View Full Version : Buildings


woodelf
Feb 23, 2007, 12:14 PM
I know it's too early to worry about them, but I have a list I've cobbled from SMAniaC and SotM. There may be some overlap, but take a look and see if there are any glaring omissions or unnecessary entries.


Mushroom farm
CO2 Laundry
Mission Control
Perimeter Barricades
H2O Recycling
Gravitic Turbines
Fusion Plant
Digital Stock Exchange
Sustainable Biosphere
Distribution Net
Rover garage
Missile Turrets
Solar Plant
Collector
Air Station
Lunar Command - palace
Military Station
Public Library
Observatory
Colony Walls
Bank
I-M System
University
Waste Dump - I suggest incinerator
Park
Manufacturing Plant
Electrolysis Plant
Ion Shield
Trade Unions
Harmonic Reactor
Network Node
Recycling Tanks
Recreation Commons
Habitation Dome
Nanoreplicator
Habitation Dome
Paradise Garden
Subspace Generator
Microgee Factory
Punishment Sphere
Skunkworks
Tree Farm
Creche
Hologram Theater
Hybrid Forest
Covert ops Center
Genejack Factory
Resonance Grid
Robotic Assembly Plant
Nanohospital

woodelf
Feb 26, 2007, 04:15 PM
Should the Palaces of the respective factions have different values associated with them? We can either do a vanilla standard palace or have unique ones.

loki1232
Feb 27, 2007, 06:30 AM
I'd say of course give unique palaces.

Notes on buildings:
You have nanoreplicator down twice
Does the collector collect water? I mean theoretically we could have both a water collector and a lifeform collector (early science building)
And have you considered adding buildings which you build in an enemy city, say embassy, that gives you a diplo or soem other type of bonus?

woodelf
Feb 27, 2007, 06:40 AM
I'd say of course give unique palaces.

Yeah, I think they add a lot as well.

You have nanoreplicator down twice

Thanks, it multiplied.

Does the collector collect water? I mean theoretically we could have both a water collector and a lifeform collector (early science building)

Good point. I'm not sure if building one allows you to gain a water resource or if it's just an energy bonus type building. Lots of options, especially with lifeforms involved!

And have you considered adding buildings which you build in an enemy city, say embassy, that gives you a diplo or soem other type of bonus?

That would be a good rush build job for infiltration. I mean embassies are basically spy buildings anyhow. Good idea.

Rubin
Feb 27, 2007, 11:28 AM
Why would we want unique Palaces and not simply use other unique buildings? What are the attributes that make sense to unique Palaces?

Maniac
Feb 27, 2007, 11:58 AM
You can give factionwide effects that cannot be given to traits. Eg a factionwide war weariness discount, all sea tiles producing an extra energy, all bases producing an extra Health or Planet... stuff like that.

woodelf
Feb 27, 2007, 12:02 PM
What he said.

Rubin
Feb 27, 2007, 01:02 PM
You can give factionwide effects that cannot be given to traits. Eg a factionwide war weariness discount, all sea tiles producing an extra energy, all bases producing an extra Health or Planet... stuff like that.

If unique palaces are needed in order to operate with faction specific traits like those, then I'm all for unique palaces!

The only issue that comes to mind is if we want the SMAC/X option of having no HQ. I am inclined to think that we should use the default Civ4 model on this issue, but there may be interesting alternatives.

GRM7584
Apr 01, 2007, 05:57 PM
Understanding that it is low priority, I'll go ahead and put down some ideas here. (Note: Nothing on culture-related buildings, here)


Government/Psych
-Children's Creche - Growth Boost, Reduced Maintenance
-Network Hub - Requires 3 Network Nodes (hub functions like "cathedrals" do in civ); Reduced Maintenance, +10% Energy
-Empathic Matrix - Happiness, Reduced Maintenance
-Recreation Commons - +1 Happy
-Holo Theatre - +2 Happy
-VR Dome - +3 Happy
-Fungal Preserve - +1 Happy, Improved Planet Rating
-Atmospheric Adjuster - Decreased Planet Rating, +1 Happy, Increased Growth
-Psi Police - Reduced War Weariness, counts as extra "police unit" under appropriate civics/SE.
-Transcendi Dome - Can assign 3 Transcend specialists
Production
-Recycling Tanks - +1% Nutrients/Minerals/Energy per population point at this base (doable?), Reduced penalty for "rushing" with population.
-Aeroponic Farm - +2 Nutrients, -1 Energy
-Tree Farm - Requires Forest in radius, Planet Rating Bonus, Forests have improved yield (Alternatively: small % bonuses to nutrients, minerals, energy)
-Hybrid Forest - Requires Tree Farm, Planet Rating Bonus, Forests have improved yield (Alternatively: small % bonuses to nutrients, minerals, energy)
-Industrial Guild - +25% Minerals, Decreased Planet Rating
-Robotic Assembly Plant - +50% Minerals, Decreased Planet Rating
-Pollution Processor - Improved Planet Rating
-Nanoreplicator - +25% Minerals, Upgrade costs reduced at this base
-Quantum Converter - +50% Minerals, Decreased Planet Rating
-Aquaculture Plant - Sea Bases only, +1 Food for each "aquatic" flora/fauna resource
-Soil Enrichment Facility - Decreased Planet rating, +10% Nutrients
Energy - *All* Energy structures decrease planet rating.
-Nuclear Reactor - +5 Energy, -1 Minerals
-Fusion Reactor - +12 Energy, -2 Minerals
-Antimatter Reactor - +21 Energy, -3 Minerals
-Singularity Reactor - +32 Energy, -4 Minerals
-Hydro Plant - Requires River, +3 Energy
-Combustion Plant - Requires Hydrocarbons and Synth Fossil Fuels, +4 Energy
-Geothermal Plant - Requires "Geothermal Vents" special terrain, +4 Energy
Commerce
-Energy Bank - +50% Credits
-Brokerage - +50% Credits
-Merchant Marine Port - +100% Trade Income
-Spaceport - +100% Trade Income, can Airlift
Military
-Perimeter Defense - +50% Defense
-Tachyon Field - +50% Defense
-Prescience Matrix - +50% Air Defense, +50% Missile Defense
-Covert Ops Center - Probe Teams built faster, start with promotion
-Naval Yard - Sea Units built faster
-Aerospace Complex - Air Units built faster, can build satellites
-Virtual Battlefield - +3 XP all units (Team Recommendation: Merge with VR Dome)
-Buster Silo - Missile Units built faster, +10% War Weariness
Science
-Biology Lab - +2 Research, +1 Research for each connected Flora/Fauna resource, +1 XP NLFs
-Psych Lab - +1 Happy, +1 Research for each connected Luxury resource, +10% Credits
-Industrial Lab - +2 Research, +1 Research for each connected Strategic resource, +10% Minerals
-Network Node - +1 Research for each controlled Network Node
-Energy Lab - +25% Research, +15% Credits
-Cybernetics Lab - +25% Research, +15% Minerals
-Astrophysics Lab - +4 Research, Additional research for higher elevations/Aridity (Uses observatory graphic)
-Research Hospital - +1 Health, +1 Health for each connected Medical-Type Flora/Fauna resource
-Nanohospital - +5 Health
Wonders
-Planetary Ramparts - Keeps barbarian NLFs at bay until middle industrial tech (Great Wall Effect)
-Command Nexus - -10% XP needed for level up all units
-Agronomic Institute - +10% Nutrients all cities, farms built faster
-Planetlung - Free Atmospheric Adjuster all cities, Atmospheric Adjusters do not decrease planet rating.
-Nanoworks - +25% Production and Science this base, +5% Military Production Factionwide
-Demiplastic Galleria - Produces 5 Demiplastic Fashions luxury resources.
-Longevity Clinic - Produces 5 Longevity Vaccine luxury/healthy resources.
-Network Backbone - All Network Nodes and Hubs produce +1 Credits and +1 Research
-Climaton Shifter - Formers work 100% faster, reduced planet penalties for terraforming
-VNet Games Studio - Produces 5 VNet Game Access luxury resources (Fun to write pedia entry: Gaians love Sim games, University loves strategy, Spartans love FPS, Morgans love financial management, Believers love low quality versions of all of the above where the game elements have been shifted so that the goal is to get animals on a boat or get to a place of worship)
-The Living Refinery - +X Free Units (defined by number of Bases, could relate to Support SE)
-Self-Aware Colony - Positive Police Effects doubled for all Bases, -25% Maintenance costs all bases
-Edit Universe Project - +3 Research all Nanoreplicators and Quantum Converters
-Neural Amplifier - Free Promotion all units, resistance to Psi
-Dream Twister - Free Promotion all units, additional Psi damage
-Space Elevator - Quadruple Satellite production this base, +25% Energy
-The Synaptic Forum - +1 Research this base for every Network Node and Hub
-Human Genome Project - +2 Research all research hospitals
-The Cloning Vats - +100% Military Production this base, +40% Nutrients retained after growth all bases.
-The Brood Pit - +200% NLF Production this base, +3 XP all NLF units this base, reduced penalties for sacrificing population
-The Genejack Factory - +50% Production this base, -25% Great People
-The Punishment Sphere - Base never revolts, no unhappiness for culture or overcrowding, -33% War Weariness this base.
National Wonders
-Headquarters - Faction Specific effects?; +10 Energy, Factional Center
-College - Faction-specific building/effects (moved at Snipper's recommendation):
---Tactical College (Spartans) - +3 XP
---Seminary (Believers) - +1 Gold for each Recreation Commons, +3 Research this base
---Astrophysics Institute (University) - Free Librarian Specialist
---Academia Philanthropa (Peacekeepers) - +50% Great People this base
---Apprentice's Cluster (Hive) - +5% Minerals all bases
---Temple of Gaia (Gaians) - +1 Research all Fungal Preserves, Improved Planet Rating this base
---School of Better Business (Morgans) - +1 Credits all Librarians and Engineers, +100% Trade Route yield this base.
-Supercollider - +100% Science this base
-Omnilab - +1 Research all "lab" buildings
-Merchant Exchange - +3 Trade Routes, +200% Credits this base
-Factional Recruitment Center - +100% Military Production this base
-Propaganda Machine - -33% War Weariness all Bases
-Immunizer Nanos - Reduced effects from biowarfare, +1 Health all bases
-Universal Translator - One Free Tech

woodelf
Apr 01, 2007, 06:27 PM
A good list so far. Once we can tie them to techs they won't be so low a priority since they'll be complete!

snipperrabbit!!
Apr 02, 2007, 03:37 AM
I propose college wll be Unique National Buildings. It will had some strategy to the mod.

Maniac
Apr 12, 2007, 05:44 PM
I'd merge VR Dome and Virtual Battlefield in one building. I kinda like buildings that have two different effects.

GeoModder
Apr 13, 2007, 08:04 AM
I'd merge VR Dome and Virtual Battlefield in one building. I kinda like buildings that have two different effects.

My thoughts exactly.

woodelf
May 04, 2007, 10:59 AM
Since I'm not sure what futuristic reactors will look I borrowed the idea for this model from Turbosquid. I assume it could be used for some type of reactor once textured.

GeoModder
May 04, 2007, 11:27 AM
Nice building. And with the cooling towers a nuclear plant would be the thing for it I guess.

snipperrabbit!!
May 04, 2007, 12:21 PM
It look like thrusters !

woodelf
May 04, 2007, 12:43 PM
Can we use the Firaxis nuke plant or isn't it SMAC enough? If not then that building is fine for that. I'm wracking my brain trying to think of new building graphics...

Here's a potential Ion Cannon.

snipperrabbit!!
May 04, 2007, 12:48 PM
Do you prefer a tollan ion cannon :

http://forums.civfanatics.com/uploads/105110/ioncannon.jpg

woodelf
May 04, 2007, 01:00 PM
:) I prefer something I can actually model at less than 300 polys. ;)

snipperrabbit!!
May 04, 2007, 02:45 PM
OK. I think that can be done with less not following exactly the shape. However, this stargatian weapon is really cool. Maybe I will end up to model it some days.

Maniac
May 04, 2007, 04:27 PM
How about the Atmospheric Adjuster slowly decreasing the Flowering Counter?

-Soil Enrichment Facility - Decreased Planet rating, +10% Nutrients

Problem with this is that it would also boost kelp farm production, which doesn't really make sense for a soil enricher. :s I'm wondering if it would be possible to only boost food production on land.

GRM7584
May 04, 2007, 07:15 PM
How about the Atmospheric Adjuster slowly decreasing the Flowering Counter?

It should probably do the opposite, but I already had it decreasing planet rating, which would have an indirect effect on flowering based on other discussions. Anything to do with terraforming should be a bad thing for planet, right?


Problem with this is that it would also boost kelp farm production, which doesn't really make sense for a soil enricher. :s I'm wondering if it would be possible to only boost food production on land.

Options:
1) New XML tag of indeterminate difficulty
2) Rename to Nano Enrichment, which is identical in concept but can be fluffed into working for kelp farms (Kelp does require base-nutrient-rich waters, after all)

GeoModder
May 04, 2007, 07:32 PM
Here's a potential Ion Cannon.

My first thought was: wow, an observatory for the SotM-mod!!! :lol:

Woodelf, if you want me to do searchs for specific structures/buildings, just ask. (through a pm perhaps?)

woodelf
May 04, 2007, 07:42 PM
:lol:

I have an Observatory made just today, but I want to texture it first.

That's actually an Ion Cannon from The Empire Strikes Back. Or a non-textured, colorful render shot of one. :p

Maniac
May 05, 2007, 09:22 AM
It should probably do the opposite, but I already had it decreasing planet rating, which would have an indirect effect on flowering based on other discussions. Anything to do with terraforming should be a bad thing for planet, right?

I was thinking it would as you say give a big hit to the base's Planet value, but also decrease the global Flowering counter. Reasoning is that changing Planet's ecology pisses off the mind worms, so you'll have increased attacks at the source of the 'contamination'. However of course changing Planet's atmosphere makes it less hospitable for the fungus and mind worms, so if you can survive the mind worm attacks, it will on the long term make Planetmind weaker. Hence a Flowering counter reduction.

Options:
1) New XML tag of indeterminate difficulty
2) Rename to Nano Enrichment, which is identical in concept but can be fluffed into working for kelp farms (Kelp does require base-nutrient-rich waters, after all)

But then we can't give a second seperate nutrient production boost with some nanonics tech. :D
Perhaps simply rename it Fertilizer or something?

Maniac
May 14, 2007, 05:27 PM
Soil Enricher
Sounds like an improvement. Could we have a better name ? something chemical perhaps.

Sorry, a little off-topic but I wonder if it will be understood elsewhere. May I suggest a dedicated building thread.

Perhaps the SMAC soil enricher is also a facility, but one which is placed close to where the soil is needed, instead of centrally in the base? :D

snipperrabbit!!
May 17, 2007, 04:49 PM
I know where and how to find a handfull of buildings for Planetfall.

woodelf
May 17, 2007, 05:02 PM
I know where and how to find a handfull of buildings for Planetfall.

From SotM? :p

Why must you tease us?!?!? ;) Where?

snipperrabbit!!
May 17, 2007, 05:10 PM
Yeah ! I got a fish.
Open 3D apps, Import model named Manhattan Project, chop down the bomb vertices and voila one more building for the mod. You will eventually want to change proportions but it's up to you.
You can also do the same thing with Angkor Wat removing the four towers to end up with a compact military building.
Late for me now.

snipperrabbit!!
May 18, 2007, 02:38 PM
Woodelf, I'm still waiting for your fishsmiley. Come on, I have something (http://forums.civfanatics.com/uploads/105110/2morebuildings.zip) for you.

woodelf
May 18, 2007, 07:04 PM
Fish smiley?

How about :splat:?

snipperrabbit!!
May 19, 2007, 01:20 AM
Good enough !

Did you click on the link ?

woodelf
May 19, 2007, 05:09 AM
I did now. Thanks.

snipperrabbit!!
May 23, 2007, 02:02 AM
I requested hrochland to do a building for the mod. Check Montreal biodome.

snipperrabbit!!
May 26, 2007, 12:52 PM
Check this thread. (http://forums.civfanatics.com/showpost.php?p=2672313&postcount=6)

Maniac
Jun 14, 2007, 04:02 AM
Idea for a base facility: Energy Shield

Under the idea of the more energy available, the more powerful the shield: per surplus energy credit (meaning after base maintenance is deducted) the base produces, the facility adds a 3% defense bonus.

Maniac
Jun 16, 2007, 09:10 PM
Just writing down some thoughts for later use.

I'm not that fond of buildings which give a XP bonus. It simply makes those buildings a must-have IMO before you build certain units. Instead I'd prefer buildings which boost your military, but still remain an option. Special abilities come in useful here. Many if not at all of these could be promotions that give units some extra functions or specialty, but NOT a general combat boost. Eg special abilities such as amphibious pods or drop pods make your troops more flexible, but not directly more powerful, such as +10% combat strength would do <- this would make the buildings that gives that bonus more or less mandatory. In this light, SMAC's morale enhancing facilities could instead be:

Command Center: +20% military production (useful if you built lots of military units in a base, but if you don't and only occasionally build one there, not building the command center might actually be better).
Naval Yard: naval units built in this base can install one extra special ability.
Aerospace Complex: +1 special ability for air units
Bioenhancement Center: +1 special ability for infantry units
Cybernetics Lab: +1 special ability for ALL units