tin/coal being traded in that area or being imported in…maybe no smith? (This would be the same for a gunsmith…no sulphur imports…no gunsmith?)
- higher level armouries should be linked to the barracks of the settlement. Their build times should not be as long as they are in the game, but definitely longer than the lower level ones. They should have the same resource requirements, but require the city to have a higher level barrack system to support the empire's military machine that they must build amour for.
Cathedrals:
Churches and Cathedrals are handled quite well, but they are some of the exceptions regarding longer build times. Even with the rise of the architect towards the end of our time period here, they get so absurdly grand, they take forever to build. The Cathedral for Florence took 170ish years to complete in full (the dome was the biggest factor). Now, we do not have to make the cathedrals and huge cathedrals that long to build, but catherals should take at least 30-50years.
Furthermore, I think huge cathedrals should be limited in some way. The settlement should have a theologian’s guild at Gm level I think is the best solution. Thus, only a few cities will get to build one, making it more historically accurate. I would make the build time on them around 75 years. To compensate for the extreme build times, make a few more bonuses, unique traits, troops etc. to come out of cathedrals and especially huge cathedrals.