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Can healthcare building also offer some health benefits to surrounding locations? Even nowadays many villages depend on cities for some health services, so it feels weird that peasants living on a village wouldn't go to the nearby town if suffering from some illness.
Or doctors could be traveling the rural surroundings, checking up on people, giving inoculations (later in the time period), etc. - a medical school would definitely have an impact on more than just its location. And these schools shouldn't be that common either, I'd say, so it would make sense for them to have a radius of influence.
 
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Counterpoint: see Polish-Lithuanian Crown/Lithuanian Tribunals from the XVI century.
Having read up on them briefly, they seem far closer to the English House of Lords appellate jurisdiction. Lords who were elected by other lords to hear cases, then a "supreme court" in the modern sense. It is interesting though, and makes me wonder whether the PLC had a more common law system than the civil law system that governs that area today.
 
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Or doctors could be traveling the rural surroundings, checking up on people, giving inoculations (later in the time period), etc. - a medical school would definitely have an impact on more than just its location. And these schools shouldn't be that common either, I'd say, so it would make sense for them to have a radius of influence.
Yes, and such area of effect being affected by things such as control and time to travel between locations could tie it nicely with other systems already in place.
 
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Yes, and such area of effect being affected by things such as control and time to travel between locations could tie it nicely with other systems already in place.
I wonder if there is already a "radius" calculation in the game that scopes to all locations within a certain distance of the original location. If not, I think that would make sense as something that buildings can make use of.
I guess one could just use a trigger for each possible location that checks if that location is within a certain distance, but that doesn't sound very efficient.
 
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Or doctors could be traveling the rural surroundings, checking up on people, giving inoculations (later in the time period), etc. - a medical school would definitely have an impact on more than just its location. And these schools shouldn't be that common either, I'd say, so it would make sense for them to have a radius of influence.
Or if giving them radius is too much of a hassle programing-wise, they could give benefits to the province they are in. (They could have a location benefit they are in, and a smaller benefit for the whole province)
 
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I kind of agree that the supreme court is sort of anachronistic... and as far as early modern judicial bodies go, ie the parliment of paris, i wouldent exactly say they increased crown power....
 
I kind of agree that the supreme court is sort of anachronistic... and as far as early modern judicial bodies go, ie the parliment of paris, i wouldent exactly say they increased crown power....
Yeah, for something like this building, a province effect makes sense, but I was also taking into account that there could be buildings that affect an even bigger radius which can be scaled by infrastructure.
 
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Yeah I think certain buildings like schools and hospitals should have its effects not on locations but on provinces/areas.

Having to build one in every location would be weird.
On the other hand, the big downside to buildings affecting more than their location is that it would be very hard to show to the player. You'd have to be limited to one building per province, for example, to make it easy to see where you have a building's effects active, so you don't build multiple overlapping ones.
 
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Yeah I think certain buildings like schools and hospitals should have its effects not on locations but on provinces/areas.

Having to build one in every location would be weird.
Or alternatively, if these are town locked buildings, having the countryside not benefit whatsoever of advancements in the nearby city also feels odd.
 
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On the other hand, the big downside to buildings affecting more than their location is that it would be very hard to show to the player. You'd have to be limited to one building per province, for example, to make it easy to see where you have a building's effects active, so you don't build multiple overlapping ones.
ROE are a thing in numerous strategy games, they could develop a special map mode for it.
Or they could be shown whenever you select the building in the location pannel.
 
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There added a soft cap for town and city buildings, check the feedback tinto talks that came out a few weeks ago, you can go over that cap but it makes buildings more expensive the more you go beyond that cap
I think that's what he meant
I would think that the capital would have higher development, which increases the soft cap, so that might help some. But I hope the capital does get a bonus to the cap in addition to this.
 
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masonry is made from either clay, stone or wood in PC.
Masonry made from wood is weird, I get that it's to include things like planks so that you don't need to have a separate good, but in that case you should probably show it on the icon or by changing its name to something like "building materials"
 
Why doesn't the supreme court require masonry to build? It seems like a very advanced building and yet it requires lumber, in fact I'd go as far as to say that every building beside ones that are entirely made out of wood or early game simple ones should require it
 
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Masonry made from wood is weird, I get that it's to include things like planks so that you don't need to have a separate good, but in that case you should probably show it on the icon or by changing its name to something like "building materials"
I don't think this is to represent other materials. Johan did state 'or'. I believe it is difference production methods to make 'bricks' one is hewn stone, one is clay bricks, and the last is 'adobe' or mud and plant materials.
 
  • I do appreciate breaking up the 'pop-type' line to reduce the clutter. This would be my suggestion that would make it follow other tooltips while not needing an extra line
    • Put the Age icon in the title bar right aligned like we do with Advance tooltips.
    • Put the sub-classification icon into the subtitle (as words) like we do for unit type tootltips. "Building Type | Infrastructure"
    • The two above will now allow the 'constructions limits' to be placed on the pop-type line instead of a new line.
  • Does plague resistance only work on plagues or all diseases? If the latter call it 'Disease Resistance'
  • The icon for plague resistance appears to be increasing plagues. <Increase (up arrow)> <Plagues (rats)>
  • Decimal align the values shown in the 'benefits' list (i.e. the 3 in the first should be over the second 3 instead of the % in the second value)
  • Why did we move away from the good tiles (icon over value) and moved to good parchments (value before icon)?
  • The values on good 'parchment' is too small making them hard to read
  • Remove the solid brown background from the values so it appears that the values are on the good parchment slips
  • Why are we not using the same visual method for Construction goods and we are using for Production method goods?
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