Adds a few more buildings to the game. Hopefully they represent interesting choices.
Kingdom: Gladiator Headquarters | Empire: Slave markets
Buidling makes units train 20% faster, but cost 30% more resources to train
One per city, requires city level 3, 2 Gildar upkeep
Tech: Tier 1 Adventure, - kingdoms need "Recruiting" and Empires need "Morrigan's Notes"
Reasoning: I wanted a high-speed training facility that wasn't just beneficial (like barracks). The philosophy behind this building is that "if you throw money at a problem, it will go away".
Buildings require 40% less upkeep in the city, but new buildings take 100% longer to build
One per city, requires city level 4, no upkeep
Tech: Tier 2 Diplomacy - Kingdoms need "Influencing" and Empires need "Persuasion"
Reasoning: The City Hall is intended to make the current city more efficient, but make it harder to expand the city. It represents the corrupt local politicians, holding the current business owners' hands while preventing competition.
Wizard's Library 1->3
Note: The Wizard's Library is not compatible with the ExpandedFactions sub-mod Expandedfactions_UniqueUnits. If you have both MoreBuildings and ExpandedFactions_UniqueUnits installed, either delete ExpandedFactions_UniqueUnits or delete the following file from the MoreBuildings folder: MoreBuildings_WizardsLibrary.xml.
Building increases intelligence for all defenders by 5->15 (no magic resistance bonus)
One per city, requires city level 3->5, 3 Gildar upkeep
Tech: Tier 2->4 Magic - Kingdoms need "Expert Spellbooks" -> "Master Spellbooks" -> "Book of mastery" and Empires need "Advanced Spellcasting" -> "Master Spellbooks" -> "Book of Mastery"
Reasoning: A building to boost the magic power of defenders. I imagine champion channelers spend time in a Wizard's Library training magic they may not usually have access to. However, as their training is not complete they can lose the ability to cast some spells as they leave the city and the library.
Crystal Exchange 1->3
Building produces 0.25->0.75 crystal per turn
One per faction, requires city level 3, 2->6 Gildar upkeep
Tech: Tier 1-3 Diplomacy - Kingdoms need Treaties -> Influencing -> Outreach and Empires need Negotiation -> Persuasion -> Treaties
Reasoning: I wanted a building that produced Crystal, but not just something that you threw gold at and got crystal out of. The solution is a building that "levels" with your diplomacy tech tree, as you are able to trade with more strange things in the wilderness.
Building increases strategic health regen by an additional 5->15 for all stationed units
One per city, requires city level 3->5, 2->6 Gildar upkeep
Tech: Tier 2 Adventure - Kingdoms need "Ancient Lore" and Empires need "Myth Making"
Reasoning: I wanted a building that would help units recuperate after dreadful battles. The building is set to level up with the city it is built in.
City uses 25% more food for population buildings. Prestige, Arcane and Tech research are increased by 35%.
One per city, requires city level 4, no upkeep
Tech: Tier 1 Diplomacy - Kingdoms need "Trading" and Empires need "Trading"
Reasoning: I wanted an option to boost the quality of food used in a city, to boost prestige and research. It will only be available in level 4 cities or higher to prevent abusing it in level 1 towns with a hundred production buildings.
City uses 25% less food for population buildings. Prestige, Arcane and Tech research are reduced by 35%.
One per city, requires city level 3, no upkeep
Tech: Tier 2 Diplomacy - Kingdoms need "Negotiations" and Empires need "Advanced Traderoutes"
Reasoning: I figure if you can boost the food quality of a town to attract better minds to do your research, you should be able to do the same in reverse for your metal/material production towns. I placed it in the Diplomacy trading tree to simulate the increased access to foreign junkfood. Would you like some fries with that?
Artisan's Forge 1->2
Building reduces resource cost of trained units in this city by 5->10%
One per city, requires city level 3->4, 2 Gildar upkeep
Tech: Tier 1->3 Magic - Kingdoms need "Shard Harvesting"->"Shard Mastery" and Empires need "Shard Harvesting"->"Shard Domination"
Reasoning: I think it is important to bring magic into the core economy of the game. In this case, magic is the ability to better understand and manipulate every-day materials during production, resulting in a reduced cost for training units.
(if that download gives you a limit message, try relogging on the site with your impulse account - the site checks so you have bought elemental)
Install: Extract all folders to documents\my games\elemental\mods\
Make sure "Use Mods" is turned ON in options