Post #7 Ages and Architecture! The Renaissance
- This Age might not have tiers, or might only have political/story tiers.
- The stone mason can upgrade to cut smooth stone.
- Desirability will reset again, diminishing some for the want of certain new things.
- Foreign goods could be introduced to the market, along with a Bazaar market building. (nice large loggia building with plaza in front)
- A silver smith and gold smith can be introduced making more luxury goods, along with their shops.
- The glass maker now makes an additional luxury good as an option. (high level of glass product)
- Edge of map resources might be added, to include silver, and deep mines for other resources at certain locations, and an improved tree planting at the work camp. Maybe woods get divided into hardwoods for fine furniture and the same “logs” from fast growth pine trees.
- The small churches can all now upgrade with a unique facade of high design add at the front of the old building. Santa Croce, Santa Maria della Vittoria, etc…
- A large church with plaza and tower in ornate architecture will be in demand and will add to desirability across the map (pride in the city). This will take a lot of resources and time to construct. It also may require removal of some houses – which means having space for the residences displaced. Duomo Florence Italy, Notre Dame de Paris
- The leveling capability might improve.
- Walls could be upgraded aesthetically
- There could be a banking family that comes to town. They will buy a four square of houses and build their palazzo along one of the primary trade streets. Think the Palazzo Medici in Florence. It will have a stone base a smooth mid section and colonnaded porch at the top. It may be set back one square from the street to form a small plaza. It would be a courtyard building and house a number of people. If they can’t find a four square of houses to buy and upgrade themselves, they will start a campaign in the city for the citizens to demand it, getting unhappy without the bank-home. (The player would then place the location.) Maybe the demand thing happens and the player/governor has to agree and pay a fee. And only then does the AI attempt to find a suitable location, making it known if one can’t be found.
- Once the banker comes in, several other successful families will want to build palazzi of their own. They will have high demands, and campaign against the governor if their needs are not being met, making citizens unhappy.
- A couple of other decorative monuments and/or service buildings could come into play. As well as the old statues being up-gradable.
- One building demanded might be an orphanage. Again, referencing Florence, with the colonnaded loggia built to create a dignified entrance to a cluster of buildings that made up the orphanage.
- The governor’s home gets another upgrade.
- The town center gets an upgrade to something more substantial, with a tall watch tower. And it’s plaza has a couple of decorative upgrade options (based on the plaza associated per a previous post)
- If there is a river front, walls can now be built as bulkheads, leveling up the land along the edge and just looking good. An improved stone bridge can be built.
- The church will have a desire to build a small monastery in the city. It will be required to be attached to one of the old small churches, which means tearing down some houses around it, and accounting for relocating that population and keeping their happiness up.
- A horse drawn coach service could be made available.
- Various street decorations.
- A large walled park/garden for the city – or optional linear park(s) along a river?
- And then there will be some additional politics with the neighboring Lords that affect trade, tribute, and attacks, as noted in a post to follow.
- Attacks, damage and supply interruption will have a strong effect on happiness of the more elite citizens.