What we players enjoy is a complex environment that makes our town more complex more diverse. We like to have many different buildings and some story telling
Some functions linked to buildings could be :
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A Chancellery: An administrative building allowing to have access to the better graphics representation activity (would not be available till this is built), Having some AI warning like (“The top concern of our citizens is the lack of soap…”, “A town our size should have more soldiers…”… well whatever is helpful). Could have a better control of immigration (+ or -)…
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A treasurer : Allowing faster money allocation between trade post and vault. Allowing borrowing of money and interest rates, giving a bonus to tax collection, lending money to inhabitants for bonus activity…
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A surveyor : People staffed in this building could explore the map and later in the game find hidden resources that would not be revealed in the beginning of the game. could also give a bonus resource to existing mines
*An Intendant : would monitor all food and field related topics, help managing barrels and cellars, increase durability give bonuses to food production…
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A ragman / hovel : these people would go around and collect junk out of houses and trades. By the end of the year they would have collected some assorted items as a % of the circulating goods, refitting them and put them back into market as second hand goods…(like 2 planks, 1 soap, 3 arrows, 4 glassware, 1 sword, 3 turnips, 1 cloth…). Could be away to accomodate excess population in randomly built hovels (which you would need to destroy after building new houses…)
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Guild’s buildings… Could also imagine many guild buildings (metal workers, construction, farmers, workers, wild rangers (hunt/fish/ collect…), soldiers… would make for nice addition in the town and could grant bonuses to production / efficiency and interfaces…
I am sure you get the trend… Glad to hear your comments / suggestion.