New buildings postponement factor
Every city has 5 status: Hamlet, Village, Town, City, Capital. They are based on city Population (1-4-8-12-15). Buildings will have a number in parenthesis indicating the level necessary for availability.
General goals for buildings
more separated usage for buildings (military buildings are separated from buildings giving units experience levels, buildings improving speed of growth from buildings giving food). However, some buildings still have 2 or more goals, giving them supportive role if the first one is unfulfilled.
Food and Growth Buildings
- it is not as easy to gain food army superiority early in game.
- Almost every race can achieve at least 3 food per farmer.
Unrest Buildings
- players can reduce up to 2 unrest through military presence (4 units)
- Each racial unrest point means 1 unrest and an extra 12.5% unit recruitment cost.
Recruitment Buildings
-the buildings should be expensive, but not with excessive upkeep as units have high upkeep already.
-spearmen and swordsmen are automatically available without buildings
-A two step process is solely needed to get most races' top units.
-troops separated in a few races (armorer=javalineers, fantastic=dragon turtle)
Training Buildings
Research sequence
-combines research with magic units combat level. rationale: the educated priests are better in combat
Religious buildings
-Religious buildings no longer provide unrest bonus. Instead, they are your main city source of mana
-Shrine, parthenon give units, but relatively smaller increment of mana, final cathedral is a big leap
-It is possible to make Temple without Shrine prereq, so that one may skip shrine (e.g. high men)
Economic buildings
-Marketplace provides strong early bonus but comparably weaker once city is developed
-Merchants provides outstanding bonus and does not require ocean, but has extreme cost.
Production buildings
-All production buildings should have high upkeep. Speed is costly in long term.
-Smithy and Sawmill have outstanding early bonuses but comparably weak once city is developed
Special
First Image shows building tree (with original building names). Colors indicate city status level required (1-5)
Second Image shows different building names and descriptions.
Every city has 5 status: Hamlet, Village, Town, City, Capital. They are based on city Population (1-4-8-12-15). Buildings will have a number in parenthesis indicating the level necessary for availability.
General goals for buildings
more separated usage for buildings (military buildings are separated from buildings giving units experience levels, buildings improving speed of growth from buildings giving food). However, some buildings still have 2 or more goals, giving them supportive role if the first one is unfulfilled.
- religious buildings = an important source of mana, with only Cathedral giving raw power
- No useless buildings solely used for building requirements.
- less prerequisites of type: I need University because of War college (but I don't need research).
- Loose tree, various goals, alternative playing styles
- Every building should have its rationale, "weak" buildings must be stronger.
- Early buildings more useful for small towns.
Food and Growth Buildings
- it is not as easy to gain food army superiority early in game.
- Almost every race can achieve at least 3 food per farmer.
- Granary (1) cost50/upk1 +1 max_pop +10 growth +3 food
- Farmer's M (1) cost 80/upk2 +3 max_pop +30 growth
- Stables (3) 150cost/2upk Cavalry-type units +2 food
- Shipyard (2) 100cost/0upk +2 food and triremes
- Forester's G (4) 300cost/5upk. Farmer +1 food bonus +25% production when constructing buildings.
Unrest Buildings
- players can reduce up to 2 unrest through military presence (4 units)
- Each racial unrest point means 1 unrest and an extra 12.5% unit recruitment cost.
- City Forum(1) cost 80/1upk -1 unrest, +1 research
- Jail (3) cost 150/2upk -1 unrest, -1 racial unrest
- Animist Guild (4) cost 300/4upk -2 unrest, domestic healing bonus
- Oracle (5)Cost 600/upk 5. -1 unrest, +2 fame Scouting 7.
Recruitment Buildings
-the buildings should be expensive, but not with excessive upkeep as units have high upkeep already.
-spearmen and swordsmen are automatically available without buildings
-A two step process is solely needed to get most races' top units.
-troops separated in a few races (armorer=javalineers, fantastic=dragon turtle)
- Armory (2): 100cost/1upk. Halberdiers and other troops
- Stables (3): 150cost/2upk. +2 food. cavalry type units
- Armorer's Guild (4) 500cost/3upk. advanced military units.
- Fantastic Stables (5) 650cost/4upk. Superior creature-like units.
Training Buildings
- Barracks (1) 100cost/2upk. regular units
- Fighter's guild (3) 300cost/4upk. hardened units
- Alchemist Guild (3) 300cost/4upk. Magic weapons
- War College (5) 800cost/8upk. veteran units
Research sequence
-combines research with magic units combat level. rationale: the educated priests are better in combat
- City forum (1) 80cost/1upk. -1 unrest, +1 research
- Library (2) 120cost/2upk. Total 4 research (+3 research),regular magic units
- University (4) 400cost/3upk. Total 10 research (+6 research), hardened magic units
- Wizard Guild (5) 800cost/4upk. +5 wizard_skill_investment, veteran magic units Magicians
Religious buildings
-Religious buildings no longer provide unrest bonus. Instead, they are your main city source of mana
-Shrine, parthenon give units, but relatively smaller increment of mana, final cathedral is a big leap
-It is possible to make Temple without Shrine prereq, so that one may skip shrine (e.g. high men)
- Shrine (2) 80cost/1upk +1 wizard_power_investment Shamans
- Temple (3) 200cost/2upk. Total 4 mana, (+4 mana). Allows use of nightshade.
- Parthenon (4) 400cost/3upk. Total 10 mana, (+6 mana) Priests
- Cathedral (5) 800cost/5upk. Total 8 power (+7 power). Cumulative overland healing bonus.
Economic buildings
-Marketplace provides strong early bonus but comparably weaker once city is developed
-Merchants provides outstanding bonus and does not require ocean, but has extreme cost.
- Marketplace (1) 60cost/0upk + 3 coins income
- Harbor (3) 250cost/2upk. commerce bonus to ocean tiles Galley, Warship (with Armorer)
- Bank (3) 350cost/0upk. 50% bonus
- Merchant (5) 1000cost/0upk. 100% bonus
Production buildings
-All production buildings should have high upkeep. Speed is costly in long term.
-Smithy and Sawmill have outstanding early bonuses but comparably weak once city is developed
- Smithy (1) xxcost/1upkeep. Early production bonus (brainstorming)
- Sawmill (1) xxcost/1upkeep. Early production bonus (brainstorming) Archers
- Miner's G (3) 250cost/6upk +50% bonus, 2xmineral bonuses
- Forester's G (4) 300cost/5upk. Farmers produce +1 food. +25% production bonus when constructing buildings.
- Mechanician's G (4) 500cost/9upk +75% bonus. Catapult, Walls bonus
Special
- City walls (3) 150cost/2upk. Bigger defense bonus and range protection
First Image shows building tree (with original building names). Colors indicate city status level required (1-5)
Second Image shows different building names and descriptions.