Originally Posted by Bwian:
You need to be careful over the number of buildings you are using overall. If there is a cap ( and there was in RTW ) then you may find that you are trying to define too many buildings, or that there are too few buildngs for each faction.
I don't think there is a cap on the number of buildings a faction can have (I haven't tested this by building every building that is available in a settlement). I don't think there is a minimum limit since Mesoamerican's only have one building (though they can upgrade cities and castles).
Originally Posted by Meneldil:
Thing is, Guilds are rewarded fairly randomly. Yeah, of course, we can edit the way guild points are granted, but that would affect all factions, and not only the skaven one.
Guilds, like all buildings are faction specific. This is why only the HRE can get a Teutonic Knights guild.
Originally Posted by :
I'm currently trying to come up with some skaven equivalent for farms, academy, ports and blacksmith, if you have any idea, you're welcome ;)
How about Foragers (search for food), Researcher, Skaven Port, and Armourer; respectively.
Originally Posted by Meneldil:
Well, after a few tries, not only I made 4 different clan specific buildings that cannot be built in a same city, but I also did it with only one building complexe slot.
Can you please tell me how you did this. It would be useful to known should I ever want to limit the buildings that can be built in a settlement.
Originally Posted by Casuir:
On the castle/city thing, they're essentially two seperate core buildings trees, the only difference I think is castle tax rates are hardcoded. The problem with having two seperate trees buildable by two seperate factions is that if one takes over the other they wont be able to upgrade it.
Also a city has more levels than a castle so any building that requires a huge city cannot be built in a castle (the building description says you need a starfort).
Other problems associated with a castle faction conquering a city is that even if they can convert the settlement, for example a large town to a wooden castle, any buildings without a castle equivalent will be completely destroyed. Even worse large and huge cities cannot be converted to castle buildings, making them useless to a castle only faction (I don't believe this is hard coded, so it can be changed).