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konradcabral
Aug 14, 2009, 09:42 AM
Hello,

I'm starting a new thread for us to post our wanted features that eventually Zappara can't do or don't want to do. I recommend that you ask first Zappara, if you see that he's not going to implement it, then you ask here. If a modmodder is interested in do any of the requests, he should manifest himself: "Hey, I'll do it.", in order to don't get two or more identical modmods.

I'll start with one thing that Zappara said many times he won't do: more resources.

1) Modular resources: Soy, chicken, honey and bees (some dude is crazy about it), etc.. It could come together with a complete revamp of the food, production, gold, happiness and unhappiness, health and unhealth provided by the resources.

And
2) Powerful forts: like posted here (http://forums.civfanatics.com/showthread.php?p=8362286#post8362286).

Cheers,

Konrad

zappara
Aug 15, 2009, 09:33 AM
I'll start with one thing that Zappara said many times he won't do: more resources.

1) Modular resources: Soy, chicken, honey and bees (some dude is crazy about it), etc.. It could come together with a complete revamp of the food, production, gold, happiness and unhappiness, health and unhealth provided by the resourcesI'll clarify it a bit: I won't add any resources that map generator places to plots. However I will add some manufactured resources in RoM 2.8. ;)

1) Check World of Civilization modpack. There's plenty of new modular (WoC format) resources that could be converted to RoM and RoM already has all those WoC resource icons in gamefont files ;)

alm
Aug 24, 2009, 06:50 AM
Hi!
It would be very nice to have an ice tile exclusive food resource to help out whaling/mining for gold/silver cities there a bit. I think Seal would fit that role perfectly. I suggest it could be like +1 or +2 :food: without improvements and +2:food: +1:hammers: from camp (+3-4:food: +1:hammers: total)

Sgt.Roadkill
Aug 24, 2009, 12:32 PM
Anglo-Saxon Civ for RIse of Mankind! with a new leader head cause the oen whcih coms with the current mod is a bit rubbish. also with some news uniques....

also i like the Seal idea by aim

Hydromancerx
Aug 28, 2009, 09:10 PM
Here are some past requests I have posted over the years that I think could be done as modmods. If any of these are already made let me know.


Zoo, Aquarium & Petting Zoo

Zoo
Cost: 235:hammers:
Gold:+:gold:
Culture:+:culture:

Requires: Biology

Special Abilities

+10%:science:, +10%:culture:
+5% :commerce: with Elephant, Deer, Fur
Can turn 1 Citizen into Scientist
+1 :) from Elephant, Deer, Fur


Aquarium
Cost: 235:hammers:
Gold:+:gold:
Culture:+:culture:

Requires: Biology

Special Abilities

+10%:science:, +10%:culture:
+5% :commerce: with Whale, Fish, Clam, Shrimp, Crab
Can turn 1 Citizen into Scientist
+1 :) from Whale, Fish, Clam, Shrimp, Crab


Petting Zoo
Cost: 235:hammers:
Gold:+:gold:
Culture:+:culture:

Requires: Biology

Special Abilities

+10%:science:, +10%:culture:
+5% :commerce: with Horse, Cow, Sheep, Pig
Can turn 1 Citizen into Scientist
+1 :) from Horse, Cow, Sheep, Pig


-----

Bee Keeping

Apiculture (aka Bee Keeping)
Req: Animal Husbandry and Calendar

-Can build an Apiary (aka Bee Hive) - Gives Honey And Wax resources. +Food, +Health

Honey = +Food, +Health
Wax = +Money, +Production

Random Event: Bees!
1. Figure out how to keep bees and build a apiary (Req. Agriculture, 50 gold, +1 Food and +2 Commerce for tile).
2. Raid hives, we need that food now (+6 Food stores)!
3. Leave nature be, the bees are important to the ecosystem (Req. Environmentalism, Free Forest and Forest Preserve on tile).

-----

Space Stuff

It would be cool if after you finished the the "Space Race" you could gain a new trade route with Alpha Centauri. Likewise early on it might be nice to be able to send probes to other planets. Yo of course could not visit them but you could send colonist to them, get additional trade routes and possibly more resources from them. Here are some ideas...

Moon Base (Req Space Colonies)
- Reveals Lunar Minerals
- Can construct Lunar Tourism: Same As Vacation Resort
- Can construct Luna Industrial Complex: Same As Orbital Factory
- Can construct Lunar Laboratory: Same As Laboratory

Mars Base (Req Space Colonies)
- Reveals Mars Minerals
- Can construct Mars Tourism: Same As Vacation Resort
- Can construct Mars Industrial Complex: Same As Orbital Factory
- Can construct Mars Laboratory: Same As Laboratory

Terraform Mars (Req Mars Base, Req Weather Control)
- Mars Colony: Not Sure

Asteroid Belt Mining (Req Space Colonies)
- Reveals Asteroid Minerals
- Can construct Asteroid Belt Mines: Same As Orbital Factory
- Can construct Asteroid Belt Laboratory: Same As Laboratory

Alpha Centauri Base (Req Interstellar Travel)
- Reveals Alpha Centauri Minerals
- Reveals Alpha Centauri Flora
- Reveals Alpha Centauri Fauna
- Can construct Alpha Centauri Tourism: Same As Vacation Resort
- Can construct Alpha Centauri Industrial Complex: Same As Orbital Factory
- Can construct Alpha Centauri Laboratory: Same As Laboratory

Alpha Centauri Base Mars (Req Alpha Centauri Base, Req Weather Control)
- Alpha Centauri Base Colony: Not Sure.

New Space Resources

o Lunar Minerals: +Production, +Commerce
o Mars Minerals: +Production, +Commerce
o Asteroid Minerals: +Production, +Commerce
o Alpha Centauri Minerals: +Production, +Commerce
o Alpha Centauri Flora: +Food +Commerce
o Alpha Centauri Fauna: +Food, +Commerce

-----

Medieval Stuff

I agree with the Mirrors tech. Mirrors also would be useful in telescopes, parascopes etc. As well as luxury items such as fancy mirrors.

o Hourglass (req. Glassmaking) - Helps maybe with production. But would become obsolete when clockworks comes.

o Soap - Gives Plus to Healthiness. Needs Animal Fat (Cow or Pig resources maybe) or maybe Olive Oil.

I really think soap should be added or possibly soap and candles. The whole rendering is important. Perhaps a rendering building + to health from having soap but - to happiness from the smell of the rendering building.

Units

http://talkwordy.files.wordpress.com/2009/03/petard.png

Petards - A pre-gunpowder unit that can take down city defenses by blowing itself up.

http://ee.heavengames.com/new/eeh/gameinfo/units/img.php?src=pics/ballista.png

Balista - An alternative siege unit. Basically a huge crossbow with bombard damage.

-----

Random Units

I think you should add a few more non-unique units such as ...

Prehistoric

Name: Rock Thrower / Slings
Type: Pre-Archery
Req: Stone Tools
Tree: Between Warrior and Archer

Name: Log Ram
Type: Pre-Siege Weapons
Req: The Wheel
Tree: Before Ram

Name: Transport Raft / Canoe
Type: Pre-Wooden Ships
Req: Fishing
Tree: Before Galley
Info: Holds 1 Unit

Name: War Raft / War Canoe
Type: Pre-Wooden Ships
Req: Fishing
Tree: Before War Galley

Classical / Medieval

Name: Javelin
Type: Archery
Req: Archery
Tree: After Archer
Info: Good vs Horse

Name: Stone Thrower / Scorpion
Type: Siege Weapons
Req: Mathematics
Tree: Before Trebuchet
Info: Different from a Catapult.

Name: Light Ram
Type: Siege Weapons
Req: Mathematics
Tree: After Log Ram

Renaissance

Name: Ballista
Type: Siege Weapons
Req: Gun Powder (Sulfur)
Tree: After Scorpion

Name: Heavy Ram
Type: Siege Weapons
Req: Metallurgy
Tree: After Light Ram

-----

Corporations

Safari Inc
Consumes: Elephant, Deer, Fur, Whale
All Cities: +2 C, +2 S for each resource consumed
Requires: Tourism

Beverages Inc
Consumes: Coffee, Wine, Apple, Lemons, Banana, Glassware (possibly potato, wheat, rice or sugar too if you want more alcoholic beverages)
All Cities: +.75 Food, +.5 +.5 Unhealthiness for each resource consumed
Requires: ?

-----

Prehistoric Stuff

Please add more prehistoric techs!! You had some good ones like Ceremonial Burial and Boat Making in that side project (http://forums.civfanatics.com/showthread.php?t=291758) you made with the magic in it. Here are some ideas ...

Techs
o Gathering
o Scavenging
o Bone Working
o Tanning
o Leather Working
o Basketry
o Fishing Traps
o Flint Knapping
o Copper Working
o Tracking
o Boat Making
o Ceremonial Burial
o Oral Tradition
o Cave Painting
o Sand Painting
o Tribal Music

Buildings
o Tannery
o Potter's Hut
o Burial Mound

Wonders
o Legend
o Lascaux Cave
o Mesa Verde

Units
o Rock Slinger
o Mammoth (Barbarian Unit)

I am sure there are plenty more that could be made.

-----

Hacker

Here is an idea for a new type of feature for RoM.

Is there a way to make a hacker unit from the spy who can remotely (without going to a city) hack other civilizations by trying to steal their technology, line of sight, city research, temporarily turning off city power, etc? Likewise they could do counter hacking and maybe even have a firewall server to protect the city from cyber-hacking? Maybe even the ability to produce computer viruses too. Maybe even a wonder which could give resistance to cyber attacks.

-----

Power

Power Plants

Coal Power Plant (Civ4)
Shale Power Plant (Civ4 - Japan Unique Building)
Nuclear Power Plant (Civ4)
Hydro Power Plant (Civ4)

Oil Power Plant (RoM)

Geothermal Power Plant (New) - A green power plant possibly only located next to peaks.
Wind Power Plant (New) - A green power plant that works best on hilltop cities.
Solar Array Power Plant (New) - A green power plant which works best in desert biomes.
Tidal Power Plant (New) - A green power plant only available for coastal cities.
Biomass Power Plant (New) - A semi-green power plant that reduces trash.

Also it would be neat if you could have more than one power plant in a city. That way the more type you add the more power boost you could get. Thus a Solar or Wind Power Plant might not give all that much power alone but together they could equal one dirty power plant like coal or oil.

-----

Diseases

That's great new that some disease is already in your game! You could definitely add more or even add techs involving it such as ...

Techs

Early Biological Warfare - Gives you the ability for trade caravans to spread Small Pox via blankets to a city they visit.

Leech Treatment - Allows you to build a medieval healers building. Gives some sort of positive and negative health. Perhaps + health for the city but spreads diseases.

Wonders

Cure for AIDS - Similar to cure for cancer.

Also disease ideas ...

o Smallpox
o Bubonic Plague - Increased by present of a granary and farms.
o Malaria - Increased by jungle, marsh, flood plain biomes.
o Yellow Fever - Increased by jungle, marsh, flood plain biomes.
o Bird Flu - Increased by chickens resource (need to add).
o SARS
o AIDS
o Nanobot Virus - Only unleashed in the future after discovering nano technology.

I am sure there are a lot more that could be thought of.

-----

Explosion Unit

o A Petard/Kamikaze/Suicide Bomber unit that can be made cheaper that say a catapult or cannon but can take down city defenses at the price of of the unit dying. Perhaps it could start out as a Petard (Renaissance) unit based on gunpowder then upgrade to Kamikaze (Industrial)with TNT explosives and then have a modern unit with Suicide Bomber (Modern) with Plastic explosives. I have no idea what a future unit would be, maybe like a Vortex Robot that can implode.

-----

Phew Ok that was alot of stuff I found from old posts I made. Hopefully someone like something out of this huge list. Thanks in advanced to anyone who attempts to make anything I suggested. :)

Hydromancerx
Aug 29, 2009, 06:58 PM
http://www.saskschools.ca/~gregory/settlers/plowhorse.gif

I like how the elephant units can be used to build roads, forts and even chop down trees. But what about horses? We really need like a "work horse" unit that can make roads, plow farms and other "worker" like tasks but be able to move faster than a worker. Of course they would not be able to do everything a worker can.

Afforess
Aug 29, 2009, 08:11 PM
Zoo, Aquarium & Petting Zoo

Zoo
Cost: 235:hammers:
Gold:+:gold:
Culture:+:culture:

Requires: Biology

Special Abilities

+10%:science:, +10%:culture:
+5% :commerce: with Elephant, Deer, Fur
Can turn 1 Citizen into Scientist
+1 :) from Elephant, Deer, Fur


Aquarium
Cost: 235:hammers:
Gold:+:gold:
Culture:+:culture:

Requires: Biology

Special Abilities

+10%:science:, +10%:culture:
+5% :commerce: with Whale, Fish, Clam, Shrimp, Crab
Can turn 1 Citizen into Scientist
+1 :) from Whale, Fish, Clam, Shrimp, Crab


Petting Zoo
Cost: 235:hammers:
Gold:+:gold:
Culture:+:culture:

Requires: Biology

Special Abilities

+10%:science:, +10%:culture:
+5% :commerce: with Horse, Cow, Sheep, Pig
Can turn 1 Citizen into Scientist
+1 :) from Horse, Cow, Sheep, Pig


-----

These wouldn't be hard to do. I would just have to sit down, and code some XML some day.

Bee Keeping

Apiculture (aka Bee Keeping)
Req: Animal Husbandry and Calendar

-Can build an Apiary (aka Bee Hive) - Gives Honey And Wax resources. +Food, +Health

Honey = +Food, +Health
Wax = +Money, +Production

Resources take more time, but this still wouldn't be too hard to do. Again, I just need to have an off week where I have lots of free time, maybe labor day weekend.

Random Event: Bees!
1. Figure out how to keep bees and build a apiary (Req. Agriculture, 50 gold, +1 Food and +2 Commerce for tile).
2. Raid hives, we need that food now (+6 Food stores)!
3. Leave nature be, the bees are important to the ecosystem (Req. Environmentalism, Free Forest and Forest Preserve on tile).


After doing more random events, I can tell you I hate coding random events. The XML for each one takes 4 times as much work as it would for one building. Then, you have to go in game and make sure everything works... But I could do it. Again, on an off week.
-----

Space Stuff

It would be cool if after you finished the the "Space Race" you could gain a new trade route with Alpha Centauri. Likewise early on it might be nice to be able to send probes to other planets. Yo of course could not visit them but you could send colonist to them, get additional trade routes and possibly more resources from them. Here are some ideas...

Moon Base (Req Space Colonies)
- Reveals Lunar Minerals
- Can construct Lunar Tourism: Same As Vacation Resort
- Can construct Luna Industrial Complex: Same As Orbital Factory
- Can construct Lunar Laboratory: Same As Laboratory

Mars Base (Req Space Colonies)
- Reveals Mars Minerals
- Can construct Mars Tourism: Same As Vacation Resort
- Can construct Mars Industrial Complex: Same As Orbital Factory
- Can construct Mars Laboratory: Same As Laboratory

Terraform Mars (Req Mars Base, Req Weather Control)
- Mars Colony: Not Sure

Asteroid Belt Mining (Req Space Colonies)
- Reveals Asteroid Minerals
- Can construct Asteroid Belt Mines: Same As Orbital Factory
- Can construct Asteroid Belt Laboratory: Same As Laboratory

Alpha Centauri Base (Req Interstellar Travel)
- Reveals Alpha Centauri Minerals
- Reveals Alpha Centauri Flora
- Reveals Alpha Centauri Fauna
- Can construct Alpha Centauri Tourism: Same As Vacation Resort
- Can construct Alpha Centauri Industrial Complex: Same As Orbital Factory
- Can construct Alpha Centauri Laboratory: Same As Laboratory

Alpha Centauri Base Mars (Req Alpha Centauri Base, Req Weather Control)
- Alpha Centauri Base Colony: Not Sure.

There isn't a much better way to do this than National Wonders, I'm afraid. But they are all doable.

New Space Resources

o Lunar Minerals: +Production, +Commerce
o Mars Minerals: +Production, +Commerce
o Asteroid Minerals: +Production, +Commerce
o Alpha Centauri Minerals: +Production, +Commerce
o Alpha Centauri Flora: +Food +Commerce
o Alpha Centauri Fauna: +Food, +Commerce

Despite popular misconception, space doesn't actually have any elements in it that Earth already doesn't have, just in different quantity's. I suppose you could add Titanuam or some such rare element and use that though. The last too, Flora and Fauna are fine though.

Medieval Stuff

I agree with the Mirrors tech. Mirrors also would be useful in telescopes, parascopes etc. As well as luxury items such as fancy mirrors.

o Hourglass (req. Glassmaking) - Helps maybe with production. But would become obsolete when clockworks comes.

o Soap - Gives Plus to Healthiness. Needs Animal Fat (Cow or Pig resources maybe) or maybe Olive Oil.

I really think soap should be added or possibly soap and candles. The whole rendering is important. Perhaps a rendering building + to health from having soap but - to happiness from the smell of the rendering building.

Adding techs is easy enough, unless the tech tree for that line is full... But otherwise, simple. The building and soap resource shouldn't be too hard, all XML.

Units

http://talkwordy.files.wordpress.com/2009/03/petard.png

Petards - A pre-gunpowder unit that can take down city defenses by blowing itself up.

This is actually doable, as I saw a promotion recently that is made with python, where the unit dies after combat, regardless of the results. The only trouble would be getting the actual unit graphics. I don't think there are any petard graphics made, and I'm no artist.

http://ee.heavengames.com/new/eeh/gameinfo/units/img.php?src=pics/ballista.png

Balista - An alternative siege unit. Basically a huge crossbow with bombard damage.

Only possible, again, if someone has the artwork for it, otherwise, I can't do it.


Random Units

I think you should add a few more non-unique units such as ...

Prehistoric

Name: Rock Thrower / Slings
Type: Pre-Archery
Req: Stone Tools
Tree: Between Warrior and Archer

Name: Log Ram
Type: Pre-Siege Weapons
Req: The Wheel
Tree: Before Ram

Name: Transport Raft / Canoe
Type: Pre-Wooden Ships
Req: Fishing
Tree: Before Galley
Info: Holds 1 Unit

Name: War Raft / War Canoe
Type: Pre-Wooden Ships
Req: Fishing
Tree: Before War Galley

Classical / Medieval

Name: Javelin
Type: Archery
Req: Archery
Tree: After Archer
Info: Good vs Horse

Name: Stone Thrower / Scorpion
Type: Siege Weapons
Req: Mathematics
Tree: Before Trebuchet
Info: Different from a Catapult.

Name: Light Ram
Type: Siege Weapons
Req: Mathematics
Tree: After Log Ram

Renaissance

Name: Ballista
Type: Siege Weapons
Req: Gun Powder (Sulfur)
Tree: After Scorpion

Name: Heavy Ram
Type: Siege Weapons
Req: Metallurgy
Tree: After Light Ram



These all have the same problems as the last two, if you can find artwork for these on the CFC forums, great, I can make them, if not, I can not.


Corporations

Safari Inc
Consumes: Elephant, Deer, Fur, Whale
All Cities: +2 C, +2 S for each resource consumed
Requires: Tourism

Beverages Inc
Consumes: Coffee, Wine, Apple, Lemons, Banana, Glassware (possibly potato, wheat, rice or sugar too if you want more alcoholic beverages)
All Cities: +.75 Food, +.5 +.5 Unhealthiness for each resource consumed
Requires: ?

I have some Corporation Ideas too. This shouldn't be too hard.

-----

Prehistoric Stuff

Please add more prehistoric techs!! You had some good ones like Ceremonial Burial and Boat Making in that side project (http://forums.civfanatics.com/showthread.php?t=291758) you made with the magic in it. Here are some ideas ...

Techs
o Gathering
o Scavenging
o Bone Working
o Tanning
o Leather Working
o Basketry
o Fishing Traps
o Flint Knapping
o Copper Working
o Tracking
o Boat Making
o Ceremonial Burial
o Oral Tradition
o Cave Painting
o Sand Painting
o Tribal Music


Buildings
o Tannery
o Potter's Hut
o Burial Mound

Wonders
o Legend
o Lascaux Cave
o Mesa Verde

Units
o Rock Slinger
o Mammoth (Barbarian Unit)

The problem with just adding techs is that every tech needs to give something, either a building, resources, something. Techs that do nothing are deadwood, and get cut from RoM, not added. So we would need something unique for every tech. I suppose many of your unit suggestions could go in to the new techs though. This would require a lot of work, because I would basically need to add a new row the front of the tech tree. Do-able though. I just need to you to specify a building/unit/other that gets unlocked with each tech.


Hacker

Here is an idea for a new type of feature for RoM.

Is there a way to make a hacker unit from the spy who can remotely (without going to a city) hack other civilizations by trying to steal their technology, line of sight, city research, temporarily turning off city power, etc? Likewise they could do counter hacking and maybe even have a firewall server to protect the city from cyber-hacking? Maybe even the ability to produce computer viruses too. Maybe even a wonder which could give resistance to cyber attacks.

This would be a major change to the game, and impossible without some radical XML changes. Adding new spy missions is hard enough, then you would have to program the AI to use it, and the new fields in the XML for cyber-resistance...

For all intensive purposes, this is too complex for me.


Power

Power Plants

Coal Power Plant (Civ4)
Shale Power Plant (Civ4 - Japan Unique Building)
Nuclear Power Plant (Civ4)
Hydro Power Plant (Civ4)

Oil Power Plant (RoM)

Geothermal Power Plant (New) - A green power plant possibly only located next to peaks.
Wind Power Plant (New) - A green power plant that works best on hilltop cities.
Solar Array Power Plant (New) - A green power plant which works best in desert biomes.
Tidal Power Plant (New) - A green power plant only available for coastal cities.
Biomass Power Plant (New) - A semi-green power plant that reduces trash.

Also it would be neat if you could have more than one power plant in a city. That way the more type you add the more power boost you could get. Thus a Solar or Wind Power Plant might not give all that much power alone but together they could equal one dirty power plant like coal or oil.

Honestly, power plants got added to Civ4 as kind of a last minute change really. They aren't really well fleshed out, and there is almost no customizability for them. Plus, I can't make the game only allow buildings next to a certain terrain, so this idea is a no-go as well. Not that it isn't good, it's just impossible with the current game limitations.

Diseases

That's great new that some disease is already in your game! You could definitely add more or even add techs involving it such as ...

Techs

Early Biological Warfare - Gives you the ability for trade caravans to spread Small Pox via blankets to a city they visit.

Leech Treatment - Allows you to build a medieval healers building. Gives some sort of positive and negative health. Perhaps + health for the city but spreads diseases.

Wonders

Cure for AIDS - Similar to cure for cancer.

Also disease ideas ...

o Smallpox
o Bubonic Plague - Increased by present of a granary and farms.
o Malaria - Increased by jungle, marsh, flood plain biomes.
o Yellow Fever - Increased by jungle, marsh, flood plain biomes.
o Bird Flu - Increased by chickens resource (need to add).
o SARS
o AIDS
o Nanobot Virus - Only unleashed in the future after discovering nano technology.

I am sure there are a lot more that could be thought of.

I have no idea how or even if diseases could be added to the game... I doubt it. Prove me wrong though.


Anyways, a lot of good ideas, and about 75% of it is do-able, if I (or anyone else) ever gets free time.

Hydromancerx
Aug 30, 2009, 01:25 AM
@Afforess

1. Yay! I am gad the zoo, aquarium and petting are doable. I based them off the museum building.

2. The bee hive building would only need honey really unless there was a use for wax.

3. Yeah I figured the random events were hard. It was more for if #2 was not doable.

4. I think I might want to rework the space stuff ideas since its pointless if you already finished the "space race" perhaps it should just be if you have done the Apollo program.

5. I really think gaining additional resources and benefits from colonizing planets would be cool especially the alien fauna and flora. Maybe even bring in some techs from Sid Meier's Alpha Centari once you colonize there.

6. Well I am surprised that Soap and the Hourglass were not put in by Zap. They seem like they would be important to Medieval tech. I am glad to hear they are doable.

7. I know there is a "kamikaze" promotion. It would basically need to make a unit with that promotion automatic. Also perhaps the appearance of the grenadier unit could be used for a petard.

8. Yeah. I hope someone made one already :(

9. Well a few of them I know could be done with existing units.

- Rock Thrower / Slings = Peltists (Green Unique Unit) It would be nice to have these as universall units.

- Javelin = Javlinin Thrower (Mongolian Unique Unit) It would be nice to have these as universall units.

- Log Ram, Light Ram, Heavy Ram = I think there might be a hidden one that's not used.

-Transport Raft, Canoe, War Raft, War Canoe = I think there was one in the mega pack for the Polynesian civ.

- Stone Thrower, Scorpion, Ballista = I Guess these are not possible

10. That's good news about Corporations.

11. well this was really old.As you can see ceremonial burial and the tanning building were already added since I originally posted the idea. From the list the following still could be of a use.

- Potter's Building (Gives Pottery Resource)
- Burial Mound (An early Culture + Happiness type of Building)
- Cave Painting Tech (Possibly needed for future art based techs)
- Lascaux Cave (http://en.wikipedia.org/wiki/Lascaux) (A wonder based on Cave Painting Tech)
- Mesa Verde (http://en.wikipedia.org/wiki/Mesa_Verde_National_Park) (A cool wonder but not sure what tech it would fit with)

12. Darn. But Cyber-Espionage would be awesome don't you think?

13. Wait so how do things like harbors work? You can only build a harbor next to the sea, why can't you make say wave power plant building that requires you be a coastal city?

14. Yeah i figure this would be really hard to do.

------

Thanks for responding to all of them. Thanks in advanced if you do any of them!

generalstaff
Aug 30, 2009, 06:02 PM
o Soap - Gives Plus to Healthiness. Needs Animal Fat (Cow or Pig resources maybe) or maybe Olive Oil.

Pre-chemical soap is represented in the Plague Hospital in my Modular Civics Buildings mod if you haven't checked it out yet.

Hydromancerx
Aug 30, 2009, 06:34 PM
Pre-chemical soap is represented in the Plague Hospital in my Modular Civics Buildings mod if you haven't checked it out yet.

Cool!

-----

Ok more ideas...

Ancient Firefighting
Type: Tech
Req: Sanitation
Benefit: Fire Brigade Building

Fire Brigade
Type: Building
Req: Ancient Firefighting
Benefit: +1 :health: +1 :)

Modern Firefighting
Type: Tech
Req: Modern Sanitation
Benefit: Fire Station Building

Fire Station
Type: Building
Req: Modern Firefighting
Benefit: +2 :health: +2 :)
Obsoletes: Fire Brigade

Maybe even a high tech firefighting but i am not sure if its needed.

-----

Landfill
Type: Building (1 Per Nation)
Req: Modern Sanitation
Benefit: +1 :health: in every city, +1/per city :yuck:

In other words it simulates taking one unhealthy away from every city and then adds that amount of unhealthiness to the city the landfill is in.

Afforess
Aug 30, 2009, 07:08 PM
Ancient Firefighting
Type: Tech
Req: Sanitation
Benefit: Fire Brigade Building

Fire Brigade
Type: Building
Req: Ancient Firefighting
Benefit: +1 :health: +1 :)

Modern Firefighting
Type: Tech
Req: Modern Sanitation
Benefit: Fire Station Building

Fire Station
Type: Building
Req: Modern Firefighting
Benefit: +2 :health: +2 :)
Obsoletes: Fire Brigade

Maybe even a high tech firefighting but i am not sure if its needed.

Hate to break it to you, but Benjamin Franklin created the first Firestation (http://www.ushistory.org/franklin/philadelphia/fire.htm), so the appropriate tech would have to be much later.

Ignore.

Hydromancerx
Aug 30, 2009, 07:30 PM
Hate to break it to you, but Benjamin Franklin created the first Firestation (http://www.ushistory.org/franklin/philadelphia/fire.htm), so the appropriate tech would have to be much later.

Source: http://en.wikipedia.org/wiki/History_of_fire_brigades
Rome

The first Roman fire brigade was a group of slaves who were hired by an aedile Marcus Egnatius Rufus. Augustus took this idea from Rufus and then built on it to form the (Vigiles) in AD 6 to combat fires using bucket brigades and pumps, as well as poles, hooks and even ballistae to tear down buildings in advance of the flames. The Vigiles patrolled the streets of Rome to watch for fires and served as the police force. The later brigades consisted of hundreds of men, all ready for action. When there was a fire, the men would line up to the nearest water source and pass buckets hand in hand to the fire.

Rome suffered a number of serious fires, most notably the fire that started near the Circus Maximus on 19 July AD 64 and eventually destroyed two thirds of Rome. The Emperor Nero was blamed for the conflagration, and may in fact have allowed the fire to burn.

And if you meant for Modern Firefighting i think the Req of "modern Sanitation" is actually later than say Benjamin Franklin's time period.

Afforess
Aug 30, 2009, 08:56 PM
Okay, well never mind then.

DRJ
Sep 01, 2009, 09:16 PM
I found this one in the database, it's a dynamic minimap, as I understand... can it be merged with RoM, maybe?

http://forums.civfanatics.com/downloads.php?do=file&id=13117

Fencepost
Sep 14, 2009, 02:30 AM
Might I be able to request that somebody develop a modmod that prohibits advancement into or beyond the tech era of the player's choice?

Gewar
Sep 14, 2009, 03:43 AM
Ok - I wrote this im RoM main thread, but maybe it would be better as mod.

I think that it would be good mechanic if non-state religions have a little chance to disapear.
Chace could depend on state religions (some are more tolerant than other), civics, and maybe buildings (if we construct temples for heathens they would more likely stay with us).
It would cause passing away old, non-supported religions - today nobody (or almost nobody) belives in Zeus or Thor.
This also would make more balanced and playable if there was more religions (for example from AAranda (I hope I wrote it correctly) modmod)

I know there are inquisitors with intolerant civics - but I would like some passive way of this process.

Afforess
Sep 14, 2009, 08:24 AM
Ok - I wrote this im RoM main thread, but maybe it would be better as mod.

I think that it would be good mechanic if non-state religions have a little chance to disapear.
Chace could depend on state religions (some are more tolerant than other), civics, and maybe buildings (if we construct temples for heathens they would more likely stay with us).
It would cause passing away old, non-supported religions - today nobody (or almost nobody) belives in Zeus or Thor.
This also would make more balanced and playable if there was more religions (for example from AAranda (I hope I wrote it correctly) modmod)

I know there are inquisitors with intolerant civics - but I would like some passive way of this process.

This can only be done with SDK changes, and since I'm the only person on the RoM forums who knows any C++ at all (Jooyo does to, but he's never on anymore), I would have to do them. Not That I don't like these ideas. I would love to do them, but they are at the bottom of my to do list, on the Afforess's Modmod thread.

Might I be able to request that somebody develop a modmod that prohibits advancement into or beyond the tech era of the player's choice?

You mean like this? (http://forums.civfanatics.com/downloads.php?do=file&id=10424)

Gewar
Sep 14, 2009, 08:29 AM
This can only be done with SDK changes, and since I'm the only person on the RoM forums who knows any C++ at all (Jooyo does to, but he's never on anymore), I would have to do them. Not That I don't like these ideas. I would love to do them, but they are at the bottom of my to do list, on the Afforess's Modmod thread.

Ok - I am glad, they are on the list - no matter where :-P

Fencepost
Sep 14, 2009, 01:05 PM
You mean like this? (http://forums.civfanatics.com/downloads.php?do=file&id=10424)
Pretty much exactly like that, actually. ;) Merci. Though in looking through it I'm not sure if it's compatible with the transhuman era. Time to find out!

edit: So it is. \o/

Afforess
Sep 17, 2009, 02:15 PM
Just an FYI to Hydromancerx, the Firestations ideas and Zoo ideas have been made into two new modmod's. Please check my thread for more details.

Nightguard
Sep 17, 2009, 07:43 PM
Okay, here's a request for a relatively small minimod. Currently, the Horses resource continues to provide additional production in the modern and transhuman eras with a pasture. I think that there should be a new improvement that shows up around the late industrial period or early modern era that can replace the pasture, much like the safari improvement can be used with elephants. Something like a resort ranch. The same graphics could probably be used, and the ranch would provide just commerce instead of production and commerce. Maybe also have it provide one happiness to the city it's in radius for, much like a forest preserve.

Hydromancerx
Sep 17, 2009, 07:45 PM
After seeing the Zoological and Firefighting Building it has inspired me to think of what other buildings are missing. We need some more negative buildings to balance the good. These are based on Sim City 4 "rewards". The stats are not set in stone. Let me know what you guys think.

Federal Prison (National Wonder)
Cost: 520
Unhappiness: +2 :mad:

Requires: Constitution

Special Abilities

100% :espionage:
Can turn 3 citizens into a Spy.



Toxic Waste Dump (National Wonder)
Cost: 350
Unhappiness: +1 :mad:
Unhealthiness: +5 :yuck:

Requires: Nuclear Power Plant

Special Abilities

50% :hammers:
20% Maintenance
Small Chance of Leaking (like nuclear melt down)

Afforess
Sep 17, 2009, 09:03 PM
After seeing the Zoological and Firefighting Building it has inspired me to think of what other buildings are missing. We need some more negative buildings to balance the good. These are based on Sim City 4 "rewards". The stats are not set in stone. Let me know what you guys think.


I loved SC4. I played all the SC games, even classic. SC4 and SC2k were the best by far. I wish Will Wright would get around to making SC5, but he's too busy goofing off with other things...

Back to the topic...


Federal Prison (National Wonder)
Cost: 520
Unhappiness: +2 :mad:

Requires: Constitution

Special Abilities

100% :espionage:
Can turn 3 citizens into a Spy.




Looks fine.


Toxic Waste Dump (National Wonder)
Cost: 350
Unhappiness: +1 :mad:
Unhealthiness: +5 :yuck:

Requires: Nuclear Power Plant

Special Abilities

50% :hammers:
20% Maintenance
Small Chance of Leaking (like nuclear melt down)



Just wondering, but shouldn't the requirement be the other way around? Shouldn't Nuke Plants require a place to dump their waste before they can set up, not the other way around. Then, just remove the production bonus, and unhealthiness bonus. (Toxic Waste dumps don't actually cause any unhealthiness if their properly maintained. I'll up the leak chance a bit though) Double the unhappiness, Toxic waste dumps are definitely a NIMBY item. Here, let me rewrite it to what I think it should do.

Toxic Waste Dump (National Wonder)
Cost: 350
Unhappiness: +2 :mad:

Nuclear Power Plant require a (only 1 per country) Toxic Waste before they can be built

Special Abilities


25% Maintenance
Smallish Chance of Leaking (like nuclear melt down)

Hydromancerx
Sep 18, 2009, 03:55 AM
Nice to see another Sim City fan. It would be nice to eventually convert all the buildings from the Sim City series to RoM. We already have things like the arcologies from Sim City 2000 and now the Police and Fire Departments.

@ Toxic Waste Dump
Ah your right. Yeah I love the idea of NIMBYs for RoM. It should help balance things and make you think twice before adding a building. But yeah i like the idea of making it a req to build Nuclear Power Plants. This defiantly gives it a reason to be. I think we could expand upon this idea for say garbage and industrial waste. For instance a landfill or recycling plant could become a req for other buildings. I am not exactly sure on the details but some sort of way to indirectly note the presence of garbage would be cool.

However the easy way would just be to make one similar to the recycling center like this but early in history since landfills have been around for a long time. Note this would be a NIMBY since no one wants to have a landfill but it is something that needs to be made to increase health. I also think it could be upgraded over time by other techs. Feel free to adjust the stats.

Landfill
Cost: 630
Healthy: +3 :health:
Unhappiness: +1 :mad:

Requires: Sanitation

Special Abilities

10% Maintenance
+1 :health: with Agricultural Engineering (Composting)
+1 :) with Motorized Transportation (Garbage Trucks)
+1 :) with Ecology (Land Reclamation)
Power with Recycling (Methane Capturing)
+1 :health: with Gene Manipulation (Toxic Chemical Eating Bacteria)

Afforess
Sep 18, 2009, 08:34 AM
However the easy way would just be to make one similar to the recycling center like this but early in history since landfills have been around for a long time. Note this would be a NIMBY since no one wants to have a landfill but it is something that needs to be made to increase health. I also think it could be upgraded over time by other techs. Feel free to adjust the stats.


I think we should have some kind of medieval waste management too. I'm not sure what it should be though, as I couldn't quickly find any info on early history waste management. Perhaps a trash-to-sea pier or wharf of some kind.

Here's my idea of the landfill, feel free to comment and change it.

Landfill
Cost: 550
Healthy: +3 :yuck:
Unhappiness: +2 :mad:

Requires: Sanitation

Special Abilities

10% Maintenance
+1 :health: with Agricultural Engineering (Composting)
+1 :) with Motorized Transportation (Garbage Trucks)
+1 :) with Ecology (Land Reclamation)
Power with Recycling (Methane Capturing)
+1 :health: with Gene Manipulation (Toxic Chemical Eating Bacteria)


I don't think landfills should ever get a healthiness bonus; unlike the Toxic Waste Dump, they really are nasty.

I'm not sure that buildings can change over time, like you have listed... I'm no building pro, but I think their stats are limited. (But maybe I'm just forgetting something...)

Hydromancerx
Sep 18, 2009, 11:15 AM
I think we should have some kind of medieval waste management too. I'm not sure what it should be though, as I couldn't quickly find any info on early history waste management. Perhaps a trash-to-sea pier or wharf of some kind.

Here's my idea of the landfill, feel free to comment and change it.

Landfill
Cost: 550
Healthy: +3 :yuck:
Unhappiness: +2 :mad:

Requires: Sanitation

Special Abilities

10% Maintenance
+1 :health: with Agricultural Engineering (Composting)
+1 :) with Motorized Transportation (Garbage Trucks)
+1 :) with Ecology (Land Reclamation)
Power with Recycling (Methane Capturing)
+1 :health: with Gene Manipulation (Toxic Chemical Eating Bacteria)


I don't think landfills should ever get a healthiness bonus; unlike the Toxic Waste Dump, they really are nasty.

I'm not sure that buildings can change over time, like you have listed... I'm no building pro, but I think their stats are limited. (But maybe I'm just forgetting something...)

As you have it now I see no reason to make one when it first becomes available because its stats would be ...

Landfill
Cost: 550
Healthy: +3 :yuck:
Unhappiness: +2 :mad:

Requires: Sanitation

Special Abilities

10% Maintenance


... and who would want to build a building that coast money to maintain, makes people made and unhealthy? And even after all the benifits are in place it would come out to ...

+0 :) (The +2 mad canceling out +2 happy)
+1 :yuck: (The +3 unhealthy canceling out the +2 healthy)
Power

So basically it would even out to a power plant that gave +1 :yuck: . I am not sure if that would be worth it.

What would make it worth it would be if it also gave +3 Health to all cities. And possibly had +6 Unhealthiness (to cancel out the +3 health benefit). That way you are taking trash from one city and moving it to another. However this might need to become a national wonder if it has this effect.

Afforess
Sep 18, 2009, 12:31 PM
As you have it now I see no reason to make one when it first becomes available because its stats would be ...

Heh, I forgot about the good stuff.
:health::mad::mad:
Landfill
Cost: 550
Healthy: +4 :yuck:
Unhappiness: +2 :mad:
Global Healthiness +1

Requires: Sanitation

Special Abilities

10% Maintenance


... and who would want to build a building that coast money to maintain, makes people made and unhealthy? And even after all the benifits are in place it would come out to ...

+0 :) (The +2 mad canceling out +2 happy)
+1 :yuck: (The +3 unhealthy canceling out the +2 healthy)
Power

So basically it would even out to a power plant that gave +1 :yuck: . I am not sure if that would be worth it.

What would make it worth it would be if it also gave +3 Health to all cities. And possibly had +6 Unhealthiness (to cancel out the +3 health benefit). That way you are taking trash from one city and moving it to another. However this might need to become a national wonder if it has this effect.

Afforess
Sep 18, 2009, 12:37 PM
As you have it now I see no reason to make one when it first becomes available because its stats would be ...

Heh, I forgot about the good stuff.

Landfill
Cost: 550
Healthy: +5 :yuck:
Unhappiness: +2 :mad:
Global Healthiness +2:health:

Requires: Sanitation
Skyscraper, (Any other buildings that should require it?) Requires Landfill

Special Abilities

10% Maintenance


Also, I while back I made a new modifier for civics that affected cities growth rate. I could easily clone that over to buildings too, so you could have buildings that affect cities growth. In the real world, some cities (Tokyo) subsidized housing, and others (Phoenix) encouraged the growth of Suburbs.

So, you could have:

Suburbs:
+30% Maintenance
+15 City Growth Rate

Subsidized Apartments:
+20% Maintenance
+1:yuck:
+15 City Growth Rate

Also, not every nation can afford to do this. In India, the population boomed with the growth of Shanty Towns.

Shanty Town:
+2:yuck:
+10% City Growth Rate

Also, if you have other ideas about the growth rate of cities, tell me. The function can work backwards too, so buildings can slow down city growth.

If you're curious the function doesn't alter the cities food output, but changes the base amount of food a city needs to grow.

NBAfan
Sep 18, 2009, 02:07 PM
Have you guys tried the Nam mod from this website (http://www.simtropolis.com/)? It makes Sc4 sooo much beter.:goodjob:

Afforess
Sep 18, 2009, 02:24 PM
Have you guys tried the Nam mod from this website (http://www.simtropolis.com/)? It makes Sc4 sooo much beter.:goodjob:

Yeah I've seen all the SC4 mods. Their great. I also played the beta of citiesXL (http://www.google.com/url?sa=t&source=web&ct=res&cd=1&url=http%3A%2F%2Fwww.citiesxl.com%2F&ei=U96zSujyGIr8MJen1NoO&usg=AFQjCNHE1cMMc2932IbKVqSdrigQLVG41w&sig2=LhMXRrd8ezFDiIOqdFhG8A), but we're getting offtopic now.

Hydromancerx
Sep 18, 2009, 09:22 PM
Have you guys tried the Nam mod from this website (http://www.simtropolis.com/)? It makes Sc4 sooo much beter.:goodjob:

Yes!. I am a big fan of all the Maxis "Sim" games. Be it Sim City, Sim Farm, Sim Life, Sim Earth, The Sims or even Spore (there are tons more but I don't want to list them all). I even tried to make an arcology for Sim City 4, but it did not work out too well.

Hydromancerx
Sep 18, 2009, 09:36 PM
Heh, I forgot about the good stuff.

Landfill
Cost: 550
Healthy: +5 :yuck:
Unhappiness: +2 :mad:
Global Healthiness +2:health:

Requires: Sanitation
Skyscraper, (Any other buildings that should require it?) Requires Landfill

Special Abilities

10% Maintenance


Also, I while back I made a new modifier for civics that affected cities growth rate. I could easily clone that over to buildings too, so you could have buildings that affect cities growth. In the real world, some cities (Tokyo) subsidized housing, and others (Phoenix) encouraged the growth of Suburbs.

So, you could have:

Suburbs:
+30% Maintenance
+15 City Growth Rate

Subsidized Apartments:
+20% Maintenance
+1:yuck:
+15 City Growth Rate

Also, not every nation can afford to do this. In India, the population boomed with the growth of Shanty Towns.

Shanty Town:
+2:yuck:
+10% City Growth Rate

Also, if you have other ideas about the growth rate of cities, tell me. The function can work backwards too, so buildings can slow down city growth.

If you're curious the function doesn't alter the cities food output, but changes the base amount of food a city needs to grow.

Hmm i really liked the other factors so perhaps they could be additional buildings ...


Landfill (Garbage Dump)
Cost: 550
Healthy: +10 :yuck:
Unhappiness: +2 :mad:
Global Healthiness +1:health:

Requires: Sanitation

Special Abilities

Only 1 Allowed
10% Maintenance


Landfill (Composting)
Cost: 100
Health: +1 :health:

Requires: Landfill (Garbage Dump) and Agricultural Engineering

Special Abilities

Only 1 Allowed (Same City as Garbage Dump)
5% Maintenance


Landfill (Garbage Barge)
Cost: 100
Global Healthiness +1 :health:

Requires: Landfill (Garbage Dump) and Screw Propeller and Coastal City

Special Abilities

Only 1 Allowed (Same City as Garbage Dump)
5% Maintenance


Landfill (Waste Management)
Cost: 100
Health: +1 :health:

Requires: Landfill (Garbage Dump) and Civil Engineering

Special Abilities

Only 1 Allowed (Same City as Garbage Dump)
5% Maintenance


Landfill (Garbage Processing)
Cost: 100
Health: +1 :health:

Requires: Landfill (Garbage Dump) and Industrialization

Special Abilities

Only 1 Allowed (Same City as Garbage Dump)
5% Maintenance


Landfill (Garbage Trucks)
Cost: 100
Global Healthiness +1 :health:

Requires: Landfill (Garbage Dump) and Motorized Transportation

Special Abilities

Only 1 Allowed (Same City as Garbage Dump)
5% Maintenance


Landfill (Land Reclamation)
Cost: 100
Health: +1 :health:

Requires: Landfill (Garbage Dump) and Ecology

Special Abilities

Only 1 Allowed (Same City as Garbage Dump)
5% Maintenance


Landfill (Methane Capturing)
Cost: 200
Health: +1 :health:

Requires: Landfill (Garbage Dump) and Recycling

Special Abilities

Only 1 Allowed (Same City as Garbage Dump)
10% Maintenance
Provides Power


Landfill (Garbage Bots)
Cost: 100
Global Healthiness +1 :health:

Requires: Landfill (Garbage Dump) and Androids

Special Abilities

Only 1 Allowed (Same City as Garbage Dump)
5% Maintenance


Landfill (Garbage Eating Bacteria)
Cost: 100
Health: +1 :health:

Requires: Landfill (Garbage Dump) and Gene Manipulation

Special Abilities

Only 1 Allowed (Same City as Garbage Dump)
5% Maintenance


By then end you end up with the city with the landfill to 0 unhealthy (if a coastal city) but still +2 unhappy. While the global health increases by +4.

W_Rusco
Sep 19, 2009, 01:03 PM
What I would like to see, because of all the great ModMod's is a seperate selection screen when starting a custom game to allow selecting of different ModMod's. Possibly right after selecting Civ, map and other options.

Afforess
Sep 19, 2009, 01:15 PM
What I would like to see, because of all the great ModMod's is a seperate selection screen when starting a custom game to allow selecting of different ModMod's. Possibly right after selecting Civ, map and other options.

That would be very difficult, if not impossible, to do. I try to, as much as possible, make my modmod's all completely optional, and easy to install, but in game selection will probably never happen. It's hard to explain unless you know anything about programming.

Hydromancerx
Sep 23, 2009, 07:26 AM
Some building ideas for the early techs. Note the stats could be changed.

Basketmaker's Hut
Cost: 150

Requires: Weaving Tech

Special Abilities:

+5% :gold:


Boatyard
Cost: 100
Unhealthiness: +1:yuck:

Requires: Fishing Tech

Special Abilities:

Requires Coastal City
Builds Water Units +25% Faster.
Double production for Seafaring leaders.
Upgraded by Shipyard (Note: Needs to update shipyard building to account for this building).


Carpenter's Shop
Cost: 150

Requires: Bronze Working Tech

Special Abilities:

+5% :gold:


Potter's Hut
Cost: 150

Requires: Pottery Tech

Special Abilities:

+5% :gold:


Weaver's Hut
Cost: 150

Requires: Weaving Tech

Special Abilities:

+5% :gold:

generalstaff
Sep 23, 2009, 01:14 PM
Some building ideas for the early techs. Note the stats could be changed.

Basketmaker's Hut
Cost: 150

Requires: Weaving Tech

Special Abilities:

+5% :gold:


Potter's Hut
Cost: 150

Requires: Pottery Tech

Special Abilities:

+5% :gold:


Weaver's Hut
Cost: 150

Requires: Weaving Tech

Special Abilities:

+5% :gold:


Good idea for early buildings, which would make Snail speed more interesting.

I few adjustments I would make on the ones I quoted.
-Basketweaver
+1 Gold
+5% Food with Hemp (superior material which would help gatherers)
Note: Cheap building (less than Monument with Folklore discount)
Obsolete with early Industrial Tech.
-Pottery
Provides pottery resource (Plenty of available graphics, Obsolete with Plastics), which provides +1 Happiness
+5% commerce with Copper (Bronze)
Note: Slighly more costly than Monument w/o Folkore
-Weavers
+4% Commerce Bonus with Hemp, Sheep (Wool), Silk, Cotton
+1 Happiness: Fur
Requires at least one of these resources to be built
Obsolete with Assembly Line or whatever tech best represents the spinning jenny
Note: Cost about the same as Granary.

I would change the Boatyard Entirely.
Boatyard
1 Free Specialist per Fishing Boats in city radius (likely be Citizens)
Obsolete: Navigation
Note: Cost would be slightly higher than Shipyard, but double production for Seafaring leaders (boost for the trait).

If I were to make such a module (which would be after the 2.8 changes I would have to make for my modules), I would leave off the Carpenters unless/until Zappara adds wood resources.

Sep 23, 2009 at 11:33 AM. Reason: Claiming
EDIT: I will begin work on this one. I should be able finish it by next week since it is a simple addition.
Sep 26, 2009. Reason: Reasing
EDIT: Releasing this one.

Hydromancerx
Sep 23, 2009, 06:01 PM
Good idea for early buildings, which would make Snail speed more interesting.

I few adjustments I would make on the ones I quoted.

-Basketweaver
+1 Gold
+5% Food with Hemp (superior material which would help gatherers)
Note: Cheap building (less than Monument with Folklore discount)
Obsolete with early Industrial Tech.

-Pottery
Provides pottery resource (Plenty of available graphics, Obsolete with Plastics), which provides +1 Happiness
+5% commerce with Copper (Bronze)
Note: Slighly more costly than Monument w/o Folkore

-Weavers
+4% Commerce Bonus with Hemp, Sheep (Wool), Silk, Cotton
+1 Happiness: Fur
Requires at least one of these resources to be built
Obsolete with Assembly Line or whatever tech best represents the spinning jenny
Note: Cost about the same as Granary.

I would change the Boatyard Entirely.
Boatyard
1 Free Specialist per Fishing Boats in city radius (likely be Citizens)
Obsolete: Navigation
Note: Cost would be slightly higher than Shipyard, but double production for Seafaring leaders (boost for the trait).

If I were to make such a module (which would be after the 2.8 changes I would have to make for my modules), I would leave off the Carpenters unless/until Zappara adds wood resources.

EDIT: I will begin work on this one. I should be able finish it by next week since it is a simple addition.

Hmm interesting adjustments. If you are going to change the names to like "Weaver" then "pottery" should probably be changed to just "Potter".

I like the hemp for basketweaver idea I forgot about that resource.

As for the spinning jenny, I am not sure which tech would represent the invention of it.

Interesting take for the boatyard. Rather than making it a pre-shipyard you made it more fishing boat specific. I like that. I could totally see it getting upgraded to say a "Marina" or "Yacht Club" in later eras.

Anywho thanks to doing these! I have some more ideas too ...

Apiary (aka Bee Hive)
Cost: 200
Happiness: +1 :)

Requires: Animal Husbandry

Special Abilities:


+1 :health: with Apple, Banana, Coffee, Corn, Cotton, Dye, Hemp, Incense, Lemons, Olives, Potatoes, Rice, Rubber, Spices, Sugar, Tobacco, Wheat or Wine.
Farm +1 :food:
+1 :gold:
Provides Honey Resource
Provides Wax Resource



Graveyard
Cost: 100
Happiness: +1 :)
Culture: +1:culture:
Unhealthiness: +1:yuck:

Requires: Ceremonial Burial

Special Abilities:


+15% Maintenance
Can turn 1 citizen into Priest.
+1 :) with Incense.

Tabris
Sep 26, 2009, 12:34 AM
I remember that the first time i played RoM the diferrent civics gave different bonus and penalities for rebelliousness (when using revolution). Now i just noticed that in my new install it don't happen anymore and i only have those in the civics from Afforess mods. What mod was making all civics have bonus/penalities in rebelliousness? Somebody knows?

Afforess
Sep 26, 2009, 08:02 AM
I remember that the first time i played RoM the diferrent civics gave different bonus and penalities for rebelliousness (when using revolution). Now i just noticed that in my new install it don't happen anymore and i only have those in the civics from Afforess mods. What mod was making all civics have bonus/penalities in rebelliousness? Somebody knows?

No modmod should mess that up. It's a gameoption when picking a map. Make sure you selected "Revolutions."

Tabris
Sep 26, 2009, 09:44 AM
No modmod should mess that up. It's a gameoption when picking a map. Make sure you selected "Revolutions."
I have revolution marked, my cities have the revolution bar, there's the revolution button (Che Guevara) on the upper right but still the civics don't increase/decrease rebelliousness.

Afforess
Sep 26, 2009, 09:55 AM
I have revolution marked, my cities have the revolution bar, there's the revolution button (Che Guevara) on the upper right but still the civics don't increase/decrease rebelliousness.

That's very strange. What modmod's are you using?

Tabris
Sep 26, 2009, 01:01 PM
That's very strange. What modmod's are you using?

Yours, Joyoo's 1.18 and Vincentz's

Tried reinstalling and still the same thing.

Dancing Hoskuld
Sep 27, 2009, 03:37 PM
I have revolution marked, my cities have the revolution bar, there's the revolution button (Che Guevara) on the upper right but still the civics don't increase/decrease rebelliousness.

This query probably belongs in the 2.8 discussion or maybe the bug thread. The civics screen has changed quite a lot. Perhaps the code for putting the rebellious text in has just been missed.

Edit: I just had a quick look at the code for 2.8 and the text is there and should be being displayed if revolutions is on.

Afforess
Sep 27, 2009, 05:24 PM
I have revolution marked, my cities have the revolution bar, there's the revolution button (Che Guevara) on the upper right but still the civics don't increase/decrease rebelliousness.
I think I've figured it out. It's my fault. I'll have it fixed my beta4.

EDIT:
It wasn't really my fault. I checked the source code, and RevDCM's coders got lazy. I won't go into detail, but I fixed their code for them. I'm going to post it on their forums too.

Tabris
Sep 27, 2009, 06:03 PM
I think I've figured it out. It's my fault. I'll have it fixed my beta4.

EDIT:
It wasn't really my fault. I checked the source code, and RevDCM's coders got lazy. I won't go into detail, but I fixed their code for them. I'm going to post it on their forums too.

I'm using 2.71 because i just can't play with 2.8. It always crashes in Renaissance or early modern era.

There's some way you could make that fix you talk about available?

Afforess
Sep 27, 2009, 06:46 PM
I'm using 2.71 because i just can't play with 2.8. It always crashes in Renaissance or early modern era.

There's some way you could make that fix you talk about available?

All in good time. I will release 1.4beta4 soon-ish.

cheesemijit
Sep 29, 2009, 12:08 PM
Could someone allow Diplo Voting w/o the Diplomatic Victory turned on?

Afforess
Sep 29, 2009, 12:27 PM
Could someone allow Diplo Voting w/o the Diplomatic Victory turned on?

IDK, but I'm 99.999% Sure it's in the SDK. I'll see if I can find it.

Dancing Hoskuld
Sep 29, 2009, 06:21 PM
Would it be possible to have the water animals part of Modular ExoticAnimals (http://forums.civfanatics.com/showthread.php?t=247289) by [B]Roamty which uses the code by TheLopez [MODCOM]Water Animals Mod (http://forums.civfanatics.com/showthread.php?t=173781). Spawning aquatic animals at sea adds more problems to sea travel :)

They would need to be balanced. As would the land animals in this mod but not in RoM.

Afforess
Sep 29, 2009, 06:45 PM
Would it be possible to have the water animals part of Modular ExoticAnimals (http://forums.civfanatics.com/showthread.php?t=247289) by [B]Roamty which uses the code by TheLopez [MODCOM]Water Animals Mod (http://forums.civfanatics.com/showthread.php?t=173781). Spawning aquatic animals at sea adds more problems to sea travel :)

They would need to be balanced. As would the land animals in this mod but not in RoM.

Chances are low (less than 10%) that his code still works, as TheLopez left the community before BTS even was a twinkle in Sid Meier's eye. But I will definitely look into it. SDK changed a ton from vanilla to Warlords, even more from Warlords to BTS.

Update:
Someone has updated this modcomp for BTS, so I should be able to get it working.

Hydromancerx
Sep 29, 2009, 11:06 PM
Would it be possible to have the water animals part of Modular ExoticAnimals (http://forums.civfanatics.com/showthread.php?t=247289) by [B]Roamty which uses the code by TheLopez [MODCOM]Water Animals Mod (http://forums.civfanatics.com/showthread.php?t=173781). Spawning aquatic animals at sea adds more problems to sea travel :)

They would need to be balanced. As would the land animals in this mod but not in RoM.

The Lioness, Cave Lion, Cave Lionness, Bengal Tiger, Siberian Tiger, Polar Bear, Cave, Bear, Cheetah and Dire Wolf are already in RoM. The Drifa Dragon, Giant Spider, Giant Tortoise and Sea Serpent are mythical and should not be added. The Kraken could be added under the name of "Giant Squid". The Horse, Penguin and Hawk are real but why would you fight them? The only ones i see that would be worth adding is maybe the gorilla, stag or elephant. For the sea it would be nice if there was say a shark, saltwater crocodile or killer whale. Those I could see being dangerous in the sea.

Dancing Hoskuld
Sep 30, 2009, 12:16 AM
The Lioness, Cave Lion, Cave Lionness, Bengal Tiger, Siberian Tiger, Polar Bear, Cave, Bear, Cheetah and Dire Wolf are already in RoM. The Drifa Dragon, Giant Spider, Giant Tortoise and Sea Serpent are mythical and should not be added. The Kraken could be added under the name of "Giant Squid". The Horse, Penguin and Hawk are real but why would you fight them? The only ones i see that would be worth adding is maybe the gorilla, stag or elephant. For the sea it would be nice if there was say a shark, saltwater crocodile or killer whale. Those I could see being dangerous in the sea.

Firstly I have a plan;). Secondly why not call the Giant Turtle a shark until someone makes a shark. Or just call each a "force of nature" and have be done with it :) I was only interested in the water animals but if you could capture that horse or elephant maybe you could get a resource from them. Which is actually part of my plan.

Dave_Oz
Sep 30, 2009, 09:08 AM
Is there anyway to slow research down. Ideally i like snail research speed, but with epic/marathon speed production?

Afforess
Sep 30, 2009, 10:09 AM
Is there anyway to slow research down. Ideally i like snail research speed, but with epic/marathon speed production?

Yes, and I just forgot to include that in my Beta5. There are easy ways to slow it down...

JosEPh_II
Sep 30, 2009, 08:04 PM
Afforess,

Is the purpose of this thread to add things to your ModMod? Or to make ModMods from ppl's requests? I'm not clear on this.

The reason I'm asking is that I need a modder to make a modmod that will add Vincentz Jungle Camp, the Terraforming Mod, Tea Mod, and Butchery and Tannery buildings for RoM version 1.0.

I don't have clue how to do this myself. But these additions would Make version 1.0 an Enhanced RoM Lite without any of the RevDCM components.

If this is the wrong place to ask then I apologize in advance.

JosEPh

Afforess
Sep 30, 2009, 08:10 PM
Afforess,

Is the purpose of this thread to add things to your ModMod? Or to make ModMods from ppl's requests? I'm not clear on this.

Nope. This thread is a general request to all modmoder's. Generalstaff has made some of these too.

The reason I'm asking is that I need a modder to make a modmod that will add Vincentz Jungle Camp, the Terraforming Mod, Tea Mod, and Butchery and Tannery buildings for RoM version 1.0.

Jungle Camp, Butchery and Tannery should be easy to do, all XML. The Tea Mod edits the TGA file, so no way I'm doing that. The Terraforming mod needs SDK changes, and since RoM 1.0 has no SDK... it isn't possible.

(I lie. It is possible, but I would need to use a vanilla BTS SDK and add those features into it. But I don't have that kind of time to do that. I hardly had any time today... Maybe you could convince Os79 to merge those parts. )


I don't have clue how to do this myself. But these additions would Make version 1.0 an Enhanced RoM Lite without any of the RevDCM components.

You know that you can turn off ALL of RevDCM's components, which is why it's a great base. Remember, if you abandon RevDCM, you lose all the UP and Better AI fixes...

JosEPh_II
Sep 30, 2009, 08:32 PM
You know that you can turn off ALL of RevDCM's components, which is why it's a great base.

Yes I do and that is mostly how I play RoM.

Just getting Jungle camp, Butchery and Tannery to RoM 1.0 would be great. I want a version of RoM that low end computers can handle. Version 1.0 with these small additions would go a long way towards that end.

True Better AI would be great but......it has it's drawbacks too. I have friends and children who would like to play early RoM. And most of them don't have The kind of Computer like I do. PIV's and even a PIII. RoM 1.0 can be played just fine on those types with a decent/modest video card. As long as regular BtS can be played on them. They all like the expanded techtree and added buildings/units that 1.0 has.

Plus with the Official3.19 patch and the UOP3.19 the game is still a challenge for most of us. (we like to win sometimes you know. ;) )

JosEPh

Afforess
Sep 30, 2009, 08:39 PM
Yes I do and that is mostly how I play RoM.

Just getting Jungle camp, Butchery and Tannery to RoM 1.0 would be great. I want a version of RoM that low end computers can handle. Version 1.0 with these small additions would go a long way towards that end.


This weekend, I'll convert them. I have no time now.

Plus with the Official3.19 patch and the UOP3.19 the game is still a challenge for most of us. (we like to win sometimes you know. ;) )


Personally, I prefer losing (to qualify, losing because I made mistakes, not because the AI gets handicap bonuses) , because I know that the game is hard, and worth playing. Too often, games are too easy, and I finish them quickly.

Hydromancerx
Oct 01, 2009, 07:40 AM
I was wondering if the bison and camel resources could be added to a RoM modmod. The camel could be required to make camel based units (or even caravans). Maybe even make a "Camel Riding" tech like "Elephant Riding" has. It of course would only spawn in the desert. While the bison would just be like a plains version of the deer resource.

Bison Resource
http://forums.civfanatics.com/downloads.php?do=file&id=9620

Camel Resource
http://forums.civfanatics.com/downloads.php?do=file&id=12250

JosEPh_II
Oct 01, 2009, 06:33 PM
This weekend, I'll convert them. I have no time now.
<snip>

Bless you sir!

:D

JosEPh

Afforess
Oct 02, 2009, 02:47 PM
Yes I do and that is mostly how I play RoM.

Just getting Jungle camp, Butchery and Tannery to RoM 1.0 would be great. I want a version of RoM that low end computers can handle. Version 1.0 with these small additions would go a long way towards that end.

True Better AI would be great but......it has it's drawbacks too. I have friends and children who would like to play early RoM. And most of them don't have The kind of Computer like I do. PIV's and even a PIII. RoM 1.0 can be played just fine on those types with a decent/modest video card. As long as regular BtS can be played on them. They all like the expanded techtree and added buildings/units that 1.0 has.

Plus with the Official3.19 patch and the UOP3.19 the game is still a challenge for most of us. (we like to win sometimes you know. ;) )

JosEPh

I think I have them working, but I don't have RoM 1.0 to test them on. Tell me if there are any problems. I included instructions inside.
229748

JosEPh_II
Oct 03, 2009, 09:18 AM
Thank you Afforess.

I'm "on call" this weekend so I might not have time to really test it. But you have my gratitude for making this for me. There is still a working link here in the RoM subforum for RoM1.0 but at the moment I don't remember exactly where.

D/L'ed and will install as soon as I can, Thank you so much. :D

JosEPh

JosEPh_II
Oct 03, 2009, 10:56 AM
; Modular XML Loading
ModularLoading = 0

Do I need to add this line? And do I need to change it from =0 to =1?

This is RoM1.0 config file:


[CONFIG]

; Modular XML Loading
ModularLoading = 0

; Skip Main menu
SkipMainMenu = 0

; Custom Art from user folder is not loaded
NoCustomArt = 0

; Custom XML and Python from user folder are not loaded
NoCustomAssets = 0

; No Custom Scenario option in main menu
NoCustomScenario = 0

; No team play allowed
NoTeams = 0

; Always start in the standard era
ForceStandardEra = 0

; Scenario file (Single player)
ForceScenario = 0

; This mod is only for single player games
SinglePlayerOnly = 0

; Allow public maps to be used with this mod
AllowPublicMaps = 1

; Mod Image file
ImageFile = 0

; Name of Mod
Name = Rise of Mankind WIP10

; Description of Mod
Description = Generic Mod

Should this line also be added at the begginning:
; Read Game options from XML, not .ini
ForceGameOptions = 0
?

JosEPh

Afforess
Oct 03, 2009, 11:07 AM
Yeah, you will need to enable modular loading. Those expressions are Boolean, so one is true, and 0 is false.

JosEPh_II
Oct 03, 2009, 11:21 AM
Should this line also be added at the begginning:
; Read Game options from XML, not .ini
ForceGameOptions = 0
?

So this is not needed?

What about this line.
; Custom XML and Python from user folder are not loaded
NoCustomAssets = 0

cute unit made an early ModMod: Custom%20buildings, that adds Villa and River Authority.

To get them to work would I need to change NoCustomAssets to = 1 ?

Thanks for you help. :)

JosEPh

Afforess
Oct 03, 2009, 12:23 PM
So this is not needed?

What about this line.
; Custom XML and Python from user folder are not loaded
NoCustomAssets = 0

cute unit made an early ModMod: Custom%20buildings, that adds Villa and River Authority.

To get them to work would I need to change NoCustomAssets to = 1 ?

Thanks for you help. :)

JosEPh

No idea. Play around with the ini settings. See if you can find a config that works...

Afforess
Oct 03, 2009, 08:15 PM
Okay, Dancing Holskud, I'm play testing the Water Animal's mod, and everything seems to be going well.

However, I noticed a few funny things. First off, some of the water animals have been injured by storms, lol. Also, they are going to make water travel much more dangerous. There are a lot of them. I can easily change the spawn rate in the python, but the default value is spawning 1 monster per 10 tiles or so, which is quite a lot.

Afforess
Oct 05, 2009, 07:55 PM
Does someone want to make a coherent list of what is left that people want modded? I'm up for suggestions, but at this point, I'm too lazy to mod anything if it isn't laid out in front of me plainly. This thread has some sections that are done, some in progress, and some that aren't. It would be nice to see some take charge of this thread.

cr0ws
Oct 06, 2009, 11:43 AM
I've often considered that there should be a small penalty for every military unit produced in a city , kind of like what happens when it works on a settler or worker, the food gets transferred from city growth to production but instead of that, for every military unit (land, sea or air) produced in that city there would be -5% food in stores. Just to signify that minor population shrinkage that every military unit produced would cause. Just an idea that sounds logical to me.

Afforess
Oct 06, 2009, 11:50 AM
I've often considered that there should be a small penalty for every military unit produced in a city , kind of like what happens when it works on a settler or worker, the food gets transferred from city growth to production but instead of that, for every military unit (land, sea or air) produced in that city there would be -5% food in stores. Just to signify that minor population shrinkage that every military unit produced would cause. Just an idea that sounds logical to me.

Although you may not realize it, that's a major game changer. The AI would need to be "taught" this, and to take this into consideration.

I believe Dom Pedro attempted to simulate it with making all infantry/melee/archer/horses/(anything not mechanized) use both food and hammers to be produced, in his Mod. I would be in favor of this, but it would be interesting to see if he taught the AI this.

Not that I wouldn't be in favor of it, I like the idea of making units cost some food, but it would be quite a change.

cr0ws
Oct 06, 2009, 01:07 PM
Although you may not realize it, that's a major game changer. The AI would need to be "taught" this, and to take this into consideration.

I believe Dom Pedro attempted to simulate it with making all infantry/melee/archer/horses/(anything not mechanized) use both food and hammers to be produced, in his Mod. I would be in favor of this, but it would be interesting to see if he taught the AI this.

Not that I wouldn't be in favor of it, I like the idea of making units cost some food, but it would be quite a change.

I'm sure it's not something complicated the AI needs to count, just have a script subtract 5% from food every time a military unit is produced. :)

Afforess
Oct 06, 2009, 01:17 PM
I'm sure it's not something complicated the AI needs to count, just have a script subtract 5% from food every time a military unit is produced. :)

And here we have an essential question. 5% of food in a size 20 city is different than a size 2 city. Also, what if the city has no food, does it shrink?

cr0ws
Oct 06, 2009, 01:33 PM
And here we have an essential question. 5% of food in a size 20 city is different than a size 2 city. Also, what if the city has no food, does it shrink?

Way to try to pull a fast one on me, But not after I've had my coffee you don't! ;) But I wasn't referring to subtracting 5% to the overall city size, Just what is in the stores (that "food store" meter?). And if the stores are under 5% than it would just drop to 0% and no other effect.:king:

Afforess
Oct 06, 2009, 01:41 PM
Way to try to pull a fast one on me, But not after I've had my coffee you don't! ;) But I wasn't referring to subtracting 5% to the overall city size, Just what is in the stores (that "food store" meter?). And if the stores are under 5% than it would just drop to 0% and no other effect.:king:

That's what I mean though. The food stores for a size 10 city is ~200 food. The food store for a size 1 city is ~ 60 food. 5% of each of those are very different. And the losing no food on a no-growth city could be exploitable...

I would prefer all non-mechanized troops being built with food and hammers. This would also make coastal cities more useful and slow down city growth.

Hydromancerx
Oct 07, 2009, 06:33 AM
Does someone want to make a coherent list of what is left that people want modded? I'm up for suggestions, but at this point, I'm too lazy to mod anything if it isn't laid out in front of me plainly. This thread has some sections that are done, some in progress, and some that aren't. It would be nice to see some take charge of this thread.

Yes I have a few ...

http://www.saskschools.ca/~gregory/settlers/plowhorse.gif

I like how the elephant units can be used to build roads, forts and even chop down trees. But what about horses? We really need like a "work horse" unit that can make roads, plow farms and other "worker" like tasks but be able to move faster than a worker. Of course they would not be able to do everything a worker can.

And ...


After seeing the Zoological and Firefighting Building it has inspired me to think of what other buildings are missing. We need some more negative buildings to balance the good. These are based on Sim City 4 "rewards". The stats are not set in stone. Let me know what you guys think.

Federal Prison (National Wonder)
Cost: 520
Unhappiness: +2 :mad:

Requires: Constitution

Special Abilities

100% :espionage:
Can turn 3 citizens into a Spy.



Toxic Waste Dump (National Wonder)
Cost: 350
Unhappiness: +1 :mad:
Unhealthiness: +5 :yuck:

Requires: Nuclear Power Plant

Special Abilities

50% :hammers:
20% Maintenance
Small Chance of Leaking (like nuclear melt down)


I loved SC4. I played all the SC games, even classic. SC4 and SC2k were the best by far. I wish Will Wright would get around to making SC5, but he's too busy goofing off with other things...

Back to the topic...




Looks fine.



Just wondering, but shouldn't the requirement be the other way around? Shouldn't Nuke Plants require a place to dump their waste before they can set up, not the other way around. Then, just remove the production bonus, and unhealthiness bonus. (Toxic Waste dumps don't actually cause any unhealthiness if their properly maintained. I'll up the leak chance a bit though) Double the unhappiness, Toxic waste dumps are definitely a NIMBY item. Here, let me rewrite it to what I think it should do.

Toxic Waste Dump (National Wonder)
Cost: 350
Unhappiness: +2 :mad:

Nuclear Power Plant require a (only 1 per country) Toxic Waste before they can be built

Special Abilities


25% Maintenance
Smallish Chance of Leaking (like nuclear melt down)


And ....



Heh, I forgot about the good stuff.

Landfill
Cost: 550
Healthy: +5 :yuck:
Unhappiness: +2 :mad:
Global Healthiness +2:health:

Requires: Sanitation
Skyscraper, (Any other buildings that should require it?) Requires Landfill

Special Abilities

10% Maintenance


Also, I while back I made a new modifier for civics that affected cities growth rate. I could easily clone that over to buildings too, so you could have buildings that affect cities growth. In the real world, some cities (Tokyo) subsidized housing, and others (Phoenix) encouraged the growth of Suburbs.

So, you could have:

Suburbs:
+30% Maintenance
+15 City Growth Rate

Subsidized Apartments:
+20% Maintenance
+1:yuck:
+15 City Growth Rate

Also, not every nation can afford to do this. In India, the population boomed with the growth of Shanty Towns.

Shanty Town:
+2:yuck:
+10% City Growth Rate

Also, if you have other ideas about the growth rate of cities, tell me. The function can work backwards too, so buildings can slow down city growth.

If you're curious the function doesn't alter the cities food output, but changes the base amount of food a city needs to grow.


Hmm i really liked the other factors so perhaps they could be additional buildings ...


Landfill (Garbage Dump)
Cost: 550
Healthy: +10 :yuck:
Unhappiness: +2 :mad:
Global Healthiness +1:health:

Requires: Sanitation

Special Abilities

Only 1 Allowed
10% Maintenance


Landfill (Composting)
Cost: 100
Health: +1 :health:

Requires: Landfill (Garbage Dump) and Agricultural Engineering

Special Abilities

Only 1 Allowed (Same City as Garbage Dump)
5% Maintenance


Landfill (Garbage Barge)
Cost: 100
Global Healthiness +1 :health:

Requires: Landfill (Garbage Dump) and Screw Propeller and Coastal City

Special Abilities

Only 1 Allowed (Same City as Garbage Dump)
5% Maintenance


Landfill (Waste Management)
Cost: 100
Health: +1 :health:

Requires: Landfill (Garbage Dump) and Civil Engineering

Special Abilities

Only 1 Allowed (Same City as Garbage Dump)
5% Maintenance


Landfill (Garbage Processing)
Cost: 100
Health: +1 :health:

Requires: Landfill (Garbage Dump) and Industrialization

Special Abilities

Only 1 Allowed (Same City as Garbage Dump)
5% Maintenance


Landfill (Garbage Trucks)
Cost: 100
Global Healthiness +1 :health:

Requires: Landfill (Garbage Dump) and Motorized Transportation

Special Abilities

Only 1 Allowed (Same City as Garbage Dump)
5% Maintenance


Landfill (Land Reclamation)
Cost: 100
Health: +1 :health:

Requires: Landfill (Garbage Dump) and Ecology

Special Abilities

Only 1 Allowed (Same City as Garbage Dump)
5% Maintenance


Landfill (Methane Capturing)
Cost: 200
Health: +1 :health:

Requires: Landfill (Garbage Dump) and Recycling

Special Abilities

Only 1 Allowed (Same City as Garbage Dump)
10% Maintenance
Provides Power


Landfill (Garbage Bots)
Cost: 100
Global Healthiness +1 :health:

Requires: Landfill (Garbage Dump) and Androids

Special Abilities

Only 1 Allowed (Same City as Garbage Dump)
5% Maintenance


Landfill (Garbage Eating Bacteria)
Cost: 100
Health: +1 :health:

Requires: Landfill (Garbage Dump) and Gene Manipulation

Special Abilities

Only 1 Allowed (Same City as Garbage Dump)
5% Maintenance


By then end you end up with the city with the landfill to 0 unhealthy (if a coastal city) but still +2 unhappy. While the global health increases by +4.

Overview

In short I would like ...

1. A Horse unit that could do some of the tasks workers can do.
2. A Federal Prison National Wonder
3. A Toxic Waste Dump National Wonder
4. A Landfill Building + Additional Buildings (Like how you had the Castle Mod with buildings based around the castle building, but in this case the landfill).

Afforess
Oct 07, 2009, 08:17 AM
1. A Horse unit that could do some of the tasks workers can do.
Not a bad idea, I wonder if there are any graphics for a workhorse. Even if their aren't, I think I can come up with something. I see two possibilites here. The workhorse like you suggested, or branching out workers.

Instead of the worker system that BTS has today, we could split up worker's jobs into multiple units.



A road layer (is there a better name?)
A Farmer (would also cover plantations and orchards)
An engineer (who builds cottages, workshops, windmills)
A tactician (for Forts)
A Miner (also covers quarries)

It would force players to plan out choices more. The only downside would be that I have no idea how the AI would handle splitting up workers jobs. It would be interesting to see though. I may just make a demo version just to see how well the AI does handle it.


2. A Federal Prison National Wonder
Easy to do, I will make sure to make this soon too.

3. A Toxic Waste Dump National Wonder
I think I said that this should have these stats:
Toxic Waste Dump (National Wonder)
Cost: 350
Unhappiness: +2 :mad:

Nuclear Power Plant require a (only 1 per country) Toxic Waste before they can be built

Special Abilities


25% Maintenance
Smallish Chance of Leaking (like nuclear melt down)



4. A Landfill Building + Additional Buildings (Like how you had the Castle Mod with buildings based around the castle building, but in this case the landfill).

The only thing I would tweak with the Landfill is to give it some kind of +:gold:. Not a huge bonus though. I'm not sure the AI will like it, so I may have to give it some kind of Ai Wieght, but we'll see.


Well, all these Idea's look so good, I'm going to start on the NIMBY mod tonight.

DrwHem
Oct 07, 2009, 12:39 PM
can you make the later society civics worthwhile? ive been running the whole game as proletariat and it is by far the best civic but it is early on and easy to get. i switched to nationalism just to see the difference and it cut my income down by 50% (i went from making 1200 gold over spending to 500) it didnt provide a health benefit, and the experience bonus is not really an improvement worth losing 700 gold per turn over.
can you make nationalism, marxis, and liberal a bit more useful? and i dont get why nationalist dont have foreign trade routes. america isnt liberal or marxist so i assume we would fall under the nationalism category if we were in civ4 and we trade with all sorts of nations.

Afforess
Oct 07, 2009, 12:50 PM
can you make the later society civics worthwhile? ive been running the whole game as proletariat and it is by far the best civic but it is early on and easy to get. i switched to nationalism just to see the difference and it cut my income down by 50% (i went from making 1200 gold over spending to 500) it didnt provide a health benefit, and the experience bonus is not really an improvement worth losing 700 gold per turn over.
can you make nationalism, marxis, and liberal a bit more useful? and i dont get why nationalist dont have foreign trade routes. america isnt liberal or marxist so i assume we would fall under the nationalism category if we were in civ4 and we trade with all sorts of nations.

Responding backwards:

I don't think Zappara means liberal in the sense of Left-Right. I think he means Classical Liberalism (http://en.wikipedia.org/wiki/Classical_liberalism), which is what the US constitution is based on.

I'm not going to mess with the civics, as I feel that most civic changes, should be handled by the Mod maker, Zappara, since it is such a core game change. I don't mind adding new ones, but I think the catagories fit.

That isn't to say I won't rewrite the civics in the future, but...

Yeah. I'm not messing with them. Feel free to alter them yourself though, it's mostly XML. It's save-game compatible too.

winthrowe
Oct 07, 2009, 01:44 PM
I think this is probably the best place to ask.. One thing I'd like to see in RoM is being able to have a fort give a little culture to advance on forward resources, without needing to devote a whole city. I saw JCultureControl ( http://forums.civfanatics.com/showthread.php?t=283686 ) seems to do this kind of thing, but it doesn't seem to be updated to the most recent patch, and I dunno if the ai can use it, but I'm still not very good, so I wouldn't mind the help ;)

generalstaff
Oct 07, 2009, 01:54 PM
can you make the later society civics worthwhile? ive been running the whole game as proletariat and it is by far the best civic but it is early on and easy to get. i switched to nationalism just to see the difference and it cut my income down by 50% (i went from making 1200 gold over spending to 500) it didnt provide a health benefit, and the experience bonus is not really an improvement worth losing 700 gold per turn over.
can you make nationalism, marxis, and liberal a bit more useful? and i dont get why nationalist dont have foreign trade routes. america isnt liberal or marxist so i assume we would fall under the nationalism category if we were in civ4 and we trade with all sorts of nations.

Did you check out my Modular Civics Buildings? Paramilitary Corps and Dissident Press makes Nationalist and Liberal more interesting late game. The Social Justice Org. with Marxist is also a useful building, though not as impressive as the other two. There is a much, much better version of this module coming out after Rise of Mankind 2.8, which improves stability, has more buildings, and includes units.

Also, Nationalist does not have foreign trade routes since it is used to represent societies engaging in autarky (http://en.wikipedia.org/wiki/Autarky), which is needed if anyone gets around to making a Cold War scenario for Rise of Mankind.

RealityKey
Oct 07, 2009, 03:15 PM
My two cents;

First: I would like to see Druidism or Wicca added to religions

Second: Anime (either as a national wonder or a anime studio building or world (ala rock and roll))

Afforess
Oct 07, 2009, 03:28 PM
I think this is probably the best place to ask.. One thing I'd like to see in RoM is being able to have a fort give a little culture to advance on forward resources, without needing to devote a whole city. I saw JCultureControl ( http://forums.civfanatics.com/showthread.php?t=283686 ) seems to do this kind of thing, but it doesn't seem to be updated to the most recent patch, and I dunno if the ai can use it, but I'm still not very good, so I wouldn't mind the help ;)

I think RevDCM looked at adding it, but AI couldn't use it, which is a huge negative. It would be a ton of work to teach them, I don't even know where to begin...

Short Answer: I'm not doing it.

My two cents;

First: I would like to see Druidism or Wicca added to religions

Please look at Aaranda's Modmod's. He adds many new religions to the game, probably what you are looking for.

Second: Anime (either as a national wonder or a anime studio building or world (ala rock and roll))

...

Afforess
Oct 07, 2009, 03:53 PM
Okay here's my report on the testing of the new divided workers. (The old workers were all turned off.)

Road Worker Required The Wheel
Farmer Required Agriculture
Engineer Required Pottery (Early, I know, but how else are you going to make cottages?)
LumberJack required Bronze Working
Miner Required Mining

Anyway,

The AI in my game research the wheel pretty fast, and built a road worker almost immediatly. He proceeded to spam cart paths everywhere, pretty much a waste. But, the AI got Agriculture next, and then build a Farmer, who built farms on the resources. After a while, the AI got mining, and built a miner too, and got a few mines going. Several hundred turns pass (On Marathon speed). The AI finally researches Bronze Working. It never makes a LumberJack. (A smart move, I think. Cutting down trees is usually pretty pointless.)

By now, about 40% of the tiles have improvements. 85% of the Improvements are farms (or pastures), the other 15% are mines. My AI built 0 cottages and 0 Engineers. 40% of the tiles still have forests. The remaining tiles are either unusable marshes, or empty.

The AI seemed to be doing pretty well. I thought the No LumberJack was a good decision. I was dissapointed with the lack of an Engineer, but my AI seemed to be the only one to take that path. I guess it wasn't a complete waste, as we were situated in a Marshy area. Farms are generally the only thing that can be built on marshes...

I then put it on AIAutoplay again, for a few hundred more turns, and played BFII...

30 Minutes later, the AI's had 80% of the land improved, but still had a good chunk of forests left. I think these worker changes were generally for the better, and actually allowed for smarter decisions. It also adds some needed diversity, and will force human players to think about what they need before building.

As a side note, I lowered the hammer cost of workers from 60 to 40, and allowed the farmer to be built with food.

So, comments? Questions?

If no one objects, I will add some better icons and prepare this for my 1.4 Modmod pack.

Hydromancerx
Oct 07, 2009, 05:05 PM
1. I LOVE your idea about making specialized worker units. :D Perhaps even have a lumberjack unit that only chops down trees but can do it faster than a normal worker. I think you should still have a general worker but extend the worker tree out into the specialized worker units. Ones that did tasks faster than a normal worker but only 1 or 2 types of tasks.

2. Great! Can't wait to see it.

3. Yeah those stats are fine for the Toxic Waste Dump. Just was reminding you to do it.

4. So do you like all the add-on buildings for the landfill?


Well, all these Idea's look so good, I'm going to start on the NIMBY mod tonight.

Cool! :D

Dancing Hoskuld
Oct 07, 2009, 05:22 PM
Okay here's my report on the testing of the new divided workers. (The old workers were all turned off.)

Road Worker Required The Wheel
Farmer Required Agriculture
Engineer Required Pottery (Early, I know, but how else are you going to make cottages?)
LumberJack required Bronze Working
Miner Required Mining

...

So, comments? Questions?

...
Sounds excellent - for people who like to micromanage, like me :). Although it will mean that I will have to change my default initial build lists for cities.

So who builds lumber mills? I would have thought LumberJacks myself. In fact who builds which later improvements. How does this affect the Indian Fast worker and other UUs? In one mod the engineer was the only one who could build anything in mountains so maybe cottage builder an "early engeneer". Or maybe not since in RoM you don't get to upgrade workers.

On the whole landfill type question. They wont be built by the AI. So is it possible to automatically build them when a number of cities get too big. Eg when the fifth city gets bigger than 15 in the modern era then one landfill is put in one of those cities randomly, then add another for each fifth city. Or something like that. The follow on buildings would then be useful. Otherwise, as far as I can see, the buildings will just be taking up screen space. For the neculear waste dump, then it would be the first city with a n power plant then another for exah 10 cities or something.

Afforess
Oct 07, 2009, 05:25 PM
I think you should still have a general worker but extend the worker tree out into the specialized worker units. Ones that did tasks faster than a normal worker but only 1 or 2 types of tasks.


I was thinking Jooyo's slave mod would be handy here. The Slaves could be used for all kinds of labor, but I would change them to do it slower than everything else. Jooyo's got the foundation already layed, I just need to stea..erm.. use his work.

Dancing Hoskuld
Oct 07, 2009, 05:29 PM
I was thinking Jooyo's slave mod would be handy here. The Slaves could be used for all kinds of labor, but I would change them to do it slower than everything else. Jooyo's got the foundation already layed, I just need to stea..erm.. use his work.

Its called reuse or recycle nowadays. :) If you do slaves could you also do prisoners of war?

Afforess
Oct 07, 2009, 05:34 PM
Its called reuse or recycle nowadays. :) If you do slaves could you also do prisoners of war?

Yeah. I guess I'm going to have to take on support of Jooyo's modmod's for 2.8. I just realized that, as Jooyo's dll will be Out of Date, and cause lots of trouble.

POW's? What I suppose. Like a 5% chance of getting a POW from victorious combat, regardless of civics?

Hydromancerx
Oct 07, 2009, 06:22 PM
Okay here's my report on the testing of the new divided workers. (The old workers were all turned off.)

Road Worker Required The Wheel
Farmer Required Agriculture
Engineer Required Pottery (Early, I know, but how else are you going to make cottages?)
LumberJack required Bronze Working
Miner Required Mining

Anyway,

The AI in my game research the wheel pretty fast, and built a road worker almost immediatly. He proceeded to spam cart paths everywhere, pretty much a waste. But, the AI got Agriculture next, and then build a Farmer, who built farms on the resources. After a while, the AI got mining, and built a miner too, and got a few mines going. Several hundred turns pass (On Marathon speed). The AI finally researches Bronze Working. It never makes a LumberJack. (A smart move, I think. Cutting down trees is usually pretty pointless.)

By now, about 40% of the tiles have improvements. 85% of the Improvements are farms (or pastures), the other 15% are mines. My AI built 0 cottages and 0 Engineers. 40% of the tiles still have forests. The remaining tiles are either unusable marshes, or empty.

The AI seemed to be doing pretty well. I thought the No LumberJack was a good decision. I was dissapointed with the lack of an Engineer, but my AI seemed to be the only one to take that path. I guess it wasn't a complete waste, as we were situated in a Marshy area. Farms are generally the only thing that can be built on marshes...

I then put it on AIAutoplay again, for a few hundred more turns, and played BFII...

30 Minutes later, the AI's had 80% of the land improved, but still had a good chunk of forests left. I think these worker changes were generally for the better, and actually allowed for smarter decisions. It also adds some needed diversity, and will force human players to think about what they need before building.

As a side note, I lowered the hammer cost of workers from 60 to 40, and allowed the farmer to be built with food.

So, comments? Questions?

If no one objects, I will add some better icons and prepare this for my 1.4 Modmod pack.

Some ideas to this ...

Carpenter (Req Pottery) = Cottage, Hamlet, Town, Watermill, Windmill, Workshop

Hazmat (Req Nuclear Power) = Cleans Up Fallout

Hunter (Req Hunting) = Camp, Jungle Camp

Engineer (Req Mathematics) = Bunker, Command Center, Fort, Well

Farmer (Req Agriculture) = Apple Orchard, Farm, Olive Orchard, Plantation, Tree Farm, Vertical Farm, Winery

Industrialist (Assembly Line) = Desert Windmill, Geothermal Factory, Ground Water Well, Industry (Dense), Industry (Heavy), Industry (Light), Industry (Medium), Industry (Sparce), Waste Refinement Facility

Lumberjack (Req Bronze Working) = Chops Trees, Lumber Mill

Miner (Req Mining) = Mine, Modern Mine, Shaft Mine

Quarryman (Req Masonry) = Quarry

Rancher (Req Animal Husbandry) = Pasture, Silk Farm

Road Worker (Req Wheel) = Road (and upgrades)

Scientist (Req Scientific Method) = Archeological Site, Forest Preserve, Hybrid Forest, Safari, Soylent Green Facility

Dancing Hoskuld
Oct 07, 2009, 06:23 PM
Yeah. I guess I'm going to have to take on support of Jooyo's modmod's for 2.8. I just realized that, as Jooyo's dll will be Out of Date, and cause lots of trouble.

POW's? What I suppose. Like a 5% chance of getting a POW from victorious combat, regardless of civics?

The capture/enslavement will be handled by my modcomp, if I ever get it working :) I was more interested in the unit and its actions which my modcomp probably would not do. In my 30 odd years of programming I have mostly done general(ist) stuff, or abstractions, as they are now called. So my dhzEnslavement python modcomp would provide the code to do almost any capture stuff. For example it is possible to make it the engine for "Subdue Animals", "War Prizes", and other mods which involve the potential capture of one unit by another. All the modder needs to do is specify who, what and when :) It is still a bit simplistic in that it does not take into consideration special promotions like the "subdue animal" promotion from the "Subdue Animal" mod. The buildings and units that are related to the capture are also out-of-scope for the modcomp so that modders have something to do ;)

Dancing Hoskuld
Oct 07, 2009, 06:31 PM
Some ideas to this ...

Carpenter (Req Pottery) = Cottage, Hamlet, Town, Watermill, Windmill, Workshop

Hazmat (Req Nuclear Power) = Cleans Up Fallout

Hunter (Req Hunting) = Camp, Jungle Camp

Engineer (Req Mathematics) = Bunker, Command Center, Fort, Well

Farmer (Req Agriculture) = Apple Orchard, Farm, Olive Orchard, Plantation, Tree Farm, Vertical Farm, Winery

Industrialist (Assembly Line) = Desert Windmill, Geothermal Factory, Ground Water Well, Industry (Dense), Industry (Heavy), Industry (Light), Industry (Medium), Industry (Sparce), Waste Refinement Facility

Lumberjack (Req Bronze Working) = Chops Trees, Lumber Mill

Miner (Req Mining) = Mine, Modern Mine, Shaft Mine

Quarryman (Req Masonry) = Quarry

Rancher (Req Animal Husbandry) = Pasture, Silk Farm

Road Worker (Req Wheel) = Road (and upgrades)

Scientist (Req Scientific Method) = Archeological Site, Forest Preserve, Hybrid Forest, Safari, Soylent Green Facility

Some of these become obsolete, Hunter for instance. Others become useless after awhile because everything they can build will be built. Do we really want units sitting around doing nothing but costing maintenance? Should there be an upgrade path for them so that they become more vercitile as time goes by? Don't forget the androids or clones or whatever they are in the transhuman era.

Hydromancerx
Oct 07, 2009, 06:40 PM
Some of these become obsolete, Hunter for instance. Others become useless after awhile because everything they can build will be built. Do we really want units sitting around doing nothing but costing maintenance? Should there be an upgrade path for them so that they become more vercitile as time goes by? Don't forget the androids or clones or whatever they are in the transhuman era.

Well you can either ...

1. Delete the unit.

2a. Upgrade the unit to Android and Clones

2b. Upgrade through a new upgrade path that we make.

JosEPh_II
Oct 07, 2009, 06:43 PM
How about just keeping it simple for the 1st go round. The 5 workers "tested" will need some more gameplay before adding in different abilities, imho.

Afforess
Oct 07, 2009, 08:19 PM
Some ideas to this ...

Carpenter (Req Pottery) = Cottage, Hamlet, Town, Watermill, Windmill, Workshop

Hazmat (Req Nuclear Power) = Cleans Up Fallout

Hunter (Req Hunting) = Camp, Jungle Camp

Engineer (Req Mathematics) = Bunker, Command Center, Fort, Well

Farmer (Req Agriculture) = Apple Orchard, Farm, Olive Orchard, Plantation, Tree Farm, Vertical Farm, Winery

Industrialist (Assembly Line) = Desert Windmill, Geothermal Factory, Ground Water Well, Industry (Dense), Industry (Heavy), Industry (Light), Industry (Medium), Industry (Sparce), Waste Refinement Facility

Lumberjack (Req Bronze Working) = Chops Trees, Lumber Mill

Miner (Req Mining) = Mine, Modern Mine, Shaft Mine

Quarryman (Req Masonry) = Quarry

Rancher (Req Animal Husbandry) = Pasture, Silk Farm

Road Worker (Req Wheel) = Road (and upgrades)

Scientist (Req Scientific Method) = Archeological Site, Forest Preserve, Hybrid Forest, Safari, Soylent Green Facility

Nice list, but I think some are too interchangable (Rancher and Farmer, Quarryman and Miner) and should be merged for the sake of gameplay.

How about this:
Carpenter (Req Pottery) = Cottage, Hamlet, Town, Watermill, Windmill, Workshop

Hazmat (Req Nuclear Power) = Cleans Up Fallout

Hunter (Req Hunting) = Camp, Jungle Camp
Upgrades to Farmer

Engineer (Req Mathematics) = Bunker, Command Center, Fort, Well

Farmer (Req Agriculture) = Apple Orchard, Farm, Olive Orchard, Plantation, Tree Farm, Vertical Farm, Winery, Pasture, Silk Farm

Industrialist (Assembly Line) = Desert Windmill, Geothermal Factory, Ground Water Well, Industry (Dense), Industry (Heavy), Industry (Light), Industry (Medium), Industry (Sparce), Waste Refinement Facility,

Lumberjack (Req Bronze Working) = Chops Trees, Lumber Mill

Miner (Req Mining) = Mine, Modern Mine, Shaft Mine, Quarry

Road Worker (Req Wheel) = Road (and upgrades)

Scientist (Req Scientific Method) = Archeological Site, Forest Preserve, Hybrid Forest, Safari, Soylent Green Facility[/QUOTE]

The capture/enslavement will be handled by my modcomp, if I ever get it working :) I was more interested in the unit and its actions which my modcomp probably would not do. In my 30 odd years of programming I have mostly done general(ist) stuff, or abstractions, as they are now called. So my dhzEnslavement python modcomp would provide the code to do almost any capture stuff. For example it is possible to make it the engine for "Subdue Animals", "War Prizes", and other mods which involve the potential capture of one unit by another. All the modder needs to do is specify who, what and when :) It is still a bit simplistic in that it does not take into consideration special promotions like the "subdue animal" promotion from the "Subdue Animal" mod. The buildings and units that are related to the capture are also out-of-scope for the modcomp so that modders have something to do ;)
30-odd years... Man, way to make me feel young. I've only been alive 18 years...

I hope you get dhzEnslavement working eventually, as I've re-purposed Jooyo's Enslavement for POW's. I believe EmperorFool is working on some BULL code that will expose the python so the game knows when the player changes civics...

Some of these become obsolete, Hunter for instance. Others become useless after awhile because everything they can build will be built. Do we really want units sitting around doing nothing but costing maintenance? Should there be an upgrade path for them so that they become more vercitile as time goes by? Don't forget the androids or clones or whatever they are in the transhuman era.

Andriods can be multipurpose units, since they can be porgrammed to do anything. They will continue to be as they are now. All of my units will upgrade to Andriods.


How about just keeping it simple for the 1st go round. The 5 workers "tested" will need some more gameplay before adding in different abilities, imho.

Yeah. I'll make a note on that modmod that it is "experimental."

On a related note, Hydromancerx, you need to create a list of buildings that will require your country to have a Landfill. Otherwise, there is no point to building it.

JaeChunDaeSung
Oct 07, 2009, 10:49 PM
What of other nations/civilizations that could use some representation? I was somewhat surprised Vietnam has not been put in. Then again, I imagine it may be hard to deliberate on nations worth involving, but then again, it was only just a thought.

Hydromancerx
Oct 07, 2009, 11:06 PM
Nice list, but I think some are too interchangable (Rancher and Farmer, Quarryman and Miner) and should be merged for the sake of gameplay.

How about this:
Carpenter (Req Pottery) = Cottage, Hamlet, Town, Watermill, Windmill, Workshop

Hazmat (Req Nuclear Power) = Cleans Up Fallout

Hunter (Req Hunting) = Camp, Jungle Camp
Upgrades to Farmer

Engineer (Req Mathematics) = Bunker, Command Center, Fort, Well

Farmer (Req Agriculture) = Apple Orchard, Farm, Olive Orchard, Plantation, Tree Farm, Vertical Farm, Winery, Pasture, Silk Farm

Industrialist (Assembly Line) = Desert Windmill, Geothermal Factory, Ground Water Well, Industry (Dense), Industry (Heavy), Industry (Light), Industry (Medium), Industry (Sparce), Waste Refinement Facility,

Lumberjack (Req Bronze Working) = Chops Trees, Lumber Mill

Miner (Req Mining) = Mine, Modern Mine, Shaft Mine, Quarry

Road Worker (Req Wheel) = Road (and upgrades)

Scientist (Req Scientific Method) = Archeological Site, Forest Preserve, Hybrid Forest, Safari, Soylent Green Facility

Looks good. Your probably right about the miner and farmer.


On a related note, Hydromancerx, you need to create a list of buildings that will require your country to have a Landfill. Otherwise, there is no point to building it.

Oh. Well i thought that the point of building a Landfill was to get the global "Global Healthiness". If you built all the buildings then you would end up with the city with the landfill to 0 unhealthy (if a coastal city) but still +2 unhappy. While the global health increases by +4. In other words all that effort is to increase your nations healthiness

But if you want a list of buildings here is a list. Note that "Landfill (Garbage Dump)" requires "Sanitation" which is a classical tech so i am choosing building from Medieval on. Note I am not listing any wonder buildings. I know it looks like i just listed every building but i didn't there are some such as say the artesian well that i did not list because it would not produce any garbage.

Medieval Buildings
- Alchemist's Lab
- Archery Range
- Bank
- Castle
- Clock Tower
- Commercial Port
- Doctor's Office
- Fire Brigade
- Grocer
- Guild Hall
- Jail
- Manor
- University

Renaissance Buildings
- Artists Guild
- Cannon Forge
- Customs House
- Foundry
- Garrison
- Hotel
- Museum
- Naval Academy
- Observatory
- Opera House
- Pharmacy
- Press Agency

Industrialism Buildings
- Airport
- Aluminum Co. Research and Development
- Aluminum Factory
- Amusement Park
- Aquarium
- Broadcast Tower
- Cereal Mills Factory
- Coal Plant
- Cement Mill
- Chemical Plant
- Civilized Jewelry Story
- Creative Constructions Contractor
- Drydock
- Factory
- Fertilizer Plant
- Filling Factory
- Fire Station
- Hospital
- Hydro Plant
- Industrial Park
- Intelligence Agency
- International Port
- Laboratory
- Military Airbase
- Mining Inc. Survey
- Modern Granary
- Movie Theater
- Oil Power Plant
- Oil Refinery
- Police Station
- Public Transportation
- Rubber Factory
- School
- Security Bereau
- Sid's Sushi Restaurant
- Skyscraper
- Standard Ethanol Distillery
- Steel Mill
- Super Market
- Water Treatment Plant
- Weather Station
- Zoo

As you can see so far its just about every building and I don't feell like listing anymore. Either we should not require ANY building and just give it the benefit that its making cities healthier. Or have some way of giving more unhealthiness the larger the city is without a landfill. Similar to your guys idea of unhappiness without power for the power mod idea.

Afforess
Oct 08, 2009, 08:15 AM
Oh. Well i thought that the point of building a Landfill was to get the global "Global Healthiness". If you built all the buildings then you would end up with the city with the landfill to 0 unhealthy (if a coastal city) but still +2 unhappy. While the global health increases by +4. In other words all that effort is to increase your nations healthiness

As you can see so far its just about every building and I don't feell like listing anymore. Either we should not require ANY building and just give it the benefit that its making cities healthier. Or have some way of giving more unhealthiness the larger the city is without a landfill. Similar to your guys idea of unhappiness without power for the power mod idea.

Ohh. Now I get it. Forget that I asked for a list of buildings. Carry on then.

konradcabral
Oct 08, 2009, 12:30 PM
The idea of specialize workers pleases me a lot, but I have a request: code it in a way that makes possible all kind of workers build all kinds of improvements, although in a really really slower pace.

Afforess
Oct 08, 2009, 12:47 PM
The idea of specialize workers pleases me a lot, but I have a request: code it in a way that makes possible all kind of workers build all kinds of improvements, although in a really really slower pace.

I was planning on adding POW's, which have a low chance (5%) of being captured with successful land combat, and that can do almost all the worker actions, just much slower than these specialized units.

Afforess
Oct 08, 2009, 01:45 PM
I'm rethinking the whole Landfill upgrading path, because of 2 main issues.

1.) Each building requires the landfill, and can only be built once. Therefore, the game reads them as National Wonders. However, there buildings would use up all (and more) of the National Wonder spots for a city.

2.) If I were to just make them regular buildings that needed the Landfill, which would still be a National Wonder, it would seriously clutter the building screen, as many cities would show them, but only one city would be relevant.

I'm working on adding those Tech Changes abilities you originally wanted. (If you research XYZ, it adds healthiness, happiness, gold... etc... to building YXZ). I'm using the method which improvements can be upgraded by techs as my base, but the going is slow, as it seems to be different than anything else I've ever had to do before. My slow progress is evidenced by the fact that I already need help from the SDK forum (for the umpteenth time), but I hope to get that to work.

However, in a worst case scenario, where I abandon that, I will just go with option 2, and live with the consequences.

RealityKey
Oct 08, 2009, 03:05 PM
I think RevDCM looked at adding it, but AI couldn't use it, which is a huge negative. It would be a ton of work to teach them, I don't even know where to begin...

Short Answer: I'm not doing it.



Please look at Aaranda's Modmod's. He adds many new religions to the game, probably what you are looking for.


...

I'll check there
and as for Anime; it was worth a shot. *shrug* never know if you don't ask, right?

Afforess
Oct 08, 2009, 04:02 PM
and as for Anime; it was worth a shot. *shrug* never know if you don't ask, right?

I'm not the only modmoder here. Maybe someone else will be more... appreciative of your interests. ;)

Hydromancerx
Oct 08, 2009, 06:02 PM
I'm rethinking the whole Landfill upgrading path, because of 2 main issues.

1.) Each building requires the landfill, and can only be built once. Therefore, the game reads them as National Wonders. However, there buildings would use up all (and more) of the National Wonder spots for a city.

2.) If I were to just make them regular buildings that needed the Landfill, which would still be a National Wonder, it would seriously clutter the building screen, as many cities would show them, but only one city would be relevant.

I'm working on adding those Tech Changes abilities you originally wanted. (If you research XYZ, it adds healthiness, happiness, gold... etc... to building YXZ). I'm using the method which improvements can be upgraded by techs as my base, but the going is slow, as it seems to be different than anything else I've ever had to do before. My slow progress is evidenced by the fact that I already need help from the SDK forum (for the umpteenth time), but I hope to get that to work.

However, in a worst case scenario, where I abandon that, I will just go with option 2, and live with the consequences.

1. Only the "Landfill (Garbage Dump)" needs to be a national wonder. The other ones can be normal buildings that require the "Landfill (Garbage Dump)" to be made. That way they only fill up ONE national wonder spot. Remember if they are all dependent upon a national wonder then by default they can only be built in the city that has the national wonder. And in turn only one of each will ever be built. Even though technically there is no 1 limit for them. They indirectly get the 1 limit by requiering something that has a 1 limit to it. See?

2. This is true but i do not see a way around having them not clutter the screen.

Afforess
Oct 08, 2009, 06:06 PM
2. This is true but i do not see a way around having them not clutter the screen.

Usually, the clutter isn't a big deal, but because it's late game, and adds so many more mini-buildings, that can only really be built once, I'm opting to at least try to add the Tech changes. If I can get it to work (Progress has been good thus far), I'll have even more excellent XML hacks at my disposal, and it will unlock many more building-technology upgrade paths.

If it doesn't work out, we have a Plan B.

Hydromancerx
Oct 09, 2009, 01:19 AM
@Afforess

I have an additional idea to the landfill. Why don't we make like a "Waste" civic? Like you could start out with like no organized waste removal which would give a lot of unhealthiness based on city size and number of buildings. Then like once you can make a landfill then you could have a more organize waste removal and as time goes on you eventually end up with like some high tech system. What do you think?

Gewar
Oct 09, 2009, 04:39 AM
Does someone want to make a coherent list of what is left that people want modded? I'm up for suggestions, but at this point, I'm too lazy to mod anything if it isn't laid out in front of me plainly. This thread has some sections that are done, some in progress, and some that aren't. It would be nice to see some take charge of this thread.

Ok - I wrote this im RoM main thread, but maybe it would be better as mod.

I think that it would be good mechanic if non-state religions have a little chance to disapear.
Chace could depend on state religions (some are more tolerant than other), civics, and maybe buildings (if we construct temples for heathens they would more likely stay with us).
It would cause passing away old, non-supported religions - today nobody (or almost nobody) belives in Zeus or Thor.
This also would make more balanced and playable if there was more religions (for example from AAranda (I hope I wrote it correctly) modmod)

I know there are inquisitors with intolerant civics - but I would like some passive way of this process.

This can only be done with SDK changes, and since I'm the only person on the RoM forums who knows any C++ at all (Jooyo does to, but he's never on anymore), I would have to do them. Not That I don't like these ideas. I would love to do them, but they are at the bottom of my to do list, on the Afforess's Modmod thread.

I have to writte something taht is not quote to be able to post :-P

Afforess
Oct 09, 2009, 10:34 AM
@Afforess

I have an additional idea to the landfill. Why don't we make like a "Waste" civic? Like you could start out with like no organized waste removal which would give a lot of unhealthiness based on city size and number of buildings. Then like once you can make a landfill then you could have a more organize waste removal and as time goes on you eventually end up with like some high tech system. What do you think?

I think you can do too much with a good idea. I really don't think waste management is a major governmental civic.

"A designer knows he has achieved perfection, not when there is nothing left to add, but when there is nothing left to take away."


I think that it would be good mechanic if non-state religions have a little chance to disapear.
Chace could depend on state religions (some are more tolerant than other), civics, and maybe buildings (if we construct temples for heathens they would more likely stay with us).
It would cause passing away old, non-supported religions - today nobody (or almost nobody) belives in Zeus or Thor.

Hmm. That would make for an interesting gameoption, fading religions. I am not familiar with religion code ATM, but I will add that to my todo list. I'm kinda swamped now, but hopefully, in a week or so, things will settle down.

NBAfan
Oct 09, 2009, 06:02 PM
I would be ok with the worker idea as long as it is optional.

Hydromancerx
Oct 09, 2009, 06:07 PM
I think you can do too much with a good idea. I really don't think waste management is a major governmental civic.

"A designer knows he has achieved perfection, not when there is nothing left to add, but when there is nothing left to take away."


Actually I had some ideas for more civics based upon the civics of Sim City 4. As for your quote. I do not think modmods apply. :P By definition they are additions to Zap's perfection of RoM. Case in point when he took out the military civic that you made a mod to put back in.

Anywho my ideas are; Garbage Civic, Electricity Civic and Education Civic.

Garbage Civic
This is to simulate a civilizations ever increasing amount of garbage based on their population and number of buildings.


Electricity Civic
These would be made to accompany the "Power Mod" discussed in the main forum.

None = Before Electricity is Discovered.

Fossil Fuel = Boost to Power for Coal, Shale, Oil and Natural Gas Power Plants.

Atomic = Boost to Power for Nuclear Power Plants.

Green = Boost to Power for Wind, Solar, Geothermal, Hydro, Tidal and Wave Power Plants.

High Tech = Boost to Power for Fusion Power Plants.

Education Civic

Oral Tradition (Req None)

Religious School (Req Meditation)

Apprenticeship (Req Guilds)

Private School (Req Education)

Propaganda (Req Fascism)

Public School (Req Compulsory Education)

Corporate School (Req Corporation)

Internet School (Req Fiber Optics)

Neural Download Learning (Req Though Scanning)

I have no idea what the stats should be for all these but i would guess each would give something to science. And maybe the religious school would maybe even give less science.

Afforess
Oct 09, 2009, 07:40 PM
Let's compromise, shall we? I'll add a new class of Garbage civics onto my already extensive list of civic changes on the other civic thread (On the main RoM page. It's like called EU3 civics or something like that. See the second page of that thread...), and I already have Education and Power civics planned for that one. As soon as I get My attitude modifiers to work...

(I may actually just use Jooyo's and make it early, as Jooyo has some working, less complex attitude modifiers already coded. Then, later, when I do get mine to work, I'll upgrade it.)

DrwHem
Oct 09, 2009, 07:51 PM
I have an odd idea for an option for a modmod. what if you had a computer AI revolt triggered in the game. for instance, when the world total cyborg unit reaches 50 all AI controlled units in the world go rouge? something like that. it dosnt have to be just 1 unit. it could be any unit that has no manned control in the game.
im trying to get across something like a terminator feel to the late game...a time when i normally get bored because im so dominant. the AI units could create a new faction when taking their first city. they would then spam robot units at an enhanced rate and try to take over the world. it sounds like it would be fun/tricky.

Afforess
Oct 09, 2009, 07:55 PM
Oh. I nearly forgot. I have gotten Tech-Based Commerce, Tech-Based Specialist Counts, Tech-Based Yields all working. It seems that the only thing I don't have working are the most important two, Tech-based Health and Happiness...

Edit: it looks like I was too slow posting

have an odd idea for an option for a modmod. what if you had a computer AI revolt triggered in the game. for instance, when the world total cyborg unit reaches 50 all AI controlled units in the world go rouge? something like that. it dosnt have to be just 1 unit. it could be any unit that has no manned control in the game.
im trying to get across something like a terminator feel to the late game...a time when i normally get bored because im so dominant. the AI units could create a new faction when taking their first city. they would then spam robot units at an enhanced rate and try to take over the world. it sounds like it would be fun/tricky.

Sounds like you would like a late game barbarian, with a lot of power. Some people would really hate that, but it's definitely something that should be looked into.

Hydromancerx
Oct 09, 2009, 08:04 PM
Let's compromise, shall we? I'll add a new class of Garbage civics onto my already extensive list of civic changes on the other civic thread (On the main RoM page. It's like called EU3 civics or something like that. See the second page of that thread...), and I already have Education and Power civics planned for that one. As soon as I get My attitude modifiers to work...

(I may actually just use Jooyo's and make it early, as Jooyo has some working, less complex attitude modifiers already coded. Then, later, when I do get mine to work, I'll upgrade it.)

Do you mean changes to existing "Power Civic" or power as in "Electricity"? Its very confusing using the word "Power" since it can mean 2 diffrent things. If you have a new civic then it should probably be called "Electricity" so it will not be confused with the existing "Power Civic".

Afforess
Oct 09, 2009, 08:10 PM
Do you mean changes to existing "Power Civic" or power as in "Electricity"? Its very confusing using the word "Power" since it can mean 2 diffrent things. If you have a new civic then it should probably be called "Electricity" so it will not be confused with the existing "Power Civic".

Well, since I'm going to rename them to departments, it will be called the DOE or Department of Energy

Hydromancerx
Oct 09, 2009, 08:28 PM
Well, since I'm going to rename them to departments, it will be called the DOE or Department of Energy

Yeah I just saw this ...

Hey guys, I drew this up a while ago (http://bit.ly/vIbFn), but haven't gotten my civic attitude modifier to work yet, so never coded it.

I thought it would be more realistic. What do you guys think?

It looks amazing. There are some things you might want to add such as ...

Department of Education

Apprenticeship (Req Guilds)
This would be students learning a trade from their master craftsman.

Corporate School (Req Corporation)
Becoming education from a corporation. Such as going to business school.

Telecourses (Req Mass Media)
Going taking classes from the television. Or even have it be Public Television with educational shows.

Online Education (Req Fiber Optics)
Going to school over the internet.

I would also change your Propaganda to Req Fascism instead of Req Mass Media since the Telecourses require the same tech. And really the propaganda doesn't need mass media it can be just as effect in places without TV, Radio or Movies.

Note i have personally taken both online and telecourses in school before and they deserve to have their own civic.

Hydromancerx
Oct 09, 2009, 08:29 PM
Some idea for building ideas taken from CivCity Rome ...

Gladiator School
Cost: 105
Culture: +1:culture:

Requires: Athletics, Arena


New Melee Units Receive get +1 Experience Points.
Double production for Aggressive leaders.


Actors School
Cost: 75
Culture: +1:culture:

Requires: Drama, Theater


Can turn 3 Citizens into Artists
Double production for Creative leaders.


Musican School
Cost: 75
Culture: +1:culture:

Requires: Music, Theater


Can turn 3 Citizens into Artists
Double production for Creative leaders.


Barber Shop
Cost: 120
Culture: +1:culture:
Health: +1:health:

Requires: Sanitation, Obsidian OR Copper OR Iron OR Steel (Because of Razors)


-10% Defense against Espionage. (Because of Gossip)
Double production for Humanitarian leaders.

Afforess
Oct 09, 2009, 09:06 PM
I just add a new DOW (Department of Waste) and added some more to the DOE, see if you like the changes.

Hydromancerx
Oct 09, 2009, 09:20 PM
I just add a new DOW (Department of Waste) and added some more to the DOE, see if you like the changes.

I fixed my double post and posted some new ideas for buildings from the game "CivCity" Rome".

*points to the post above yours*

As for you changes i think ...
* None (Available at Start)
o No Upkeep
.. should have some sort of unhealthiness since if your doing nothing then trash and poop will just be everywhere. Make it based upon say the city population. That way small cities won't be too penalized but if you grow too big without changing civics then you will have a lot of garbage around.

DRJ
Oct 10, 2009, 05:09 AM
I just add a new DOW (Department of Waste) and added some more to the DOE, see if you like the changes.

Hey Afforess, your Department Civics Idea looks fantastic. I really would like to play with a system like this, it adds a lot more political flavour to the game! Keep up the excellent work! RoM 2.8 + A new Dawn will be Civ 5, really. :)

Hydromancerx
Oct 10, 2009, 07:16 AM
Hey Afforess, your Department Civics Idea looks fantastic. I really would like to play with a system like this, it adds a lot more political flavour to the game! Keep up the excellent work! RoM 2.8 + A new Dawn will be Civ 5, really. :)

What is "A New Dawn?"?

EDIT: Nevermind I found it. Its the name of the "Uber Combo Modmod Pack". Cool name BTW.

DRJ
Oct 10, 2009, 07:32 AM
What is "A New Dawn?"?

Afforess' planned a Megamodmodpack for RoM 2.7/2.8, which contains all known modmods (graphics/units/gameplay) + an installer (to chose which modmods shall be activated)
I am really looking forward to this. :scan:

Here is Afforess' original post on the topic:
http://forums.civfanatics.com/showthread.php?t=333478&page=2
posts #26 and following

Edit: it seems you found it when I was writing the post. Damn! ;) But whatever, perhaps someone else will be interested so I leave the text.

DrwHem
Oct 10, 2009, 08:24 AM
you could make the AI rebellion a modular thing that can be disabled perhaps.

Hydromancerx
Oct 10, 2009, 08:26 AM
you could make the AI rebellion a modular thing that can be disabled perhaps.

If you run a custom game you can disable the Revolutions Mod. As well as the Barbarian Civ Mod and other stuff like Minor Civilization.

RoM + Custom Game = WIN

Hydromancerx
Oct 10, 2009, 07:52 PM
Here are a new more ideas ...

Unit Req Buildings

What if you had units requiring building before they could be built. I have 2 ideas on how it could be done.

1. Each ERA gets an "Armory" Building. Without the building you cannot make units from that era. Such as a "Medieval Armory".

2. Each TYPE of unit gets its own building. Such a "Swordsmith Building" that only allows Sword based units. Or a "Fletcher Building" that allows only for archery units to be built. Or even make them training school rather than weapon making places.

Or you could combine both 1 and 2 where you need both an armory (era based) and then a training school (unit type based).

---------

University Buildings

Another idea I had was add-ons to the University. This based upon the "Sims 2: University" majors.

University (Art Building)
Cost: 360

Requires: University

Special Abilities

+5% Maintenance
Can turn 2 Citizens into Artist.


University (Biology Building)
Cost: 360

Requires: University

Special Abilities

+5% Maintenance
Can turn 2 Citizens into Scientist.


University (Drama Building)
Cost: 360

Requires: University

Special Abilities

+5% Maintenance
Can turn 2 Citizens into Artist.


University (Economics Building)
Cost: 360

Requires: University

Special Abilities

+5% Maintenance
Can turn 2 Citizens into Marchant.


University (History Building)
Cost: 360

Requires: University

Special Abilities

+5% Maintenance
Can turn 2 Citizens into Scientist.


University (Literature Building)
Cost: 360

Requires: University

Special Abilities

+5% Maintenance
Can turn 2 Citizens into Artist.


University (Mathematics Building)
Cost: 360

Requires: University

Special Abilities

+5% Maintenance
Can turn 2 Citizens into Engineer.


University (Philosophy Building)
Cost: 360

Requires: University

Special Abilities

+5% Maintenance
Can turn 2 Citizens into Priest.


University (Physics Building)
Cost: 360

Requires: University

Special Abilities

+5% Maintenance
Can turn 2 Citizens into Scientist.


University (Political Science Building)
Cost: 360

Requires: University

Special Abilities

+5% Maintenance
Can turn 2 Citizens into Noble.


University (Psychology Building)
Cost: 360

Requires: University

Special Abilities

+5% Maintenance
Can turn 2 Citizens into Scientist.


I am sure we can think of other buildings but I was just using the "Sims 2: University" as a guide to common majors.

--------

War Priest

One thing i loved in the old Age of Empire Games were the priests that could convert other units to your team. What if we had a "War Priest" unit for each religion and then special promotions which allow for them to "Convert" enemy units. What do you think?

Alternatively we could maybe have spies "Bribe" enemy units to come to our side.

JaeChunDaeSung
Oct 10, 2009, 09:57 PM
Having those military forces affiliated with Christianity is innovative indeed, but I'm sure that if effort was put into it, other religions could have similar, historically accurate representation.

A fine example would have to be the Shaolin monks of Chan (Zen) Buddhism.


Prerequisite: Meditation, Philosophy, Theology, Buddhism as State Religion

Can train Shaolin Monks (Melee Units), or trains Shaolin Monk ever 5-10 turns?, Obsolete with either Leadership or Social Contract (So as to not allow continued reliance in late game)

Unit: Shaolin Monk
Melee Unit, comes with Martial Arts and Drill 1 promotions

Again, this is just a thought to encourage any modmoders out there, less I eventually find the time and guts to try myself.

Afforess
Oct 11, 2009, 02:02 PM
Here are a new more ideas ...

Unit Req Buildings

What if you had units requiring building before they could be built. I have 2 ideas on how it could be done.

1. Each ERA gets an "Armory" Building. Without the building you cannot make units from that era. Such as a "Medieval Armory".

2. Each TYPE of unit gets its own building. Such a "Swordsmith Building" that only allows Sword based units. Or a "Fletcher Building" that allows only for archery units to be built. Or even make them training school rather than weapon making places.

Or you could combine both 1 and 2 where you need both an armory (era based) and then a training school (unit type based).


I'm thinking about this. I hesitate to add even more buildings, as RoM has plenty already. Instead, why don't we hijack existing buildings, and repurpose them for this. For example, the building the forge allows Swordsmen, and Axemen. Same for Archery Range and Longbowmen.


University Buildings

Another idea I had was add-ons to the University. This based upon the "Sims 2: University" majors.

University (Art Building)
Cost: 360

Requires: University

Special Abilities

+5% Maintenance
Can turn 2 Citizens into Artist.


University (Biology Building)
Cost: 360

Requires: University

Special Abilities

+5% Maintenance
Can turn 2 Citizens into Scientist.


University (Drama Building)
Cost: 360

Requires: University

Special Abilities

+5% Maintenance
Can turn 2 Citizens into Artist.


University (Economics Building)
Cost: 360

Requires: University

Special Abilities

+5% Maintenance
Can turn 2 Citizens into Marchant.


University (History Building)
Cost: 360

Requires: University

Special Abilities

+5% Maintenance
Can turn 2 Citizens into Scientist.


University (Literature Building)
Cost: 360

Requires: University

Special Abilities

+5% Maintenance
Can turn 2 Citizens into Artist.


University (Mathematics Building)
Cost: 360

Requires: University

Special Abilities

+5% Maintenance
Can turn 2 Citizens into Engineer.


University (Philosophy Building)
Cost: 360

Requires: University

Special Abilities

+5% Maintenance
Can turn 2 Citizens into Priest.


University (Physics Building)
Cost: 360

Requires: University

Special Abilities

+5% Maintenance
Can turn 2 Citizens into Scientist.


University (Political Science Building)
Cost: 360

Requires: University

Special Abilities

+5% Maintenance
Can turn 2 Citizens into Noble.


University (Psychology Building)
Cost: 360

Requires: University

Special Abilities

+5% Maintenance
Can turn 2 Citizens into Scientist.


I am sure we can think of other buildings but I was just using the "Sims 2: University" as a guide to common majors.


Those buildings probably aren't good enough for the AI ever to value them. HOWEVER, I recently added the TAB modcomp (http://forums.civfanatics.com/showthread.php?t=256362&highlight=techcommerce) to my SDK, and it unlocks some potiental that we could harness.

What if this occurred:

University:
With Biology, Can turn 2 Citizens into Scientist, +1 :science:
With Free Artistry, Can turn 2 Citizens into Artist. +1 :culture:
With Economics, Can turn 2 Citizens into Merchant. + 1 :gold:
With Printing Press, Can turn 2 Citizens into Artist. +1 :culture:
With Physics, Can turn 2 Citizens into Scientist, +1 :science:
With Divine Right, Can turn 2 Citizens into Priest. +1 :culture:
With Civil Engineering, Can turn 2 Citizens into Engineer + 1 :hammers:
With Psychology, Can turn 2 citizens into Scientist, +1 :science:

It would make those techs more valuable if you had lots of Universities.


War Priest

One thing i loved in the old Age of Empire Games were the priests that could convert other units to your team. What if we had a "War Priest" unit for each religion and then special promotions which allow for them to "Convert" enemy units. What do you think?

Alternatively we could maybe have spies "Bribe" enemy units to come to our side.

I really must admit, I don't know how the bribe function works. I never use it.

Dancing Hoskuld
Oct 13, 2009, 01:02 AM
I have an almost working version of the python for the Subdue Animals mod but it is causing everyone to get a crusader every so often:confused::crazyeye:. I have compared it to the War Prizes mod and can't see the differences. I will now convert the XML and then look at the python later. It is a strange error and I have had it before but can't remember how I fixed it.

Hydromancerx
Oct 13, 2009, 01:05 AM
I'm thinking about this. I hesitate to add even more buildings, as RoM has plenty already. Instead, why don't we hijack existing buildings, and repurpose them for this. For example, the building the forge allows Swordsmen, and Axemen. Same for Archery Range and Longbowmen.


I was not sure if you could edit existing buildings. If you can use existing ones I am all for it! :D

Here are some idea based upon existing buildings.

* = New Building

* War Hut (Stone Tools)
- Warrior
- Javaleneer

*Fletcher (Archery)
- Archer
- Horse Archer (+ Stable)

* Elephant Trainer (Elephant Riding)
- Elephant Rider
- War Elephant

Forge (Metal Casting)
- Spearman
- Axeman
- Light Swordsman

Stable (Chariotry)
- Chariot
- Horseman
- Mounted Infantry
- Horse Archer (+ Fletcher)
- Light Calvary
- Heavy Calvary
- Cuirassier (+ Garrison)
- Calvary (+ Garrison)

Barracks (Military Training)
- Warlord Chief
- Pikeman
- Swordsman

Armourer (Smithing)
- Warlord Captain
- Maceman
- Heavy Swordsman
- Heavy Pikeman

Siege Weapon Workshop (Siege Warfare)
- Crossbowman

Archery Range (Feudalism)
- Longbowman

Knights Stable (Stirrup)
- Knight
- Mailed Knight

Cannon Forge (Gunpowder)
- Arquebuster

Garrison (Leadership)
- Warlord Privateer
- Musketman
- Cuirassier (+ Stables)
- Rifleman
- Calvary (+ Stables)

I am not sure after that since things get a lot more complex.


Those buildings probably aren't good enough for the AI ever to value them. HOWEVER, I recently added the TAB modcomp (http://forums.civfanatics.com/showthread.php?t=256362&highlight=techcommerce) to my SDK, and it unlocks some potiental that we could harness.

What if this occurred:

University:
With Biology, Can turn 2 Citizens into Scientist, +1 :science:
With Free Artistry, Can turn 2 Citizens into Artist. +1 :culture:
With Economics, Can turn 2 Citizens into Merchant. + 1 :gold:
With Printing Press, Can turn 2 Citizens into Artist. +1 :culture:
With Physics, Can turn 2 Citizens into Scientist, +1 :science:
With Divine Right, Can turn 2 Citizens into Priest. +1 :culture:
With Civil Engineering, Can turn 2 Citizens into Engineer + 1 :hammers:
With Psychology, Can turn 2 citizens into Scientist, +1 :science:

It would make those techs more valuable if you had lots of Universities.


If it can be done then I am all for it.

cr0ws
Oct 13, 2009, 03:29 AM
I just came across a quick Idea for a global even for ROM that I thought it should have, pretty simple. When the the BC age changes into AD a Great Prophet is randomly spawned in any random city belonging to any random civilization. With benefits when adding to city slightly higher than a regular great prophet. Can someone make that?

Hydromancerx
Oct 13, 2009, 07:49 AM
So I was looking up buildings in Sim City 4. Here is a list. Feel free to pick an choose which you would think fit RoM and what stats they should have.

- Dog Pound or Animal Clinic
- Fire Dock
- Dentist
- Insane Asylum or Rehab Center
- Gym
- Yacht Club or Marina
- Country Club
- Bureau of Farm Management
- Farm Supply
- Farmer's Market
- Fair Grounds
- Playground
- Skateboard Park
- Ice-Skating Rink
- Basketball Count
- Tennis Courts
- Softball Field
- Minor League Stadium
- Major League Stadium
- Ski Resort
- Ranger Station
- Camp Grounds
- Public Beach
- Cruse-Ship Port
- Tourist Trap
- Freight Station
- Passenger Train Station

The "Fire Dock" might be good to add to the "Firestorm" modmod. It would also be interesting if the "Ski Resort" could be used with the "Mountain" modmod.

JaeChunDaeSung
Oct 13, 2009, 09:17 AM
Would suggesting other leaders for existing civs be considered a request? I figured maybe a whole thread would be needed for that, but just figured to bring it up.

Afforess
Oct 13, 2009, 09:38 AM
I was not sure if you could edit existing buildings. If you can use existing ones I am all for it! :D

Here are some idea based upon existing buildings.

* = New Building

* War Hut (Stone Tools)
- Warrior
- Javaleneer

*Fletcher (Archery)
- Archer
- Horse Archer (+ Stable)

* Elephant Trainer (Elephant Riding)
- Elephant Rider
- War Elephant

Forge (Metal Casting)
- Spearman
- Axeman
- Light Swordsman

Stable (Chariotry)
- Chariot
- Horseman
- Mounted Infantry
- Horse Archer (+ Fletcher)
- Light Calvary
- Heavy Calvary
- Cuirassier (+ Garrison)
- Calvary (+ Garrison)

Barracks (Military Training)
- Warlord Chief
- Pikeman
- Swordsman

Armourer (Smithing)
- Warlord Captain
- Maceman
- Heavy Swordsman
- Heavy Pikeman

Siege Weapon Workshop (Siege Warfare)
- Crossbowman

Archery Range (Feudalism)
- Longbowman

Knights Stable (Stirrup)
- Knight
- Mailed Knight

Cannon Forge (Gunpowder)
- Arquebuster

Garrison (Leadership)
- Warlord Privateer
- Musketman
- Cuirassier (+ Stables)
- Rifleman
- Calvary (+ Stables)

I am not sure after that since things get a lot more complex.



If it can be done then I am all for it.

Yes. It is very easy to edit existing buildings with modules, and not edit the original files. I won't get into details...

I like that list. I'm going to start on those.

I just came across a quick Idea for a global even for ROM that I thought it should have, pretty simple. When the the BC age changes into AD a Great Prophet is randomly spawned in any random city belonging to any random civilization. With benefits when adding to city slightly higher than a regular great prophet. Can someone make that?

It probably could be done very easy with python. Ask Dancing Holskuld, or someone who understands python (as I do not) or maybe even The_J's request thread over in the modcomps section.

So I was looking up buildings in Sim City 4. Here is a list. Feel free to pick an choose which you would think fit RoM and what stats they should have.

- Dog Pound or Animal Clinic
- Fire Dock
- Dentist
- Insane Asylum or Rehab Center
- Gym
- Yacht Club or Marina
- Country Club
- Bureau of Farm Management
- Farm Supply
- Farmer's Market
- Fair Grounds
- Playground
- Skateboard Park
- Ice-Skating Rink
- Basketball Count
- Tennis Courts
- Softball Field
- Minor League Stadium
- Major League Stadium
- Ski Resort
- Ranger Station
- Camp Grounds
- Public Beach
- Cruse-Ship Port
- Tourist Trap
- Freight Station
- Passenger Train Station

The "Fire Dock" might be good to add to the "Firestorm" modmod. It would also be interesting if the "Ski Resort" could be used with the "Mountain" modmod.

Dog Pound has already been made by Aaranda.

I partially made a modmod for Psychology, and it had stuff like the Insane Asylum, but I quit half-way through because I felt that it was overlapping too much with existing techs/buildings. I could look at it again and see if I could make it feasible though. I like all the farm buildings.

This is a pretty good list. Lets see if I can't flesh them out more:

Fire Dock (Requires: Fire Suppression)


+10 Maintenance
Only Coastal Cities
+1 Happiness

Dentist (Requires: Medicine)


+1 Happiness
+2 Healthiness
+1 Healthiness at Modern Health Care

Gym (Requires: Modern Health Care)


+2 Healthiness
+10% Maintenance


Yacht Club or Marina (Requires: Tourism)


+1 Happiness
+10% :gold:
-2 Happiness if Communist
Can only be built on Coastal Cities

Country Club ( Requires: Tourism)


+1 Happiness
+10% :gold:

Bureau of Farm Management (National Wonder. Requires: Weather Forecasting)


+20% Food stored in City
+1 Healthiness in all cities
Free Warehouse in all cities

Warehouse (Only available through BoFM):


+10% Food Stored in City
+1 :gold: with Refrigeration
+1 :hammers: with Globalization

Farm Supply (Requires: Chemistry)


+1 :food:
+1 :food: with Refrigeration
+1 :food: from Long Range Forecasting


Fair Grounds (Requires: Tourism)


+30% Maintenance
+1 Happiness per 10% Culture Rate
+1 Happiness


Playground (Requires: Steel)


+1 Happiness
+15% City Maintenance
+1 Happiness with Compulsory Education

Skateboard Park (Requires: Steel)


+1 Happiness
+15% City Maintenance
+1 Happiness with Mass Media
-5% :science: (I know I'm going to catch some flak here)


Ice-Skating Rink (Requires: Refrigeration)


Must be built above the 40' latitude line
+10% City Maintenace
+1 Happiness
+1 Happiness with Mass Media

Basketball Count (Requires: does anyone get the feeling that we need some sport tech's, I just noticed there aren't any.)
- Tennis Courts
- Softball Field
- Minor League Stadium
- Major League Stadium
- Ski Resort
- Ranger Station
- Camp Grounds
- Public Beach
- Cruse-Ship Port
- Tourist Trap
- Freight Station
- Passenger Train Station

Hmm. I stalled. I guess it's because of the lack of sport related techs. Also, I know next to nothing about sports. Someone want to draw up 3-4 sport techs, and where they would fit in the tech tree?

Dancing Hoskuld
Oct 13, 2009, 04:10 PM
Yes. It is very easy to edit existing buildings with modules, and not edit the original files. I won't get into details...

I like that list. I'm going to start on those.

The only problem I have with the suggestion that you can only build specific units in cities with certian buildings is with upgrading units. Currently, in RoM 2.8beta, you can only upgrade trabs to cannon in a city with a cannon forge. This means moving them back to said city. This is a hassle.


I just came across a quick Idea for a global even for ROM that I thought it should have, pretty simple. When the the BC age changes into AD a Great Prophet is randomly spawned in any random city belonging to any random civilization. With benefits when adding to city slightly higher than a regular great prophet. Can someone make that?

It probably could be done very easy with python. Ask Dancing Holskuld, or someone who understands python (as I do not) or maybe even The_J's request thread over in the modcomps section.

the python should not be hard. However it also requires a new unit the "Super Prophet" and I don't know how to make units :(



Dog Pound has already been made by Aaranda.


Actually it is a kennel not a dog pound. It is for breeding specialist dogs. I have one also in the Subdue Animals conversion I am testing.

Isn't sport just civalised war?

Afforess
Oct 13, 2009, 04:24 PM
The only problem I have with the suggestion that you can only build specific units in cities with certian buildings is with upgrading units. Currently, in RoM 2.8beta, you can only upgrade trabs to cannon in a city with a cannon forge. This means moving them back to said city. This is a hassle.?

I agree, however, it seems more realistic that way. After all, I doubt men in combat just suddenly learned the secrets of cannons and then payed a small gold fee to trade their trebuchets for cannons, all whilst facing down the enemy, one tile away.


the python should not be hard. However it also requires a new unit the "Super Prophet" and I don't know how to make units :(


Can't you just spawn a normal GP?

Isn't sport just civalised war

That's how I see it too, hence why I know nothing about it. I never cared to learn. But I guess, it's an integral part of society....

Dancing Hoskuld
Oct 13, 2009, 06:22 PM
I agree, however, it seems more realistic that way. After all, I doubt men in combat just suddenly learned the secrets of cannons and then payed a small gold fee to trade their trebuchets for cannons, all whilst facing down the enemy, one tile away.

Suddenly? One turn is one hundred years. They have to spend time breeding and training the next generation before the attack. Surely they can get the better weapons in that time :)

Actually, he wanted a super prophet not a normal one. Also, it should be possible as an event only not needing python at all.

Afforess
Oct 13, 2009, 06:36 PM
Suddenly? One turn is one hundred years. They have to spend time breeding and training the next generation before the attack. Surely they can get the better weapons in that time :)

I still disagree. Where would the cannons come from? The ground? The local merchant? :lol:

Of course if you don't like that modmod, I won't force you to play with it. To each his own.

Actually, he wanted a super prophet not a normal one. Also, it should be possible as an event only not needing python at all.

I don't think you can spawn units with XML event code. Nor can the XML tell the game year.

Dancing Hoskuld
Oct 13, 2009, 10:32 PM
I don't think you can spawn units with XML event code. Nor can the XML tell the game year.

So how do the barbarian horde events happen? They are part of the original events, so I assumed they were XML. Yea, remember some discussion about timed events. But "all" you need do is use a hard coded turn number for each speed (and map size?). All theory since I have never looked into events in much detail. Did read the doco ;)

Hydromancerx
Oct 14, 2009, 02:06 AM
Yes. It is very easy to edit existing buildings with modules, and not edit the original files. I won't get into details...

I like that list. I'm going to start on those.


Oh good. :D


Dog Pound has already been made by Aaranda.

I partially made a modmod for Psychology, and it had stuff like the Insane Asylum, but I quit half-way through because I felt that it was overlapping too much with existing techs/buildings. I could look at it again and see if I could make it feasible though. I like all the farm buildings.

This is a pretty good list. Lets see if I can't flesh them out more:

Fire Dock (Requires: Fire Suppression)


+10 Maintenance
Only Coastal Cities
+1 Happiness

Dentist (Requires: Medicine)


+1 Happiness
+2 Healthiness
+1 Healthiness at Modern Health Care

Gym (Requires: Modern Health Care)


+2 Healthiness
+10% Maintenance


Yacht Club or Marina (Requires: Tourism)


+1 Happiness
+10% :gold:
-2 Happiness if Communist
Can only be built on Coastal Cities

Country Club ( Requires: Tourism)


+1 Happiness
+10% :gold:

Bureau of Farm Management (National Wonder. Requires: Weather Forecasting)


+20% Food stored in City
+1 Healthiness in all cities
Free Warehouse in all cities

Warehouse (Only available through BoFM):


+10% Food Stored in City
+1 :gold: with Refrigeration
+1 :hammers: with Globalization

Farm Supply (Requires: Chemistry)


+1 :food:
+1 :food: with Refrigeration
+1 :food: from Long Range Forecasting


Fair Grounds (Requires: Tourism)


+30% Maintenance
+1 Happiness per 10% Culture Rate
+1 Happiness


Playground (Requires: Steel)


+1 Happiness
+15% City Maintenance
+1 Happiness with Compulsory Education

Skateboard Park (Requires: Steel)


+1 Happiness
+15% City Maintenance
+1 Happiness with Mass Media
-5% :science: (I know I'm going to catch some flak here)


Ice-Skating Rink (Requires: Refrigeration)


Must be built above the 40' latitude line
+10% City Maintenace
+1 Happiness
+1 Happiness with Mass Media

Basketball Count (Requires: does anyone get the feeling that we need some sport tech's, I just noticed there aren't any.)
- Tennis Courts
- Softball Field
- Minor League Stadium
- Major League Stadium
- Ski Resort
- Ranger Station
- Camp Grounds
- Public Beach
- Cruse-Ship Port
- Tourist Trap
- Freight Station
- Passenger Train Station

Hmm. I stalled. I guess it's because of the lack of sport related techs. Also, I know next to nothing about sports. Someone want to draw up 3-4 sport techs, and where they would fit in the tech tree?

Oh those look nice! And I agree that there are not many "Sports Techs" besides say "Athletics" which is aviable very early on. I do not think its appropriate for some of our modern sports.


Actually it is a kennel not a dog pound. It is for breeding specialist dogs. I have one also in the Subdue Animals conversion I am testing.


Ah. Which mod is it in? Also how early is it available. My idea was more for the "modern era".

Hydromancerx
Oct 14, 2009, 04:16 AM
Hmm. I stalled. I guess it's because of the lack of sport related techs. Also, I know next to nothing about sports. Someone want to draw up 3-4 sport techs, and where they would fit in the tech tree?

I am not familiar with the history of Sports however that's what wikipedia (http://en.wikipedia.org/wiki/History_of_sport) is for. So here are some ideas for a "Sports Mod" if you would like to attempt such a mod.

Classical Era

Combat Sports (Req Athletics)
- Gladiator School (Req Combat Sports, Arena)
- Wrestling School (Req Combat Sports, Arena)

Medieval Era

Martial Arts (Req Combat Sports, Feudalism, Buddhism)
- Aikido Dojo (Req Martial Arts)
- Judo Dojo (Req Martial Arts)
- Jujutsu Dojo (Req Martial Arts)
- Kendo Dojo (Req Martial Arts)
- Sumo Wrestling Arena (Req Martial Arts)

Tournaments (Req Combat Spots, Chivalry)
- Jousting Arena (Req Tournaments)

Renaissance Era

Dueling (Req Tournaments, Leadership)
- Fencing Academy (Req Dueling)

Team Sports (Req Tournaments, Humanism)
- Cricket Field (Req Team Sports)
- Rugby Field (Req Team Sports)
- Polo Field (Req Team Sports)

Industrial Era

Lawn Sports (Req Team Sports, Agricultural Engineering)
- Basketball Court (Req Lawn Sports)
- Croquet (Req Lawn Sports)
- Football Field (Req Lawn Sports)
- Golf Course (Req Lawn Sports)
- Hockey Rink (Req Lawn Sports, Refrigeration)
- Softball Field (Req Lawn Sports)
- Soccer Field (Req Lawn Sports)
- Tennis Courts (Req Lawn Sports)

Modern Era

Extreme Sports (Req Modern Sports, Globalization)
- X-Games (Req Extreme Sports)

Modern Sports (Req Lawn Sports, Mass Media)
- Major League Stadium (Req Minor League Stadium)
- Minor League Stadium (Req Modern Sports)
- Modern Olympic Games (Req Modern Sports, Dueling, Martial Arts) [World Wonder]

Motor Sports (Req Modern Sports, Motorized Transportation)
- Racetrack (Req Motor Sports)

Robotic Sports (Req Modern Sports, Robotics)
- Battlebot Arena (Req Robotic Sports)

-----

Phew! Ok that was hard and I am sure I missed a lot of sports. But i think this gives a good start. Other sports that i was not sure where they fit in were; Swimming, Diving, Surfing, Rowing, Track & Field, Volleyball, Ping Pong, Bowling, etc.

Civ Fuehrer
Oct 14, 2009, 04:47 AM
Modern Sports (Req Lawn Sports, Mass Media)
- Major League Stadium (Req Minor League Stadium)
- Minor League Stadium (Req Modern Sports)
- Modern Olympic Games (Req Modern Sports, Dueling, Martial Arts) [World Wonder]


The Olympics were from the classical era Greece, besides, many arenas were/are prepared for a variety of different games, not just a single arena for only one purpose. However I have a different idea for the Olympics the Olympic Stadium can be a world wonder until a later tech (maybe mass media) then it will become obsolete however it will be handled like the 'world circus' that Afforess has goin on in his mods. only +5:mad: for the city(over crowded) and +5:gold: for the extra revenue.

Hydromancerx
Oct 14, 2009, 05:41 AM
The Olympics were from the classical era Greece, besides, many arenas were/are prepared for a variety of different games, not just a single arena for only one purpose. However I have a different idea for the Olympics the Olympic Stadium can be a world wonder until a later tech (maybe mass media) then it will become obsolete however it will be handled like the 'world circus' that Afforess has goin on in his mods. only +5:mad: for the city(over crowded) and +5:gold: for the extra revenue.

The game already has an "Ancient Olympics" I was trying to show the "Modern Olympics" which were reinstated in 1896. Unlike the old Olympics the modern Olympics has both Summer and Winter Games. However I like your idea of making it like the World Circus. There could even be a "Summer Olympics" and "Winter Olympics" traveling around.

-------------

Ok I looked buildings from "Sim City Societies" this time. Its a crappy game but has some interesting buildings. See if you like any of them ..

- Chicken Coop
- Elder Council
- Hall of Records
- Modeling Agency
- Recording Studio
- Seamstress
- Textile Factory
- Fountain
- Rock Garden
- Antique Shop
- Army Surplus Store
- Candy Store
- Toy Store
- Car Dealership
- Gas Station
- Children Museum
- Cryogenic Prison
- Department Store
- Diner
- Dive Bar
- Liquor Store
- Fish Market
- Flea Market
- Florist
- General Store
- Night Club
- Pet Shop
- Tattoo Parlor
- Tea House
- Video Arcade
- Vocational Store
- Water Park

In addition I think the Desalination Plant (http://en.wikipedia.org/wiki/Desalination) from "Sim City 2000" should be added. It could be only made in coastal cities and help with health like the water treatment plant. Except this is converting sea water into drinkable water.

Afforess
Oct 14, 2009, 06:37 AM
So how do the barbarian horde events happen? They are part of the original events, so I assumed they were XML. Yea, remember some discussion about timed events. But "all" you need do is use a hard coded turn number for each speed (and map size?). All theory since I have never looked into events in much detail. Did read the doco ;).

Some of the BTS events use python too. A lot of the more advanced ones do.

I am not familiar with the history of Sports however that's what wikipedia (http://en.wikipedia.org/wiki/History_of_sport) is for. So here are some ideas for a "Sports Mod" if you would like to attempt such a mod.

Classical Era

Combat Sports (Req Athletics)
- Gladiator School (Req Combat Sports, Arena)
- Wrestling School (Req Combat Sports, Arena)

Medieval Era

Martial Arts (Req Combat Sports, Feudalism, Buddhism)
- Aikido Dojo (Req Martial Arts)
- Judo Dojo (Req Martial Arts)
- Jujutsu Dojo (Req Martial Arts)
- Kendo Dojo (Req Martial Arts)
- Sumo Wrestling Arena (Req Martial Arts)

Tournaments (Req Combat Spots, Chivalry)
- Jousting Arena (Req Tournaments)

Renaissance Era

Dueling (Req Tournaments, Leadership)
- Fencing Academy (Req Dueling)

Team Sports (Req Tournaments, Humanism)
- Cricket Field (Req Team Sports)
- Rugby Field (Req Team Sports)
- Polo Field (Req Team Sports)

Industrial Era

Lawn Sports (Req Team Sports, Agricultural Engineering)
- Basketball Court (Req Lawn Sports)
- Croquet (Req Lawn Sports)
- Football Field (Req Lawn Sports)
- Golf Course (Req Lawn Sports)
- Hockey Rink (Req Lawn Sports, Refrigeration)
- Softball Field (Req Lawn Sports)
- Soccer Field (Req Lawn Sports)
- Tennis Courts (Req Lawn Sports)

Modern Era

Extreme Sports (Req Modern Sports, Globalization)
- X-Games (Req Extreme Sports)

Modern Sports (Req Lawn Sports, Mass Media)
- Major League Stadium (Req Minor League Stadium)
- Minor League Stadium (Req Modern Sports)
- Modern Olympic Games (Req Modern Sports, Dueling, Martial Arts) [World Wonder]

Motor Sports (Req Modern Sports, Motorized Transportation)
- Racetrack (Req Motor Sports)

Robotic Sports (Req Modern Sports, Robotics)
- Battlebot Arena (Req Robotic Sports)

-----

Phew! Ok that was hard and I am sure I missed a lot of sports. But i think this gives a good start. Other sports that i was not sure where they fit in were; Swimming, Diving, Surfing, Rowing, Track & Field, Volleyball, Ping Pong, Bowling, etc.

Those look really good. I might tweak a few names, but otherwise, I'll use it.

The Olympics were from the classical era Greece, besides, many arenas were/are prepared for a variety of different games, not just a single arena for only one purpose. However I have a different idea for the Olympics the Olympic Stadium can be a world wonder until a later tech (maybe mass media) then it will become obsolete however it will be handled like the 'world circus' that Afforess has goin on in his mods. only +5:mad: for the city(over crowded) and +5:gold: for the extra revenue.

Great Idea. It would be easy to make another building or two like the World Fair. However, I disagree with your attributes for it. Here's what I think it should have.

Olympics:
+5 :) (Who doesn't like the Olympics?)
+500% City Maintenance (Cities that run the Olympics often have to spend Billions. Luckily, it will only be in your city for a turn or so. 500% Maintenance is approx. equal to 50gold/turn)
+A lot of Great Artist Points
+100% Culture
+100% :gold: (Kind of Contradictory with the maintenance. I know.)




Ok I looked buildings from "Sim City Societies" this time. Its a crappy game but has some interesting buildings. See if you like any of them ..

- Chicken Coop
- Elder Council
- Hall of Records
- Modeling Agency
- Recording Studio
- Seamstress
- Textile Factory
- Fountain
- Rock Garden
- Antique Shop
- Army Surplus Store
- Candy Store
- Toy Store
- Car Dealership
- Gas Station
- Children Museum
- Cryogenic Prison
- Department Store
- Diner
- Dive Bar
- Liquor Store
- Fish Market
- Flea Market
- Florist
- General Store
- Night Club
- Pet Shop
- Tattoo Parlor
- Tea House
- Video Arcade
- Vocational Store
- Water Park

In addition I think the Desalination Plant (http://en.wikipedia.org/wiki/Desalination) from "Sim City 2000" should be added. It could be only made in coastal cities and help with health like the water treatment plant. Except this is converting sea water into drinkable water.

Sim City Societies was a terrible idea for a game.

The Desalination plant is a good idea too. Okay, well now I have enough stuff to keep me busy for at least a week.

Hydromancerx
Oct 14, 2009, 06:51 AM
.
Those look really good. I might tweak a few names, but otherwise, I'll use it.


Oh also under the "Tournaments" tech there could ba a whole bunch of Medieval style sports like an Archery Contest, Sword Fighting, etc. Howver I could not think of a good name for buildings for them. Or if they should just be combined into like a "Fairground" or "Tourniment Area".

In addition I am unsure how detail you want stats on the buildings. For instance incorporating resources to them such as cow or pig for the leather of balls or even rubber for balls.

.
Sim City Societies was a terrible idea for a game.

The Desalination plant is a good idea too. Okay, well now I have enough stuff to keep me busy for at least a week.


Yay! So of all the stuff i have posted (Sports, Traveling Olympics, Garbage, NIMBY, University Majors, Unit Required Buildings, CivCity Rome Buildings, Sim City 4 Buildings and Sim City Society Building) how much will be actually made into your modmods?

Afforess
Oct 14, 2009, 08:10 AM
Yay! So of all the stuff i have posted (Sports, Traveling Olympics, Garbage, NIMBY, University Majors, Unit Required Buildings, CivCity Rome Buildings, Sim City 4 Buildings and Sim City Society Building) how much will be actually made into your modmods?

All of it, hopefully.

Dancing Hoskuld
Oct 14, 2009, 10:28 AM
Industrial Era

Lawn Sports (Req Team Sports, Agricultural Engineering)
...
- Tennis Courts (Req Lawn Sports)


A minor point but tennis was an indoor sport in the Renaissance.

All I was saying was that a (dog) kennel was not a dog pound they fullfil totally different purposes. AAranda's buildings have a kennel, it is an early building Ancient or Classical. It gives bonus to dog units.

Afforess
Oct 14, 2009, 10:37 AM
A minor point but tennis was an indoor sport in the Renaissance.

All I was saying was that a (dog) kennel was not a dog pound they fullfil totally different purposes. AAranda's buildings have a kennel, it is an early building Ancient or Classical. It gives bonus to dog units.

Dog Pounds serve what purpose? To house stray animals for an allotted time before they are killed?

Afforess
Oct 14, 2009, 03:18 PM
Minor Update:

Some idea for building ideas taken from CivCity Rome ...

Gladiator School
Cost: 105
Culture: +1

Requires: Athletics, Arena

* New Melee Units Receive get +1 Experience Points.
* Double production for Aggressive leaders.


Actors School
Cost: 75
Culture: +1

Requires: Drama, Theater

* Can turn 3 Citizens into Artists
* Double production for Creative leaders.


Musican School
Cost: 75
Culture: +1

Requires: Music, Theater

* Can turn 3 Citizens into Artists
* Double production for Creative leaders.


Barber Shop
Cost: 120
Culture: +1
Health: +1

Requires: Sanitation, Obsidian OR Copper OR Iron OR Steel (Because of Razors)

* -10% Defense against Espionage. (Because of Gossip)
* Double production for Humanitarian leaders.


These 4 buildings are 100% done.

Hydromancerx
Oct 14, 2009, 03:40 PM
Classical Era

Combat Sports (Req Athletics)
- Gladiator School (Req Combat Sports, Arena)
- Wrestling School (Req Combat Sports, Arena)


Minor Update:
Gladiator School
Cost: 105
Culture: +1

Requires: Athletics, Arena

* New Melee Units Receive get +1 Experience Points.
* Double production for Aggressive leaders.

These 4 buildings are 100% done.

If you are choosing to use the "Combat Sports" tech you might want to change the Gladiator School to require it rather than Athletics.

Also whats the difference between a coliseum and an arena?

Dog Pounds serve what purpose? To house stray animals for an allotted time before they are killed?

While I think a dog pound s probably not needed if we have a kennel, I do think there should be a "Pet Store" or "Pet Shop" since that would be a place in which not only dogs are sold but all other pets. Note that it would just be imaginary since each bet would not be a tradeable good. It could give some commerce and happiness.

A minor point but tennis was an indoor sport in the Renaissance.


Where and how should it fit in to the tech tree then?

Afforess
Oct 14, 2009, 06:11 PM
If you are choosing to use the "Combat Sports" tech you might want to change the Gladiator School to require it rather than Athletics.

Can Do.

Also whats the difference between a coliseum and an arena?

Off the top of my head, I... have no idea.


While I think a dog pound s probably not needed if we have a kennel, I do think there should be a "Pet Store" or "Pet Shop" since that would be a place in which not only dogs are sold but all other pets. Note that it would just be imaginary since each bet would not be a tradeable good. It could give some commerce and happiness.

Why can't pets be a resource (A manufactured resource, albeit)?

JaeChunDaeSung
Oct 14, 2009, 08:18 PM
If Gladiator combat and Martial Arts were to be made available, would it make just a little sense that religions (e.g. Hellenism/Judaism and Buddhism/Taoism) be a prerequisite?

Afforess
Oct 14, 2009, 08:25 PM
If Gladiator combat and Martial Arts were to be made available, would it make just a little sense that religions (e.g. Hellenism/Judaism and Buddhism/Taoism) be a prerequisite?

Yes/No.

For some things, like Martial Arts, Buddhism makes sense. Not so much the other religions though.

Hydromancerx
Oct 14, 2009, 10:18 PM
Why can't pets be a resource (A manufactured resource, albeit)?

Well they could. I was actually wondering if we could make diffrent animal breeders. And then have the "Pet Shop" gen commerce from having those resources. Here are some "Pet Resource" ideas. Note this is very detailed and probbly won't work with the whole "Horse Stud" mod.

Equine Breeding (Req Animal Husbandry)

Horse Breeder (Req Equine Breeding, Horse Resource)
Benefit: Domestic Horse Resource.

Donkey Breeder (Req Equine Breeding, Horse Resource)
Benefit: Domestic Donkey Resource.

Camelid Breeding (Req Trade)

Camel Breeder (Req Camelid Breeding, Horse Resource)
Benefit: Domestic Camel Resource

Llama Breeder (Req Camelid Breeding, Sheep Resource)
Benefit: Domestic Llama Resource.

Alpaca Breeder (Req Camelid Breeding, Sheep Resource)
Benefit: Domestic Alpaca Resource.

Bovine Breeding (Req Animal Husbandry)

Cow Breeder (Req Bovine Breeding, Cow Resource)
Benefit: Domestic Cow Resource.

Oxen Breeder (Req Bovine Breeding, Cow Resource)
Benefit: Domestic Oxen Resource.

Yak Breeder (Req Bovine Breeding, Deer)
Benefit: Domestic Yak Resource

Goat Breeder (Req Bovine Breeding, Sheep Resource)
Benefit: Domestic Goat Resource.

Sheep Breeder (Req Bovine Breeding, Sheep Resource)
Benefit: Domestic Sheep Resource.

Swine Breeding (Req Animal Husbandry)

Pig Breeder (Req Swine Breeding, Pig Resource)
Benefit: Domestic Pig Resource.

Canine Breeding (Req Animal Husbandry)

Dog Breeder (Req Canine Breeding)
Benefit: Dog Resource.

Feline Breeding (Req Animal Husbandry)

Cat Breeder (Req Canine Breeding)
Benefit: Domestic Cat Resource.

Poultry Breeding (Req Animal Husbandry)

Chicken Breeder (Req Poultry Breeding)
Benefit: Domestic Chicken Resource.

Turkey Breeder (Req Poultry Breeding)
Benefit: Domestic Turkey Resource.

Duck Breeder (Req Poultry Breeding)
Benefit: Domestic Duck Resource.

Goose Breeder (Req Poultry Breeding)
Benefit: Domestic Turkey Resource.

Lagomorph Breeding (Req Animal Husbandry)

Rabbit Breeder (Req Lagomorph Breeding)
Benefit: Domestic Rabbit Resource.

Rodent Breeding (Req Animal Husbandry)

Hamster Breeder (Req Rodent Breeding, Fur Resource)
Benefit: Domestic Hamster Resource.

Guinea Pig Breeder (Req Rodent Breeding, Fur Resource)
Benefit: Domestic Guinea Pig Resource.

Rat Breeder (Req Rodent Breeding, Fur Resource)
Benefit: Domestic Rat Resource.

Mouse Breeder (Req Rodent Breeding, Fur Resource)
Benefit: Domestic Mouse Resource.

Gerbil Breeder (Req Rodent Breeding, Fur Resource)
Benefit: Domestic Gerbil Resource.

New Units

Oxen (Req Oxen Breeder)
Benefit: Can Make Farms

Donkey (Req Donkey Breeder)
Benefit: Can Make Mines and Chop Trees

------

There is a lot more i want to put but i want to explain why I set it up like this. You see Resources like Horse or Cow or Sheep are to be treated like the wild versions. The breeders turn the wild stock into domesticated stock. Thus making many more resources. Such as Domestic Horses, Domestic Camels and Domestic Donkeys all from the Horse Resource.

In addation some old buildings and some new buildings will need to be updated to these new resources. Such as the Butcher would not use the wild resource of say Pigs or Cows but that of Domestic Pigs and Domestic Cows as well as adding new ones like Domestic Chickens, Domestic Turkeys, etc.

Likewise there could be a building to convert wool producing creatures like Domestic Sheep, Domestic Goats, Domestic Llamas, Domestic Alpacas, Domestic Yaks and Domestic Rabbits into the existing Wool Resource.

Also there could be new resources such as "Milk" that can be produced by a dary building if it has access to milk producing animals like Domestic Cows, Domestic Yaks, or Domestic Goats.

Then other pets such as Domestic Cats, Domestic Dogs, Domestic Rabbit, Domestic Hamsters, etc could be used for a Pet Shop and get extra money for them being there.

Or even have a Test Lab in which they would use Domestic Guinea Pigs, Domestic Rat, Domestic Mice, etc to advance science.

I see many ways to have new types of building that depend upon these breeders.

In addition I think "Equine Breeding" should be required for Chariotry Tech. And "Pachyderm Breeding" required for Elephant Riding tech.

Also Camels should be required to make a "Camel Archer" and "Trade Caravans" units.

What do you guys think? If you like it I will continue making a list for other more exotic pets like parrots, reptiles & amphibians and fish.

konradcabral
Oct 15, 2009, 10:37 AM
A minor point but tennis was an indoor sport in the Renaissance.

Yes, I discovered it another day watching "The Tudors". King Henry VIII playing against his friends in the 1500s.


Quote:
Also whats the difference between a coliseum and an arena?

Off the top of my head, I... have no idea.


Colosseum should be a Wonder, the biggest (or more important one) arena of all. Same as Great Library / Library, Great Lighthouse / Lighthouse.

The original name of the Colosseum is Flavian Amphitheater, because it was constructed under the Flavian Imperators. It has received this nickname because there was an "colossal" statue of Nero (or Caligula, don't remember) in front of it.

Afforess
Oct 15, 2009, 02:06 PM
I was not sure if you could edit existing buildings. If you can use existing ones I am all for it! :D

Here are some idea based upon existing buildings.

* = New Building

* War Hut (Stone Tools)
- Warrior
- Javaleneer

*Fletcher (Archery)
- Archer
- Horse Archer (+ Stable)

* Elephant Trainer (Elephant Riding)
- Elephant Rider
- War Elephant

Forge (Metal Casting)
- Spearman
- Axeman
- Light Swordsman

Stable (Chariotry)
- Chariot
- Horseman
- Mounted Infantry
- Horse Archer (+ Fletcher)
- Light Calvary
- Heavy Calvary
- Cuirassier (+ Garrison)
- Calvary (+ Garrison)

Barracks (Military Training)
- Warlord Chief
- Pikeman
- Swordsman

Armourer (Smithing)
- Warlord Captain
- Maceman
- Heavy Swordsman
- Heavy Pikeman

Siege Weapon Workshop (Siege Warfare)
- Crossbowman

Archery Range (Feudalism)
- Longbowman

Knights Stable (Stirrup)
- Knight
- Mailed Knight

Cannon Forge (Gunpowder)
- Arquebuster

Garrison (Leadership)
- Warlord Privateer
- Musketman
- Cuirassier (+ Stables)
- Rifleman
- Calvary (+ Stables)

I am not sure after that since things get a lot more complex.



If it can be done then I am all for it.

This is 100% done, except for units that required two buildings. The XML lets you only pick one, so I tried to pick the most appropriate. (I'm not in the mood to make SDK changes for an extra prereq. Even thought that's completely hypocritical, as I made even more changes than this would require to give my Weather Station 3 Free Promotions, instead of the usual. Whatever.)

Edit: I should mention this, or you will be surprised later. I didn't make these:

* War Hut (Stone Tools)
- Warrior
- Javaleneer

*Fletcher (Archery)
- Archer
- Horse Archer (+ Stable)

* Elephant Trainer (Elephant Riding)
- Elephant Rider
- War Elephant

I felt that the early units should be readily available. The Horse Archer requires the stable, however. And the Elephants, well, they are so rare already, I didn't want to further hamper them.


University:
With Biology, Can turn 2 Citizens into Scientist, +1 :science:
With Free Artistry, Can turn 2 Citizens into Artist. +1 :culture:
With Economics, Can turn 2 Citizens into Merchant. + 1 :gold:
With Printing Press, Can turn 2 Citizens into Artist. +1 :culture:
With Physics, Can turn 2 Citizens into Scientist, +1 :science:
With Divine Right, Can turn 2 Citizens into Priest. +1 :culture:
With Civil Engineering, Can turn 2 Citizens into Engineer + 1 :hammers:
With Psychology, Can turn 2 citizens into Scientist, +1 :science:


Also, this is completely done, except I did't want Universities to completely unbalance Specialist counts, so I made each tech only add 1 instead of 2.

Hydromancerx
Oct 15, 2009, 06:20 PM
This is 100% done, except for units that required two buildings. The XML lets you only pick one, so I tried to pick the most appropriate. (I'm not in the mood to make SDK changes for an extra prereq. Even thought that's completely hypocritical, as I made even more changes than this would require to give my Weather Station 3 Free Promotions, instead of the usual. Whatever.)

Edit: I should mention this, or you will be surprised later. I didn't make these:

* War Hut (Stone Tools)
- Warrior
- Javaleneer

*Fletcher (Archery)
- Archer
- Horse Archer (+ Stable)

* Elephant Trainer (Elephant Riding)
- Elephant Rider
- War Elephant

I felt that the early units should be readily available. The Horse Archer requires the stable, however. And the Elephants, well, they are so rare already, I didn't want to further hamper them.

So if i understand you right Warrior, Javanleer, Archer, Elephant Rider and War Elephant require no buildings to make? Hmm. I don't know about the elephants. I find that horses are more rare than elephants in the games I play. You sure you can't add a elephant trainer building to be available when elephant riding is discovered?

In addition are you accounting for all the civ specific units (up to what I listed)?


Also, this is completely done, except I did't want Universities to completely unbalance Specialist counts, so I made each tech only add 1 instead of 2.

I agree. Without having to make a building and having maintenance it would be too powerful. The only reason I have it 2 specialists was because you not only had to build the buildings but each building gave maintenance cost. Perhaps you should add like a 1% or 2% maintenance cost each time once of those techs is discovered to balance out the specialist benefit.

Afforess
Oct 15, 2009, 06:33 PM
So if i understand you right Warrior, Javanleer, Archer, Elephant Rider and War Elephant require no buildings to make? Hmm. I don't know about the elephants. I find that horses are more rare than elephants in the games I play. You sure you can't add a elephant trainer building to be available when elephant riding is discovered?

Really? I suppose I can.


In addition are you accounting for all the civ specific units (up to what I listed)?


Of Course. I made sure to get all the UU's too.


I agree. Without having to make a building and having maintenance it would be too powerful. The only reason I have it 2 specialists was because you not only had to build the buildings but each building gave maintenance cost. Perhaps you should add like a 1% or 2% maintenance cost each time once of those techs is discovered to balance out the specialist benefit.
The fact that you need to research a tech to unlock it's potiental seems like a big enough negative to me, but I may increase Universities build cost a bit.

Hydromancerx
Oct 15, 2009, 07:45 PM
Afforess what do you think of the Pet stuff i posted?

------

Ok lets see if i can fill out some more for the building required for units. Note I will only list one building this time since you said there cannot be 2.

Boatyard (Fishing) [Made By General Staff]
- Fishing Boat

Lighthouse (Sailing)
- Galley
- War Galley

Harbor (Seafaring)
- Trireme
- Siege Quinquereme

Shipyard (Ship Building)
- Caravel
- Fluyt
- Sloop
- Brigantine
- Galleon
- Frigate

Naval Academy (Naval Tactics)
- Man 'O' War
- Ship of the Line
- Iron Frigate

Doctor's Office (Anatomy)
- Medic

Filling Factory (Explosives)
- Grenader
- Modern Grenader
- Machine Gun

Recruitment Center (Military Tradition)
- Infantry
- Guerrilla
- Marine
- Flamethrower

Dry Dock (Steel)
- Modern Workboat
- Iron Clad
- Early Destroyer
- Pre-Dreadnought
- Tropedoboat
- Battlecruser
- Dreadnought
- Transport
- Submarine
- Offshore Platform
- Destroyer
- Cruiser
- Heavy Cruiser
- Modern Destroyer
- Battleship

Factory (Assembly Line)
- Motorcycle
- Freight
- Jeep
- Armored Car
- Early Tank
- Anti-Air Halftrack
- BTR80
- UN APC
- Light Tank
- Tank
- Heavy Tank

Airport (Flight)
- Airship
- Early Fighter

Military Airbase (Aviation)
- Fighter
- IL2

I am stopping here for now. It would be nice to have say a Tank Factory for the tanks or a Naval Yard for everything from the submarine on. Also should we do stuff for the Spies (and upgrades)?

I put the freight under factory but do you think the trade caravan needs a building? Like a stable or bazaar or something?

Also i know some siege units already require buildings. But do later ones like the artillery an ani-aircraft guns? Also what should we do about missile units?

Afforess
Oct 15, 2009, 07:56 PM
Afforess what do you think of the Pet stuff i posted?


Honestly, I think it's too much. We have plenty of Resources as it is, and the screen is already cluttered with them.
------

Boatyard (Fishing) [Made By General Staff]
- Fishing Boat


Do you mean workboat?


Lighthouse (Sailing)
- Galley
- War Galley

Harbor (Seafaring)
- Trireme
- Siege Quinquereme

Shipyard (Ship Building)
- Caravel
- Fluyt
- Sloop
- Brigantine
- Galleon
- Frigate

Naval Academy (Naval Tactics)
- Man 'O' War
- Ship of the Line
- Iron Frigate

Doctor's Office (Anatomy)
- Medic

Filling Factory (Explosives)
- Grenader
- Modern Grenader
- Machine Gun

Recruitment Center (Military Tradition)
- Infantry
- Guerrilla
- Marine
- Flamethrower

Dry Dock (Steel)
- Modern Workboat
- Iron Clad
- Early Destroyer
- Pre-Dreadnought
- Tropedoboat
- Battlecruser
- Dreadnought
- Transport
- Submarine
- Offshore Platform
- Destroyer
- Cruiser
- Heavy Cruiser
- Modern Destroyer
- Battleship

Factory (Assembly Line)
- Motorcycle
- Freight
- Jeep
- Armored Car
- Early Tank
- Anti-Air Halftrack
- BTR80
- UN APC
- Light Tank
- Tank
- Heavy Tank

Airport (Flight)
- Airship
- Early Fighter

Military Airbase (Aviation)
- Fighter
- IL2

Looks fine. I will start on this soon. I'm making the Sports Tech right now, but as soon as the framework for those is laid, I'll finish these up.

I am stopping here for now. It would be nice to have say a Tank Factory for the tanks or a Naval Yard for everything from the submarine on.
I'm thinking the DryDock would work for Subs. Don't we have a bunch of factories already? I don't remember all of them (I hardly ever get to the modern era), but there should be one that semi-applies.


Also should we do stuff for the Spies (and upgrades)?


Like what? I'm not sure spies need anything, but if you have a good idea, I'm all ears.

I put the freight under factory but do you think the trade caravan needs a building? Like a stable or bazaar or something?

I would agree with Bazaar.

Also i know some siege units already require buildings. But do later ones like the artillery an ani-aircraft guns? Also what should we do about missile units?

Maybe we could make some sort of missle complex or something for missiles. I don't know if the later units need it either.

It's rather easy to add the prereq's for the units. If you feel brave, open the CIv4UnitInfos.xml from the RoM folder in your text editor of choice, and look for the tag <PrereqBuildings>.

If it is <PrereqBuildings>NONE</PrereqBuildings>, it means the unit needs no buildings, otherwise, it will say a building there.

Hydromancerx
Oct 15, 2009, 08:18 PM
Honestly, I think it's too much. We have plenty of Resources as it is, and the screen is already cluttered with them.


Well your the one who said ...

Why can't pets be a resource (A manufactured resource, albeit)?

I was just showing yu why i though a "Pet Shop" should just give genertic commerise and not a specific "Pet Resource".


Do you mean workboat?


Oops! Yeah the Workboat.


Looks fine. I will start on this soon. I'm making the Sports Tech right now, but as soon as the framework for those is laid, I'll finish these up.


Well this is all the way up to the end of the Industrial Era units. It will be a pain to sort though the Modern and Trans-Human Era units. Mainly because there are not many new types of buildings that would fit.


I'm thinking the DryDock would work for Subs. Don't we have a bunch of factories already? I don't remember all of them (I hardly ever get to the modern era), but there should be one that semi-applies.


Well i ment more that the fact that we will have a whole bunch of units requiring the Drydock. I am not sure if the drydock ever gets replaced so both industrial - trans-huan ship would be made there. Which seems weird.

As for the factories most are not useful or are already indirectly making stuff for them. But for now i guess the generic Factory will work. But like the Dry Dock it will be used for a long time for a lot of units. And I was trying to spread them out as time goes on.


Like what? I'm not sure spies need anything, but if you have a good idea, I'm all ears.


I was not really sure for the early spy. But for later spy units you could use the Intelligence Agency. I suppose the Meeting Hall Might work for the Early spy but I am not sure if its early enough.


I would agree with Bazaar.


Ok but the only hang up is the bazaar needs resources like ivory or pearls to be made. So this would make the Trade Caravan not makeable until you got one of those resources.


Maybe we could make some sort of missle complex or something for missiles. I don't know if the later units need it either.


I was thinking maybe using the Bunker or something for it.


It's rather easy to add the prereq's for the units. If you feel brave, open the CIv4UnitInfos.xml from the RoM folder in your text editor of choice, and look for the tag <PrereqBuildings>.

If it is <PrereqBuildings>NONE</PrereqBuildings>, it means the unit needs no buildings, otherwise, it will say a building there.

It was more of me being lazy and not checking them yet.

Afforess
Oct 15, 2009, 08:28 PM
Well your the one who said ...

I was just showing yu why i though a "Pet Shop" should just give genertic commerise and not a specific "Pet Resource".

Yeah, yeah yeah. I was planning on just a generic "pet" resource. Forget I said anything then.

Well this is all the way up to the end of the Industrial Era units. It will be a pain to sort though the Modern and Trans-Human Era units. Mainly because there are not many new types of buildings that would fit.


Espiecially with how much the modern and future era's still might change. Also, in the later game, units need ammo and resources to be built, so that compensates fairly well.


Well i ment more that the fact that we will have a whole bunch of units requiring the Drydock. I am not sure if the drydock ever gets replaced so both industrial - trans-huan ship would be made there. Which seems weird.

I agree.

As for the factories most are not useful or are already indirectly making stuff for them. But for now i guess the generic Factory will work. But like the Dry Dock it will be used for a long time for a lot of units. And I was trying to spread them out as time goes on.

Okay. Factory it is.

I was not really sure for the early spy. But for later spy units you could use the Intelligence Agency. I suppose the Meeting Hall Might work for the Early spy but I am not sure if its early enough.


007 definitely needs the Intelligence Agency.

Ok but the only hang up is the bazaar needs resources like ivory or pearls to be made. So this would make the Trade Caravan not makeable until you got one of those resources.


Easy fix. The Bazaar should no longer need a resource to be built. Of course, it still will get bonus commerce if you have those two resources though.


I was thinking maybe using the Bunker or something for it.

Maybe. I'm not sure.

It was more of me being lazy and not checking them yet.


Lazy is how my life pretty much is, except for modding. But sometimes, even modding. You guys think I'm accomplishing so much, but I feel like I'm always wasting time...

os79
Oct 15, 2009, 09:26 PM
For Tanks, you can stea...use AAranda's building called TankFactory, look it up. You can clean up the filenames and how they are sorted, etc easily or just download my Individualized Buildings of AAranda modmod somewhere.

Also, he has a building called Watch Tower, that can probably be used for training of archers.

Otherwise, I agree with leaving warriors and those primitive spearmen (however you spell it) alone because historically they developed from people's adaptation to the environment, etc.

Afforess
Oct 15, 2009, 09:28 PM
For Tanks, you can stea...use AAranda's building called TankFactory, look it up. You can clean up the filenames and how they are sorted, etc easily or just download my Individualized Buildings of AAranda modmod somewhere.

Good idea. Guess where I stole my units for the Sea Monsters modmod.

Also, he has a building called Watch Tower, that can probably be used for training of archers.

I think he stole mine. If you double check, it should have exactly the same button.

Hydromancerx
Oct 15, 2009, 10:09 PM
Ok so here some clearing up.

The Spy Requires Writing while the Meeting Hall requires Monarchy. They are on the same column of the tech tree so I would say its probably not too much of a stretch to have the Spy require a Meeting Hall to be made. Also 007 already requires Scotlandyard and Special Agent already requires Intellegent Agency. So all thats left is the Agent and Nanite Spy. I think the "Agent" should require the "Meeting Hall" as well and I have no idea for the Nanite Spy yet. Sicne i have not gotten that far with the future tech units. In short make the "Spy" and "Agent" require the "Meeting Hall" to be made.

-----

Now for the Missile Units. Note that Nukes and Biological Missiles already have buildings required for them. Which leaves the V1 Missile, Guided Missile and Precision Attack Missile. So I am thinking that the Bunker building would indeed be a good building. Unless you feel so inclined to make a new building for those 3 like a "Missile Lab". If so it should probably be made when the V1 Missile is first made.

-----

As for the whole "Pet" thing I have another less complex idea. I will post it some time when I getting it all worked out. It uses existing techs (maybe one new one) and then only a hand full of buildings.

Afforess
Oct 15, 2009, 10:13 PM
Ok so here some clearing up.

The Spy Requires Writing while the Meeting Hall requires Monarchy. They are on the same column of the tech tree so I would say its probably not too much of a stretch to have the Spy require a Meeting Hall to be made. Also 007 already requires Scotlandyard and Special Agent already requires Intellegent Agency. So all thats left is the Agent and Nanite Spy. I think the "Agent" should require the "Meeting Hall" as well and I have no idea for the Nanite Spy yet. Sicne i have not gotten that far with the future tech units. In short make the "Spy" and "Agent" require the "Meeting Hall" to be made.

-----

Now for the Missile Units. Note that Nukes and Biological Missiles already have buildings required for them. Which leaves the V1 Missile, Guided Missile and Precision Attack Missile. So I am thinking that the Bunker building would indeed be a good building. Unless you feel so inclined to make a new building for those 3 like a "Missile Lab". If so it should probably be made when the V1 Missile is first made.

-----

As for the whole "Pet" thing I have another less complex idea. I will post it some time when I getting it all worked out. It uses existing techs (maybe one new one) and then only a hand full of buildings.


Alrighty then. All those are duly noted.

Hydromancerx
Oct 16, 2009, 01:35 AM
Ok here is the re-do of the animal stuff.

Falcony
Cost: 130
Espionage: +1 (Can Send Messages)
Food: +1 (Help with Hunting)

Requires: Animal Husbandry, Aristocracy

Special Abilities

+1 :) with Nobility.
Double production speed for Nomad leaders.


----

Donkey Farm
Cost: 180

Requires: Horse Breeding, Stable, Horse Resource

Special Abilities

+1 Mine Production within City Radus (Not for Upgraded Mines)
+1 Trade Routes


----

Camel Farm
Cost: 180

Requires: Bazaar

Special Abilities

Double Production for Arabian Empire
Required to make Camel Archer.
+2 Trade Routes


----

Llama and Alpaca Farm
Cost: 180

Requires: Animal Husbandry, Construction

Special Abilities

Double Production for Inca Empire
Produces Wool Resource.
+2 Trade Routes.


----

Yak Farm
Cost: 180
Food: +1 (Milk)

Requires: Animal Husbandry, Weaving, Mountaineering, Cow Resource

Special Abilities

Double Production for Mongol Empire
Double Production for Chinese Empire
Produces Wool Resource
+1 Trade Routes


----

Reindeer Farm
Cost: 180
Food: +2 (Meat and Milk)
Gold: +2 (Antlers and Hide)

Requires: Animal Husbandry, Deer Resource

Special Abilities

Double Production for Viking Empire
Double Production for Russian Empire
+1 Trade Routes


----

Oxen Farm
Cost: 180
Food: +1 (Milk)
Production: +1 (Cart and Plow)

Requires: Animal Husbandry, Cow Resource

Special Abilities

Double production speed for Agricultural leaders.
+1 Food from Rice OR Wheat.
+1 Trade Routes


----

Goat Farm
Cost 160
Food: +2 (Milk and Meat)

Requires: Animal Husbandry, Sheep Resource

Special Abilities

Produces Wool Resource
Double Production for Babylonian Empire
Double Production for Sumerian Empire


----

Cat Breeder
Cost: 150
Happiness: +1 (Pet)
Health: +1 (Removing Vermin)
Culture: +1 (Show Cats)

Requires: Animal Husbandry, Ceremonial Burial

Special Abilities

+1 :) with Kemetism. (Egyptian Cat Worship)
+1 :culture: with Kemetism. (Egyptian Cat Worship)
Double Production for Egyptian Empire


----

Chicken Coop
Cost: 130
Food: +2 (Meat and Eggs)

Requires: Animal Husbandry

Special Abilities

Double Production for India Empire (They 1st Domesticated Chickens)


----

Homing Pigeon Coop
Cost: 150
Espionage: +5 (Sending Messages)

Requires: Animal Husbandry, Writing


Can turn 1 Citizen into Spy.


----

Parrot Aviary
Cost: 130
Happiness: +1 (Pet)
Gold: +1 (Feathers)

Requires: Animal Husbandry

Special Abilities

Double Production for Aztec Empire
Double Production for Maya Empire


----

Turkey Farm
Cost: 130
Food: +1 (Meat)
Gold: +1 (Feathers)

Requires: Animal Husbandry

Special Abilities

Double Production for Aztec Empire
Double Production for Maya Empire
Double Production for Native American Empire
Double Production for Iroquois Empire
Double Production for American Empire


----

Duck and Goose Farm
Cost: 130
Food: +2 (Meat and Eggs)
Gold: +1 (Feathers)

Requires: Animal Husbandry

Special Abilities

+1 :food: for River City.


----

Rabbit Hutch
Cost: 130
Happiness: +1 (Pet)
Food: +1 (Yes you can eat them too)

Requires: Biology

Special Abilities

Produces Wool Resource. (Angora Rabbits)
+5% :science: to Laboratory


----

Rodent Breeder (Mice, Rats, Hamster and Gerbils)
Cost: 130
Happiness: +1 (Pet)

Requires: Biology

Special Abilities

+5% :science: to Laboratory


----

Guinea Pig Farm
Cost: 130
Happiness: +1 (Pet)
Food: +1 (The Inca originally ate them for food, not pets)

Requires: Animal Husbandry

Special Abilities

Double Production for Inca Empire
+5% :science: to Laboratory


----

Koi Pond
Cost: 200
Happiness: +1
Culture: +1

Requires: Fishing, Animal Husbandry, Buddhism

Special Abilities

Double Production for Japanese Empire


----

Bear Trainer
Cost: 500
Happiness: +1
Culture: +1

Requires: Animal Husbandry, Music

Special Abilities

+5% :gold:
Double Production for Russian Empire
Double Production for German Empire


----

Snake Charmer
Cost: 250
Happiness: +1
Culture: +1

Requires: Animal Husbandry, Music

Special Abilities

+5% :gold:
Double Production for Egypt Empire
Double Production for Persia Empire
Double Production for India Empire


----

Dog Breeder
Cost: 200
Happiness: +1 (Pets)
Production: +1 (Work Dogs)
Health: +1 (Removing Vermin)
Culture: +1 (Show Dogs)
Espionage: +1 (Guard Dogs)

Requires: Animal Husbandry

Special Abilities

+1 :hammers: with Sheep (Sheep Dogs)
+1 :hammers: with Cows (Cattle Dogs)
+1 :food: with Deer (Hunting Dogs)
+1 Trade (Sled Dogs)


----

I still have not figured out the whole Pet Shop thing and exotic pets but I think this is good for now. What do you think?

EDIT: Do you think i should make a Horse, Cow, Pig, and Sheep farm as well even though they are resources and just require them have their respective resources to be built?

EDIT2: I also want to fit in a Organ Grinder Monkey but i am not sure how.

Dancing Hoskuld
Oct 16, 2009, 04:40 AM
...

Ok lets see if i can fill out some more for the building required for units. Note I will only list one building this time since you said there cannot be 2.

Boatyard (Fishing) [Made By General Staff]
- Fishing Boat


So I need the Boatyard to build workboats, but I only get benifit from it if I have fishing places in the city work area and they need workboats to build them. Looks a bit cirrcular to me :) Bedsides which it does not seem "realistic", early fishing boats etc did not need special facillities to build them just a beach.


Filling Factory (Explosives)
- Grenader
- Modern Grenader
- Machine Gun

This is now a national wonder in 2.8 so this idea would limit where these units could be built to only one city.


Airport (Flight)
- Airship
- Early Fighter

It is possible to research the tech for airship long before you get the one for Airport. Perhaps an earlier building called airfield? Or maybe no building requirement.


Military Airbase (Aviation)
- Fighter
- IL2

I realy hate this idea since I never build this building and just keep upgrading my early fighters to orbital fighters ;)


Maybe we could make some sort of missle complex or something for missiles. I don't know if the later units need it either.


There is a missile style building in 2.8. It gets mentioned when you get a tech but I have never been able to build it :) It speeds up the building of missiles, all I think.


Easy fix. The Bazaar should no longer need a resource to be built. Of course, it still will get bonus commerce if you have those two resources though.


If you remove the resource requirement on bazzars you will make those resources valueless. Ie no one will buy them and you can get them for free.

Dancing Hoskuld
Oct 16, 2009, 05:07 AM
Ok here is the re-do of the animal stuff.
...

I still have not figured out the whole Pet Shop thing and exotic pets but I think this is good for now. What do you think?

I have problems with these and I am not sure why :) Perhaps it is because you are making assumptions about where on the planet some of the civs will end up. How do you know the Russians and Vikings will even be near the poles and have access to deer? They may be jungle civs. Or maybe its the rabbits! Australia had to build and maintain a fence "as long as the Great Wall of China" to stop this scourge; and if you are on the safe side then a rabbit license is $1,000 (not sure if that is per rabbit or per rabbit per year.)

Hydromancerx
Oct 16, 2009, 06:36 AM
I have problems with these and I am not sure why :) Perhaps it is because you are making assumptions about where on the planet some of the civs will end up. How do you know the Russians and Vikings will even be near the poles and have access to deer? They may be jungle civs. Or maybe its the rabbits! Australia had to build and maintain a fence "as long as the Great Wall of China" to stop this scourge; and if you are on the safe side then a rabbit license is $1,000 (not sure if that is per rabbit or per rabbit per year.)

Fair enough. I will make them easier for those civs to make rather than its exclusively to them. That way its only as exclusive as say Arabians getting a camel unit while no other civ gets that. I personally think all civs should get access to camels.

EDIT: Ok all the appropriate empires can now make it faster than other empires. But none are exclusively for any particular empire.

Hydromancerx
Oct 16, 2009, 07:09 AM
So I need the Boatyard to build workboats, but I only get benifit from it if I have fishing places in the city work area and they need workboats to build them. Looks a bit cirrcular to me :) Bedsides which it does not seem "realistic", early fishing boats etc did not need special facillities to build them just a beach.


This is now a national wonder in 2.8 so this idea would limit where these units could be built to only one city.


It is possible to research the tech for airship long before you get the one for Airport. Perhaps an earlier building called airfield? Or maybe no building requirement.


I realy hate this idea since I never build this building and just keep upgrading my early fighters to orbital fighters ;)


There is a missile style building in 2.8. It gets mentioned when you get a tech but I have never been able to build it :) It speeds up the building of missiles, all I think.



If you remove the resource requirement on bazzars you will make those resources valueless. Ie no one will buy them and you can get them for free.

1. Ok skip the boaryard. It would cross modmods anyways.

2. Yeah I did not know where to put them. The Garrison maybe?

3. Are you sure? The Airship and Airport both are available with Flight tech. It seemed to fit.

4. Now it gives you a reason to build it :P

5. Could you tell me the name?

6. How so? Wouldn't the bazaar give a bonus if they were present? Alternatively we could use my new "Camel Farm" instead.

Afforess
Oct 16, 2009, 08:19 AM
If you remove the resource requirement on bazzars you will make those resources valueless. Ie no one will buy them and you can get them for free.

I'm afraid I don't understand your logic here. If you remove the requirement, but keep the commerce bonus, obviously, ivory and pearls are still useful.

Dancing Hoskuld
Oct 16, 2009, 08:49 AM
I'm afraid I don't understand your logic here. If you remove the requirement, but keep the commerce bonus, obviously, ivory and pearls are still useful.

But not to the AI!. The AI won't pay for them, and you can ask for them and get them free. This is one of the problems with incense. The AI would not even work it until 2.8beta because it "believed" there was no value to it.

Dancing Hoskuld
Oct 16, 2009, 08:58 AM
1. Ok skip the boaryard. It would cross modmods anyways.

2. Yeah I did not know where to put them. The Garrison maybe?

3. Are you sure? The Airship and Airport both are available with Flight tech. It seemed to fit.

4. Now it gives you a reason to build it :P

5. Could you tell me the name?

6. How so? Wouldn't the bazaar give a bonus if they were present? Alternatively we could use my new "Camel Farm" instead.

2. garrison is better but then why does the garrison give xp to gunpowder units if its required then it shouldn't since it is not special anymore

3. Yea - in 2.7 airship was available with thermodynamics now it is the same tech as the airport. Not that I ever build airships.

5. according to the pedia/tech tree its the missle lab and its available with advanced rocketry. Except it isn't

its now 3 hours past my bed time!

DrwHem
Oct 16, 2009, 01:16 PM
man i hope all these buildings youre adding are spread out. during the earlier parts of the game there are so many buildings to choose from that you never have idle time to wealth or research. but once you hit the modern era the number drops by a lot and you only have a few good buildings. im in a snail game 2010 and i have been doing wealth/research in my cities for years cause all the buildings are built. some buildings i chose not to build though because they add unhealthiness.
just on a side note...how does a computer network create unhealthiness?

Afforess
Oct 16, 2009, 01:33 PM
man i hope all these buildings youre adding are spread out. during the earlier parts of the game there are so many buildings to choose from that you never have idle time to wealth or research. but once you hit the modern era the number drops by a lot and you only have a few good buildings. im in a snail game 2010 and i have been doing wealth/research in my cities for years cause all the buildings are built. some buildings i chose not to build though because they add unhealthiness.

Most of these changes are happening in the Industrial/Modern era, so that should help some.

just on a side note...how does a computer network create unhealthiness?

Where does it say that?

DRJ
Oct 16, 2009, 01:41 PM
just on a side note...how does a computer network create unhealthiness?

Users of computers who sit in front of their machines too often/long risk a high chance of getting several health issues, for example "Repetitive Strain Injury (http://en.wikipedia.org/wiki/Repetitive_strain_injury)" (RSI).

Besides, computer networks generate the ability to get addicted to online-games like WoW, which causes the society follow-up-costs as well as to the individual.

And, last but not least, to build a computer-network, you need to have in mind that for the computers (or cell phones) to be built, rare resources have to be extracted, polluting the environment - as well as the health of quasi-slaves in those african metal-mines is exploited big time.

DrwHem
Oct 16, 2009, 04:36 PM
computer network improvements create 1 unhealthiness. i tend to not build them or labs as i have enough trouble keeping my cities healthy.

Afforess
Oct 16, 2009, 05:14 PM
But not to the AI!. The AI won't pay for them, and you can ask for them and get them free. This is one of the problems with incense. The AI would not even work it until 2.8beta because it "believed" there was no value to it.

Then the AI logic is suspect. I don't know much about this. Why don't you report your findings to the Better AI forum? The fixes will trickle down from their eventually.

Afforess
Oct 16, 2009, 05:21 PM
Ok here is the re-do of the animal stuff.

Falcony
Cost: 130
Espionage: +1 (Can Send Messages)
Food: +1 (Help with Hunting)

Requires: Animal Husbandry, Aristocracy

Special Abilities

+1 :) with Nobility.
Double production speed for Nomad leaders.


----

Donkey Farm
Cost: 180

Requires: Horse Breeding, Stable, Horse Resource

Special Abilities

+1 Mine Production within City Radus (Not for Upgraded Mines)
+1 Trade Routes


----

Camel Farm
Cost: 180

Requires: Bazaar

Special Abilities

Double Production for Arabian Empire
Required to make Camel Archer.
+2 Trade Routes


----

Llama and Alpaca Farm
Cost: 180

Requires: Animal Husbandry, Construction

Special Abilities

Double Production for Inca Empire
Produces Wool Resource.
+2 Trade Routes.


----

Yak Farm
Cost: 180
Food: +1 (Milk)

Requires: Animal Husbandry, Weaving, Mountaineering, Cow Resource

Special Abilities

Double Production for Mongol Empire
Double Production for Chinese Empire
Produces Wool Resource
+1 Trade Routes


----

Reindeer Farm
Cost: 180
Food: +2 (Meat and Milk)
Gold: +2 (Antlers and Hide)

Requires: Animal Husbandry, Deer Resource

Special Abilities

Double Production for Viking Empire
Double Production for Russian Empire
+1 Trade Routes


----

Oxen Farm
Cost: 180
Food: +1 (Milk)
Production: +1 (Cart and Plow)

Requires: Animal Husbandry, Cow Resource

Special Abilities

Double production speed for Agricultural leaders.
+1 Food from Rice OR Wheat.
+1 Trade Routes


----

Goat Farm
Cost 160
Food: +2 (Milk and Meat)

Requires: Animal Husbandry, Sheep Resource

Special Abilities

Produces Wool Resource
Double Production for Babylonian Empire
Double Production for Sumerian Empire


----

Cat Breeder
Cost: 150
Happiness: +1 (Pet)
Health: +1 (Removing Vermin)
Culture: +1 (Show Cats)

Requires: Animal Husbandry, Ceremonial Burial

Special Abilities

+1 :) with Kemetism. (Egyptian Cat Worship)
+1 :culture: with Kemetism. (Egyptian Cat Worship)
Double Production for Egyptian Empire


----

Chicken Coop
Cost: 130
Food: +2 (Meat and Eggs)

Requires: Animal Husbandry

Special Abilities

Double Production for India Empire (They 1st Domesticated Chickens)


----

Homing Pigeon Coop
Cost: 150
Espionage: +5 (Sending Messages)

Requires: Animal Husbandry, Writing


Can turn 1 Citizen into Spy.


----

Parrot Aviary
Cost: 130
Happiness: +1 (Pet)
Gold: +1 (Feathers)

Requires: Animal Husbandry

Special Abilities

Double Production for Aztec Empire
Double Production for Maya Empire


----

Turkey Farm
Cost: 130
Food: +1 (Meat)
Gold: +1 (Feathers)

Requires: Animal Husbandry

Special Abilities

Double Production for Aztec Empire
Double Production for Maya Empire
Double Production for Native American Empire
Double Production for Iroquois Empire
Double Production for American Empire


----

Duck and Goose Farm
Cost: 130
Food: +2 (Meat and Eggs)
Gold: +1 (Feathers)

Requires: Animal Husbandry

Special Abilities

+1 :food: for River City.


----

Rabbit Hutch
Cost: 130
Happiness: +1 (Pet)
Food: +1 (Yes you can eat them too)

Requires: Biology

Special Abilities

Produces Wool Resource. (Angora Rabbits)
+5% :science: to Laboratory


----

Rodent Breeder (Mice, Rats, Hamster and Gerbils)
Cost: 130
Happiness: +1 (Pet)

Requires: Biology

Special Abilities

+5% :science: to Laboratory


----

Guinea Pig Farm
Cost: 130
Happiness: +1 (Pet)
Food: +1 (The Inca originally ate them for food, not pets)

Requires: Animal Husbandry

Special Abilities

Double Production for Inca Empire
+5% :science: to Laboratory


----

Koi Pond
Cost: 200
Happiness: +1
Culture: +1

Requires: Fishing, Animal Husbandry, Buddhism

Special Abilities

Double Production for Japanese Empire


----

Bear Trainer
Cost: 500
Happiness: +1
Culture: +1

Requires: Animal Husbandry, Music

Special Abilities

+5% :gold:
Double Production for Russian Empire
Double Production for German Empire


----

Snake Charmer
Cost: 250
Happiness: +1
Culture: +1

Requires: Animal Husbandry, Music

Special Abilities

+5% :gold:
Double Production for Egypt Empire
Double Production for Persia Empire
Double Production for India Empire


----

Dog Breeder
Cost: 200
Happiness: +1 (Pets)
Production: +1 (Work Dogs)
Health: +1 (Removing Vermin)
Culture: +1 (Show Dogs)
Espionage: +1 (Guard Dogs)

Requires: Animal Husbandry

Special Abilities

+1 :hammers: with Sheep (Sheep Dogs)
+1 :hammers: with Cows (Cattle Dogs)
+1 :food: with Deer (Hunting Dogs)
+1 Trade (Sled Dogs)


----

I still have not figured out the whole Pet Shop thing and exotic pets but I think this is good for now. What do you think?

EDIT: Do you think i should make a Horse, Cow, Pig, and Sheep farm as well even though they are resources and just require them have their respective resources to be built?

EDIT2: I also want to fit in a Organ Grinder Monkey but i am not sure how.

Not bad, but why does the Llama and Alpaca farm get +2 trade routes?

Also, some changes I would like to see is restricting some of these to specific latitudes. There is XML to restrict building between Latitude X* and Latitude Y*, and some, like the Reindeer could use it. (No Jungle Reindeer).

*Where X and Y are two integers, between 0 and 90. Don't worry, they apply to both sides of the equator. So putting a restriction of 60-90 would limit buildings to be built above the 60'N and below 60'S line (60's is polar region).

Also, could you add obsolete techs? That makes my life easier.

Supercheese
Oct 16, 2009, 05:21 PM
computer network improvements create 1 unhealthiness. i tend to not build them or labs as i have enough trouble keeping my cities healthy.

I know, it is annoying.

But instead of being annoyed, I just took a trip to RoM's BuildingInfos XML, went to the Computer Network's <iHealth> tag, and set it to 0.

Annoyance removed! ;) Personal modmod-ing is wonderful! :D

Supercheese
Oct 16, 2009, 05:24 PM
Not bad, but why does the Llama and Alpaca farm get +2 trade routes?

Presumably because llamas and alpacas were/are used as pack animals for transporting goods. They are rather effective at that, even over long overland distances, the sturdy beasts!

But +2 trade routes seems a bit much. With too many +trade routes, one might even hit the maximum (in the GlobalDefines, it is 12)...

Afforess
Oct 16, 2009, 05:32 PM
But +2 trade routes seems a bit much. With too many +trade routes, one might even hit the maximum (in the GlobalDefines, it is 12)...

Right, that presents a real problem.

*Grabs XML and changes it to 20*

:sarcasm:

Supercheese
Oct 16, 2009, 05:52 PM
Right, that presents a real problem.
*Grabs XML and changes it to 20*

Ok, I think I detect sarcasm there, but since this is the Internet and we lack the wonderful communication device known as "tone of voice", I could be wrong. (I suppose italics are a sort of tone-of-voice device for text, but it is still rather ambiguous compared to face-to-face auditory input.)

Anyway, I understand the sarcasm (should it exist), as per my post above... but my point is still valid, as if the max trade route XML had not been changed, the problem would have indeed existed.

Afforess
Oct 16, 2009, 05:57 PM
Ok, I think I detect sarcasm there, but since this is the Internet and we lack the wonderful communication device known as "tone of voice", I could be wrong. (I suppose italics are a sort of tone-of-voice device for text, but it is still rather ambiguous compared to face-to-face auditory input.)

There. I made it painfully obvious in case someone else asks.

if the max trade route XML had not been changed, the problem would have indeed existed.

True, but of all the problem's I've encountered in modding, this falls right in between batch-renaming files and creating new folders; difficulty-wise.

Supercheese
Oct 16, 2009, 06:03 PM
True, but of all the problem's I've encountered in modding, this falls right in between batch-renaming files and creating new folders; difficulty-wise.

You are quite correct, sir.


The discussion of llamas has reminded me of The Llama Song (http://www.albinoblacksheep.com/flash/llama)...

Afforess
Oct 16, 2009, 06:03 PM
The discussion of llamas has reminded me of The Llama Song...


No. Bad. Evil. I heard that song years ago, but it still sucks, even today.

I am not familiar with the history of Sports however that's what wikipedia (http://en.wikipedia.org/wiki/History_of_sport) is for. So here are some ideas for a "Sports Mod" if you would like to attempt such a mod.

Classical Era

Combat Sports (Req Athletics)
- Gladiator School (Req Combat Sports, Arena)
- Wrestling School (Req Combat Sports, Arena)

Medieval Era

Martial Arts (Req Combat Sports, Feudalism, Buddhism)
- Aikido Dojo (Req Martial Arts)
- Judo Dojo (Req Martial Arts)
- Jujutsu Dojo (Req Martial Arts)
- Kendo Dojo (Req Martial Arts)
- Sumo Wrestling Arena (Req Martial Arts)

Tournaments (Req Combat Spots, Chivalry)
- Jousting Arena (Req Tournaments)

Renaissance Era

Dueling (Req Tournaments, Leadership)
- Fencing Academy (Req Dueling)

Team Sports (Req Tournaments, Humanism)
- Cricket Field (Req Team Sports)
- Rugby Field (Req Team Sports)
- Polo Field (Req Team Sports)

Industrial Era

Lawn Sports (Req Team Sports, Agricultural Engineering)
- Basketball Court (Req Lawn Sports)
- Croquet (Req Lawn Sports)
- Football Field (Req Lawn Sports)
- Golf Course (Req Lawn Sports)
- Hockey Rink (Req Lawn Sports, Refrigeration)
- Softball Field (Req Lawn Sports)
- Soccer Field (Req Lawn Sports)
- Tennis Courts (Req Lawn Sports)

Modern Era

Extreme Sports (Req Modern Sports, Globalization)
- X-Games (Req Extreme Sports)

Modern Sports (Req Lawn Sports, Mass Media)
- Major League Stadium (Req Minor League Stadium)
- Minor League Stadium (Req Modern Sports)
- Modern Olympic Games (Req Modern Sports, Dueling, Martial Arts) [World Wonder]

Motor Sports (Req Modern Sports, Motorized Transportation)
- Racetrack (Req Motor Sports)

Robotic Sports (Req Modern Sports, Robotics)
- Battlebot Arena (Req Robotic Sports)

-----

Phew! Ok that was hard and I am sure I missed a lot of sports. But i think this gives a good start. Other sports that i was not sure where they fit in were; Swimming, Diving, Surfing, Rowing, Track & Field, Volleyball, Ping Pong, Bowling, etc.

The Olympics were from the classical era Greece, besides, many arenas were/are prepared for a variety of different games, not just a single arena for only one purpose. However I have a different idea for the Olympics the Olympic Stadium can be a world wonder until a later tech (maybe mass media) then it will become obsolete however it will be handled like the 'world circus' that Afforess has goin on in his mods. only +5:mad: for the city(over crowded) and +5:gold: for the extra revenue.

I've got the tech's 100% done, but I need the building's a little more detailed. An obsolete tech and the building's effect would be nice. Also, I was thinking that some of the stadiums should give a nice big +:) bonus but cost :hammers: since sports costs the economy money (http://www.msnbc.msn.com/id/11862323/).

Hydromancerx
Oct 16, 2009, 06:53 PM
Not bad, but why does the Llama and Alpaca farm get +2 trade routes?

Also, some changes I would like to see is restricting some of these to specific latitudes. There is XML to restrict building between Latitude X* and Latitude Y*, and some, like the Reindeer could use it. (No Jungle Reindeer).

*Where X and Y are two integers, between 0 and 90. Don't worry, they apply to both sides of the equator. So putting a restriction of 60-90 would limit buildings to be built above the 60'N and below 60'S line (60's is polar region).

Also, could you add obsolete techs? That makes my life easier.

1. Because its +1 for llama and +1 for alpaca. The farm produces both species.

2. Hmm. That's a good idea. But what about alpine reindeer that live high up in the snowy mountains that just happen to be on the equator like Mount Kilimanjaro?

3. I would say for camels to be limited to the equator but there are Bacterium Camels that live in the cold tundra of the Gobi Desert. So climate would not apply to them.

4. I am not sure what would be obsolete for animals. I mean people still breed dogs and cats and horses. I would expect people would still be breeding them in the future.

Afforess
Oct 16, 2009, 07:02 PM
1. Because its +1 for llama and +1 for alpaca. The farm produces both species.

Makes sense, kinda.


2. Hmm. That's a good idea. But what about alpine reindeer that live high up in the snowy mountains that just happen to be on the equator like Mount Kilimanjaro?

But these aren't resources, they are building to be built in a city. And Building on Mountains isn't unlocked until algebra, so I'm not too worried about it.


3. I would say for camels to be limited to the equator but there are Bacterium Camels that live in the cold tundra of the Gobi Desert. So climate would not apply to them.

You don't need to limit all of them. I just thought some general limits would add some flavor, and make different areas of the world more diverse.

4. I am not sure what would be obsolete for animals. I mean people still breed dogs and cats and horses. I would expect people would still be breeding them in the future.

Falconry is obsolete today. That's the one I had in mind, with obsoletes.

Hydromancerx
Oct 16, 2009, 07:08 PM
Ok here i a list of the obsolete techs. Cloning Seems to fit most of them except a select few.


Falcony - Telegraph
Donkey Farm - Cloning
Camel Farm - Cloning
Llama and Alpaca Farm - Cloning
Yak Farm - Cloning
Reindeer Farm - Cloning
Oxen Farm - Cloning
Goat Farm - Cloning
Cat Breeder - Cloning
Chicken Coop - Cloning
Homing Pigeon Coop - Telegraph
Parrot Aviary - Cloning
Turkey Farm - Cloning
Duck and Goose Farm - Cloning
Rabbit Hutch - Cloning
Rodent Breeder - Cloning
Guinea Pig Farm - Cloning
Koi Pond - Cloning
Bear Trainer - Motion Pictures
Snake Charmer - Motion Pictures
Dog Breeder - Cloning

Afforess
Oct 16, 2009, 07:16 PM
Ok here i a list of the obsolete techs. Cloning Seems to fit most of them except a select few.


Falcony - Telegraph
Donkey Farm - Cloning
Camel Farm - Cloning
Llama and Alpaca Farm - Cloning
Yak Farm - Cloning
Reindeer Farm - Cloning
Oxen Farm - Cloning
Goat Farm - Cloning
Cat Breeder - Cloning
Chicken Coop - Cloning
Homing Pigeon Coop - Telegraph
Parrot Aviary - Cloning
Turkey Farm - Cloning
Duck and Goose Farm - Cloning
Rabbit Hutch - Cloning
Rodent Breeder - Cloning
Guinea Pig Farm - Cloning
Koi Pond - Cloning
Bear Trainer - Motion Pictures
Snake Charmer - Motion Pictures
Dog Breeder - Cloning


Thanks. Now, could you add some more info to that sports modmod idea we got sidetracked on, as a result of the SimCity Societies discussion?

Hydromancerx
Oct 16, 2009, 07:39 PM
Ok some additional Animal Stuff ...

Pet Shop
Cost: 500
Happiness: +1
Culture: +1
Commerce: +1

Requires: Biology

Obsolete: Cloning

Special Abilities

+1 :gold: with Fish Resource.
Upgrades to Clone Pet Store.


----

Cloned Pet Store
Cost: 1000
Happiness: +2
Culture: +2
Commerce: +2

Requires: Cloning Laboratory

Special Abilities

+1 :gold: with Fish Resource.
Upgrades Pet Shop.


----

Monkey Breeder
Cost: 500
Happiness: +1
Culture: +1
Commerce: +1

Requires: Animal Husbandry, Music

Obsolete: Cloning

Special Abilities

+5% :culture: with Hinduism (Monkey God)
+5% :gold: with Biology (Organ Grinder Monkey, Circus Monkey and Zoo Monkey)
+5% :health: with Medicine (Assistant Monkey)
+5% :science: to Laboratory (Lab Monkey)
+5% Production Speed for Apollo Program (Space Monkey)


----

Also the dog should probably add.


+5% :health: with Medicine (Seeing Eye Dog / Assistant Dog)


And Rodent Breeder ...


+5% :culture: with Hinduism (Rat God)

Afforess
Oct 16, 2009, 07:55 PM
Ok some additional Animal Stuff ...

Pet Shop
Cost: 500
Happiness: +1
Culture: +1
Commerce: +1

Requires: Biology

Obsolete: Cloning

Special Abilities

+1 :gold: with Fish Resource.
Upgrades to Clone Pet Store.


----

Cloned Pet Store
Cost: 1000
Happiness: +2
Culture: +2
Commerce: +2

Requires: Cloning Laboratory

Special Abilities

+1 :gold: with Fish Resource.
Upgrades Pet Shop.


----

Monkey Breeder
Cost: 500
Happiness: +1
Culture: +1
Commerce: +1

Requires: Animal Husbandry, Music

Obsolete: Cloning

Special Abilities

+5% :culture: with Hinduism (Monkey God)
+5% :gold: with Biology (Organ Grinder Monkey, Circus Monkey and Zoo Monkey)
+5% :health: with Medicine (Assistant Monkey)
+5% :science: to Laboratory (Lab Monkey)
+5% Production Speed for Apollo Program (Space Monkey)


----

Also the dog should probably add.


+5% :health: with Medicine (Seeing Eye Dog / Assistant Dog)


And Rodent Breeder ...


+5% :culture: with Hinduism (Rat God)



I can't give a % Health with a tech (How do you give a percent Health anyways. Percent of what, base health?), but I can give whole numbers of health at a tech. (So +1 :health: with Medicine)

Otherwise, looks fine.

Edit:

I would rename the Clone Pet shop to "RePet" (http://en.wikipedia.org/wiki/The_6th_Day)

Hydromancerx
Oct 16, 2009, 08:08 PM
I've got the tech's 100% done, but I need the building's a little more detailed. An obsolete tech and the building's effect would be nice. Also, I was thinking that some of the stadiums should give a nice big +:) bonus but cost :hammers: since sports costs the economy money (http://www.msnbc.msn.com/id/11862323/).

Ok happiness for money sounds like a good balance.

-----

Ok for the obsolete sports list.

Gladiator School - Realism
Wrestling School - Realism

Aikido Dojo - Modern Sports
Judo Dojo - Modern Sports
Jujutsu Dojo - Modern Sports
Kendo Dojo - Modern Sports
Sumo Wrestling Arena - Modern Sports
Jousting Arena - Vertical Flight

Fencing Academy - Modern Sports

Cricket Field - Space Colonies
Rugby Field - Space Colonies
Polo Field - Space Colonies
Basketball Court - Space Colonies
Croquet - Space Colonies
Football Field - Space Colonies
Golf Course - Space Colonies
Hockey Rink - Space Colonies
Softball Field - Space Colonies
Soccer Field - Space Colonies
Tennis Courts - Space Colonies

X-Games - Space Colonies
Major League Stadium - Space Colonies
Minor League Stadium - Space Colonies
Racetrack - Space Colonies
Battlebot Arena - NEVER

Note that the more familiar sports are obsoleted by Space Colonies because of the Zero G Arena building that's already in the game. I also think there should be ...

- Spaceship Racing (Req Motor Sports, Orbital Flight)

This would never become obsolete and would be a good replacement for the racetrack.

Afforess
Oct 16, 2009, 08:13 PM
Ok happiness for money sounds like a good balance.


Ok for the obsolete sports list.

Gladiator School - Realism
Wrestling School - Realism

Aikido Dojo - Modern Sports
Judo Dojo - Modern Sports
Jujutsu Dojo - Modern Sports
Kendo Dojo - Modern Sports
Sumo Wrestling Arena - Modern Sports
Jousting Arena - Vertical Flight

Fencing Academy - Modern Sports

Cricket Field - Space Colonies
Rugby Field - Space Colonies
Polo Field - Space Colonies
Basketball Court - Space Colonies
Croquet - Space Colonies
Football Field - Space Colonies
Golf Course - Space Colonies
Hockey Rink - Space Colonies
Softball Field - Space Colonies
Soccer Field - Space Colonies
Tennis Courts - Space Colonies

X-Games - Space Colonies
Major League Stadium - Space Colonies
Minor League Stadium - Space Colonies
Racetrack - Space Colonies
Battlebot Arena - NEVER

Note that the more familiar sports are obsoleted by Space Colonies because of the Zero G Arena building that's already in the game. I also think there should be ...

- Spaceship Racing (Req Motor Sports, Orbital Flight)

This would never become obsolete and would be a good replacement for the racetrack.

Seems good. I would name the new tech Interstellar Racing, but that's just me.

Now, I'm working on these, but I'm stuck here. Filling Factory doesn't work, and Garrison doesn't seem right. Also, is Recruitment Center a new building? And, I think that the units under Filling Factory should go to the Recruitment center too.

Also, I'm thinking that the DryDock and Factory give too many units. I support the creation of a "Manufacturing Plant" or "Heavy Factory." Also, some sort of Seabase or Sea Unit factory (for lack of a better name) is needed.


Filling Factory (Explosives)
- Grenader
- Modern Grenader
- Machine Gun

Recruitment Center (Military Tradition)
- Infantry
- Guerrilla
- Marine
- Flamethrower

Dry Dock (Steel)
- Modern Workboat
- Iron Clad
- Early Destroyer
- Pre-Dreadnought
- Tropedoboat
- Battlecruser
- Dreadnought
- Transport
- Submarine
- Offshore Platform
- Destroyer
- Cruiser
- Heavy Cruiser
- Modern Destroyer
- Battleship

Factory (Assembly Line)
- Motorcycle
- Freight
- Jeep
- Armored Car
- Early Tank
- Anti-Air Halftrack
- BTR80
- UN APC
- Light Tank
- Tank
- Heavy Tank

Airport (Flight)
- Airship
- Early Fighter

Military Airbase (Aviation)
- Fighter
- IL2

One last thing. I'm extremely backlogged on requests here. It may take me a while to get to them.

Hydromancerx
Oct 16, 2009, 08:14 PM
I can't give a % Health with a tech (How do you give a percent Health anyways. Percent of what, base health?), but I can give whole numbers of health at a tech. (So +1 :health: with Medicine)

Otherwise, looks fine.

Edit:

I would rename the Clone Pet shop to "RePet" (http://en.wikipedia.org/wiki/The_6th_Day)

Oops! Yeah I ment +1 Health.

"RePet"? Ha! That's funny.

Seems good. I would name the new tech Interstellar Racing, but that's just me.

I like that name better! Also we should have some sort of sports for like boats and airplanes. I am just not sure what to call them yet or if they should have like "Boat Sports" or "Water Sports" any ideas?

Afforess
Oct 16, 2009, 08:20 PM
"RePet"? Ha! That's funny.

;)

See, I do other thing than mod. I watch movies too. (Comment directed at Os79)


I like that name better! Also we should have some sort of sports for like boats and airplanes. I am just not sure what to call them yet or if they should have like "Boat Sports" or "Water Sports" any ideas?

Wave Racing?

Supercheese
Oct 16, 2009, 08:26 PM
For air racing, one could have the national wonder "National Air Races".

As per:
http://en.wikipedia.org/wiki/National_Air_Races
And:
http://en.wikipedia.org/wiki/Red_Bull_Air_Race_World_Championship
http://en.wikipedia.org/wiki/Reno_Air_Races

Hydromancerx
Oct 16, 2009, 08:32 PM
Now, I'm working on these, but I'm stuck here. Filling Factory doesn't work, and Garrison doesn't seem right. Also, is Recruitment Center a new building? And, I think that the units under Filling Factory should go to the Recruitment center too.

Also, I'm thinking that the DryDock and Factory give too many units. I support the creation of a "Manufacturing Plant" or "Heavy Factory." Also, some sort of Seabase or Sea Unit factory (for lack of a better name) is needed.



1. Ack I don't know. What about an "Army Base"?

2. What about an "Auto Factory" for like to motor cycles, jeeps and stuff and then a "Tank Factory" for all the tanks?

3. How about "Naval Base" or "Naval Yard"?

One last thing. I'm extremely backlogged on requests here. It may take me a while to get to them.

I am happy to help if there are things i can help with.

-----

Is could you ever post the ones you have done so I can test them? I have no idea if they will make the game unbalanced or not.

Dancing Hoskuld
Oct 16, 2009, 08:35 PM
Then the AI logic is suspect. I don't know much about this. Why don't you report your findings to the Better AI forum? The fixes will trickle down from their eventually.

Because RoM is the only mod which diverges from the resource is either health or luxury or strategic. That is what the AI knows and uses to decide what it will pay for stuff. So in RoM incense is strategic but not needed for units or buildings therefore it has no value. Whereas in other mods it is a luxury so has value.

But lets face it the Civ trade system just does not work with RoM and would require a complete rewrite to fix :(

Afforess
Oct 16, 2009, 08:46 PM
Because RoM is the only mod which diverges from the resource is either health or luxury or strategic. That is what the AI knows and uses to decide what it will pay for stuff. So in RoM incense is strategic but not needed for units or buildings therefore it has no value. Whereas in other mods it is a luxury so has value.

But lets face it the Civ trade system just does not work with RoM and would require a complete rewrite to fix :(

The trade system isn't as bad as you say it is. Just the AI logic of it. Here, look. Even if you don't know C++, the code is written fairly logically. We just need add a part for considering commerce effects of the resources. This is the AI code for Resources:

int CvPlayerAI::AI_bonusVal(BonusTypes eBonus, int iChange) const
{
int iValue = 0;
int iBonusCount = getNumAvailableBonuses(eBonus);
if ((iChange == 0) || ((iChange == 1) && (iBonusCount == 0)) || ((iChange == -1) && (iBonusCount == 1)))
{
//This is assuming the none-to-one or one-to-none case.
iValue += AI_baseBonusVal(eBonus);
iValue += AI_corporationBonusVal(eBonus);
}
else
{
//This is basically the marginal value of an additional instance of a bonus.
iValue += AI_baseBonusVal(eBonus) / 5;
iValue += AI_corporationBonusVal(eBonus);
}
return iValue;
}

//Value sans corporation
int CvPlayerAI::AI_baseBonusVal(BonusTypes eBonus) const
{
PROFILE_FUNC();

//recalculate if not defined
if(m_aiBonusValue[eBonus] == -1)
{
PROFILE("CvPlayerAI::AI_baseBonusVal::recalculate");

UnitTypes eLoopUnit;
BuildingTypes eLoopBuilding;
int iDiff;
int iValue = 0;
int iTempValue;
int iI, iJ;

if (!GET_TEAM(getTeam()).isBonusObsolete(eBonus))
{
iValue += (GC.getBonusInfo(eBonus).getHappiness() * 100);
iValue += (GC.getBonusInfo(eBonus).getHealth() * 100);

CvTeam& kTeam = GET_TEAM(getTeam());

CvCity* pCapital = getCapitalCity();
int iCityCount = getNumCities();
int iCoastalCityCount = countNumCoastalCities();

// find the first coastal city
CvCity* pCoastalCity = NULL;
CvCity* pUnconnectedCoastalCity = NULL;
if (iCoastalCityCount > 0)
{
int iLoop;
for (CvCity* pLoopCity = firstCity(&iLoop); pLoopCity != NULL; pLoopCity = nextCity(&iLoop))
{
if (pLoopCity->isCoastal(GC.getMIN_WATER_SIZE_FOR_OCEAN()))
{
if (pLoopCity->isConnectedToCapital(getID()))
{
pCoastalCity = pLoopCity;
break;
}
else if (pUnconnectedCoastalCity == NULL)
{
pUnconnectedCoastalCity = pLoopCity;
}
}
}
}
if (pCoastalCity == NULL && pUnconnectedCoastalCity != NULL)
{
pCoastalCity = pUnconnectedCoastalCity;
}


for (iI = 0; iI < GC.getNumUnitClassInfos(); iI++)
{
eLoopUnit = ((UnitTypes)(GC.getCivilizationInfo(getCivilizatio nType()).getCivilizationUnits(iI)));

if (eLoopUnit != NO_UNIT)
{
CvUnitInfo& kLoopUnit = GC.getUnitInfo(eLoopUnit);

iTempValue = 0;

if (kLoopUnit.getPrereqAndBonus() == eBonus)
{
iTempValue += 50;
}

for (iJ = 0; iJ < GC.getNUM_UNIT_PREREQ_OR_BONUSES(); iJ++)
{
if (kLoopUnit.getPrereqOrBonuses(iJ) == eBonus)
{
iTempValue += 40;
}
}

iTempValue += kLoopUnit.getBonusProductionModifier(eBonus) / 10;

if (iTempValue > 0)
{
bool bIsWater = (kLoopUnit.getDomainType() == DOMAIN_SEA);

// if non-limited water unit, weight by coastal cities
if (bIsWater && !isLimitedUnitClass((UnitClassTypes)(kLoopUnit.get UnitClassType())))
{
iTempValue *= std::min(iCoastalCityCount * 2, iCityCount); // double coastal cities, cap at total cities
iTempValue /= std::max(1, iCityCount);
}

if (canTrain(eLoopUnit))
{
// is it a water unit and no coastal cities or our coastal city cannot build because its obsolete
if ((bIsWater && (pCoastalCity == NULL || (pCoastalCity->allUpgradesAvailable(eLoopUnit) != NO_UNIT))) ||
// or our capital cannot build because its obsolete (we can already build all its upgrades)
(pCapital != NULL && pCapital->allUpgradesAvailable(eLoopUnit) != NO_UNIT))
{
// its worthless
iTempValue = 2;
}
// otherwise, value units we could build if we had this bonus double
else
{
iTempValue *= 2;
}
}

if (kLoopUnit.getPrereqAndTech() != NO_TECH)
{
iDiff = abs(GC.getTechInfo((TechTypes)(kLoopUnit.getPrereq AndTech())).getEra() - getCurrentEra());

if (iDiff == 0)
{
iTempValue *= 3;
iTempValue /= 2;
}
else
{
iTempValue /= iDiff;
}
}

iValue += iTempValue;
}
}
}

for (iI = 0; iI < GC.getNumBuildingClassInfos(); iI++)
{
eLoopBuilding = ((BuildingTypes)(GC.getCivilizationInfo(getCiviliz ationType()).getCivilizationBuildings(iI)));

if (eLoopBuilding != NO_BUILDING)
{
CvBuildingInfo& kLoopBuilding = GC.getBuildingInfo(eLoopBuilding);

iTempValue = 0;

if (kLoopBuilding.getPrereqAndBonus() == eBonus)
{
iTempValue += 30;
}

for (iJ = 0; iJ < GC.getNUM_BUILDING_PREREQ_OR_BONUSES(); iJ++)
{
if (kLoopBuilding.getPrereqOrBonuses(iJ) == eBonus)
{
iTempValue += 20;
}
}

iTempValue += kLoopBuilding.getBonusProductionModifier(eBonus) / 10;

if (kLoopBuilding.getPowerBonus() == eBonus)
{
iTempValue += 60;
}

for (iJ = 0; iJ < NUM_YIELD_TYPES; iJ++)
{
iTempValue += kLoopBuilding.getBonusYieldModifier(eBonus, iJ) / 2;
if (kLoopBuilding.getPowerBonus() == eBonus)
{
iTempValue += kLoopBuilding.getPowerYieldModifier(iJ);
}
}

{
// determine whether we have the tech for this building
bool bHasTechForBuilding = true;
if (!(kTeam.isHasTech((TechTypes)(kLoopBuilding.getPr ereqAndTech()))))
{
bHasTechForBuilding = false;
}
for (int iPrereqIndex = 0; bHasTechForBuilding && iPrereqIndex < GC.getNUM_BUILDING_AND_TECH_PREREQS(); iPrereqIndex++)
{
if (kLoopBuilding.getPrereqAndTechs(iPrereqIndex) != NO_TECH)
{
if (!(kTeam.isHasTech((TechTypes)(kLoopBuilding.getPr ereqAndTechs(iPrereqIndex)))))
{
bHasTechForBuilding = false;
}
}
}

bool bIsStateReligion = (((ReligionTypes) kLoopBuilding.getStateReligion()) != NO_RELIGION);

//check if function call is cached
bool bCanConstruct = canConstruct(eLoopBuilding, false, /*bTestVisible*/ true, /*bIgnoreCost*/ true);

// bCanNeverBuild when true is accurate, it may be false in some cases where we will never be able to build
bool bCanNeverBuild = (bHasTechForBuilding && !bCanConstruct && !bIsStateReligion);

// if we can never build this, it is worthless
if (bCanNeverBuild)
{
iTempValue = 0;
}
// double value if we can build it right now
else if (bCanConstruct)
{
iTempValue *= 2;
}

// if non-limited water building, weight by coastal cities
if (kLoopBuilding.isWater() && !isLimitedWonderClass((BuildingClassTypes)(kLoopBu ilding.getBuildingClassType())))
{
iTempValue *= iCoastalCityCount;
iTempValue /= std::max(1, iCityCount/2);
}

if (kLoopBuilding.getPrereqAndTech() != NO_TECH)
{
iDiff = abs(GC.getTechInfo((TechTypes)(kLoopBuilding.getPr ereqAndTech())).getEra() - getCurrentEra());

if (iDiff == 0)
{
iTempValue *= 3;
iTempValue /= 2;
}
else
{
iTempValue /= iDiff;
}
}

iValue += iTempValue;
}
}
}

for (iI = 0; iI < GC.getNumProjectInfos(); iI++)
{
ProjectTypes eProject = (ProjectTypes) iI;
CvProjectInfo& kLoopProject = GC.getProjectInfo(eProject);
iTempValue = 0;

iTempValue += kLoopProject.getBonusProductionModifier(eBonus) / 10;

if (iTempValue > 0)
{
bool bMaxedOut = (GC.getGameINLINE().isProjectMaxedOut(eProject) || kTeam.isProjectMaxedOut(eProject));

if (bMaxedOut)
{
// project worthless
iTempValue = 0;
}
else if (canCreate(eProject))
{
iTempValue *= 2;
}

if (kLoopProject.getTechPrereq() != NO_TECH)
{
iDiff = abs(GC.getTechInfo((TechTypes)(kLoopProject.getTec hPrereq())).getEra() - getCurrentEra());

if (iDiff == 0)
{
iTempValue *= 3;
iTempValue /= 2;
}
else
{
iTempValue /= iDiff;
}
}

iValue += iTempValue;
}
}

RouteTypes eBestRoute = getBestRoute();
for (iI = 0; iI < GC.getNumBuildInfos(); iI++)
{
RouteTypes eRoute = (RouteTypes)(GC.getBuildInfo((BuildTypes)iI).getRo ute());

if (eRoute != NO_ROUTE)
{
iTempValue = 0;
if (GC.getRouteInfo(eRoute).getPrereqBonus() == eBonus)
{
iTempValue += 80;
}
for (iJ = 0; iJ < GC.getNUM_ROUTE_PREREQ_OR_BONUSES(); iJ++)
{
if (GC.getRouteInfo(eRoute).getPrereqOrBonus(iJ) == eBonus)
{
iTempValue += 40;
}
}
if ((eBestRoute != NO_ROUTE) && (GC.getRouteInfo(getBestRoute()).getValue() <= GC.getRouteInfo(eRoute).getValue()))
{
iValue += iTempValue;
}
else
{
iValue += iTempValue / 2;
}
}
}

// int iCorporationValue = AI_corporationBonusVal(eBonus);
// iValue += iCorporationValue;
//
// if (iCorporationValue <= 0 && getNumAvailableBonuses(eBonus) > 0)
// {
// iValue /= 3;
// }

iValue /= 10;
}


//clamp value non-negative
m_aiBonusValue[eBonus] = std::max(0, iValue);
}

return m_aiBonusValue[eBonus];
}

JaeChunDaeSung
Oct 16, 2009, 09:07 PM
I may have found a way to potentially add Shinto to available religions.

Aaranda originally made it available after researching Feudalism, but historically, the religion has been synonymous with Japanese civilization from the beginning of its written history. So it would involve a new, but early age technology, along the lines of Dualism providing Zoroastrianism.

If this were to be done, I would also add an early age structure for this tech, just so that researching this wouldn't be such a dead end like Dualism (only providing a religion and the Hanging Gardens).

Shamanism (Requires Priesthood) - First to discover founds Shinto, can build Shaman's Hut

Shaman's Hut - Provides +1 :culture:, +1 :health:, +1 :) with Folklore/Prophets, Obsolete with Theology or Divine Right? (Religions based around local belief and practices often fell on the wayside when state leadership or organized religion advanced well enough to put these practices down)


Also personally, I wasn't too fond of Monotheism being the immediate prerequisite with Meditation (for founding Judaism before Buddhism), even though I'm sure its for the sake of balancing due to the Church Welfare civic, I thought, "What if there were an alternate way to reach it?" So in this case, what if...

Priesthood > Shamanism + Writing = Meditation

Afforess
Oct 16, 2009, 09:18 PM
1. Ack I don't know. What about an "Army Base"?

2. What about an "Auto Factory" for like to motor cycles, jeeps and stuff and then a "Tank Factory" for all the tanks?

3. How about "Naval Base" or "Naval Yard"?



I am happy to help if there are things i can help with.

Is could you ever post the ones you have done so I can test them? I have no idea if they will make the game unbalanced or not.

Yes. Sure, test them. Just put in your Afforess folder. I got up to Filling Factory done.
231337
I like your suggestions. If you want to learn XML (it's just glorified text.), you can do 80% of the requests yourself. I could always use a partner too. ;)


I may have found a way to potentially add Shinto to available religions.

Aaranda originally made it available after researching Feudalism, but historically, the religion has been synonymous with Japanese civilization from the beginning of its written history. So it would involve a new, but early age technology, along the lines of Dualism providing Zoroastrianism.

If this were to be done, I would also add an early age structure for this tech, just so that researching this wouldn't be such a dead end like Dualism (only providing a religion and the Hanging Gardens).

Shamanism (Requires Priesthood) - First to discover founds Shinto, can build Shaman's Hut

Shaman's Hut - Provides +1 :culture:, +1 :health:, +1 :) with Folklore/Prophets, Obsolete with Theology or Divine Right?


Also personally, I wasn't too fond of Monotheism being the immediate prerequisite with Meditation (for founding Judaism before Buddhism), even though I'm sure its for the sake of balancing due to the Church Welfare civic, I thought, "What if there were an alternate way to reach it?" So in this case, what if...

Priesthood > Shamanism + Writing = Meditation

Looks good. I'll see what I can do, when I can get to it.

JaeChunDaeSung
Oct 16, 2009, 09:40 PM
Also, this is a thought. What of geomancy in the tech tree? Geomantic practices like Feng Shui have always served a cultural/spiritual purpose in societies, and until later science and technology, was a means of planning development and divination with the earth.

Geomancy - Prerequisites: Calendar + Paper

+1 :health:, +1 :) in all cities

Afforess, somehow I felt that this could tie in to your Meteorology techs

Maybe, so this isn't a dead end tech, first to discover should get a Great Prophet or Scientist?

Afforess
Oct 16, 2009, 10:00 PM
Also, this is a thought. What of geomancy in the tech tree? Geomantic practices like Feng Shui have always served a cultural/spiritual purpose in societies, and until later science and technology, was a means of planning development and divination with the earth.

Geomancy - Prerequisites: Calendar + Paper

+1 :health:, +1 :) in all cities

Afforess, somehow I felt that this could tie in to your Meteorology techs

Maybe, so this isn't a dead end tech, first to discover should get a Great Prophet or Scientist?

At this point, I'm not going to say good/bad/or something else, as I am drowning in requests.

I am temporarily suspending requests (for me anyways. If other modmoder's want to do them, go ahead) for me. I will announce when it's back open.

(However, I may ask more questions about pre-existing requests)

JaeChunDaeSung
Oct 16, 2009, 10:38 PM
At this point, I'm not going to say good/bad/or something else, as I am drowning in requests.

I am temporarily suspending requests (for me anyways. If other modmoder's want to do them, go ahead) for me. I will announce when it's back open.

(However, I may ask more questions about pre-existing requests)

It's only fair, you must have handfuls to work with and consider now. This shouldn't be too hard for me to try myself, if its just a new tech.

I was just trying to recall if in any way, geomancy had some kind of historical/scientific relationship with meteorology. So if I can get this to work, I'll let you know when you have the time.

Afforess
Oct 16, 2009, 10:51 PM
Ok happiness for money sounds like a good balance.

-----

Ok for the obsolete sports list.

Gladiator School - Realism
Wrestling School - Realism

Aikido Dojo - Modern Sports
Judo Dojo - Modern Sports
Jujutsu Dojo - Modern Sports
Kendo Dojo - Modern Sports
Sumo Wrestling Arena - Modern Sports
Jousting Arena - Vertical Flight

Fencing Academy - Modern Sports

Cricket Field - Space Colonies
Rugby Field - Space Colonies
Polo Field - Space Colonies
Basketball Court - Space Colonies
Croquet - Space Colonies
Football Field - Space Colonies
Golf Course - Space Colonies
Hockey Rink - Space Colonies
Softball Field - Space Colonies
Soccer Field - Space Colonies
Tennis Courts - Space Colonies

X-Games - Space Colonies
Major League Stadium - Space Colonies
Minor League Stadium - Space Colonies
Racetrack - Space Colonies
Battlebot Arena - NEVER



What should these buildings do? The Dojo's, should they give free XP?

Afforess
Oct 16, 2009, 10:52 PM
I was just trying to recall if in any way, geomancy had some kind of historical/scientific relationship with meteorology. So if I can get this to work, I'll let you know when you have the time.

Cloud Patterns might have had something to do with Geomancy. Check wikipedia to be sure.

Dancing Hoskuld
Oct 17, 2009, 01:16 AM
The trade system isn't as bad as you say it is. Just the AI logic of it. Here, look. Even if you don't know C++, the code is written fairly logically. We just need add a part for considering commerce effects of the resources. This is the AI code for Resources:

int CvPlayerAI::AI_bonusVal(BonusTypes eBonus, int iChange) const
{
int iValue = 0;
int iBonusCount = getNumAvailableBonuses(eBonus);
if ((iChange == 0) || ((iChange == 1) && (iBonusCount == 0)) || ((iChange == -1) && (iBonusCount == 1)))
{
//This is assuming the none-to-one or one-to-none case.
iValue += AI_baseBonusVal(eBonus);
iValue += AI_corporationBonusVal(eBonus);
}
else
{
//This is basically the marginal value of an additional instance of a bonus.
iValue += AI_baseBonusVal(eBonus) / 5;
iValue += AI_corporationBonusVal(eBonus);
}
return iValue;
}

//Value sans corporation
int CvPlayerAI::AI_baseBonusVal(BonusTypes eBonus) const
{
PROFILE_FUNC();

//recalculate if not defined
if(m_aiBonusValue[eBonus] == -1)
{
PROFILE("CvPlayerAI::AI_baseBonusVal::recalculate");

UnitTypes eLoopUnit;
BuildingTypes eLoopBuilding;
int iDiff;
int iValue = 0;
int iTempValue;
int iI, iJ;

if (!GET_TEAM(getTeam()).isBonusObsolete(eBonus))
{
iValue += (GC.getBonusInfo(eBonus).getHappiness() * 100);
iValue += (GC.getBonusInfo(eBonus).getHealth() * 100);

CvTeam& kTeam = GET_TEAM(getTeam());

CvCity* pCapital = getCapitalCity();
int iCityCount = getNumCities();
int iCoastalCityCount = countNumCoastalCities();

// find the first coastal city
CvCity* pCoastalCity = NULL;
CvCity* pUnconnectedCoastalCity = NULL;
if (iCoastalCityCount > 0)
{
int iLoop;
for (CvCity* pLoopCity = firstCity(&iLoop); pLoopCity != NULL; pLoopCity = nextCity(&iLoop))
{
if (pLoopCity->isCoastal(GC.getMIN_WATER_SIZE_FOR_OCEAN()))
{
if (pLoopCity->isConnectedToCapital(getID()))
{
pCoastalCity = pLoopCity;
break;
}
else if (pUnconnectedCoastalCity == NULL)
{
pUnconnectedCoastalCity = pLoopCity;
}
}
}
}
if (pCoastalCity == NULL && pUnconnectedCoastalCity != NULL)
{
pCoastalCity = pUnconnectedCoastalCity;
}


for (iI = 0; iI < GC.getNumUnitClassInfos(); iI++)
{
eLoopUnit = ((UnitTypes)(GC.getCivilizationInfo(getCivilizatio nType()).getCivilizationUnits(iI)));

if (eLoopUnit != NO_UNIT)
{
CvUnitInfo& kLoopUnit = GC.getUnitInfo(eLoopUnit);

iTempValue = 0;

if (kLoopUnit.getPrereqAndBonus() == eBonus)
{
iTempValue += 50;
}

for (iJ = 0; iJ < GC.getNUM_UNIT_PREREQ_OR_BONUSES(); iJ++)
{
if (kLoopUnit.getPrereqOrBonuses(iJ) == eBonus)
{
iTempValue += 40;
}
}

iTempValue += kLoopUnit.getBonusProductionModifier(eBonus) / 10;

if (iTempValue > 0)
{
bool bIsWater = (kLoopUnit.getDomainType() == DOMAIN_SEA);

// if non-limited water unit, weight by coastal cities
if (bIsWater && !isLimitedUnitClass((UnitClassTypes)(kLoopUnit.get UnitClassType())))
{
iTempValue *= std::min(iCoastalCityCount * 2, iCityCount); // double coastal cities, cap at total cities
iTempValue /= std::max(1, iCityCount);
}

if (canTrain(eLoopUnit))
{
// is it a water unit and no coastal cities or our coastal city cannot build because its obsolete
if ((bIsWater && (pCoastalCity == NULL || (pCoastalCity->allUpgradesAvailable(eLoopUnit) != NO_UNIT))) ||
// or our capital cannot build because its obsolete (we can already build all its upgrades)
(pCapital != NULL && pCapital->allUpgradesAvailable(eLoopUnit) != NO_UNIT))
{
// its worthless
iTempValue = 2;
}
// otherwise, value units we could build if we had this bonus double
else
{
iTempValue *= 2;
}
}

if (kLoopUnit.getPrereqAndTech() != NO_TECH)
{
iDiff = abs(GC.getTechInfo((TechTypes)(kLoopUnit.getPrereq AndTech())).getEra() - getCurrentEra());

if (iDiff == 0)
{
iTempValue *= 3;
iTempValue /= 2;
}
else
{
iTempValue /= iDiff;
}
}

iValue += iTempValue;
}
}
}

for (iI = 0; iI < GC.getNumBuildingClassInfos(); iI++)
{
eLoopBuilding = ((BuildingTypes)(GC.getCivilizationInfo(getCiviliz ationType()).getCivilizationBuildings(iI)));

if (eLoopBuilding != NO_BUILDING)
{
CvBuildingInfo& kLoopBuilding = GC.getBuildingInfo(eLoopBuilding);

iTempValue = 0;

if (kLoopBuilding.getPrereqAndBonus() == eBonus)
{
iTempValue += 30;
}

for (iJ = 0; iJ < GC.getNUM_BUILDING_PREREQ_OR_BONUSES(); iJ++)
{
if (kLoopBuilding.getPrereqOrBonuses(iJ) == eBonus)
{
iTempValue += 20;
}
}

iTempValue += kLoopBuilding.getBonusProductionModifier(eBonus) / 10;

if (kLoopBuilding.getPowerBonus() == eBonus)
{
iTempValue += 60;
}

for (iJ = 0; iJ < NUM_YIELD_TYPES; iJ++)
{
iTempValue += kLoopBuilding.getBonusYieldModifier(eBonus, iJ) / 2;
if (kLoopBuilding.getPowerBonus() == eBonus)
{
iTempValue += kLoopBuilding.getPowerYieldModifier(iJ);
}
}

{
// determine whether we have the tech for this building
bool bHasTechForBuilding = true;
if (!(kTeam.isHasTech((TechTypes)(kLoopBuilding.getPr ereqAndTech()))))
{
bHasTechForBuilding = false;
}
for (int iPrereqIndex = 0; bHasTechForBuilding && iPrereqIndex < GC.getNUM_BUILDING_AND_TECH_PREREQS(); iPrereqIndex++)
{
if (kLoopBuilding.getPrereqAndTechs(iPrereqIndex) != NO_TECH)
{
if (!(kTeam.isHasTech((TechTypes)(kLoopBuilding.getPr ereqAndTechs(iPrereqIndex)))))
{
bHasTechForBuilding = false;
}
}
}

bool bIsStateReligion = (((ReligionTypes) kLoopBuilding.getStateReligion()) != NO_RELIGION);

//check if function call is cached
bool bCanConstruct = canConstruct(eLoopBuilding, false, /*bTestVisible*/ true, /*bIgnoreCost*/ true);

// bCanNeverBuild when true is accurate, it may be false in some cases where we will never be able to build
bool bCanNeverBuild = (bHasTechForBuilding && !bCanConstruct && !bIsStateReligion);

// if we can never build this, it is worthless
if (bCanNeverBuild)
{
iTempValue = 0;
}
// double value if we can build it right now
else if (bCanConstruct)
{
iTempValue *= 2;
}

// if non-limited water building, weight by coastal cities
if (kLoopBuilding.isWater() && !isLimitedWonderClass((BuildingClassTypes)(kLoopBu ilding.getBuildingClassType())))
{
iTempValue *= iCoastalCityCount;
iTempValue /= std::max(1, iCityCount/2);
}

if (kLoopBuilding.getPrereqAndTech() != NO_TECH)
{
iDiff = abs(GC.getTechInfo((TechTypes)(kLoopBuilding.getPr ereqAndTech())).getEra() - getCurrentEra());

if (iDiff == 0)
{
iTempValue *= 3;
iTempValue /= 2;
}
else
{
iTempValue /= iDiff;
}
}

iValue += iTempValue;
}
}
}

for (iI = 0; iI < GC.getNumProjectInfos(); iI++)
{
ProjectTypes eProject = (ProjectTypes) iI;
CvProjectInfo& kLoopProject = GC.getProjectInfo(eProject);
iTempValue = 0;

iTempValue += kLoopProject.getBonusProductionModifier(eBonus) / 10;

if (iTempValue > 0)
{
bool bMaxedOut = (GC.getGameINLINE().isProjectMaxedOut(eProject) || kTeam.isProjectMaxedOut(eProject));

if (bMaxedOut)
{
// project worthless
iTempValue = 0;
}
else if (canCreate(eProject))
{
iTempValue *= 2;
}

if (kLoopProject.getTechPrereq() != NO_TECH)
{
iDiff = abs(GC.getTechInfo((TechTypes)(kLoopProject.getTec hPrereq())).getEra() - getCurrentEra());

if (iDiff == 0)
{
iTempValue *= 3;
iTempValue /= 2;
}
else
{
iTempValue /= iDiff;
}
}

iValue += iTempValue;
}
}

RouteTypes eBestRoute = getBestRoute();
for (iI = 0; iI < GC.getNumBuildInfos(); iI++)
{
RouteTypes eRoute = (RouteTypes)(GC.getBuildInfo((BuildTypes)iI).getRo ute());

if (eRoute != NO_ROUTE)
{
iTempValue = 0;
if (GC.getRouteInfo(eRoute).getPrereqBonus() == eBonus)
{
iTempValue += 80;
}
for (iJ = 0; iJ < GC.getNUM_ROUTE_PREREQ_OR_BONUSES(); iJ++)
{
if (GC.getRouteInfo(eRoute).getPrereqOrBonus(iJ) == eBonus)
{
iTempValue += 40;
}
}
if ((eBestRoute != NO_ROUTE) && (GC.getRouteInfo(getBestRoute()).getValue() <= GC.getRouteInfo(eRoute).getValue()))
{
iValue += iTempValue;
}
else
{
iValue += iTempValue / 2;
}
}
}

// int iCorporationValue = AI_corporationBonusVal(eBonus);
// iValue += iCorporationValue;
//
// if (iCorporationValue <= 0 && getNumAvailableBonuses(eBonus) > 0)
// {
// iValue /= 3;
// }

iValue /= 10;
}


//clamp value non-negative
m_aiBonusValue[eBonus] = std::max(0, iValue);
}

return m_aiBonusValue[eBonus];
}

Actually, I do know C++, I and one other wrote a fairly complex n-dimentional AI once. But I got better. I also have not installed C++ on my home machine.

os79
Oct 17, 2009, 01:29 AM
;)

See, I do other thing than mod. I watch movies too. (Comment directed at Os79)

:inno: :lol:

Hydromancerx
Oct 17, 2009, 02:37 AM
Yes. Sure, test them. Just put in your Afforess folder. I got up to Filling Factory done.
231337
I like your suggestions. If you want to learn XML (it's just glorified text.), you can do 80% of the requests yourself. I could always use a partner too. ;)


Well it did not seem to work for 2.7 or 2.8. I put it in the Afforess folder but nothing happened.

As for me doing XML maybe someday. I once did some "Gas Skrit" for "Dungeon Siege" and a tiny bit of C++ back in high school. However that class I failed at. I even tried some "scripting" for "Neverwinter Nights". In short i can probably read it and know whats going on but writing it is another story. Especially with my bad spelling :P Thank goodness for spell check.

What should these buildings do? The Dojo's, should they give free XP?

Sure unless you want to make a new sports promotions like "Athletic". Or have the Dojos give the "Martial Arts" Promotion for free. Personally i think free XP is always good. However it should be limit the bonuses to specific types of units. Such as Human Sports to Melee Units and Horse Sports to Mounted Units, Car Sports to Armored Vehicle Units and Robot Sports to Robotic Units.

Afforess
Oct 17, 2009, 08:36 AM
Well it did not seem to work for 2.7 or 2.8. I put it in the Afforess folder but nothing happened.


Well, just try beta7, the early version of it is in their too.

DrwHem
Oct 17, 2009, 09:15 AM
ahhhhhhhhhhhh dont add any more buildings that remove % of hammers!! these late modern era units are taking forever to build already!!

Afforess
Oct 17, 2009, 04:38 PM
Okay, here are the planned features for the Sports Modmod:

Sports Tech Buildings

Combat Sports

Fighting Pit


60 Hammers
+1 XP for melee
+1 Unhealthy
+5% Commerce



Martial Arts

Training Dojo

80 Hammers
Gives Free Martial Arts I Promotion


+15% vs Melee
+5% vs Archery


Master Dojo

120 Hammers
Requires Training Dojo
Gives Free Martial Arts II Promotion


+15% vs Melee
+5% vs Archery
+1 First Strike





Tournaments

Jousting Arena


140 Hammers
+1 XP to all Mounted Units
+1 Happiness
+5% Commerce



Dueling


Fencing Academy

160 Hammers
+2 XP to melee
+1 XP to Rifles



Team Sports

Indoor Recreation Center

220 Hammers
+1 Happiness
+1 Healthiness
+15% City Maintenance



Lawn Sports

Outdoor Recreation Center

250 Hammers
+1 Happiness
+2 Healthiness
+5% City Maintenance


Ice Rink (Also Requires Refrigeration)


Only 40' Latitude and Above
+1 Happiness
+1 Healthiness
+20% City Maintenance



Modern Sports

Minor League Stadium


+1 Happiness
+10% Commerce
+5% Culture


Major League Stadium


+2 Happiness
+1 Happiness per 10% Culture Rate
+30% Commerce
+15% Culture
-10% Production

Olympics (Stays in a city for one turn, then dissappears for two turns, repeat.)


World Wonder
+5 Happiness
+50% Commerce
+100% Gold from Trade Routes
+250% City Maintenance
-100% Production
+10 Great Artist Points/turn


Extreme Sports


X-Games (World Wonder)


+3 Happiness
+50% Commerce
+50% Commerce from Trade Routes



Motorsports


Speedway

+2 Happiness
+20% Commerce



Robotic Sports

Battlebots Arena


+1 Happiness
+5% Science
+1 Great Scientist Point/Turn




Also, there will be a :


Martial Arts III Promotion


Must be GG
Requires MAI & II
+20% vs Melee
+10% vs Archery
Two First Strike


Does this look acceptable to everyone?

Edit:

I almost forgot. I made promotion buttons for Martial Arts. They are just heavily modified Shock Icons. Tell me if they will work.

231466231467231468

Hydromancerx
Oct 17, 2009, 05:04 PM
Well, just try beta7, the early version of it is in their too.

I have not tried it yet but I think I just forgot to add it to the folder name to the "MLF_CIV4ModularLoadingControls" file in the Afforess folder.

Afforess
Oct 17, 2009, 05:18 PM
I have not tried it yet but I think I just forgot to add it to the folder name to the "MLF_CIV4ModularLoadingControls" file in the Afforess folder.

Yeah, but don't bother. I found out it's bugged.

Hydromancerx
Oct 17, 2009, 05:19 PM
Yep it was the whole "MLF_CIV4ModularLoadingControls" things. So it work but i found a problem. Why is "Naval Academy" required for a Spearman? It should be "Forge". See my screenshot attachment below.

Afforess
Oct 17, 2009, 05:22 PM
Yep it was the whole "MLF_CIV4ModularLoadingControls" things. So it work but i found a problem. Why is "Naval Academy" required for a Spearman? It should be "Forge". See my screenshot attachment below.

Sigh... Read this page. (http://forums.civfanatics.com/showthread.php?t=336079&page=10)

Hydromancerx
Oct 17, 2009, 05:51 PM
Okay, here are the planned features for the Sports Modmod:

Sports Tech Buildings

Combat Sports

Fighting Pit


60 Hammers
+1 XP for melee
+1 Unhealthy
+5% Commerce



Martial Arts

Training Dojo

80 Hammers
Gives Free Martial Arts I Promotion


+15% vs Melee
+5% vs Archery


Master Dojo

120 Hammers
Requires Training Dojo
Gives Free Martial Arts II Promotion


+15% vs Melee
+5% vs Archery
+1 First Strike





Tournaments

Jousting Arena


140 Hammers
+1 XP to all Mounted Units
+1 Happiness
+5% Commerce



Dueling


Fencing Academy

160 Hammers
+2 XP to melee
+1 XP to Rifles



Team Sports

Indoor Recreation Center

220 Hammers
+1 Happiness
+1 Healthiness
+15% City Maintenance



Lawn Sports

Outdoor Recreation Center

250 Hammers
+1 Happiness
+2 Healthiness
+5% City Maintenance


Ice Rink (Also Requires Refrigeration)


Only 40' Latitude and Above
+1 Happiness
+1 Healthiness
+20% City Maintenance



Modern Sports

Minor League Stadium


+1 Happiness
+10% Commerce
+5% Culture


Major League Stadium


+2 Happiness
+1 Happiness per 10% Culture Rate
+30% Commerce
+15% Culture
-10% Production

Olympics (Stays in a city for one turn, then dissappears for two turns, repeat.)


World Wonder
+5 Happiness
+50% Commerce
+100% Gold from Trade Routes
+250% City Maintenance
-100% Production
+10 Great Artist Points/turn


Extreme Sports


X-Games (World Wonder)


+3 Happiness
+50% Commerce
+50% Commerce from Trade Routes



Motorsports


Speedway

+2 Happiness
+20% Commerce



Robotic Sports

Battlebots Arena


+1 Happiness
+5% Science
+1 Great Scientist Point/Turn




Also, there will be a :


Martial Arts III Promotion


Must be GG
Requires MAI & II
+20% vs Melee
+10% vs Archery
Two First Strike


Does this look acceptable to everyone?



Interesting Tweaks. I would just add theses to make things complete.

Water Sports (Req Athletics, Modern Sanitation)

Aquatic Sports Center (Obsolete with Space Colonies)

+1 Happiness
+1 Healthiness
+1 Healthiness for Coastal City
+1 Healthiness for River City
+20% City Maintenance



Virtual Sports (Req Modern Sports, Wearable Computers)

Virtual Reality Gym (Never Becomes Obsolete)

+3 Happiness
+1 Healthiness
+5% Culture



Interstellar Racing (Req Motor Sports, Orbital Flight)

Spaceway (Never Becomes Obsolete)

+4 Happiness
+30% Commerce



------

The only Sports i think we are missing would be Boat and Aircraft based sports. Let me know if you have any ideas for them.

Afforess
Oct 17, 2009, 05:58 PM
Interesting Tweaks. I would just add theses to make things complete.

Water Sports (Req Athletics, Modern Sanitation)

Aquatic Sports Center (Obsolete with Space Colonies)

+1 Happiness
+1 Healthiness
+1 Healthiness for Coastal City
+1 Healthiness for River City
+20% City Maintenance



Look fine.

Virtual Sports (Req Modern Sports, Wearable Computers)

Virtual Reality Gym (Never Becomes Obsolete)

+3 Happiness
+1 Healthiness
+5% Culture




I don't know, I think this overlaps too much with existing VR. I'd just rather cut it.

Interstellar Racing (Req Motor Sports, Orbital Flight)

Spaceway (Never Becomes Obsolete)

+4 Happiness
+30% Commerce





Seems good.



The only Sports i think we are missing would be Boat and Aircraft based sports. Let me know if you have any ideas for them.

Why don't we add "Wave Racing" building to coastal cities, if they have researched Water Sports.

Not sure what to do about airplanes though.

Civ Fuehrer
Oct 17, 2009, 06:50 PM
Nice list, but I think some are too interchangable (Rancher and Farmer, Quarryman and Miner) and should be merged for the sake of gameplay.

How about this:
Carpenter (Req Pottery) = Cottage, Hamlet, Town, Watermill, Windmill, Workshop

Hazmat (Req Nuclear Power) = Cleans Up Fallout

Hunter (Req Hunting) = Camp, Jungle Camp
Upgrades to Farmer

Engineer (Req Mathematics) = Bunker, Command Center, Fort, Well

Farmer (Req Agriculture) = Apple Orchard, Farm, Olive Orchard, Plantation, Tree Farm, Vertical Farm, Winery, Pasture, Silk Farm

Industrialist (Assembly Line) = Desert Windmill, Geothermal Factory, Ground Water Well, Industry (Dense), Industry (Heavy), Industry (Light), Industry (Medium), Industry (Sparce), Waste Refinement Facility,

Lumberjack (Req Bronze Working) = Chops Trees, Lumber Mill

Miner (Req Mining) = Mine, Modern Mine, Shaft Mine, Quarry

Road Worker (Req Wheel) = Road (and upgrades)

Scientist (Req Scientific Method) = Archeological Site, Forest Preserve, Hybrid Forest, Safari, Soylent Green Facility

Might I suggest to put Scientist and Industrialist actions to Engineer's? Scientists sit in their labs but hire engineers to do everything. Same goes for Industrialists, they sit in their offices thinking of new ways to do things more efficiently but hire engineers to actually build it.

Afforess
Oct 17, 2009, 06:52 PM
Might I suggest to put Scientist and Industrialist actions to Engineer's? Scientists sit in their labs but hire engineers to do everything. Same goes for Industrialists, they sit in their offices thinking of new ways to do things more efficiently but hire engineers to actually build it.

That seems logical. Go ahead and change it on your end. I'll update it on mine.

Hydromancerx
Oct 17, 2009, 07:20 PM
I don't know, I think this overlaps too much with existing VR. I'd just rather cut it.

Why don't we add "Wave Racing" building to coastal cities, if they have researched Water Sports.

Not sure what to do about airplanes though.

1. Aww ok.

2. Ok But make sure it requires a boat tech like Screw Propeller or something boat related.

3. Yeah we can leave it off unless someone comes up with a good idea for an air sport.

Hydromancerx
Oct 17, 2009, 07:26 PM
Might I suggest to put Scientist and Industrialist actions to Engineer's? Scientists sit in their labs but hire engineers to do everything. Same goes for Industrialists, they sit in their offices thinking of new ways to do things more efficiently but hire engineers to actually build it.

I was just trying to spread it out over time. But If you guys think it will be more blanced then i guess.

However what would an why would an engineer go to a Archeological Site? I was thinking Archeological Site would use like a archeologist and a Forest Preserve and Safari would require a Naturalist. How about a compromise?

All of the Scientist, Industrialist and Engineer get combined into "Engineer". While Archeological Site, Forest Preserve and Safari get merged into "Field Scientist"?

Sound fair?

Afforess
Oct 17, 2009, 07:27 PM
3. Yeah we can leave it off unless someone comes up with a good idea for an air sport.

Balloon Field, where hot air balloons are launched....

It's just an idea...

Afforess
Oct 17, 2009, 07:28 PM
I was just trying to spread it out over time. But If you guys think it will be more blanced then i guess.

However what would an why would an engineer go to a Archeological Site? I was thinking Archeological Site would use like a archeologist and a Forest Preserve and Safari would require a Naturalist. How about a compromise?

All of the Scientist, Industrialist and Engineer get combined into "Engineer". While Archeological Site, Forest Preserve and Safari get merged into "Field Scientist"?

Sound fair?

I think it sounds fine.

Hydromancerx
Oct 17, 2009, 07:33 PM
Balloon Field, where hot air balloons are launched....

It's just an idea...

We could have an "Airfield" for Ballooning, Airshows, etc. You probbly should make a new Tech called "Areosports" and require Motor Sports and Flight.

Then change the Interstellar Racing to require Areosports and Orbital Flight rather than Motor Sports and Orbital Flight.

Afforess
Oct 17, 2009, 07:37 PM
We could have an "Airfield" for Ballooning, Airshows, etc. You probbly should make a new Tech called "Areosports" and require Motor Sports and Flight.

Then change the Interstellar Racing to require Areosports and Orbital Flight rather than Motor Sports and Orbital Flight.

Great. I'd do just that.

Civ Fuehrer
Oct 17, 2009, 07:37 PM
I was just trying to spread it out over time. But If you guys think it will be more blanced then i guess.

However what would an why would an engineer go to a Archeological Site? I was thinking Archeological Site would use like a archeologist and a Forest Preserve and Safari would require a Naturalist. How about a compromise?

All of the Scientist, Industrialist and Engineer get combined into "Engineer". While Archeological Site, Forest Preserve and Safari get merged into "Field Scientist"?

Sound fair?

Sure.

3. Yeah we can leave it off unless someone comes up with a good idea for an air sport.

Skydiving company?

JaeChunDaeSung
Oct 17, 2009, 07:46 PM
I deliberated on two images for the Shamanism tech button, so Afforess, by all means the choice is yours

http://wpcontent.answers.com/wikipedia/commons/thumb/9/9b/Sam_Taeguk.jpg/180px-Sam_Taeguk.jpg

The Samtaeguk is a reinterpretation of the Taoist concept of Yin and Yang by adding a third segment to represent man alongside Heaven and Earth. Korean shamanism is best known for assimilating early Taoist legends and practices, hence this synonymy with it and traditional beliefs. This is also why I thought this would work because of my idea that Shamanism with Writing can be an alternate tech line to Meditation (Buddhism), which obviously is a prerequisite for Philosophy (Taoism)


http://www.indigoarts.com/gallery_art/huichol_jimenez2_med.jpg

This was a Huichol artwork I found, couldn't really find any other simplified artwork that could represent shamanism so simply.

Afforess
Oct 17, 2009, 07:55 PM
I deliberated on two images for the Shamanism tech button, so Afforess, by all means the choice is yours

http://wpcontent.answers.com/wikipedia/commons/thumb/9/9b/Sam_Taeguk.jpg/180px-Sam_Taeguk.jpg

The Samtaeguk is a reinterpretation of the Taoist concept of Yin and Yang by adding a third segment to represent man alongside Heaven and Earth. Korean shamanism is best known for assimilating early Taoist legends and practices, hence this synonymy with it and traditional beliefs. This is also why I thought this would work because of my idea that Shamanism with Writing can be an alternate tech line to Meditation (Buddhism), which obviously is a prerequisite for Philosophy (Taoism)


http://www.indigoarts.com/gallery_art/huichol_jimenez2_med.jpg

This was a Huichol artwork I found, couldn't really find any other simplified artwork that could represent shamanism so simply.

I like the first one better, the second one is more... eye-wrenching.

I know you want some new tech's and buildings/wonders added. It would speed up the process greatly if you could list the techs you want, the buildings they unlock, the effects they give, the obsolete techs, ... In a more coherent manner. Use my outline for the sports modmod as a template.

JosEPh_II
Oct 17, 2009, 08:31 PM
I think I have them working, but I don't have RoM 1.0 to test them on. Tell me if there are any problems. I included instructions inside.
229748

Couldn't use the Modules folder at all with RoM1.03. Went ahead and patched RoM1.0 with the Rom1.03 patch to fix a bug and update some features.

So far have butchery working by taking the files and placing them in the \Assets\XML\Buildings folder.

Concerned about having the artdefines in this folder though.

Jungle camp hasn't shown up yet. I don't have a city with jungle around it yet...should find out soon though.

Just a report on how the module you made for me is going.

JosEPh :)

Hydromancerx
Oct 17, 2009, 08:40 PM
Hmm I think we are also missing all the winter sports like skiing, bobsledding and snowboarding. Basiclly everything that's in the winter Olympics. I am thinking it could be ...

Winter Sports Lodge (Req Extreeme Sports and Refrigeration)
* Only 40' Latitude and Above
* +1 Happiness
* +1 Healthiness
* +5% Commerce
* +5% Culture

Obsolete: Space Colonies

Also is it possible to make it only available for cities on peaks?

Afforess
Oct 17, 2009, 09:00 PM
Hmm I think we are also missing all the winter sports like skiing, bobsledding and snowboarding. Basiclly everything that's in the winter Olympics. I am thinking it could be ...

Winter Sports Lodge (Req Extreeme Sports and Refrigeration)
* Only 40' Latitude and Above
* +1 Happiness
* +1 Healthiness
* +5% Commerce
* +5% Culture

Obsolete: Space Colonies

Good idea. I've been to winter lodges before, and they're pretty cool.

Also is it possible to make it only available for cities on peaks?


No, but I've already have exactly the same though. I'll see how hard it is to add a simple check. ;)

Of course, if the mountains mod is turned off, well, the building can never be built.

Afforess
Oct 17, 2009, 10:24 PM
You request and I deliver. I now have a boolean XML tag that checks to see if the city is on a peak or not. It also says on the building if it requires to be built on a peak.

I vote we move the winter lodge to modern sports (They aren't anything special), but add a new building "Ski Resort" for extreme sports that can only be built on peaks.

Hydromancerx
Oct 17, 2009, 11:55 PM
You request and I deliver. I now have a boolean XML tag that checks to see if the city is on a peak or not. It also says on the building if it requires to be built on a peak.

I vote we move the winter lodge to modern sports (They aren't anything special), but add a new building "Ski Resort" for extreme sports that can only be built on peaks.

1. Awesome!

2. Works for me! :D

os79
Oct 18, 2009, 12:28 AM
Talk about peaks.

I thought up an idea about stones and peaks.

Recall we discuss about the annoying rarity of stone? What about making peaks having higher chances of having stone as a resource (sufficient percentage to make stones not so rare) and other peak resource rarer? That should make stone more closer to realistic frequent than before; plus the mountains are often the place where ancient civilizations quarried for stones.

Afforess
Oct 18, 2009, 12:36 AM
Talk about peaks.

I thought up an idea about stones and peaks.

Recall we discuss about the annoying rarity of stone? What about making peaks having higher chances of having stone as a resource (sufficient percentage to make stones not so rare) and other peak resource rarer? That should make stone more closer to realistic frequent than before; plus the mountains are often the place where ancient civilizations quarried for stones.

Just remember, that stone will be useless until you get Mountaineering.

os79
Oct 18, 2009, 12:51 AM
Just remember, that stone will be useless until you get Mountaineering.

I understand.

Then how the h*** did ancient Egyptians and the people who lived nearby Stonehenge build their famous structures (pyramids and Stonehenge?)

Afforess
Oct 18, 2009, 12:55 AM
I understand.

Then how the h*** did ancient Egyptians and the people who lived nearby Stonehenge build their famous structures (pyramids and Stonehenge?)

I don't disagree. Limitation's are limitations. I will, however, increase the spawn rate on mountains.

Hydromancerx
Oct 18, 2009, 12:55 AM
I know your not taking anything new Afforess but here are some idea I have been thinking about that could possibly be made in the future.

Idea #1 - Music Mod
Basiclly do the same thing we did with Sport but go through the history of music. Such as Tribal Music, Classical Music, Folk Music, Country Music, Blues, Jazz, Rap, Rock & Roll (I think this is already there), Swing, Disco, Techno, etc. I know there is already a music tech but it would be interesting to have specific techs for music and buildings for the time. Like a Jazz Club or Underground Dance Club, etc. They would probbly have to be simplified more but you get the idea.

Idea#2 - Alien Outbreak
Basiclly once you had like Space Colony tech researched and some other high tech stuff you could build a "Exobiology Laboratory" which could give like a bunch of science and stuff. But like the nuclear reactor it would have a chance of an alien outbreak. Except rather than radiation and fallout it could produce "Alpha Centari Fungal Blooms (http://forums.civfanatics.com/downloads.php?do=file&id=4291)" which would start to spread out from the city and keep expanding across the globe in a circular pattern. It would make all the tiles it infected useless. Also you would need a special clean up crew to stop the "Alien Outbreak" from taking over the planet.

Idea#3 - Beyond Trans-Human Era

Techs that not only went beyond the Trans-Human era but could nullify winning scenarios such as canceling out domination, cultural, religious, scientific and timed victories. That's to say you could win them if you got to them before their appropriate techs. Maybe even canecil out all winning conditions and make like an uber winning condition. I don't know. I just thought it might be cool to have another era beyond the Trans-Human Era.

Also is it possible bring up a new map? Because it would be really awesome if you could use like the final frontier map and then "zoom in" on other planets.

Civ Fuehrer
Oct 18, 2009, 01:22 AM
Also is it possible bring up a new map? Because it would be really awesome if you could use like the final frontier map and then "zoom in" on other planets.

Yes and No. Yes because it's perfectly possible to turn "world view" into the final frontier map after a certain tech and whatnot. No because no one has ever attempted it and no one has enough coding experience (except maybe ffh team) to make it possible, plus it would slow the game down well over a couple hundred times since it's an old engine. Even then might as well just go play Spore.

Hydromancerx
Oct 18, 2009, 02:14 AM
Yes and No. Yes because it's perfectly possible to turn "world view" into the final frontier map after a certain tech and whatnot. No because no one has ever attempted it and no one has enough coding experience (except maybe ffh team) to make it possible, plus it would slow the game down well over a couple hundred times since it's an old engine. Even then might as well just go play Spore.

If Spore was as detailed as RoM or heck as detailed as vanilla Civ4 then I would play Spore more. If you could not tell I was very disappointed with Spore. But at least I made my Nauceans. (http://www.gamingsteve.com/blab/index.php?topic=1621.0)

Civ Fuehrer
Oct 18, 2009, 03:11 AM
If Spore was as detailed as RoM or heck as detailed as vanilla Civ4 then I would play Spore more. If you could not tell I was very disappointed with Spore. But at least I made my Nauceans. (http://www.gamingsteve.com/blab/index.php?topic=1621.0)

:wow:Holy sh*t man, I've never seen such devotion to a game... And I thought D&D required devotion.:lmao:

Hydromancerx
Oct 18, 2009, 03:32 AM
:wow:Holy sh*t man, I've never seen such devotion to a game... And I thought D&D required devotion.:lmao:

You should see my alien ecosystem project called Sagan 4 (http://sagan4.com/). We have made hundreds of species evoliving one species at a time. We even have our own wikipedia (http://wiki.mydigiview.com/index.php?title=Main_Page) to keep track of them all. Its open to the public if you are an artist and a biology geek like me. Our forums are here (http://sagan4.com/forum/index.php).

Afforess
Oct 18, 2009, 09:37 AM
I know your not taking anything new Afforess but here are some idea I have been thinking about that could possibly be made in the future.

Idea #1 - Music Mod
Basiclly do the same thing we did with Sport but go through the history of music. Such as Tribal Music, Classical Music, Folk Music, Country Music, Blues, Jazz, Rap, Rock & Roll (I think this is already there), Swing, Disco, Techno, etc. I know there is already a music tech but it would be interesting to have specific techs for music and buildings for the time. Like a Jazz Club or Underground Dance Club, etc. They would probbly have to be simplified more but you get the idea.

Idea#2 - Alien Outbreak
Basiclly once you had like Space Colony tech researched and some other high tech stuff you could build a "Exobiology Laboratory" which could give like a bunch of science and stuff. But like the nuclear reactor it would have a chance of an alien outbreak. Except rather than radiation and fallout it could produce "Alpha Centari Fungal Blooms (http://forums.civfanatics.com/downloads.php?do=file&id=4291)" which would start to spread out from the city and keep expanding across the globe in a circular pattern. It would make all the tiles it infected useless. Also you would need a special clean up crew to stop the "Alien Outbreak" from taking over the planet.

Idea#3 - Beyond Trans-Human Era

Techs that not only went beyond the Trans-Human era but could nullify winning scenarios such as canceling out domination, cultural, religious, scientific and timed victories. That's to say you could win them if you got to them before their appropriate techs. Maybe even canecil out all winning conditions and make like an uber winning condition. I don't know. I just thought it might be cool to have another era beyond the Trans-Human Era.

Also is it possible bring up a new map? Because it would be really awesome if you could use like the final frontier map and then "zoom in" on other planets.

Music sounds interesting... (No pun intended)

You are not the first to want some sort of alien backlash in the future games. I will see what I can do when I get their.

A new space map, that would require a lot of work, and a lot more experience then I have.

Yes and No. Yes because it's perfectly possible to turn "world view" into the final frontier map after a certain tech and whatnot. No because no one has ever attempted it and no one has enough coding experience (except maybe ffh team) to make it possible, plus it would slow the game down well over a couple hundred times since it's an old engine. Even then might as well just go play Spore.

If Spore was as detailed as RoM or heck as detailed as vanilla Civ4 then I would play Spore more. If you could not tell I was very disappointed with Spore. But at least I made my Nauceans. (http://www.gamingsteve.com/blab/index.php?topic=1621.0)

Spore really was a let down. Will Wright wanted it to be more complex, and if you watch early demo's, it was better than the final product. Basically, they dumbed it down for sales, which is akin to selling your soul to the devil.

:wow:Holy sh*t man, I've never seen such devotion to a game... And I thought D&D required devotion.:lmao:

Really? What about everyone here at CFC? I would argue that we are all much more addicted to Civilization 4 than most.

You should see my alien ecosystem project called Sagan 4 (http://sagan4.com/). We have made hundreds of species evoliving one species at a time. We even have our own wikipedia (http://wiki.mydigiview.com/index.php?title=Main_Page) to keep track of them all. Its open to the public if you are an artist and a biology geek like me. Our forums are here (http://sagan4.com/forum/index.php).

Call me a stalker, but I already found all of those. Screen names pull up an amazing amount of hits on google. :lol:

Afforess
Oct 18, 2009, 01:22 PM
Good news, on all fronts. My Tech based Health and Happiness modifiers are nearing completion. I just have one last bug with the health, the happiness is already working. My new building class requirements for units is working splendidly, with only a textual bug remaining. The sports modmod code is over 60% done.

It's shaping up to be an awesome 1.4 release.

NBAfan
Oct 18, 2009, 04:38 PM
It's shaping up to be an awesome 1.4 release.That is a huge under statement.:D

Hydromancerx
Oct 18, 2009, 07:00 PM
Call me a stalker, but I already found all of those. Screen names pull up an amazing amount of hits on google. :lol:

I did that on purpose going by one screen name. Not only can I find if people have written about me but I can always find my own stuff.

Good news, on all fronts. My Tech based Health and Happiness modifiers are nearing completion. I just have one last bug with the health, the happiness is already working. My new building class requirements for units is working splendidly, with only a textual bug remaining. The sports modmod code is over 60% done.

It's shaping up to be an awesome 1.4 release.

Awesome! I can;t wait to test out the Sports stuff. I am not a sports person at all but I still feel it brings more realism to the game.

Also I think I might go through the buildings I listed from Sim City 4 and Sim City Societies and see if some could be made into a themed pack like the Sports stuff. I know we already took out the sports stuff from them and some animal stuff. But It probably better to have them in a theme rather than just a random group of buildings.

Afforess
Oct 18, 2009, 07:05 PM
I did that on purpose going by one screen name. Not only can I find if people have written about me but I can always find my own stuff.

My screen name is based off a well... I won't tell you, and you'll never find out, cause only 5-6 people know why. But I use the same screenname for everything too. So you can go see my snarky comments on other websites, like slashdot.

Also I think I might go through the buildings I listed from Sim City 4 and Sim City Societies and see if some could be made into a themed pack like the Sports stuff. I know we already took out the sports stuff from them and some animal stuff. But It probably better to have them in a theme rather than just a random group of buildings.


Good idea. To speed things up, List things with what Prereq's, Obsoletes, Effects. Also remember, I can change existing techs, buildings, etc, to require the new stuff too. For instance, a few techs in base RoM now need the sports techs, to make it feel more integrated.

Hydromancerx
Oct 18, 2009, 07:28 PM
Building from Sim City 4 and Sim City Societies;

- Dog Pound or Animal Clinic
- Fire Dock
- Dentist
- Insane Asylum or Rehab Center
- Gym
- Yacht Club or Marina
- Country Club
- Bureau of Farm Management
- Farm Supply
- Farmer's Market
- Fair Grounds
- Playground
- Skateboard Park
- Ice-Skating Rink
- Basketball Count
- Tennis Courts
- Softball Field
- Minor League Stadium
- Major League Stadium
- Ski Resort
- Ranger Station
- Camp Grounds
- Public Beach
- Cruse-Ship Port
- Tourist Trap
- Freight Station
- Passenger Train Station
- Chicken Coop
- Elder Council
- Hall of Records
- Modeling Agency
- Recording Studio
- Seamstress
- Textile Factory
- Fountain
- Rock Garden
- Antique Shop
- Army Surplus Store
- Candy Store
- Toy Store
- Car Dealership
- Gas Station
- Children Museum
- Cryogenic Prison
- Department Store
- Diner
- Dive Bar
- Liquor Store
- Fish Market
- Flea Market
- Florist
- General Store
- Night Club
- Pet Shop
- Tattoo Parlor
- Tea House
- Video Arcade
- Vocational Store
- Water Park
- Desalination Plant


Lets see, we already have ...

- Dog Pound or Animal Clinic, Pet Shop, Chicken Coop
Already have the Kennel and for the Animal Buildings have a Dog breeder so this is checked off. While the pet shop and chicken coop would be with the Animal Buildings Mod.

- Fire Dock
This was already discussed of being added to the "Firestorm!" Mod as a coast only building.

- Gym, Ice-Skating Rink, Basketball Count, Tennis Courts, Softball Field, Minor League Stadium, Major League Stadium, Ski Resort
All of this got combined into the Sports Mod in some way

- Playground, Skateboard Park, Fountain, Rock Garden, Water Park
These could be combined into your Park Mod. Or even have the Skateboard Park merged into the Sports Mod.

-Video Arcade
This should probably be added to the "Sports Mod" since its a "Game".

- Vocational School, Children Museum
These could be added to your "Eduction Mod".

- Cryogenic Prison, Liquor Store, Night Club, Tattoo Parlor, Dive Bar
These could be added to your "NIMBY Mod" to go along with the Federal Prison and Toxic Waste Dump.

---------------

Now for ones not yet made ...

- Dentist, Insane Asylum or Rehab Center
This could be made into a Health Mod along with the Barbershop and maybe some other health related buildings.

- Bureau of Farm Management, Farm Supply, Farmer's Market, Fair Grounds
These obviously could be combined and added to to make a Farming Mod.

- Public Beach, Cruse-Ship Port, Tourist Trap, Ranger Station, Camp Grounds
These could be combined into maybe a Vacation Destinations Mod.

- Freight Station, Passenger Train Station, Yacht Club or Marina, Car Dealership, Gas Station
These could be made into a Transportation Mod.

- Seamstress, Textile Factory
Maybe a clothing mod?

- Antique Shop, Candy Store, Toy Store, Army Surplus Store, Department Store, Fish Market, Flea Market, Florist, General Store
Ok these could all me made into a "Commercial Building Mod".

---------------

Which leaves ....

- Modeling Agency
- Hall of Records
- Country Club
- Elder Council
- Recording Studio
- Diner
- Tea House
- Desalination Plant

I have no idea where they would fit. Though i really want the Desalination Plant made.

EDIT:

Afforess please let me know if any of these are already done. Also whats the status on the NIMBY mod or adding the Firedock to your Firestorm Mod. We should probably do the one that already have existing mods first.

generalstaff
Oct 18, 2009, 07:50 PM
Call me a stalker, but I already found all of those. Screen names pull up an amazing amount of hits on google. :lol:

That's why I chose a brand new screen name when I joined CFC. Although, I would guess that a determined stalker who was good at the Internets could find one of my names.

@HydromancerX: some of the stores you mentioned might fall under the generic sounding name of "Chain Store" which is in my Modular Civic Buildings. The Tea House suggestions is going to cause me added a Tea bonus to that building.