View Full Version : Unique buildings
Miles Teg Jan 29, 2007, 08:16 PM As you almost certainly don't know, I'm making a mod, one of the ideas I'm stealing from Civ4 is to give each civ a unique building. Here my rather incomplete list. would anyone care to tweak or add to it?
America:Supermarket Replaces:Marketplace. Effect: +25 production
Arabia: No Idea
Aztecs: Ball Court Replaces:Temple. Effect: Double Happiness
Babylon:No Idea
CarthageCothon Replaces:Harbour Effect: +25 production, Double naval power and sea bombard defence
China: Silk Road* Replaces:Marketplace Effect: Allows air trade
Egypt: No idea
England:Port* Replaces:Harbor Effect:Increases shields in water
France: Salon Replaces: University Effect:Allows city size 3 costs 50 shields more
GermanyNo idea
Greece: Theater Replaces: Temple Effects: +50 Luxury, Increases lux trade
Inca: Waru Waru Replaces: Granary Effect: +2 culture, costs 10 shields less
India: No Idea
Iroquois Longhouse Replaces: Courthouse Effect: Half price.
Japan: No Idea Replaces: Cathedral Effect: +50% Tax
Mongols: Ger Replaces: Barracks Effect: +2 happy citizens
Persia: Satraps Palace* Replaces:Courthouse Effect:Allows city size 2
Rome: Forum Replaces: Courthouse Effects: Costs 20 sheilds less, 25% defence bonus
Russia No idea
Zulu: Ikhanda Replaces: Barracks. Effects.Doubles city growth
Note: this is Civ3 vanilla, I added the other civs myself
* Better name appreciated
Blue Monkey Jan 29, 2007, 08:40 PM India could use what they call a tank; to most of us it would look like an ornate open reservoir. It's traditionally used for ritual immersions. It would have an effect on culture and happiness, most likely.
Gaius Octavius Jan 29, 2007, 10:11 PM As you almost certainly don't know, I'm making a mod, one of the ideas I'm stealing from Civ4 is to give each civ a unique building. Here my rather incomplete list. would anyone care to tweak or add to it?
You could always just take the original UB's from Civ4 if you can't think of any others.
My 2 cents' worth:
Arabia: Bazaar, gives a commerce boost
Babylon: Some sort of library to reflect Babylonian learning
Egypt: Mastaba or Obelisk (from Civ4), cultural boost
Germany: Assembly Plant (from Civ4), production increase, or a Hansa (part of Hanseatic League) giving economic boost
India: Mausoleum (from Civ4) or perhaps some kind of library/university
Japan: Kabuki Theater, adds culture
Russia: Research Institute (from Civ 4), adds science
Miles Teg Jan 31, 2007, 09:46 PM I like the name Kabuki Theater.
I'm going to trade out out one of the Ger's happy face for no maintenance.
Never thought of giving the Babs a library. Intriguing idea, but what bonuse should it bring?
Bazaar popped into my mind to, but I'm bursting at the seams with market replacements
As to the research center. I'm loathe to give civs specials beyond the the early industrial, simply because many players dont get beyond the early industrial
Obelisk looks about right. Currently I'm thinking a temple that reduces war weariness and gives a 20% defense bonus.
The assembly plant may or may not make it, if it does it will be cheaper and give 75% bonus
Mausoleum seems a little to universal, and BM's idea seems a little to small, in comparison with civ scale
Ozymandias Feb 01, 2007, 09:43 AM Arabia: Madrassa (religious school); reduces corruption. Later on, the NW African Moslem states (e.g., Morocco) had ribats which, in Civ terms, can be viewed as a mosque + a barracks.
Babylon: Ziggurat; also why not keep the Hanging gardens?
Borrowing from Gaius Octavius:
Egypt: Mastaba or Obelisk, cultural boost ... and the, um Pyramids?:egypt:
Germany: the Hanseatic League Great Wonder, port in every city + commerce boost.
India: Tomb of Mausolus (one of the original 7 Wonders & all that - cultural boost)
Before going any farther, what era(s) is/are your mod covering?
Best,
Oz
Miles Teg Feb 01, 2007, 10:18 AM I'm trying to make some ( read allot) of changes to the standard game. and when I say buildings I mean city improvements, not wonders, although then again, if you can think of a very underpowered wonder, I might use it
CornPlanter Feb 04, 2007, 04:04 AM * Russia: Banya (russian sauna). Replaces temple, disables diseases from floodplains / decreases war weariness / +2 happ instead of +1 (choose one or invent your own). Also makes sense check "must be near river" or near water.
* Germany: Brewery. No idea what might it do apart from +x happiness.
* Japan: yes, Kabuki Theater is a really good idea. Another one would be Geisha House.
* Rome: Amphitheatre. Replaces colloseum, increases luxury output. (I've noticed you already have too much courthouse replacements).
* China: Confucian temple, replaces cathedral, additional "reduces corruption" effect.
P.S. How are you going to do those unique buildings? E.g. Salon replaces University so it must have a prerequisite Education. Meaning that it cannot have a dummy tech only France owns as a prerequisite. On the other hand, how are you going to disable University for France?
Miles Teg Feb 04, 2007, 12:42 PM Banya: The idea is pretty good, I'll change it a little, simply because I'm up to my neck in temples, How's this sound?
Banya: Replaces: Colosseum. Effects: Double happiness. Does not require Stone*
I'm disinclined to use generic improvements, so the amphitheater is out and so is the brewery (for now any way)
I like the Confucian temple, I'll look around for a better name, then I'll say goodbye to the silk road!
I make unique buildings like this (Or more specifically, I hope this will work since I get load errors due to my pediacons atm) Create a tech, say "Being Russian" no era, and then give it to the Russians as a civ bonus.
Then make an improvement, Lets call it Vodka:p It doesn't cost anything and make the banya require it. Heres where practical knowledge fails me, either you only need to build one, ore you need to build one in every city you want a banya in.
If the the civ start with the required tech, or they wont be using the it untill they do, (think harbour) then I skip the fake building.
The only problem with this is that they get the original to:(
Heretic_Cata Feb 04, 2007, 12:48 PM Well, i have civ-specific wonders in my mod, but i see you are looking for improvements, not wonders. :)
CornPlanter Feb 04, 2007, 01:02 PM Banya: The idea is pretty good, I'll change it a little, simply because I'm up to my neck in temples, How's this sound?
Banya: Replaces: Colosseum. Effects: Double happiness. Does not require Stone*
Sounds good. Russians were not known as colosseum country afterall :)
I like the Confucian temple, I'll look around for a better name, then I'll say goodbye to the silk road!
Yes, silk road fits only as code name at best ;) Chinese were not exactly happy with silk road so it makes no sense to have it as an unique Chinese building.
It doesn't cost anything and make the banya require it. Heres where practical knowledge fails me, either you only need to build one, ore you need to build one in every city you want a banya in.
You must have one vodka in a city which builds banya. And if it costs 0 it still requires one turn to build it. A workaround could be having wonder which costs 0 (lets call it national alcoholism :D ) and puts vodka in every city, but it is still a bit silly :P
A better idea would be making a resource, e.g. named vodka too. Then russians should have a dummy tech "Drinking russian style" which reveals vodka on map. And ofcourse building banya requires vodka. No one else could see vodka, no one else could build banya. If you are going to make map as well, you could place vodka right under the Moscow.
At least that's what I would do. If somebody has better idea, please share it :)
And yes, how can you disable colosseum for Russians?
Miles Teg Feb 04, 2007, 02:27 PM I decided the extra turn in build time was worth not having to hook up your city.
Its a matter of preference really.
As I believe I said, It's impossible to disable buildings, So the Romans will get a courthouse corruption reduction as well as the forums
Currently the Confucian Temple is a Pagoda.
I'm changing the Ball Court it now replaces the Slave pit* and gives +2 culture only 1 maintenance, an only 2 unhappy faces
The Slave pits give +50 production with currency, but -2 culture -2 maintenance, 2 pollution and 3 unhappy faces
CornPlanter Feb 04, 2007, 02:52 PM As I believe I said, It's impossible to disable buildings, So the Romans will get a courthouse corruption reduction as well as the forums
:( So actualy each civ will have one additional building, not a replacement. I was hoping that maybe there is some way...
Civinator Feb 04, 2007, 03:24 PM Then make an improvement, Lets call it Vodka:p It doesn't cost anything and make the banya require it. Heres where practical knowledge fails me, either you only need to build one, ore you need to build one in every city you want a banya in.(
Hi Miles Teg,
if you set the number for the "Vodka"-imps that are needed as perequisite to 1, the "Vodka"-imp is needed in every city to build the special imp. If you set it to two or more, this is the number of "Vodka"-imps that is needed for the complete civ to build the special imp in every city.
Civinator Feb 05, 2007, 01:54 PM As I believe I said, It's impossible to disable buildings
What do you think about the following (using your vodka-example):
banya replaces colloseum => collosseum gets obsolete by tech "beeing Russian" :D
Miles Teg Feb 05, 2007, 02:12 PM Civinator! You are are a genius! I'm going to need a second tech for all the civs with special buildings of the same sort, Anyone want to research "Not having temples?":mischief:
It's worth noting that setting the count to two "Vodkas" is perfect for me since in my scenario everyone starts with three cities
Edit: A look at the editor reveals that, at least in vanilla; it's impossible to make everyday improvements obsolete :(
CornPlanter Feb 05, 2007, 04:09 PM banya replaces colloseum => collosseum gets obsolete by tech "beeing Russian"
pure genius... :goodjob:
Edit: A look at the editor reveals that, at least in vanilla; it's impossible to make everyday improvements obsolete
It works in C3C. At least at the editor :)
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