(September 4th, 2015, 13:58)Anthony Wrote: Why can't you change it to another building? Under vanilla, most advanced buildings are blocked by the University.
University is an advanced building itself in my mod. The only unused building that serves no real purpose is the Smithy and I have another plan for that one.
This is my building structure (copy paste from the docs I'm going to include in the mod) :
The religion tree
Shrine → Temple → Cathedral
Temple+University → Oracle
Cathedrals now generate 5 power.
This tree provides a total of 8 power and 5 unrest reduction. Shrine unlocks shamas, Temple unlocks priests where available.
The magic tree
Library → Sage's Guild, Wizard's Guild and Alchemists Guild
Wizard's Guild now produces 10 Power and 4 Research, making it the ultimate building of magic power. It also unlocks Magicians and Warlocks where available.
Alchemists Guilds now only generate 2 power because the main purpose of that building is enabling magical weapon/armor on units. This balances out magic and religious buildings to each generate 12 power total.
Sage's Guild is the new ultimate research building, producing 10 research, but nothing else.
With this change, research, weapon bonus, and power are separated into 3 different choices.
The military tree(s)
Smithy → Stables, Armory and Maritime Guild
Barracks → Armory → Fighter's Guild → Armorer's Guild → War College
Stables, Fighter's Guild → Fantastic Stables
Ship Wright's Guild → Ship Yard → Maritime Guild
These trees are mostly unchanged, and are used to unlock more advanced military units.
The food tree(s)
Granary and Marketplace → Farmer's Market
Stables and Granary → Animist's Guild
These buildings serve their original purpose. Note that you no longer need additional buildings to construct them, like the Builder's Hall.
The production tree(s)
Sawmill → Forester's Guild
Miner's Guild+University → Mechanician's Guild
These are significantly changed. The Sawmill now produces a flat +8 production, and doesn't require a forest. It's meant to accelerate the production of the early game, low population towns, intead of the endless waiting in the original game. In a low population or new town, you always want a Sawmill first, but in already developed towns, it's less important. Forester's Guild now only adds 10% production but 3 food, Miner's and Mechanician's Guilds add +25% each. You no longer need a special ore on the map to build a Miner's Guild. This change means you don't actually need to build the Miner's Guild right away, as you need a sizeable population for it to really matter.
The advanced tree
Builder's Hall → University, Parthenon, War college, Bank, Merchant's Guild
As you can see, Univerity and Parthenon are now separated from their original trees, and are independent, extra resource generators, which only races access to the advanced tree can utulize.
They provide a better cost/effect rate than the original trees, but consist of only one building without unlocking further options for Research/Power/Units.
Additionally, the Parthenon now generates 4 power instead of 3 and Universities produce 6 research.
The economy tree(s)
Marketplace → Bank
Ship Wright's Guild → Merchant's guild
The markatplace now generates a flat 8 gold instead of +50%.
Banks now provide +40% gold only and require access to the advanced building tree.
Merchant's Guilds now provide +60% gold only and require access to the advanced building tree and must have access to sea for the Ship Wright's Guild.
After I finish spells, I'll try to find the starting builder's hall in the exe and change it.
Would be nice if I could move the effect of Fighter's Guild to Smithy too, to give it a real function, but haven't found where new units are produced in the code yet (haven't really had the time to look for it either, spells are a priority).
Either way, making all 213 spells useful is the top priority.
Edit : I managed to disable these from appearing.
37651 : 01 → FF
3E1C1 : 01 → FF