I'll just quote this instead of asking for permission again. This time, it's about buildings. I know you probably did some brainstorming about them youselves, and they involve more than just text editing, but anyway.
I've liked the city developpment buildings of FATW, mostly because the cattle breeders were all that kept me alive during my rhun campaigns. But that's precisely the problem. These buildings are currently very badly balanced, at least from what I've seen. I mean: Should I make a whooping 1000+ more cash per turn with my cattle breeder, or should I skip that in order to recruit weak settler wains? And I'm not talking about that +40% bonus to public order you get just by building the base building. OK, I just did.
Anyway, here are some suggestions for new city developpment buildings.
Stonemason's Workshops (all non-barbarians)
effects: small discount on building costs (as far as I know, this bonus works, but isn't shown in the building's effects description), allows stone walls to be build (admit it, this is still better than making gold/silver mines a prerequisite for better walls)
Great cities have great requirements, and their inhabitants appreciate when these are met. When there are so many houses to be built and maintained, there has to be a sufficient number of craftsmen with the skills for such a job. Their workshops are the place to go for everyone who has dreams or concerns about anything somehow related to stone, and if given the right financial support, they will even be able to perform construction tasks that would normally not be reasonably feasible.
Rural Settlements (all barbarians)
effects: +farming, +trade, +health, -law, -population growth
short description: Ours is a freedom-loving people, and they are reluctant to live pent-up like cattle, or like the stone-dwellers of other lands. Thus, their cities are considerably smaller, usually centered around the court of some important lord, while most people live in smaller farms and villages in the surrounding lands. This allows them to exploit their homeland much better, and is much more healthy than living in the filth of many thousands of people. It also suits their independant nature better, when there is room to come and leave as they wish. Although it is true that such freedom should only be granted to people that can be trusted, as free people are harder to keep in check than the man-cattle living in cities.
Master Weaponsmith / Armory (all barbarians / dwarves)
effects: better weapon upgrades
short description:
1) Particularly skilled craftsmen exist everywhere, but they are often a reclusive kind, and reluctant to grant their help to a great number of people. Only a persuasive chieftain will bring them to equip his men with the best weapons there are, made from the best iron ore and forged with secret techniques handed down and improved on by generations of weaponsmiths. The items they create will often find their way into the songs and tales of their people, and rumor has it they sometimes pocess strange properties and effects, that surpass everything a shaped lump of metal should normally be capable of.
2) The world is ever-changing, and that is not always a good thing. Much has been lost over the years, such as many secrects of the dwarven blacksmiths. Many masters of their craft were killed or died without passing on their knowledge. While the present generation struggles to restore the glory of their forefathers, the old armories of dwarven strongholds still hold enough of the old masterpieces to equipp entire contingents of troops. Carefullness is at order, however, for every such weapon that is lost in battle might never be able to be replaced.
And here's another suggestion of mine: epic city developpment. I know Tolkiens works mostly tell a tale of general decay, and I never really liked that. There was a passage in LotR that moved me quite a bit. It was before the counsil of Elrond, when Gimli(?) and Frodo had a talk about how things were going in Erebor. Gimli then lengthily described how they tried to restore the knowledge and skill of the previous generation, and how they succeeded in certain areas. For me, this is a sign that the decay of Middle-Earth isn't a necessity. And since this is the age of men, it is also men's duty to preserve the beauty and mystery of their world, and to find new things to add to it. This is the idea behind these buildings. Think of them as city developpment on crack.
Walls of Old (RK, Adunabar, Harad(?))
effect: allows large stone walls to be built (requires stone walls)
Once upon a time, men built monuments meant to surpass time, to witness the changes of the world. They built walls of black or white stones, stones that no siege engine could overcome. Building anything that even remotely comes close to such fortifications will require many years, much effort from countless workers and craftsmen, and summs of money that would defy the imagination of an immortal elf. Even then, success is not assured. But much has to be risked if men are to claim this age as their own, and no reward will come to those who rest one the laurels of their ancestors.
Battlefield Memorial (all)
effect: +law, +experience (+morale doesn't work, from what I have heard)
The world's history is a bloody one. Countless bodies from all kinds of people lay rotting in all corners of all lands. Who can even remember who they were, and what they fought for? And if noone can remember, what did they even die for?
This is why this memorial was built, so that the spilt blood will not be forgotten, so that children learn that in such a place, men fought, killed and died for what they believed in. So that all see the worth of those who were, and the worth of those who are yet to come.
This is no monument to prove the skilled hands or glory of a people, but their strength of heart and their convictions.
More buildings to follow once I get some rest![]()





Reply With Quote






