DeletedUser8850
Guest
GIven that the 'Main Hall' acts as your "city center", I think it would be great at least in terms of storyline, if there was additional stuff tied into it's upgrades to provide additional storyline depth.
In short , bonuses by example :
Level 2 - More efficient workforce - +1 Unit Production to boosted building Yield.
Level 3 - A small 'workforce/population' starts living at the castle +30 population.
Level 4 - +10 Tools Yielded per hour.
Level 5 - Increase Tax Collection Efficiency (total coins collected from houses) by 5%
Level 6 - Castle Beatification (this could occur at model changes), +XX culture.
....
Level 10 - +1 KP per 24 hours.
etc etc .. eventually these items could repeat changing yields, but it seems a bit boring to just have essentialy a "store house" for gold and tools be your "main" building.
My thought here would be to keep the overall changes fairly small, maybe making them larger in the end-game; But in general not to have a drastic effect to the overall play-through, but more to provide additional depth to the limited storyline/quest that is present.
In short , bonuses by example :
Level 2 - More efficient workforce - +1 Unit Production to boosted building Yield.
Level 3 - A small 'workforce/population' starts living at the castle +30 population.
Level 4 - +10 Tools Yielded per hour.
Level 5 - Increase Tax Collection Efficiency (total coins collected from houses) by 5%
Level 6 - Castle Beatification (this could occur at model changes), +XX culture.
....
Level 10 - +1 KP per 24 hours.
etc etc .. eventually these items could repeat changing yields, but it seems a bit boring to just have essentialy a "store house" for gold and tools be your "main" building.
My thought here would be to keep the overall changes fairly small, maybe making them larger in the end-game; But in general not to have a drastic effect to the overall play-through, but more to provide additional depth to the limited storyline/quest that is present.