Here are some feedback about buildings in DEI that if appropriate could be applied to DEI 1.0.
1. I salute the creation of armed citizens as a substitute for the useless plebs. The problem is that these units make no sense as a garrison for Sparta where all citizens were very capable soldiers. The rest of the Spartan garrison applies more to other Greeks than to them. Instead they should use Spartan units, like periokos hoplites, Spartan hoplites and helot archers. The armed citizens could perhaps be replaced with helot spearmen.
2. Given that the previous buildings have considerable garrisons I assume it is an error that the monument of Leonidas and the Piraeus have no garrison. In fact, they should have larger garrisons which should include elite units (land and ships respectively).
3. Right now all the military buildings give the same garrison of cavalry and melee infantry. I think this should depend on the building type. The stables should give more cavalry, the marksmen range more missile units, the siege engineer workshop some siege weapons, etc.
4. The fortified towns and provincial capitals should give garrisons of superior quality than regular towns and capitals. Right now they all have the same garrisons.
5. Why does the sluiced mine increase land unit recruitment costs in 8%? From a gameplay perspective I’m already getting the squalor and it’s weird for a building to have 2 drawbacks and only one benefit. From an historical perspective a mine should supply lots of metal making the equipment of soldiers cheaper, not more expensive. And the labor source were usually slaves so this shouldn’t affect the freemen available for recruitment.
6. The reduction of construction costs some buildings give should be bigger given that in this game you build a lot less buildings that in Rome I. For example the limestone town gives a maximum reduction of 4% for the province, which isn’t significant at all. If it is going to remain so low then the bonus should be applied to your whole empire.
7. The wine town using food makes no sense as wine was an important part of the Mediterranean diet. Of course it wouldn’t make sense to reduce public order either. On the other hand the increase in recruitment costs would apply here as lots of recruits would turn into undisciplined drunks. And the +1 recruitment capacity could be taken away or construction costs could be increased if you need a drawback for the building.
8. Right now silk and purple dye towns give more money than gold towns and also give a bonus to commercial income. From an historical perspective this doesn’t make sense. Of course, those two goods were profitable and valuable commodities sold to the very rich, but having a mine of precious metals could be the basis of an empire. The army of Alexander the Great was possible because of his gold mines at Mount Pangaion, the army of Hannibal was possible because of his silver mines in Iberia, the fleet of Athens was possible because of the silver mines at Laurium, etc. Gold should give more money than any other resource. And gold also stimulated commerce more than any other resource given that it didn’t had to be sold for money but was money in itself, so a bonus to commercial activity is in order. Every faction should be fighting for the gold mines.
9. I think civilized factions should have access to the red industrial building tree. Given that they were more complex societies it wouldn’t be unfair to give them more buildings than to barbarians. The bronze furnace and iron workshop overlap with their military buildings but they could get salt workshops, jewelsmiths and perhaps other new buildings like a perfume shop or a furniture worshop. Also just like some barbarians like the Suebi don’t get the jewelsmith perhaps a few civilized nations shouldn’t get them either (the Spartans come to my mind). There are also other commercial buildings civilized nations could get, like money lenders. This could be compensated by giving barbarians more garrisons on their buildings perhaps.




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