Worsas wrote:Imperial Cult - The Imperial cult in mw doesn't have signs. I'd say we can save us this one.
That is mainly because they always were inside Imperial forts, and not seperate buildings I reckon.
Worsas wrote:Thieves Guild - as said above.
Silk Weavers Guild - no sign needed as it is not a branch office of the guild in any way. This is only a storehouse for silk and possibly other worthwhile goods.
Order of The Lily - No sign needed. The placement and character of the building is sufficient.
Agreed.
Worsas wrote:Stables - Probably a good idea.
Coach Company - the same sign as the stables. It seems like a weird idea on a first glimpse to have such a thing, but it could work as the imperials do such things.
Grand Casino - I'd call it something like "Anvil Gambling Palace". You could consider it as some kind of Casino. I'd just avoid the term Casino, but that is just a minor detail.
OK Gambling Palace it is, but can I have a sign for it?
Worsas wrote:Anvil Boating Club - I think this should be rather the Census & Excise Office of Anvil, as the latter is missing yet.
I rather turn the TG Guild building in a CEO building, and leave the TG at the pawnbroker and inn in poor quarter. The Anvil Boating Club is a high society club, I used boating because it has its own longboat harbour. under the terracies.
Worsas wrote:Alchemist - if you are already using vanilla signs for weapon smith and clothier (they are not listed as requests at least), why not use the vanilla sign for alchemists aswell? There is one used by active_sign_c_alchemy_01, for example. Then again, seeing that we have to create signs anyway, it would be the best to create the whole set of signs from scratch in a fitting way as I don't think I want to create further signs that look like vanilla ones.Apothecary - the same sign as alchemist.
I overlooked the Alchemist sign somehow. Well then we should tinker on Stirk as well, replacing used signs I mean.
Worsas wrote:Jeweler - Yes
Scrollls/Magic Items - Yes
OK.
Worsas wrote:Lastly on the Imperial Navy buildings: This should be a small citadel made of legion fort pieces as the Imperial Navy is the marine sister of the Imperial Legion. Definetively no regular building.
Imo the fort pieces will stand out a lot, and I am afraid it won't fit the city interior well, shall we ask everyones opinion on that?
Worsas wrote:Keep in mind that Balmora alone had 4 taverns and this city is larger and much more cosmopolitan. I would turn some of the houses into taverns as you should encounter taverns more or less in all corners of the city. Maybe make 1-2 less shops, if needed and have the trade mostly around the marketplaces. Just a suggestion
The poor brothel should get a sign aswell, I think. The upper class one shouldn't have one though.
If you look at the map, the shops are for 95% around marketplaces, Inns along entrances, edges and passenger harbour, I could make maybe 2 more inns.
I agree on the Brothels' signs.