There are alot of buildings, but many of them are not worth using. I would ask that the current buildings be changed to offer some more interesting gameplay. This is mostly a critique of the current buildings and how I would change them to add more interesting options to the game.
From A to H:
25% chance to get 1XP. -25% to recruiting cost. -1 Gildar per turn. The reduction to recruiting is not revealed to the player. A big no no. I would give a straight 1XP per turn because .25XP per turn means it will not ever effect the game. Leaving a hero in the city is a huge opportunity cost in and of itself. 1XP per turn would still take hundreds of turns to get to level 4. That seems like a good balance. The maintenance is fine considering the recruitment cost reduction. On a player level, I love that I can now focus on heroes as a strategic choice. I have an improvement and a line in the tech tree. The only other thing I would like is for this building to have a unique version for citylevelup that is more effective. I would also like this to unlock Balanced Sword and Balanced Ax at level 4 cities. This kind of building should reward larger cities.
+1 Diplomatic Capital, +1 Prestige, -3 Gildar. A nice option for diplomatic nations. I would make it cost 2 Gildar per turn in maintenance though, since otherwise the opportunity cost is too prohibitive, given that I have a fair supply of these resources in every game. This is just a minor bonus. On that note, buildings like these should add a +1 to diplomacy with Kingdoms. It would add an interesting way to have make peace during a war. Sure we sacked and enslaved your people, but look how well we are treating the survivors of your capital!
+1 Crystal per turn, -3 Gold per turn. The building is a nonstarter. The trade is not fair, thus no one will ever want this building. It would be better as +2 Crystal, -1 Gold. That way the player is getting something valuable enough to choose. Labor should be medium, rarity medium, level 3 city. It would also be nice to have a reduction to the cost of Crystal for trained units. It only seems fair since metal has this option.
Ancient Temple (Warning: Strategic Resource NOT Balanced Since Last Update!)
+2 Mana. It needs to be 3-5 since otherwise it is so much less valuable than current shards that give 3 mana and one elemental mana point. Also, your tooltip says it provides +2 Crystal. That really bothers me.
+3 Research per material, -1 Gildar per turn, 3 potions added to shop. I love the idea of this building. Give those materialistic cities some research and add items to the shop. But it needs to scale the available items with city level. I often get this in the early game, but it falls flat after the healing potions are too weak to matter and I can cast growth with mages. Also, the cost is too prohibitive for potions. But that is an issue with item value in general. Every items needs to cost 10% of what it currently does to balance with the amount of gold a city can produce. And don't be afraid to add some epic potions. Hf made one that is reusable, but only once per battle. It's a Hanukkah miracle!
+20% research when Queue is empty, -1 Gildar per turn. This is a good option for large cities on the edge of the game that can't produce units for the front lines. But when it is building something, it costs money and offers no bonus. Either give it another function that always works, or have not maintenance. It would be nice to get scrolls from such a building.
+1 Influence, 25% chance for trained units to get 1XP. The influence thing is nice, but once again, it should be 1XP every turn considering how long it takes to level and that I could just as easily send these units out to gain XP much faster. Plus, we are paying alot now to have good units. Keeping them in a city should either be free or offer some techs and buildings that make that a reasonable option.
-50% cost of metal and labor for armor. Great building. I would rather it be available only to towns with a Blacksmith, rather than requiring a level 4 city. There should not be so much incentive for massive cities as means for production in the late game. Small, highly productive cities should be able to build things like this to validate the choice of many small cities. This is a late game tech. No reason balance it with early game situations.
+1 Grain, -1 Materials, +10 Food per grain, unlocks Bread in the shop. I love this building. There needs to be more strategic trades like this for cities so I can specialize them. The thing is that it is only valuable in the later parts of the game where you have enough production from population to sacrifice materials. I would add 2 to city growth so that there can be a huge bonus to choosing this in the early game. You are basically neutering this city's production efforts. A medium labor cost would add some great opportunity cost, essentially making the player resign this city to civilization building at the cost of a good military. That is the choice you need to create. Make the option a medium rarity and at the level 2 citylevelup choices. Level 3 should have better bonuses and this building should be chosen in the early years of a city.
-25% training costs, +1 Initiative for garrisoned units, -1 Gildar per turn. This building is expertly avoided by experienced players. The bonus in no way justifies the maintenance cost. 1 Gildar is a big investment in the early game. We have no tax base to afford such a cost until the midgame, after Act II. I would get rid of the cost and chalk this one up to good warfare research. We are already paying for the food and housing of our units. A Barracks is just better organization. It should also add units to the garrison of city guards in addition to the Initiative bonus. I would also like to see a higher labor cost so that material cities can easily build one in the early game, while grain cities have to grow first. That would better differentiate warfare minded choices.
+1 to Influence, +1 city defender. It would be much more desirable to have this tower to offer archer units to a city's defense. Having to set archers in every city is a major cost for the player right now. This building should offer some archers to the mix of defense so that a defensive nation can avoid the detrimental costs of large armies. The influence increase is not that logical. I would much rather a +1 Initiative (the bell warns of oncoming attackers and weddings historically), and maybe even +5 to city's sight radius. This should be the go to for a defensive nation and long distance cities.
+1 Materials, -10 Metal, -1 Gildar per turn. One of the best buildings to fundamentally change the production level of the entire nation. This is the Factory improvement of Civilization games. It is a sort of industrial revolution in the midgame that every nation either jumps on or is left in the dust. The only thing I would balance is the cost. 10 Metal means nothing in cost, and Gildar is a more than fair trade for this much production gain. I can't tell if this building is supposed ton offer a huge game changer at no cost or if it is a poorly implemented trade off. For making it a game changer, I would like warfare techs to not need this tech as a prereq. Why in gods' names are we forcing the warfare nations to be civics experts? Just let them develop their own warfare driven version of this building or let it unlock from both trees. If it is a error of trade offs, I would make it -1 metal per turn. Metal is abundant enough now that this would be a fair exchange. A static cost of 120 Metal is also a good choice. But don't make it so easy to build in every city right away. That unbalances the game too much and prevents an excellent opportunity for strategic choice for miner nations and other nations alike.
-3 Gildar, Unlocks Pubs in every city. Love this concept. I would like more of the Civilization Tree to offer a single, high labor building, that unlocks new options in every city. Spot on direction by the devs. But the first building offers me no bonus. It should give that city 3 to growth. The game is right to be stingy with growth, but there should be some one per faction buildings that do offer it to one or megacities. Best new building of beta 2. Oh, and broke record here... add beer to city shop!
+3 to Initiative, +20% Defense. Castles should do more for a city. I would like to get some archers and defenders from this. The trade off should be a very high labor cost to build it, so I have to choose between an army and a good defense. Also, it should be available at level 3 so that I can better defend my materials focused cities. I will suggest that every wall option be available one level lower for this reason.
+2 Intelligence, +20% Research. This tech is great for civic minded civs. It offers a good bit of leveling power to their units and some good defense against magic. It also increases research as expected. The only problem is that it is under an extremely expensive tech, Research. So it is only available in the endgame and not very useful as only level 4 cities can build this. I am fine with the level requirement, but either balance the tech to have less of a cost, or put the College in the previous tech and put University here. Also, point of fact, Universities predate Colleges by quite a bit. Maybe switch the names.
-2 Gildar per turn, +1 level for all trained units. I love the idea, but it should also increase the level of all city guards. The maintenance is fair at that point, otherwise reduce it to 1 maintenance for the sake of usability. Also, a high labor cost is a must as it is a midgame building. It should take a little bit to get this bonus at the cost of troops that could have been trained.
+5 Food per Grain, +10% Gildar. It is nice that rivers add a bonus here. But the building offers nothing pertinent to my city. The gildar gains are minimal and the food is negligible. I would rather docks be a more significant bonus to food, with perhaps no bonus to money. +15 Food per grain or even a straight bonus of 100 Food would be more significant to a city. Again, a smoked fish health item should be possible. Maybe a Canoe to increase movement along rivers.
+1 Diplomatic Capital per turn. I would like this building to add a +1 to relations for all factions in the diplomacy screen. It should be a way to reduce the diplomatic problems with my nation. DiploCap will do this too slowly considering how let in the game we get access to this tech.
+1 Air Mana, 0 Enchantment Maintenance Multiplier. The description of this building does not tell us what it does. A major problem. It increases our Airshard number and allows this city to have all enchantments for free according to the xml. It is still unclear if this is for all cities or just this one. I would guess just this one. If that is the case, this is a great building. The tower design is lackluster though. I can make much cooler tile designs and I don't have the Elemental Editor to line up objects perfectly or deal with height logically. I would also like +2 Air power as Air only increases a few bonuses. One is too few. Oh, and how about a few items that specialize in air magic?
+1 Gildar per Grain, -1 Food per Grain. Nice addition to the game. This building provides civic minded nations a much needed bonus to gildar. The only thing I would balance is -5 Food per Grain because -1 is really just an aesthetic value. Oh, and this should unlock a few mixed category or random items to the shop. Farmer's Markets often trade food for things other than gildar.
+3 Initiative for defenders, +20% defense. Once again, add defenders, level 3 prereq instead of level 4. I also think that each faction should only be able to build certain levels of walls. Pariden for instance should only reach Hedge Walls, giving them a refined hedge look and making them uniquely noticeable on the map. Then they can add a magical Ice Wall later in the game. That is some very easy faction difference to add. It is not what you add sometimes, but what you take away.
+4 Initiative for defenders, +25% defense. Once again, add defenders, level 4 prereq instead of level 5. Fortress should be the mark of an impenetrable city. Seeing those stone walls should strike fear into the heart of any assailants. Archers, Catapults, and well armored defenders should be added. A mere defensive bonus is not enough. Oh, and it should be a very long building process. Seeing this in a city's queue might be justification enough for war. And a "Those sure are some high walls..." bonus of +1 should be added to diplomacy. And if another faction has one, "That's not a wall. This is a wall..." penalty should be added until you build at least one.
-10% Unrest. A simple choice that really puts the pressure on other citylevelup options. I would rather it have +20% Unrest, +40% production. Stringing people up for civil infractions does not reduce unrest, it masks it. Just like a Prison.
+10 Food per Grain. I do not like that this has so crudely been switched to a citylevelup choice. It offers me no more than 60 food even in my most grainful city. Pretty much a shit option that prevents me from getting one more choice at citylevelup. You should avoid that kind of lemming choice making. Either make it a great bonus, or have it add straight grain to a city and be rather rare. There is only one instance where a level 2 city would be able to make it over the city level hump, but we have no way of knowing that when we choose this option because food is not displayed on citylevelup.
+20 Food per Grain. This is something every nation will get access to because it is in the prereq line for many midgame techs in the Magic and Warfare Tree. That is fine if that's how you want to organize things, but this building is not a choice, it's a bonus from tech. Since we already get a +10 Food per Grain for this tech, it makes more sense to have this building cost a high amount of labor. That creates an opportunity cost that only civic minded nations will choose. The bonus should then be increased to 30 Food per Grain. And let's take this opportunity to give civic minded nations some interesting unit differences. +3 Constitution for all units trained in this city or a straight +4 Con trait for unit design would be a great way to say, "Hey, what you build is who you are." Call it "Well Fed" or "Breadsmen."
+3 Prestige, All units trained in this city get +3 Strength and Constitution, -6 Gildar per turn. This is a cool building option, but the gains are not worthy of a level 5 citylevelup choice. Those choices need to affect the whole nation. This one is better suited to level 4. Otherwise, increase the it to +6 Prestige, and +3 Str and Con for all trained units in the nation. And get rid of that damned 6 maintenance cost. Citylevelup bonuses should not cost a crapload of money, especially an entertainment one that should be adding to my coffers.
+25% Food and Production, +1 Prestige. There needs to be alot more wonders of the realm. This particular one needs some beef. I would say +50% and a higher labor cost. It should also offer a bonus to all units trained in this city so you have to make the choice between units and buildings getting this bonus a serious one. Maybe +2 Strength would be appropriate? And I would go for +3 Prestige. This is a major accomplishment. Let's help out those civic minded nations!
+1 Magical Defender, -1 Gildar per turn. There should be at least 10 different special defenders available throughout the tech trees. This one is a great start, but it should scale with the city level and techs. Otherwise it is useless. Also, Crystal or Mana would seem to be the right maintenance cost, not gildar please.
+1 Gildar per material, +5 Production per Material, -1 Gildar per turn. First off, get rid of the maintenance, it doesn't make sense for this building. It should be adding to my coffers. It also has no city level requirement, which clashes with every other part of the game. This is an endgame one per faction building. Yet, it doesn't have any sort of epic feel to it. I am left severely wanting. This type of building should be something wars are fought over. It should have a city level 4 requirement, it should affect the whole nation and it should offer some huge differences to units that are trained and buildings that are available. Maybe units are extremely easy to train. Maybe the Guild attracts a certain number of special units from across the realm. Maybe money and production become side notes to your well formed civilization. The point is that we should be able to assume that the magic and warfare minded nations will not have access to this tech. Thus it should be the counterbalance to their endgame bonuses. Basic Idea: Civics produce many, Warfare produces well equipped and highly trained units, Magic produces magically enhanced units. There is certainly room for crossover, but the endgame is about how my choices have made my nation unique. Guilds would seem to be the natural expression of this goal.
+2 initiative, +10 Defense. should be level 2 prereq, and offer a defender. Should be the only wall option for nations not concerned with warfare or defense in general (Altair, Pariden).
+1 Water Mana, -30% Unrest. This is a very strange addition. If we are going to do this, let's do it right. Make it a level 4 citylevelup rather than 5. Add some unique bonuses to units trained here, like health regeneration and Constitution bonuses. Make Unrest -10%, too much of that going around. Now add some interesting potions from the springs that are free due to the ease of crating them here. Now we are cooking with water!
+30% Research, -3 Gildar per turn. The maintenance is too high. It should be only 1-2 and the building needs more than just a boring research bonus. Considering this is a citylevelup option, it needs some flair, say 20 pieces or so? Have it unlock some powerful scrolls in the shop. Give trained units an Intelligence bonus. That might make it competitive with the other options at level 4. For level 5, the bonuses need to be faction wide.
I will do the rest later. There really are alot of them and they could all use some love.