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  1. #1

    Default 300 years after...

    One thing I don't like of the Total War series is that you spent the same amount of turns to build a simple market in a city in the year 1080 as well as in 1380. There's a lack in the building evolution while units and cities do in the campaign.

    I mean, in 300 years there were a technological evolution so the abilities to construct some buildings should have been improved, in order to finish them quicker.

    Of course, the Medieval era is not the time of great scientific progress, but if your stonemasons have been building churchs and markets for hundred years everywhere they could end a 4 turns market in 1080 in 2 turns later in the game, because they've learned how to do it better than their grandaprents did.

    This can happen because of the spread of a new technology (change of the century), or because after several years of "trial and error" a better way of building has been applied by architects.

    Markets could be completed sooner -or be cheaper- if you have a Merchant's Guild in the town (they are interested so they help you with the project), and the same for Churchs/Cathedrals if you have good relations with the Pope or if you have a Theologians guild.
    In the other hand, a general with the "poor farmer" or "poor miner" ruling a city will cost you extra turns and money in order to end the construction of farms and mines, for example.

    I thing that this is an easy way (I hope it's easy, I don't know how though scripting is) to give more realism, role playing and strategy to your kingdom management as the game goes on.

  2. #2
    Hengest's Avatar It's a joke
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    Default Re: 300 years after...

    Well the problem is the engine. We cannot make different markets for each era (with different costs and construction times) because there will not be room in the tree.
    What we can do and what we are doing is to bring in small reduction bonuses all the time. For instance, building a church in a region will give you some reduction in constrcuting stone buildings. This in itself will be very little effect but when combined later with other small bonuses from more technological constructions then the costs are greatly reduced. This is our way to represent development.
    Similarly so, things like Blacksmiths level one and two are no longer buildings with pure armour upgrades but represent a development in your settlement's economy and technology. So a building like that will now bring jobs and trade to a settlement not just military effects, but social ones.

  3. #3

    Default Re: 300 years after...

    Undoubtly, you're doing a great job.
    Thanks for the answer and good luck with the forging of the mod.

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