
Originally Posted by
Kull
Thinking about the composition of the "Pastoral Settlement", it would be beneficial to have something that is noticeably different from the "normal" settlement or the "standard camp". It's important to emphasize that this settlement type is intended for regions that have (and will maintain) a high level of pastoral activity. Accordingly:
1) Farms: Can build all three levels of the Nomad Farm. At city it gets a new Nomad L4 (buildable only in this settlement type) and if we allow Large Cities, add a new L5. That means we can change the descriptions of these L4 and L5 farms to be something quite different from the "Carthaginian model" Quintus alluded to above. It also maintains a different "look" for all farm buildings in this settlement.
2) Herds: We should probably restrict this to just the "stock" line, which, with the precursor, gives you three levels. I know Arjos suggested we have an "either/or" for the top level of Farms/Herds, but we're going to limit the Pastoral City in other areas, so we help them out here. As a reminder, normal towns can't build these.
3) Caravans: Can build both levels. Another structure not present in normal towns.
4) Ports: Here we would NOT use the nomad ports since these are true settlements, but in keeping with the pastoral theme, these should be capped, preferably at L1. That's still a nice economic bonus.
5) Temples: These could go all the way to L5. Don't see any reason to differentiate this structure from "normal" types.
6) Mines: Buildable up to L2, no different than "normal" types.
7) Industry: Buildable up to L1. There are some scattered instances that suggest something higher was occasionally possible, but it's rare. Plus, this is one of the offsets we need to cover the extra benefits arising from Herds and Caravans.
8) River Ports: Buildable up to L2, no different than "normal" types.
9) Markets: These go up to L5, and certainly in central Asia that seems appropriate, but it's probably too much for other regions. Maybe play this by ear and see if there's ways to restrict the levels elsewhere.
10) Coastal Patrols: Not buildable as they really don't fit the theme of "Pastoral Settlements".
11) Granary: In most cases we treat this as "food imports" and it implies a high level of centralization that's not quite in keeping with the theme of most of these new settlements. Definitely L1, but no higher.
12) Game Fields: Nomadic cultures are currently restricted to L1 anyway, and that seems an appropriate limit here as well.
13) Roads: Buildable up to L1, as discussed elsewhere.
14) Walls: No difference.
15) Academies: Nomadic cultures are currently restricted to L1, and that seems an appropriate limit here as well.
16) Road Garrisons: This one is tricky. Buildable up to L1, certainly, but you also need L2 in order to get the L2 Mines. Probably have to allow L2, then.