(From Left to Right) Elven Town /w Obelisk (generates Prestige), Elven Spire (Castle), Elven Village, Human Keep from last post, Elven City, Occupied Human Town /w Pallisades + Elven Spire, Elven Hall (Keep)
If you noticed there I mentioned Prestige, I'm currently renovating the income system so its gold and prestige (instead of resources)
Prestige will be used to create more high tier units like knights. In the later periods (KaN 1869?) Prestige will mean less and is used in huge bulks rather than for every other unit.

Prestige also plays a crucial role for the elves, most of their units and structures require prestige and also generate prestige. This means an elf nation without much prestige will eventually crumble and fall.
Income-wise elven settlements have a higher income cap (especially the city!) than their human counterparts, but it grows very slowly.
Dwarf-wise they probably start with a lower income cap and regen the same-ish time as humans but you can spend gold to increase their mana/income cap.
 
Heres the probably near-finished state of the Human Buildables, I made it even more complex than the previous version by separating the walls from the buildings. Take a look at what I came up with after some time with the Mdlvis editor (especially the starfort, note the lower and angled walls!)
(From left to right) Starfort Walls + Fort/Barracks, Village, City /w Stone Walls + Watchtowers, Town /w Workshop & Wooden Walls (Perfect for colonies), Castle, Keep

The settlement walls will be buildable on its own allowing you to make things like the renaissance+ starfort on the far left so you can decide whether your settlement even needs walls in the first place.
They provide defense against melee units (since you can go inside them, no gates possible yet sadly) and also the old defenses buff that the settlements used to have.
Stone walls also have a passive ranged defense and the watchtower version has a greater sight radius.
Starfort walls have riflemen defense instead along with a controllable cannon.
Castles and Keeps also have a ranged defense as expected.

Will probably add a player-version of the terrainer unit allowing you to build roads.

Also, check out that swamp area before the cliff-bridge, theres another swamp area further up north as well.
Finished all the terrain also in preparation for this buildables update, too.

Buildables means other races right?

Sorry for the late update guys, i've been working on a custom-elf version of this (so it allows the center addons), right now I have a custom elf village and town, a city will be more tricky but I might keep that a high-income but no-addon (aka build spot) unit.
After that will probably work on a dwarf version which will be more tricky, right now I plan on representing them via single unit buildings like the gryphon aviary and barracks to represent 'entrances' to the underground dwarf holds (with a hopeful 'teleporter' system!). Probably will give them a dwarf trade town or something that will allow addons.
 
So here's a overlook I forgot to put up, by the time you've seen this, a new ver (probably buggy) would have gone up with all the new remade terrain changes.
As you can see, much of the wooded center of the north is now a huge plains area, perfect for the steppe hordes.
There is little resources in this area, which is why most of the settlements are only in wooded areas and dot around the bay.
and the most important part... the bay - the big trade circle is the new mechanic 'flow of trade' which basically represents trade domination of one area.
Hopefully this bay region will be a good source of central'd roleplay and conflict.
There's two trade cities here:
The western city has a bigger port but is furthest away from the
'flow of trade cp', however, it is close to alot of villages with manpower, though those villages (which are barbarian) could be a problem if another player controls it.
The central city is closest to the 'flow of trade cp' but there are little settlement cps nearby, the owner of the central cp has the plains just south of him, which will mean he'll need to go beyond that and have spread out settlements. On the positive note, he can see all approaching enemies coming with ease.

There is a third contender, which is the castle to the right. Its the only castle in the north and it has a village with the same size port as the central city, there is a large forest to its right with a few settlements. Its proximity to the northern isle I showed you last time provides a problem but also a reward.
 
So i've mentioned this city before, and I finally managed to make an interior for it.
Ideally this city will be a good launching point to explore the seas, at least in the medieval-era

Location in old map

City in new map

 
Heres one of the new cities in that spanish-esque region that Cliffton City used to be in, this one is inspired by medieval Madrid
This is about where the new city is if it were in the old map
 
Heres a look at the old and new version of the latest city in KaN.
I was inspired by Katanova's colony settlement so I got the same building doodads which seem to be more medieval/renaissance friendly than the default ones.

Before

After

It might look roughly the same size but if you use the northern mountains as a comparison device, the after version is much narrower.
Keep in mind that along with the smaller walls, the city buildings are new and smaller along with the other doodads and circles of power.

I also added a bit of an experimental feature which was parts of the city that leaked out beyond the walls, obviously not all cities were surrounded by walls and not all cities had walls covering all of it - if you look at the medieval florence image before you'll see what I mean.

I'm unsure about this experimental feature, it looks kinda crude but fits at the same time, though it may act as a blocker for player-built developments along with the actual renaissance+ star fort additions which would be included in the 'KaN 1869 version'  - though perhaps the KaN 1869 version would have a bigger city where the leaking out-of-wall town would be more developed and there would be a new wall beyond it.

Tell me what you think guys, especially any suggestions to make the city better (perhaps using some 'special' building doodads like taverns etc?) and more importantly on the leaking settlements outside the city walls.