It's not a bad idea at all, but my main concern is that Cegorach reports CTD issues with Pike & Musket, with all the income generating buildings, and I'm worried that any attempt at adding extra income generating abilities here will lead to the same problems.
I'm deciding that the Armourer and Metalsmith lines will be available to factions based on what units they provide. If a faction doesn't get any units AT ALL from the Armourer's Guild or above, for example, they won't be able to build it. I won't apply the same philosophy to Horse Breeders, Spearmakers, and what not, just the Armourer and Metalsmith lines. Also, no income bonus from them (it seems awfully odd that they'd give income but none of the other buildings).
Seems to be the best way to go, more or less. Turns out Scotland, in Early, will only have access to the Metalsmith and up to and including the Armourer's Guild. This will symbolise, in a way, the advancement their buildings provide. Since as higher buildings provide no advancement to them, they have little use for them.
Also, I still need to rename the Metalsmith to the Blacksmith...any tips and advice on that? Plus, should I assign all units with 'AXE' as their weapon type the unit_prod.txt as also requiring the Blacksmith? Some of those units seem awfully un-axe-like, such as Swabian Swordsmen...(and yes, I am aware it's not really to do with the weapon they yield, but the damage it can cause
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