View Full Version : Buildings


Amogos
Jul 24, 2008, 08:51 PM
I don't think we have discussed buildings yet, so I'll start.

Barracks - New land units receive +4 experience points
Academy - +4 culture, +50% science, requires University or Laboratory
Grocer - +25% commerce, Can turn 2 citizens into Merchant, +1 health from Banana, Spices, Sugar, Wine, Required to build Supermarket
Bank - +50% Gold, Protects city from theft of gold by spies
Market - +25% Gold, Can turn 2 citizens into merchant, +1 :) from fur, ivory, silk, whale
Library - +2 Culture, +25% science, Can turn 2 citizens into scientist, Required to build University
University - +3 Culture, +25% science, Requires School
School - +2 Culture, +10% science, Required to build University
Police Station - -50 war mad, Helps thwart rival spies
Fire Department - Stops fire events
Hospital - +3 :health:, Heal units extra 10% damage/turn
Security Bureau - +8 :espionage:, +50% Defense against Espionage, Helps thwart rival spies, Can turn two citizens into a Spy
Intelligence Agency - +8 :espionage:, +50% :espionage:, Can turn two citizens into a Spy
Theatre- +3 :culture:, +1 per 10% culture rate, Can turn 2 citizens into artists, +1 :) from dye
Factory- +1 :yuck:, +25% production, +50% production with Power, Can turn 2 citizens into Engineer, Required to build coal plant, hydro plant, nuclear plant
Coal Plant - Provides power with Coal, +2 :yuck:
Nuclear Plant - Small chance of nuclear meltdown, Provides power with Uranium
Sewer - +50% health
Studio - +3 culture, +1 commerce
Embassy - +25% culture
Courthouse- -50% maintenance
Casino- +50% gold
Harbor - +50% trade route yield, +1 health from clam, crab, fish
Lighthouse - +1 food on water tiles
Drydock - +1 :yuck: , New water units receive +4 experience points, Builds water units +50% faster
Airport - +1 :yuck:,Can airlift 1 land unit per turn, +1 trade route
Broadcast Tower - +50% culture, +1 :) per 10% culture rate, Can turn 2 citizens into artists, +1 :) from hit musicals, hit singles, hit movies
Bomb Shelters - -75% damages from nukes and missiles
Bunker - -75% damage from air units
Stadium - +1 :), +1 :) per 20% culture rate
Hydro Plant - Provides power
Jail - -25% war :mad:
Penitentiary - -2 :mad:
Laboratory - +1 :yuck:, +25% science, +50% spaceship production, Can turn 1 citizen into scientist
Observatory - +25% science, Can turn 1 citizen into scientist, Required to build Laboratory
Recycling Centre - No :yuck: from buildings
Supermarket - +1 health from cow, deer, pig, sheep
Monument - +1 culture
Levee - River tiles: +1 :hammers:
Industrial Park - +2 :yuck:, Can turn two citizens into an engineer, +1 engineer specialist, +1 :yuck: from Coal and Oil, Requires Factory
Public Transportation - +1 health, +1 health from Oil, +2 health from Environmentalism
Park - +1 health, +1 :) with Forest Preserve
Community Centre - +1 happiness
Workshop - +20% production, +10% production with power
Water Works - +2 health, +1 :health: with river
City Hall - -30% maintenance
Plaza - +1 culture, +1 Happiness, +15% gold
Solar Complex - +1 Happiness, +10% production
Farm Tower - +2 food
Wind Farm - Generates power with coast

Western: Church - Spreads Western, +1 culture, +1 :)
Orthodox: Cathedral - Spreads Orthodox, +2 culture, -1 :mad:
Amerindian: ? - Spreads Amerindian, ?
Eastern: Pagoda - +1 culture, +1 research
Muslim: Mosque - Spreads Islam, +1 culture, +1 :)
Hindu: Temple - Spreads Hinduism, +3 culture
Jewish: Synagogue - Spreads Judaism, +1 health, +1 :)

Juche: Outpost - Spreads Juche, +75% military production
Neoliberalism: Customs House - Spreads Neoliberalism, +75% intercontinental trade route yield
Wahhabism: ? - Spreads Wahhabism, ?
Bolivarianism: Kiosk - Spreads Bolivarianism, +1 :) for every civ with state ideology Bolivarianism
Progressivism: Research Centre - Spreads Progressivism, +1 :) per 10% research rate

Kao'chai
Jul 25, 2008, 04:49 AM
town hall?

NikNaks
Jul 25, 2008, 11:34 AM
That looks like a pretty decent list to me :goodjob:

hevehoc
Jul 28, 2008, 06:43 AM
maybe we should make upgrades for some buildings, like from town hall to city hall (that was acctualy not a very good example but i couldn't figure out anything else).
EDIT: oh and BTW good list!

Amogos
Aug 01, 2008, 06:58 PM
Yo, NikNaks, what if political ideologies were to have holy cities and building that would allow places like North Korea to have a realistic bonus: Juche "Temples" would make units less expensive or more experienced. The Juche capital, Pyongyang, would get free units if state ideology is Juche, so on.

Juche: Pyongyang, North Korea
Neoliberalism: Lisbon, Portugal (EU or NATO) :confused:
Wahhabism: Kabul? Baghdad?
Bolivarianism: Venezuela (Cus the US and Russia have already have an advantage :nuke:)
Progressivism: Tokyo, Japan

NikNaks
Aug 01, 2008, 11:35 PM
Yeah, that makes sense. We just need to clear up what we want for the ideologies.

Amogos
Aug 02, 2008, 12:53 AM
What do you mean by "what we want for the ideologies"?

NikNaks
Aug 02, 2008, 01:01 AM
Well, I didn't think we'd decided on what they were going to be yet. But I reckon the Political has more support over the Cultural, so that's fine.

ianinsane
Aug 06, 2008, 01:02 AM
I'm not sure about that! :)

Kao'chai
Aug 06, 2008, 05:42 AM
eastern - pagoda

Amogos
Aug 06, 2008, 11:35 PM
Thanks Kao'chai :), but I have never been to a Pagoda so if you could give the bonuses... and I've never been to church... or a cathedral... in fact if people would like to change the bonuses for things they know that'd be great.

sheep21
Aug 07, 2008, 05:51 AM
Jewish: Cemetery - Spreads Jewish, +1 health, +1 :)


Surely you mean Synagogue? Im jewish and I dont pray at the cemetary every saterday:confused:

Kao'chai
Aug 07, 2008, 07:10 AM
Eastern - Pagoda +1 culture , 1 free specialist or just simply research

BTW
Town Square - +1 culture +2 Happiness +15% gold

Amogos
Aug 07, 2008, 12:51 PM
Surely you mean Synagogue? Im jewish and I dont pray at the cemetary every saterday:confused:

What is a, so called "Synagogue"? A cemetery is important enough to be a building but too religious to be a standard building so I put it as Jewish.

hevehoc
Aug 07, 2008, 02:45 PM
What is a, so called "Synagogue"? A cemetery is important enough to be a building but too religious to be a standard building so I put it as Jewish.

A synagogue is the jewish reference to churches and mosques. Their church service premise.

Gooblah
Aug 08, 2008, 03:11 PM
Nuclear Power Plant
Hydroelectric Dam (requires River)
Coal Plant
Natural Gas Plant (?)
Solar Complex

Amogos
Aug 08, 2008, 11:29 PM
Gooblah: already had a Hydro Plant, and Nuclear Plant. Gas Plantation would be outside the city, and solar power is for an individual house; unless you com up with proof that a giant solar plant can power a city.

hevehoc
Aug 10, 2008, 02:57 PM
Good i see you have changed to synagogue

sheep21
Aug 10, 2008, 03:55 PM
What is a, so called "Synagogue"? A cemetery is important enough to be a building but too religious to be a standard building so I put it as Jewish.



erm...


a Synagogue, a Jewish House of Worship
http://en.wikipedia.org/wiki/Synagogue a place of worship for Jews for thousands of years, much like a church

sheep21
Aug 10, 2008, 04:02 PM
there are a nuber of solar power plants around the globe however I do admit that none of them can power an entire city, perhaps they can reduce pollution by one and increase happiness by 2?

afew examples below:
http://en.wikipedia.org/wiki/Photovoltaic_power_stations

Gooblah
Aug 10, 2008, 04:54 PM
I was thinking of a Solar Power Tower (http://en.wikipedia.org/wiki/Solar_power_tower).

With increases in solar power efficiency and technological advances, these towers could have the potential to power a mid-sized city by the 2020s.

hevehoc
Aug 11, 2008, 05:39 AM
this sounds like a good building.

and i think that wind powerstations (not sure what to call it) should also generate power, not sure how much, and i also thought of that maybe the "solar power tower" shall be an power generating improvement just like wind powerstations they "save" the power that they gather and gradually delivers it to the city.

sheep21
Aug 11, 2008, 02:17 PM
offshore windfarm, generates hammers for nearest city and reduced pollution by 1, happiness up by 1

Amogos
Aug 17, 2008, 06:28 PM
I'm back from my vacation :D(from vacation). I've added your ideas and a "Farm Tower" which I've heard about.

Kao'chai
Aug 18, 2008, 07:47 AM
Amerindian : Shaman's Hut , Herbalist , Achemist................... (- 1 unhealthy)

Amogos
Aug 18, 2008, 05:23 PM
They must have something more advanced than that.

hevehoc
Aug 21, 2008, 02:35 PM
the police center should also have - maintenance, not sure how much though.

Amogos
Aug 22, 2008, 09:48 AM
Increase or decrease, because a police force would have to be paid=+maintenance.

Bahmo
Oct 12, 2008, 03:40 PM
On that note, perhaps we should add a crime rate attribute, like in Fall from Heaven II. Then a police station could cost some additional maintenance, but ultimately be profitable by lowering the crime rate.

In the meantime, let's talk about unique buildings. In the globalist economy, malls are nearly-everywhere, so they no longer make sense as America's unique building; we should make them a generic building so that both malls and supermarkets are buildable by all countries, and that means somebody needs to think of a new unique building for America.

I do have an idea for a new unique building for China: The Chinese factory. It functions like a basic factory, but also adds a trade route to its city at the cost of one more :yuck: than the regular factory.

UNpatriot
Oct 13, 2008, 02:48 AM
I was thinking of a Solar Power Tower (http://en.wikipedia.org/wiki/Solar_power_tower).

With increases in solar power efficiency and technological advances, these towers could have the potential to power a mid-sized city by the 2020s.
this sounds like a good building.

and i think that wind powerstations (not sure what to call it) should also generate power, not sure how much, and i also thought of that maybe the "solar power tower" shall be an power generating improvement just like wind powerstations they "save" the power that they gather and gradually delivers it to the city.
offshore windfarm, generates hammers for nearest city and reduced pollution by 1, happiness up by 1
How about: Solar plant: +1 :hammers: , +1 :commerce: from Solar collector improvement in city radius (can be built on deserts between latitudes 0-40[?])
You don't need to work the collectors to get the bonus, instead it comes like the National Park free specialists

Windmills could be built also on coasts after a certain tech (like in Planetfall)

On the average I think that Planetfall has a lot of things this mod could use, such as environmental devastation (flowering counter) and postmodern improvements

On that note, perhaps we should add a crime rate attribute, like in Fall from Heaven II. Then a police station could cost some additional maintenance, but ultimately be profitable by lowering the crime rate.

In the meantime, let's talk about unique buildings. In the globalist economy, malls are nearly-everywhere, so they no longer make sense as America's unique building; we should make them a generic building so that both malls and supermarkets are buildable by all countries, and that means somebody needs to think of a new unique building for America.

I do have an idea for a new unique building for China: The Chinese factory. It functions like a basic factory, but also adds a trade route to its city at the cost of one more :yuck: than the regular factory.
The crime rate in FfH is for flavour only and thus having police stations increase maintenance (which, BTW is supposed to mean crime and corruption among other things and is reduced by courthouses) would be counter-intuitive as they could be made to give -1 :commerce: but lower maintenance.

How about making different kinds of factories to process raw materials to goods. This would give the Chinese the situation they have: they import raw materials, convert them to luxuries such as electronics and clothes in their factories and export them to the west.

I don't know if unique buildings in that sense are needed, as BtS doesn't even have most of the modern nations and even the still existing ones' (Spain etc.) UBs are obsolete by now. Today the buildings that can be built differ mostly on the technology, wealth and values of a country, not its nationality.

sheep21
Oct 19, 2008, 09:59 AM
Container Terminal (http://en.wikipedia.org/wiki/Container_terminal)
+1 hammers from City
+15% gold from city
+1 Trade Route
Requirements: Must already have Harbour.

DoD\MoD (http://en.wikipedia.org/wiki/Defence_Department)
+1 free upgrade in all new units built.
-5 hammers on cost of all military units to reflect the stream lining of procurement and high efficiency and orginisation.

Central Bank (http://en.wikipedia.org/wiki/Central_bank)
+15% Gold production from all cities
Requires Bank in all cities and one stock exchange

Naval Dockyard (HMNB Devonport)
Naval units cost 10& less
Naval Units heal 10% faster
+2 hammers
Naval Units constructed in city gain one extra free upgrade
Requirements: City must have a Dockyard and a Harbour

Bahmo
Oct 30, 2008, 01:22 PM
The crime rate in FfH is for flavour only and thus having police stations increase maintenance (which, BTW is supposed to mean crime and corruption among other things and is reduced by courthouses) would be counter-intuitive as they could be made to give -1 :commerce: but lower maintenance.

Wrong; the crime rate triggers certain events. We could easily adapt that to the modern era mod.


How about making different kinds of factories to process raw materials to goods. This would give the Chinese the situation they have: they import raw materials, convert them to luxuries such as electronics and clothes in their factories and export them to the west.

That's Japan you're thinking of; China has a good deal of raw materials. The major situation with China is that their labor market is cheap, due to lower inflation and less environmental standards.


I don't know if unique buildings in that sense are needed, as BtS doesn't even have most of the modern nations and even the still existing ones' (Spain etc.) UBs are obsolete by now. Today the buildings that can be built differ mostly on the technology, wealth and values of a country, not its nationality.

There technically isn't a need for them in the core game, but it does add depth, so it's plenty possible here. There are also plenty of examples of modern buildings that make certain countries exceptional, such as the German Industrial Plant, still applicable today, the Swiss Bank, and the Cuban Hospital. While possibly true Unique Buildings should be forgone in favor of buildings that require National Construction Nodes to produce, they should be there in some form.

DVS
Dec 07, 2008, 04:05 AM
I definitely think we need to have some sort of SAM site for city air defense.

DVS
Dec 09, 2008, 02:31 PM
Ok I'm starting work on buildings. Unfortunately I don't have a lot of good ideas for this part of the mod.

Right now I have kept every building that comes with the game. If any of those should be removed or changed, list them here please.

Also, give me ideas for real world buildings that are not included. I'm not doing unique buildings or wonders yet, just general buildings for everyone. The list in the first post has some very good ideas that I will use if possible (but most of those are already in the game right?). Don't overwhelm me, personally I don't think we need a ton of custom buildings, at least not for version 1.0. Especially since we are going to be adding a new unique building for (almost) every civ... that is a big enough job in and of itself.

What would really help, are links to custom building files that have already been made that we can include (example (http://forums.civfanatics.com/downloads.php?do=file&id=9414)). As far as I know, right now we don't have anyone creating graphics for custom buildings, and that is something I can not do myself.

If anyone else has good ideas for where they want this mod to go in terms of custom buildings, feel free to volunteer to take over for me. Same if you just want to create a couple buildings for us. Speak now or forever hold your piece.

DVS
Dec 09, 2008, 02:50 PM
New buildings I plan to include as of now:

-Solar Power Tower
-Police Station (I thought this came with the game, but I'm not seeing it in the xml files)
-Some sort of SAM site (city missile defense)

That's all I've got.

sheep21
Dec 09, 2008, 04:42 PM
Container Terminal (http://en.wikipedia.org/wiki/Container_terminal)
+1 hammers from City
+15% gold from city
+1 Trade Route
Requirements: Must already have Harbour.

DoD\MoD (http://en.wikipedia.org/wiki/Defence_Department)
+1 free upgrade in all new units built.
-5 hammers on cost of all military units to reflect the stream lining of procurement and high efficiency and orginisation.

Central Bank (http://en.wikipedia.org/wiki/Central_bank)
+15% Gold production from all cities
Requires Bank in all cities and one stock exchange

Naval Dockyard (HMNB Devonport)
Naval units cost 10& less
Naval Units heal 10% faster
+2 hammers
Naval Units constructed in city gain one extra free upgrade
Requirements: City must have a Dockyard and a Harbour

New buildings I plan to include as of now:

-Solar Power Tower
-Police Station (I thought this came with the game, but I'm not seeing it in the xml files)
-Some sort of SAM site (city missile defense)

That's all I've got.

I would suggest the above, all major parts of international trade (container ports) and of modern militaries, (DoD) and modern finance (central bank)

sheep21
Dec 09, 2008, 04:53 PM
double post! doh!

Firestorm94
Dec 18, 2008, 10:03 PM
possibly rename
Farm Tower - +2 food
to either wheat silo, crop silo, or grain silo

ianinsane
Dec 22, 2008, 05:27 AM
I like to propose again the building Daycare facility which increases a cities :hammers:, :science:, :commerce: and :culture: by 5% each. It might also produce one :)

It would be available with the discovery of the "Gender mainstreaming" tech I had posted in a tech tree suggestion long ago. Maybe you could only build it with a certain civic.

sheep21
Dec 22, 2008, 04:27 PM
Extermination Camp (http://en.wikipedia.org/wiki/Extermination_camp)
only buildable with totalitarian government type
buildable only in cities with different ethnicity to your own civ
exterminates foreign citizens of your city till either your people are 100% inhabitants or the city has been reduced to one population.
huge - diplomatic points with all democratic civs.

Joecoolyo
Dec 22, 2008, 04:31 PM
Extermination Camp (http://en.wikipedia.org/wiki/Extermination_camp)
only buildable with totalitarian government type
buildable only in cities with different ethnicity to your own civ
exterminates foreign citizens of your city till either your people are 100% inhabitants or the city has been reduced to one population.
huge - diplomatic points with all democratic civs.

We can make it so the civ building these Extermination Camps will try to keep it a secret from other civs. But if and when it is found out, it should mean automatic war with civs with that ethnicity within their cities. And huge negative diplo points with other democratic civs that don't have the ethnicity being exterminated.

sheep21
Dec 22, 2008, 04:32 PM
it would be good if these could be built secretly aye, however there should be a high chance of them being discovered, what with the internets and readily available information these days.

DVS
Dec 22, 2008, 04:46 PM
I like the idea JoeCoolyo, but it may be too tricky to do for the value it adds. Like sheep21 says, the chances of a nation with advanced satellites finding the camps is high. Even a powerful country like China or a secretive one like North Korea has satellite photos of their prison camps on the internet.

That leads me to the question, should we also include a regular prison camp? To help authoritarian regimes control their own populations. And how would it function? Perhaps it hurts relations with only civs using the most liberal of civics, and of course much much less so than extermination camps. Also these would not make you a war criminal.

sheep21
Dec 22, 2008, 04:59 PM
sounds good here DVS

Joecoolyo
Dec 22, 2008, 06:01 PM
I like the idea JoeCoolyo, but it may be too tricky to do for the value it adds. Like sheep21 says, the chances of a nation with advanced satellites finding the camps is high. Even a powerful country like China or a secretive one like North Korea has satellite photos of their prison camps on the internet.

That leads me to the question, should we also include a regular prison camp? To help authoritarian regimes control their own populations. And how would it function? Perhaps it hurts relations with only civs using the most liberal of civics, and of course much much less so than extermination camps. Also these would not make you a war criminal.

Well, maybe we can take the war part of it out, but if a country has the ethnicity being exterminated within it, it will have severe diplomatic penalties, and maybe it will have a choice to declare war or not, it will be swayed to declare war more if more of that ethnicity exits within the civ.

Maybe if there is a prison camp, it will take away the citizens who refuse to work, without adding happiness and adding small diplo penalties with the liberal countries as you have said above.

ianinsane
Dec 23, 2008, 02:30 AM
That leads me to the question, should we also include a regular prison camp? To help authoritarian regimes control their own populations. And how would it function? Perhaps it hurts relations with only civs using the most liberal of civics, and of course much much less so than extermination camps. Also these would not make you a war criminal.

So, what about a wonder called "Guantanamo Bay"? :mischief:
Effects: Raising the chance of discovering terrorists while attacking by 25%, raising the chance of spawning barbarian terrorists by 25%, -1 relations with all civs with liberal civics.

I'm not sure if I'm serious on this, though.

Mattygerst
Dec 23, 2008, 10:28 AM
POLICE STATION:

Instead of having to have a military unit in the city taking away unhappiness from "fear for our safety," just create a police station building that does the same thing only without the cost of having a unit.

T_KCommanderbly
Dec 24, 2008, 03:59 PM
National Wonder(1) -Anti-Nuke Missle Defense System-

That Country can't be nuked by enemy nukes.

DVS
Dec 24, 2008, 04:11 PM
National Wonder(1) -Anti-Nuke Missle Defense System-

That Country can't be nuked by enemy nukes.

I posted this in the other thread:

I don't know about anti-satellite missiles, hadn't thought about it yet. Space based weapons is a tech in our tree, right now it just leads to SDI. We could add an anti-satellite missile that blows out another nation's advanced satellite project, but this sounds like a lot of code (and the standard AI use problems that follow) for one unit. If someone wants to build this and can get the AI to use it, it would certainly add to the game though. Maybe something to focus on for version 1.5.

As far as missile defense, we have two types. Strategic missile defense, which will require a building in each city. It would be nice to also have a mobile Patriot missile (http://en.wikipedia.org/wiki/MIM-104_Patriot) unit that increases chances of interception and can shoot down missiles in areas that don't have the building. This is meant to represent existing surface to air missile defense systems. I haven't found the specific building(s) I am going to use for this, so please feel free to search around for an existing one and post your suggestion(s) in the regular buildings thread.



Then later, you'll be able to research and build the standard SDI (http://en.wikipedia.org/wiki/Strategic_Defense_Initiative), which is space based missile defense and will obviously be more effective. This will just require one national project (same as it does in vanilla). No one will start with this.

One of our nuke mods already modifies SDI so it has three levels, so we can do this for either or both of our missile defense systems. We can decide the exact interception rates once we're testing. For it to be accurate, we have to make the chances of interception greatly reduced by larger strikes. The more missiles fired in one turn, the lower the chance of interception. The first missile defense system will have almost no chance of shooting down 2 or 3 of the most advanced missiles, for example.

And you guys are right, these aren't going to be unique to any civ.

Amogos
Dec 26, 2008, 11:39 PM
possibly rename
Farm Tower - +2 food
to either wheat silo, crop silo, or grain silo

They are called farm towers because they are massive and the word silo would diminish that.

http://i.cnn.net/money/2007/09/10/technology/farming_vertical.biz2/sky_farming.03.jpg

By the way... we still have yet to decide on an armindian and wahhabism special building.

MasterOfDomain
Jan 06, 2009, 11:21 AM
I love things like this!
Really eager to join in with discussions on buildings for the Mod, but a thought:

Have we included buildings which compliment the proposed unique technology tree for this Mod? I can't really see any, but would they be considered improvements? Here's my suggestions:

Neo Clinics - Requires several new 'Self-improvement' (Bionics, Cybernetics etc.) technologies but increases Health (+3) in the city it is built in. The Neo Clinic implements the new advancements made in medicine since the beginning of 2009. The world was facing a dawn of new medical oppurtunities and demanded the building of facilities which could easily use these machines and workforce. Gradually the old and backwards hospitals were replaced by totally sterile environments for everyone and under which the most complicated surgery could be undertaken.

CCS Powerplants: Requires technologies in Energy management. If a Coal PP has been built then it offsets the negative health whilst providing Energy and +5% production. Carbon capture and storage (CSS) arose during the beginning of the 21st century as a means of capturing waste carbon dioxide from industry and piping it to storage. Early techniques were crude and ineffective, but several crucial changes made by governments made it possible for a global plan to be rolled out. The new powerplants are fully viable in all capacities, able to reduce emissions by up to 85%. Existing coal powerplants can be fitted with the modifications to reduce their impact. It is hoped that CSS Powerplants could be especially important for the developing nations of the world.

*The entries I have made for the buildings could be put in the Civilopedia, or could be ignored (I can write blah like nobody's business.. =D)

DVS
Jan 06, 2009, 03:59 PM
Replacing/renaming the Palace and the Forbidden Palace.

This has been discussed a lot over IM, and was brought up on the forum by Remake20 in the ub/uu thread.

I think the idea as it stands is to rename and change the graphics for these buildings to something like:

Palace - Parliament (yes it would be best to have this change to Senate or some type of presidential mansion based on civics, but that may be a feature that has to wait for version 2.0. Same effect as Palace.

Forbidden Palace - Provisional Authority (http://en.wikipedia.org/wiki/Coalition_Provisional_Authority). Basically like what the US set up in Iraq. Can only be built in occupied cities. I would like to see each civ be allowed to build one of these for each different country it has an occupied city in, rather than just one in total. This building should add happiness in nearby occupied cities, in addition to reducing maintenance.

Joecoolyo
Jan 06, 2009, 04:06 PM
Forbidden Palace - Provisional Authority (http://en.wikipedia.org/wiki/Coalition_Provisional_Authority). Basically like what the US set up in Iraq. Can only be built in occupied cities. I would like to see each civ be allowed to build one of these for each different country it has an occupied city in, rather than just one in total. This building should add happiness in nearby occupied cities, in addition to reducing maintenance.

Is this going to be a National Wonder or a regular building?

remake20
Jan 06, 2009, 04:08 PM
I had the idea of a Capitol building instead of a palace

DVS
Jan 06, 2009, 04:12 PM
Is this going to be a National Wonder or a regular building?

A national wonder. It will just replace the Forbidden Palace.

DVS
Jan 06, 2009, 04:13 PM
Ok so Capital building instead of Parliament? It doesn't really matter to me. Maybe someone could post links to some examples/pictures we can base ours on.

sheep21
Jan 07, 2009, 09:26 AM
Parliament\Capitol buildings -LARGE pics

Palace of Westminster (AKA Parliment)
http://upload.wikimedia.org/wikipedia/commons/4/48/Westminster_palace.jpg

US Capitol Building
http://upload.wikimedia.org/wikipedia/commons/2/27/Capitol_Building_Full_View.jpg

Parliament of Canada
http://upload.wikimedia.org/wikipedia/commons/2/26/Parliament_Hill_Front_Entrance.jpg

Parliament of India
http://upload.wikimedia.org/wikipedia/cy/thumb/4/4f/Sansad_Bhavan_view.jpg/250px-Sansad_Bhavan_view.jpg

Parliament of New Zealand
http://www.airninja.com/pictures/wellington/new_zealand_parliament_buildings.jpg

Parliament of South Africa
http://upload.wikimedia.org/wikipedia/en/4/43/Parliament_WC_ZA.jpg

Reichstag
http://upload.wikimedia.org/wikipedia/commons/2/28/Reichstag_pano.jpg

Espace Léopold (EU Parliament in Brussels)
http://en.wikipedia.org/wiki/File:European_Parliament_in_Brussels.jpg

Palace of the Parliament (Romania)
http://upload.wikimedia.org/wikipedia/commons/5/58/PalaceParliament%2C_Bucharest.jpg

Palais Bourbon (France)
http://upload.wikimedia.org/wikipedia/commons/6/6c/Paris_Assemblee_Nationale_DSC00074.jpg

should give you some chaps some ideas :p


EDIT:

Maybe a tiny weeney bit on the large side, but theres alot of detail, right guys...

remake20
Jan 07, 2009, 10:08 AM
Thoase are the biggest pitures in the world

sheep21
Jan 07, 2009, 12:01 PM
Thoase are the biggest pitures in the world

lots of detail for the modelers, ummmmm :D

I'll just post linkies when i reedit that in abit

DVS
Jan 07, 2009, 05:27 PM
Not links sheep, just hide the images in spoilers.

DVS
Jan 07, 2009, 05:32 PM
Good stuff sheep.

The one thing though, you should have left out Canada, since we don't use our Parliament anymore. We have a dictator now, he doesn't need the confidence of Parliament for some reason. :(

Ok that's not leaving politics out of the mod. lol

remake20
Jan 08, 2009, 01:01 PM
I was working on the Jap. UB and it is a special laboratory. I just copied the XML entry from BTS into the file. Do I edit it or just leave it the same?

DVS
Jan 20, 2009, 11:35 AM
edit: whoops

remake20
Jan 27, 2009, 06:57 PM
Could we put this in the game?

http://forums.civfanatics.com/downloads.php?do=file&id=9798

Amogos
Jan 28, 2009, 11:45 PM
I know I have stressed this before, but have Amerindian and Wahhabism buildings been suggested, or have I missed something?

ianinsane
Jan 29, 2009, 09:13 AM
I'm not sure if it makes sense to have special buildings for the cultural ideologies at all. These CIs are such a conglomerate of values, ethnics, religion, ideologies that I would find it rather strange to have a special building that emphasizes one aspect too strongly.

CIs are spread by education and media so each educational (e.g. university) and media-related (e.g. broadcasting tower) building should be spreading the state CI.

To be honest I am not even sure if it makes sense to let these CIs have shrines. "Holy cities", maybe. But shrines, again, would overemphasize one aspect of a CI, like the religious aspect. The more I think about it the more I tend to leave shrines out of the game.

Concerning Wahhabism...I don't think it makes sense to have this as a cultural ideology. It is much to special. CIs are a simplification of all the different cultural values, religions, ethnics, and ideologies in the world. Some that roughly differ in some aspects are put under the roof of one CI. So I think it makes no sense to split up the muslim CI into several ones. Especially if it is something as curious as Wahhabism, which actually is just one of many variations of Hanbali school of Sunni Islam. And this, again, would overemphasize the religious aspect of this CI.

Praetyre
Jan 06, 2010, 02:55 PM
Hello. I have a fairly big list of building concepts listed here, put in as an attchment due to size. Feel free to comment, and apologies for any mistakes in spelling, grammar or smiley application. This is, of course, just a suggestion for first edition, as I'm sure somebody could name a number of different landmarks (the Tower of London, Picadilly Circus, the Chichen Itza) that could fit in future. It's also subject to change if the Muslim CI is split or not, in which that if it does not split, the Shia Mosque and Sunni Mosque will be merged and the Grand Mosque will be made a universally Muslim building, while the Imam Ali Mosque will disappear as the holy building of Shia Islam.

Joecoolyo
Jan 16, 2010, 04:12 PM
idk if your list was meant to cover WW (World Wonders) or NW (National Wonders). But since it already is, I'd like to show you this thread (http://forums.civfanatics.com/showthread.php?t=306283) which gives a pretty comprehensive list of the NWs and the WWs we want in this mod, which you could add to your list (even though you already have covered quite a few from that list, you missed some).

Praetyre
Jan 16, 2010, 05:11 PM
Alright, I've updated the document to include those. Attachment has been changed above.

Bahmo
Jan 16, 2010, 05:19 PM
Hello. I have a fairly big list of building concepts listed here, put in as an attchment due to size. Feel free to comment, and apologies for any mistakes in spelling, grammar or smiley application. This is, of course, just a suggestion for first edition, as I'm sure somebody could name a number of different landmarks (the Tower of London, Picadilly Circus, the Chichen Itza) that could fit in future. It's also subject to change if the Muslim CI is split or not, in which that if it does not split, the Shia Mosque and Sunni Mosque will be merged and the Grand Mosque will be made a universally Muslim building, while the Imam Ali Mosque will disappear as the holy building of Shia Islam.

Some of those are much too out there, and there are certain things that cannot be done with the XML as it is. Also, remember that "ideologies" do not work like religions in this mod, and in fact; the term, "ideology" is innacurate. "Cultural group" is more accurate, unless we've changed that.

Praetyre
Jan 16, 2010, 06:47 PM
Could you elaborate on what you mean on the buildings being "out there"? Do you mean the buildings themselves or their bonuses, since the only really futuristic building there is the Vertical Farm. Also, only the religious cultural groups have spread buildings, partly for balance reasons (Western and Sinic will be very big at the start) and partly because the other ideologies don't have the equivalent of missionaries or religious buildings.

Bahmo
Jan 17, 2010, 08:20 PM
Some things like "Bus station" are a little too obvious to need being built, I think. I do agree with some of them, though, such as vertical farms.

Praetyre
Jan 17, 2010, 08:27 PM
Well, partly these things are to account for the effects of natural disasters. New Orleans doesn't have much of a bus network these days:
http://squawkboxnoise.files.wordpress.com/2006/03/nobus.jpg

While most cities in game would start with Bus Stations, they could be destroyed by natural disasters or pillage, and thus the player would lose the benefit coming from them and would have to invest :hammers: to rebuild them.