Quote Originally Posted by Caravel View Post
Indeed, though if I am to go with having the smith buildings as not being required to train units then I will probably re-think the costs and incomes of the upgrades anyway. Especially if they are to depend on resources in the province.
True. Should we then increase the cost/income so that they'd be more equivalent to the Mine/Forester buildings, do you think? Or is that too much?


Quote Originally Posted by Caravel View Post
Well "Shoppe" is equated to old english (e.g. "ye olde shoppe") but is in fact a fanciful term and not really old or middle english. The other factor is that we're not only dealing with the english but many european catholic kingdoms, eastern kingdom's and muslim sultanates.
Gah. Yeah, that's a good point, especially regarding the non-Catholic factions. I suppose we could try and find appropriate names/terms for the Orthodox and Muslim factions, but that'd probably be more trouble than it's worth.


Quote Originally Posted by Caravel View Post
I'm thinking that for, now leave the names as they are and edit the descriptions. Anyone who is wondering why these buildings don't train any units can check these. Plus them not being available in every province - with none at all available in some provinces, this should clarify that they're not a necessity.
Fair enough. I would still strongly suggest that we rename them at some point, but you're right in that it's not really a priority.


Quote Originally Posted by Caravel View Post
To expand on this, I already have another building of this type in existence, namely the forester. I have looked through the available review panel icons and have found many move unused buildings of the "Workshop, Guild, Master" types including:

Glassmaker
Leatherworker
Mason
Potter
Salter
Vintner
Weaver

I may include some of these also (dependent on resources).
Yeah, that would work. I'd love to see most of these structures in the game (except the Salter, obviously, since we've already got Salt Mines). In fact, I wish I'd thought of some of them myself.


Quote Originally Posted by Caravel View Post
I'm thinking that the Muster field line should be short, only two buildings. It is only for low level levies and some special province specific units anyway.
Ah, okay. Muster Field --> Levy Field/Levy Grounds?


Quote Originally Posted by Caravel View Post
I could go with all of those except the stables line. You see I'm thinking that the stables will not be required for Knights, but Knights will depend on the Royal Court line of buildings and not the Horse Farmer line. Perhaps something less related to nobility?
Crap; I'd forgotten that. Let's see:

Stables, Constables' Stables, Gendarmes' Stables, Master Stables

Again, probably not my greatest effort. I'll see if I can't come up with something better later on here.


Quote Originally Posted by Caravel View Post
Perhaps then units should not depend on the smith buildings, this would remove the problem.
Yeah. Probably best to just keep it simple for now.