Indeed that was my original idea and is how V1.7 is structured. There are more dependency buildings and the buildings produce an income. Sadly it's too complex for the AI to use.
Added together though for all buildings at the base level, the player could have all 8 smith buildings constructed and be raking in a large sum per province.
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.
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. 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.
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).
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.
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?
Perhaps then units should not depend on the smith buildings, this would remove the problem.
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