Faldrin wrote:
So most of the new buildings are out.
I have to say I was VERY disappointed especially about the Chancery of Estate that is totally useless.
The troops buildings are useful. The thief one could be useful for a player that have loads of thieves. Assassins/scouts/spies/saboteurs: useless Geomasters retreat: Usefull if you have 5-6 cities within range of one building Runemaster: Cant see the usefullness (maybe because I'm never attacked) Jungle/desert/arctic: Might be useful if you decide to only fight in one biosphere but who want to be limited by that ? FOREIGN OFFICE: really ? what is the use for that one.
Range: not out Exp: not out
So for me I have built 1 of the new buildings in every city and 2 in one of them.
/me going into hibernation again 
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Chancery of Estates: Jury is still out on this building for me, I am conducting tests with this building min/maxing population/production/recruitment.
I agree with your assessment of the diplomat upkeep buildings for now. As the game progresses, the various diplomat unit's worth might fluctuate dramatically. Right now, theft is both easy and more or less anonymous.
I am working on bringing most of my cities within range to make full use of a geomancer's retreat.
I see the Runemaster as an insurance policy/gamble. For me, I will invest in making it as painful as possible for bandits and thugs.
The only biome I see as useful would be the jungle: I have seen no desert or arctic / biome squares that will make up the extra 40% number of troops one can have when one settles on a square not considered arctic or desert.
Foreign Office: is more beneficial the more you are physically on Illyriad in that it will allow you a greater response time if you fall under attack by diplomats. Once again, more of an insurance policy/gamble that is up to an individuals play style.
Overall, I do not believe the buildings provided as big a change in the game play as I initially hoped.