View Full Version : [MODCOMP] More Buildings


Zuul
Nov 10, 2008, 04:34 PM
More Buildings

v0.04 by Zuul (2009-01-30) (http://forums.civfanatics.com/downloads.php?do=file&id=11238)
Addon to Age of Discovery II v1.06 (2008-01-12).


Description
This xml only mod (but python/sdk changed will come in the future). It removes almost all of the start buildings and add a earlier version of most buildings and for some, a later building. Currently no new type of building are added. Future features could be: limit amount of buildings in a town, and having more of same building.


Planning
100% earlier version buildings.
100% later version buildings.
0% new building pedias.
0% new building icons.
0% new building drawings.
0% new building models.
0% new type of buldings.
0% new building features.


Version
0.01 Initial version (2008-11-19) 14kb
+Added Buildings (15): Base Camp, Village Hall, Town Hall, Carpenter's Shelter, Storage House, Custom House, Palisade, Landing-Stage, Weaver's Shelter, Fur Trader's Shelter, Distiller's Shelter, Tabacconist's Shelter, Blacksmith Shelter, Weapon Shelter, Pasture
*Changed Buildings (5): City Hall, Warehouse, Warehouse Expansion, Stockade, Dock
0.02 Second version (2008-11-23) 15kb
+Added Buildings (4): Ranch, Cathedral, Large School, Telegraph
*Changed Buildings (3): Large Stable, Large Church, Schoolhouse
%Fixed so Natvies not able to build new buildings.
0.03 Third version (2008-12-10) 27kb
+Faster alternative starting version (still slower than vanilla).
*Raised AI build priority for the 3 first Lumbermills.
%Fixed Cathedral building requirement.
%Fixed pirate start buildings.
*Updated to AoDII v1.03.
%Founding Fathers now compatible with the new buildings.
0.04 Forth version (2009-01-30) 28kb
*Stables makes extra hourses (like in LooF/AoD2).
*Updated buildings to AoD2 v1.06 (2 extra xml fields).
*Updated founding fathers to AoD2 v1.06.
*Changed order of buildings.
Install
Add:
\Mods\AgeOfDiscoveryII\Assets\XML\Civilizations\CI V4CivilizationInfos.xml (backup)
\Mods\AgeOfDiscoveryII\Assets\XML\Civilizations\CI V4TraitInfos.xml (backup)
\Mods\AgeOfDiscoveryII\Assets\XML\Buildings\CIV4Bu ildingInfos.xml (backup)
\Mods\AgeOfDiscoveryII\Assets\XML\Buildings\CIV4Bu ildingClassInfos.xml
\ModsAgeOfDiscoveryII\Assets\XML\GameInfo\CIV4Fath erPointInfos.xml
\ModsAgeOfDiscoveryII\Assets\XML\Text\CIV4GameText _MB.xml

Or use this faster version:
CIV4CivilizationInfosFast.xml (rename)


List
* = New building.
^ = Changed building.
- = To be added.
p = Production/hammers.
t = Tools.
h = Horses.
#h = Level of Town Hall required.
#l = Level of Lumber Mill required.

*Base Camp 1p -
*Village Hall 12p - 1*2
*Town Hall 90p 30t #2l - 2*3
^City Hall 350p 120t #3l - 3*6 (requres resourses, renamed from Town Hall)

*Carpenter's Shelter 4p - 1*2
Carpenter's Shop 50p #1h - 2*3
Lumber Mill 150p 80t #2h - 3*6
*Sawmill 400p 150t #3h - 3*6*1,25

*Storage House 6p - 150
^Warehouse 30p #1h - 200 10% (0->10% sell)
^Warehouse Expansion 90p 20t #2h - 300 40% (50->40% sell)
*Custom House 350p 80t #3h - 400 60%

*Palisade 6p - 25% (swap with stockade? - fits graphics)
^Stockade 25p #1h - 50% (30->25p)
Fort 90p 50t #2h - 100%
Fortress 270h 100t #3h - 150%

*Landing-Stage 6p - +1
^Dock 20p #1h - +2 (25->20p)
Drydock 75p 50t #2h - +2 #1
Shipyard 225p 100t #3h - +2 #2

*Weaver's Shelter 4p - 1*2
Weaver's House 30p #1h - 2*3
Weavers Shop 90p 50t #2h - 3*6
Texture Mill 270p 100t #3h - 3*6*1,5

*Fur Trader's Shelter 4p - 1*1
Fur Trader's House 30p #1h - 2*3
Fur Trading Post 90p 50t #2h - 3*6
Fur Factory 270p 100t #3h - 3*6*1,5

*Distiller's Shelter 4p - 1*1
Destiller's House 30p #1h - 2*3
Destillery 90p 50t #2h - 3*6
Rum Factory 270p 100t #3h - 3*6*1,5

*Tabacconist's Shelter 4p - 1*1
Tabacconist's House 30p #1h - 2*3
Tabacconist's Shop 90p 50t #2h - 3*6
Cigar Factory 270p 100t #3h - 3*6*1,5

*Blacksmith Shelter 6p - 1*2
Blacksmith House 50p #1h - 2*3
Blacksmith Shop 150p 50t #2h - 3*6
Ironworks 450p 100t #3h - 3*6*1,5

*Weapon Shelter 12p - 1*2
Armory 100p #1h - 2*3
Magazine 300p 50t #2h - 3*6
Arsenal 900p 100t #3h - 3*6*1,5

*Pasture 6p 10h - 1*2
^Stable 50p 50h #1h - 2*3 + 1 (extra horse)
^Large Stable 150p 100h #2h - 3*6 + 2 (renamed from Ranch, extra horses)
*Ranch 400p 200h #3h - 3*6*1,5 + 3 (extra horses)

Printing Press 60p 20t #2h - +50%
Newspaper 180p 50t #3h - +100%
*Telegraph 400p 100t #3h - +150%

*Chapel 6p - 1*2
Church 50p #1h - 2*3
^Large Church 150p 50t #2h - 3*6 (renamed from Chatedral)
*Cathedral 400p 100t #3h - 3*9

*Schoolhouse 6p - 1*2
Large School 50p #1h - 2*3
College 150p 50t #2h - 3*6
Univercity 450p 100t #3h - 3*12

Onionsoilder
Nov 10, 2008, 08:10 PM
Palisade would be a good name for the pre-stockade. You could have a cellar for an early warehouse as well. Sawmill is a better name then Lumber Factory, and an early Stable could just

What should a smaller version of these be called?
Stockade - Palisade
Warehouse - Cellar?
Stable - Pasture


The larger version of theses?
Lumber Mill - Sawmill



In addition, Cathedrals are very big as it is. I don't think there should be a large version. You could always add a Monument or Shrine as a precursor to a Church, then just upgrade the Church and the Cathedral. Somewhat of a reverse problem with the school buildings - Schoolhouses were very small, one-room buildings. You can't really get any smaller. I suppose instead you could have a Library, that boosts the production of a school by 50% or something.

Zuul
Nov 10, 2008, 08:32 PM
Thanks for the response. Good idéas.

Updated the building list.
Hut -> Shelter
Clearing -> Palisade (easier to reuse graphics)
Lumber Factory -> Sawmill
Changed Stable
Changed Church
Changed School

Jabie
Nov 11, 2008, 06:31 AM
What about a Well to increase your food yield by X%.

I'd call a samller version of a Dock, the Jetty.

Antilogic
Nov 13, 2008, 05:11 PM
Do you think it is necessary to add an extra level to all the buildings if you are going to force players to produce the "initial" level as well? I'm just wondering how I'm going to be able to produce everything I think I would need given the time frame of the game...

I do like the idea of being able to upgrade your starting Town Hall, though. Maybe only allow 2 statesmen to be assigned initially, and increase it for the higher levels.

Zuul
Nov 13, 2008, 07:46 PM
Well I have finished about 75% of the first version. Yes the game will be initially slower, but added an extra lumbermill +25% production that might even it out. But we will se after I relase this and we playtest it.

I might do a version with just a few new buildings. Depends on what people want (after they have tried it).

Note: I'm, so addicted to Fallout 3 right now :p.

Jamis
Nov 19, 2008, 01:31 PM
Come on back to us Zuul, we want to see this thing completed!

Zuul
Nov 19, 2008, 05:19 PM
Ah just for that post I will work on this tonight instead of playing Fallout 3 :p. Thanks


Edit: Uploaded first test version (in first post). Have not playedtested it much at all.

Zuul
Nov 23, 2008, 12:07 PM
Updated the mod to version 0.02. Added a few buildings and made a bugfix.
This compleates the first stage of the mod.

Next version will have new icons and drawings.

(waiting for this file to be moved to the file section)

koma13
Nov 23, 2008, 06:27 PM
Hey Zuul,

I played your mod but i think it's too much micromanagement. You have to build everything again and again only getting a small bonus you got in default colonization for free. It feels more like a punishment instead of an enhancement.
Additional levels of a building should grant more satisfying benefits than just production bonus. And you should focus more on new buildings. The well mentioned in 4th post or a bank house which generates money or a military acedemy where you can train generals and soldiers, i don't know.:crazyeye:

Zuul
Nov 23, 2008, 08:22 PM
Thanks for the testing. Seen any error or something? Does the AI use the new buildings well?

Yes this version slows down the game alot. Some wont like it, but maybe some will.
I will release a faster alternativ version in a couple of days.

New building types with new features will need SDK coding. Wanted to see what you could get with just XML in first stage of this mod.
Maybe I will add some feature to faster create new cities after a while.

koma13
Nov 23, 2008, 09:14 PM
Yes, I didn't get any errors. I looked into world builder and AI seems doing well. Some cities even had more buildings than my own. This is quiet an achievement considering the fact i'm normally obsessed with building everything possible. I'm also looking forward for this alternate version you want to release. Maybe you could provide an option how many levels of buildings are possible or you could link this to game speed (Marathon -> 4 lvl, Epic -> 3 lvl...). Another solution could be changing the bonus of some Founding Fathers giving a specific building in every colony like Hernan Cortes. You could also reduce levels of some essentiell buildings that every colony will build (carpenter's shop, warehouse, town hall, church). Last but not least you could provide some more buildings when founding a colony. This initial buildings could maybe linked to the profession of the founder unit.

Jamis
Nov 24, 2008, 04:10 PM
Sweet!

Zuul...this will be the first thing I test once I'm done winning my WOI tonight.

I'll give you some feedback and ideas as I have them.

Zuul
Nov 25, 2008, 06:41 PM
Nice :).

From this thread (http://forums.civfanatics.com/showthread.php?t=294079) some doesnt like the way stable/ranch works. So should I change the production somehow (bonus production and or extra pruduction)? Same with any other building?

Jamis
Nov 25, 2008, 10:33 PM
I've got the mod installed and running.

It's pretty odd starting a colony and then looking at the colony screen and not seeing a damn building. :P

The only thing I have to say so far is that the instructions mention backing up the xml files in the buildings folder in the aod2 mod directory...until I tried installing this mod, I didn't have a buildings folder. It's not a big deal for me since I understood that since I didn't have that folder I had to create one. but it might confuse people not familiar with messing with mods.

I'll play a couple quick games through over the holidays and let you know if I come across any bugs. So far so good though. :)

Jamis
Nov 25, 2008, 10:38 PM
Nice :).

From this thread (http://forums.civfanatics.com/showthread.php?t=294079) some doesnt like the way stable/ranch works. So should I change the production somehow (bonus production and or extra pruduction)? Same with any other building?

I've been messing with the productions myself. :) I want to try a couple games where I get two tools per ore to see if it causes any game imbalances.

I'm also thinking about changing the level 4 buildings to be able to hold as many colonists as I want. My logic behind that is, if I have the raw resources, then I'd probably build my "factory" to such a capacity as to accommodate supply. I remember back in Col1 where you could bug the lumbermill and get mad hammer production. :)

The Ranch production values look fine to me. What did others want to change about it?

Jamis
Nov 29, 2008, 11:51 AM
OK Zuul, I played a full game on revolutionary with the new buildings, and as a human player, I really liked liked it.

However, I think the other european powers aren't prioritizing certain buildings as high as they should, like the carpenter's shop and the lumber mill. I conquered 8 colonies ofthe french and there wasn't a single lumbermill in there.

I'll keep on playtesting and let you know if I notice anything else worth mentioning.

Zuul
Nov 29, 2008, 12:29 PM
Thanks for playtesting. Will raise the AI building priority for lumbermills.
Will also change the install instructions :).

Been tinkering with special buildings (or rather city speciality), so if you build one building you cant build the other. But to set requirment to have zero of one building is just ignored instead of checked. So I think an sdk change is needed.

Jamis
Nov 29, 2008, 12:42 PM
Let me know what you change to increase lumbermill priority for the AI.

Also, for the custom house, how do you increase how many items a turn it will sell for you? I had something like 10000 coats in a settlement, and the damn thing was only selling like 20 coats a turn. :P

Jamis
Nov 29, 2008, 01:00 PM
Cathedral needs to have prereq of large church, not just church. :)

Onionsoilder
Nov 29, 2008, 01:02 PM
I got an idea for an entirely new building class:

Food Preservation Buildings:
- Cellar
- Preservation House
- Preservation Plant
- Cannery

Not sure how these could work... either boost food production, or reduce the amount of food colonists consume.

Zuul
Nov 29, 2008, 01:52 PM
Let me know what you change to increase lumbermill priority for the AI.

Also, for the custom house, how do you increase how many items a turn it will sell for you? I had something like 10000 coats in a settlement, and the damn thing was only selling like 20 coats a turn. :P
iAsset is AI priority (and iPower for war buildings).

Try GlobalDefines.xml
CITY_YIELD_DECAY_PERCENT
MIN_CITY_YIELD_DECAY


Cathedral needs to have prereq of large church, not just church. :)
Good catch :).

I got an idea for an entirely new building class:

Food Preservation Buildings:
- Cellar
- Preservation House
- Preservation Plant
- Cannery

Not sure how these could work... either boost food production, or reduce the amount of food colonists consume.

I was thinking in same lines. Like giving some food bonus production (easy to edit in xml).

But...
Right now we only have like one spot left for new type of building (else graphics overlap if you dont reduce them).

Zuul
Dec 10, 2008, 03:24 AM
Will soon release a version for AoDII 1.03.
But first I want to update the founding fathers fitting the new buildings (like townhall bonuses also for cityhall).

Edit: Version 0.03 released. Check first post.

BarLaf
Dec 24, 2008, 06:52 PM
What about basilica instead of large church?

Zuul
Dec 25, 2008, 02:07 AM
Shouldn't basilica be larger than cathedral? Anyway is there any basilica in America?
No I don't think there should be any in this timeline.

Anyway, have fixed a few bugs, but waiting for next AoDII before I release a new version.

millansoft
Dec 25, 2008, 09:13 AM
Yes, there are Basilicas in Argentina for example.

BarLaf
Dec 28, 2008, 09:57 PM
True, the first basilica in North America was elevated in 1874, in Quebec city.

But cathedrals are higher than minor basilicas in ranking of churches. Major basilicas are found in Italy only.

BarLaf
Dec 28, 2008, 09:58 PM
Or shrine could be a good idea, before or after the chapel...

Zuul
Jan 05, 2009, 08:42 AM
I have updated this mod to AoD2 1.06 - betatesters only version.
Now starting to add new cool stuff :).

So when AoD2 1.06 is released to the public my mod will be too.

The Rusty Gamer
Jan 24, 2009, 05:13 PM
I just tried the version in AOD 1.06 but have now realised it isn't going to work at present. I see you haven't put the proper verison up yet.

Zuul, how did you get the earlier versions of the town hall to have less output and workers? When I changed them for my own mod (ten colonies) it ignored the changed values at higer levels (printing press, newspaper) but stuck to the first set of values.

See http://forums.civfanatics.com/showthread.php?t=307693

BTW, I'd like to combine your extra buildings with my mod, but with restrictions (number of colonies). One big complaint is that some feel they can still win with only about 3 colonies which I am trying to change. Higher level buildings require that more colonies be established first.

See Ten Colonies (http://forums.civfanatics.com/showthread.php?t=296788)

Zuul
Jan 28, 2009, 11:01 AM
Okey I will release a new version soon, but it wont have much new (as I started playing/modding other games).

I see no problems in having more levels of town hall. But there are some start settings and so on to change too.

vsipinen
Jan 29, 2009, 06:54 AM
So when AoD2 1.06 is released to the public my mod will be too.

I am little confused. I just read the change log of the Age of Discovery II version 1.06, and it did not seem to include any more buildings. Only additions related to buildings were "ability to define a building as single instance" and "ability to define obsoleting building classes". Where are the added buildings ?

Or did the AoD2 here mean something else than Age of Discovery II mod ?

Zuul
Jan 30, 2009, 03:42 AM
Correct, AoD2 doesn't have any new buildings. But my mod has, and it's an modmod to AoD2.

Edit: Updated to version 0.04. Not many changes. Actually this version was finished 2-3 weeks ago. But I never released it.

The Rusty Gamer
Feb 05, 2009, 06:58 PM
Zuul, was allowing the Pasture to have TWO ranchers deliberate? It felt inconsisent with other early buildings only allowing for one worker.

PrinzMyshkin
Mar 23, 2009, 05:24 PM
Does this mod work with AoD2 v1.08 now?

The Rusty Gamer
Mar 24, 2009, 05:46 PM
I don't think so. It hasn't been updated since 1.06.

Zuul
Mar 30, 2009, 01:42 PM
I lost my login pass, and the same time started working on my own game, so sorry I won't uppdate this mod.

The Rusty Gamer: Yes you are right, it's a bug.

PrinzMyshkin: It's not updated. New AoD most probably will have new xml fiels so it wont work.

The Rusty Gamer
Mar 30, 2009, 03:19 PM
Zuul, what files would need to be changed? If I find the time, I might do it myself. I see potential with this mod for something else I have in mind.

The Rusty Gamer
Mar 30, 2009, 03:47 PM
Well, Dale has mentioned incorporating this himself. That's good.

Zuul
Mar 31, 2009, 05:34 PM
I use "Beyond Compare 3" to check what differs in all the files I use. Easy to see the difference, a bit harder to know what to merge and not.

kaibayashi
Sep 02, 2009, 05:54 PM
I have created/edited graphics for the new 'base level' buildings introduced in this mod. See here (http://forums.civfanatics.com/showthread.php?goto=newpost&t=333920)for more info.

kaibayashi
Oct 01, 2009, 07:09 AM
Have finished the corresponding buttons to go with the graphics in the previous post. See thread (http://forums.civfanatics.com/showthread.php?goto=newpost&t=333920)for info... :)