View Full Version : Domesticated Animals Modmod


Afforess
Nov 30, 2009, 11:52 AM
HydromancerX wants me to create this huge list of buildings. Frankly, I think it's micromanaging, taken way too extreme. Many of the buildings either already exist as improvements, or should be condensed.

Here's his list, for reference:



Domestic Animal Mod

Horse Farm
Cost: 180
Unhealthiness: +1 (Animal Poop)
Production: +3
Gold: +1 (Cart Horse)

Requires: Charioty, Stable, Horse Resource

Obsolete: Machine Tools

Special Abilities

+10% hammers for Horse Units
+1 Espionage after discovery of Marxism Tech. (Police Animal)
+1 Production with Construction
+1 Production with Stirrup
+1 Gold with Motion Pictures (Animal Actor)


----

Cow Farm
Cost: 180
Unhealthiness: +1 (Animal Poop)
Food: +2 (Milk, Meat)

Requires: Animal Husbandry, Cow Resource

Obsolete: Cloning

Cheaper Unique Buildings: India Empire

Special Abilities

+1 Food with Corn (Fatten them Up)
+1 Food with Assembly Line (Mechanical Slaughter House)
+1 Food with Refrigeration (Keeps Meet Cold)
+1 Gold, +1 Food, +1 Unhealthiness with Corporation (Fast Food)
+1 Food, +1 Unhealthiness with Medicine (Growth Hormones)


----

Cow Shrine
Cost: 50
Happiness: +1

Requires: Cow Farm, Hinduism

Obsolete: Cloning

Special Abilities

+5% culture
+1 Gold with Tourism


----

Sheep Farm
Cost 160
Unhealthiness: +1 (Animal Poop)
Food: +1 (Meat)

Requires: Animal Husbandry, Weaving, Sheep Resource

Obsolete: Cloning

Cheaper Unique Buildings: Celtic Empire

Special Abilities

Produces Wool Resource
+1 Food with Corn (Fatten them Up)
+1 Gold with Replaceable Parts (Quicker Sheering)
+1 Food with Assembly Line (Mechanical Slaughter House)
+1 Food with Refrigeration (Keeps Meet Cold)
+1 Food, +1 Unhealthiness with Medicine (Growth Hormones)


----

Pig Farm
Cost 160
Unhealthiness: +1 (Animal Poop)
Food: +1 (Meat)

Requires: Animal Husbandry, Pig Resource

Obsolete: Cloning

Special Abilities

+1 Unhappiness with Judaism Religion
+1 Unhappiness with Islam Religion
+1 Food with Corn (Fatten them Up)
+1 Food with Assembly Line (Mechanical Slaughter House)
+1 Food with Refrigeration (Keeps Meet Cold)
+1 Gold, +1 Food, +1 Unhealthiness with Corporation (Fast Food)
+1 Food, +1 Unhealthiness with Medicine (Growth Hormones)


----

Elephant Trainer
Cost: 200
Unhealthiness: +1 (Animal Poop)
Production: +4
Happiness: +1 (Entertainment)

Requires: Elephant Riding, Ivory Resource

Obsolete: Ecology

Cheaper Unique Buildings: Khmer Empire, India Empire

Special Abilities

+10% Prodution for Elephant Units
+1 Production with Construction
+1 happy with Biology
+1 Gold with Motion Pictures (Animal Actor)
+1 Gold with Tourism


----

Elephant Shrine
Cost: 50
Happiness: +1

Requires: Hinduism, Elephant Trainer

Obsolete: Ecology

Special Abilities

+5% Culture
+1 Gold with Tourism


----

Falconer
Cost: 130
Espionage: +1 (Can Send Messages)
Food: +1 (Help with Hunting)

Requires: Animal Husbandry, Aristocracy

Obsolete:Telegraph

Special Abilities

+1 happy with Nobility.
Double production speed for Nomad leaders.


----

Donkey Farm
Cost: 180
Unhealthiness: +1 (Animal Poop)
Production: +3 (Work Donkey)
Gold: +1 (Cart Donkey)

Requires: Horse Breeding, Stable, Horse Resource

Obsolete: Machine Tools

Special Abilities

+1 Production with Stone (Mining Donkey)
+1 Production with Marble (Mining Donkey)
+1 Production with Iron (Mining Donkey)
+1 Production with Copper (Mining Donkey)
+1 Production with Lead (Mining Donkey)
+1 Production with Silver (Mining Donkey)
+1 Production with Gold (Mining Donkey)
+1 Production with Gems (Mining Donkey)
+1 Production with Aluminum (Mining Donkey)
+1 Production with Coal (Mining Donkey)
+1 Production with Bauxite Ore (Mining Donkey)


----

Camel Farm
Cost: 180
Unhealthiness: +1 (Animal Poop)
Gold: +2 (Caravan Camels)

Requires: Trade, Bazaar

Obsolete: Motorized Transportation

Cheaper Unique Buildings: Arabian Empire

Special Abilities

+10% Production for Camel Archer.
+1 Gold with Gold
+1 Gold with Silver
+1 Gold with Gems
+1 Gold with Salt
+1 Gold with Incense
+1 Gold with Spices
+1 Gold with Ivory
+1 happy with Biology
+1 Gold with Tourism


----

Llama and Alpaca Farm
Cost: 180
Unhealthiness: +1 (Animal Poop)
Gold: +2 (Caravan Llamas)

Requires: Animal Husbandry, Construction

Obsolete: Plastics

Cheaper Unique Buildings: Inca Empire

Special Abilities

Produces Wool Resource.
+1 Gold with Gold
+1 Gold with Silver
+1 Gold with Corn
+1 Gold with Potatoes
+1 Gold with Coffee
+1 Gold with Tobacco
+1 Gold with Obsidian
+1 Gold with Replaceable Parts (Quicker Sheering)
+1 happy with Biology
+1 Gold with Tourism


----

Yak Farm
Cost: 180
Food: +1 (Milk)
Unhealthiness: +1 (Animal Poop)
Gold: +1 (Trade Yak)

Requires: Animal Husbandry, Weaving, Mountaineering, Cow Resource

Obsolete: Motorized Transportation

Cheaper Unique Buildings: Mongol Empire, Chinese Empire

Special Abilities

Produces Wool Resource
+1 Gold with Gold
+1 Gold with Silver
+1 Gold with Gems
+1 Gold with Silk
+1 Gold with Rice
+1 Gold with Spices
+1 Gold with Tea
+1 Gold with Replaceable Parts (Quicker Sheering)
+1 happy with Biology
+1 Gold with Tourism


----

Reindeer Farm
Cost: 180
Unhealthiness: +1 (Animal Poop)
Food: +2 (Meat and Milk)
Gold: +2 (Antlers and Hide)

Requires: Hunting, Deer Resource

Obsolete: Ecology

Cheaper Unique Buildings: Viking Empire, Russian Empire

Special Abilities

+1 Gold with Fur
Only 40' Latitude and Above
+1 happy with Biology
+1 Gold with Tourism


----

Oxen Farm
Cost: 180
Unhealthiness: +1 (Animal Poop)
Food: +1 (Milk)
Production: +1 (Cart and Plow)
Gold: +1 (Cart Oxen)

Requires: Trade, Cow Resource

Obsolete: Agricultural Engineering

Special Abilities

Double production speed for Agricultural leaders.
+1 Food from Rice.
+1 Food from Wheat.
+1 Gold with Gold.
+1 Gold with Silver.
+1 Gold with Wheat.
+1 Gold with Olives.
+1 Gold with Wine.
+1 Gold with Apple.


----

Goat Farm
Cost 160
Unhealthiness: +1 (Animal Poop)
Food: +2 (Milk and Meat)

Requires: Weaving, Animal Husbandry, Sheep Resource

Obsolete: Plastics

Cheaper Unique Buildings: Babylonian Empire, Sumerian Empire

Special Abilities

Produces Wool Resource
+1 happy with Divine Cult
+1 Gold with Replaceable Parts (Quicker Sheering)


----

Cat Breeder
Cost: 150
Unhealthiness: +1 (Animal Poop)
Happiness: +1 (Pet)
Health: +1 (Removing Vermin)
Culture: +1 (Show Cats)

Requires: Animal Husbandry, Ceremonial Burial

Obsolete: Artificial Evolution

Cheaper Unique Buildings: Egyptian Empire

Special Abilities

+1 Gold with Motion Pictures (Animal Actor)



----

Cat Shrine
Cost: 50
Happiness: +1

Requires: Kemetism, Cat Breeder

Obsolete: Artificial Evolution

Special Abilities

+5% culture
+1 happy with Divine Cult



----

Chicken Coop
Cost: 130
Unhealthiness: +1 (Animal Poop)
Food: +2 (Meat and Eggs)

Requires: Animal Husbandry

Obsolete: Cloning

Cheaper Unique Buildings: India Empire

Special Abilities

+1 Food with Corn (Fatten them Up)
+1 Food with Assembly Line (Mechanical Slaughter House)
+1 Food with Refrigeration (Keeps Meet Cold)
+1 Gold, +1 Food, +1 Unhealthiness with Corporation (Fast Food)
+1 Food, +1 Unhealthiness with Medicine (Growth Hormones)


----

Homing Pigeon Coop
Cost: 130
Unhealthiness: +1 (Animal Poop)
Espionage: +5 (Sending Messages)

Requires: Animal Husbandry, Writing

Obsolete: Telegraph

Special Abilities

Can turn 1 Citizen into Spy.


----

Parrot Aviary
Cost: 130
Unhealthiness: +1 (Animal Poop)
Happiness: +1 (Pet)
Gold: +1 (Feathers)

Requires: Trade

Obsolete: Ecology

Cheaper Unique Buildings: Aztec Empire, Maya Empire

Special Abilities

+1 happy with Writing (Talking Parrots)
+1 happy with Biology
+1 Gold with Tourism


----

Turkey Farm
Cost: 130
Unhealthiness: +1 (Animal Poop)
Food: +1 (Meat)
Gold: +1 (Feathers)

Requires: Trade

Obsolete: Cloning

Cheaper Unique Buildings: Aztec Empire, Maya Empire, Native American Empire, Iroquois Empire, American Empire

Special Abilities

+1 Food with Corn (Fatten them Up)
+1 Food with Assembly Line (Mechanical Slaughter House)
+1 Food with Refrigeration (Keeps Meet Cold)
+1 Gold, +1 Food, +1 Unhealthiness with Corporation (Fast Food)
+1 Food, +1 Unhealthiness with Medicine (Growth Hormones)


----

Duck and Goose Farm
Cost: 130
Unhealthiness: +1 (Animal Poop)
Food: +2 (Meat and Eggs)
Gold: +1 (Feathers)

Requires: Animal Husbandry, River City

Obsolete: Agricultural Engineering

Special Abilities

+1 Food with Corn (Fatten them Up)
+1 Food with Assembly Line (Mechanical Slaughter House)
+1 Food with Refrigeration (Keeps Meet Cold)
+1 Food, +1 Unhealthiness with Medicine (Growth Hormones)


----

Cormorant (http://en.wikipedia.org/wiki/Cormorant_fishing) Trainer
Cost: 130
Unhealthiness: +1 (Animal Poop)
Food: +2 Food

Requires: Animal Husbandry, Fishing, Coastal City

Obsolete: Screw Propeller

Cheaper Unique Buildings: China Empire, Japan Empire

Special Abilities

+5% Food with Fish.
+1 Gold with Tourism


----

Rabbit Hutch
Cost: 130
Unhealthiness: +1 (Animal Poop)
Happiness: +1 (Pet)
Food: +1 (Yes you can eat them too)

Requires: Biology

Obsolete: Gene Manipulation

Special Abilities

Produces Wool Resource. (Angora Rabbits)
+5% Science with Modern Physics


----

Rodent Breeder (Mice, Rats, Hamster and Gerbils)
Cost: 130
Unhealthiness: +1 (Animal Poop)
Happiness: +1 (Pet)

Requires: Biology

Obsolete: Gene Manipulation

Special Abilities

+5% science with Modern Physics


----

Rat Shrine
Cost: 50
Happiness: +1

Requires: Hinduism, Rodent Breeder

Obsolete: Gene Manipulation

Special Abilities

+5% culture
+1 Gold with Tourism


----

Guinea Pig Farm
Cost: 130
Unhealthiness: +1 (Animal Poop)
Happiness: +1 (Pet)
Food: +1 (The Inca originally ate them for food, not pets)

Requires: Animal Husbandry

Obsolete: Gene Manipulation

Cheaper Unique Buildings: Inca Empire

Special Abilities

+5% Science with Modern Physics
+1 Food with Corn (Fatten them Up)


----

Koi Pond
Cost: 100
Happiness: +1
Culture: +1

Requires: Fishing, Animal Husbandry, Buddhism

Obsolete: Aquaculture

Cheaper Unique Buildings: Japanese Empire

Special Abilities

+ happy with Pacifism
+1 Gold with Tourism


----

Bear Trainer
Cost: 200
Unhealthiness: +1 (Animal Poop)
Happiness: +1
Culture: +1

Requires: Animal Husbandry, Music

Obsolete: Ecology

Cheaper Unique Buildings: German Empire, Russian Empire

Special Abilities

+5% Gold
+1 happy with Biology
+1 Gold with Motion Pictures (Animal Actor)


----

Snake Charmer
Cost: 200
Unhealthiness: +1 (Animal Poop)
Happiness: +1
Culture: +1

Requires: Animal Husbandry, Music

Obsolete: Motion Pictures

Cheaper Unique Buildings: Egypt Empire, Persian Empire, India Empire

Special Abilities

+5% Gold
+1 happy with Biology


----

Snake Shrine
Cost: 50
Happiness: +1

Requires: Kemetism, Snake Charmer

Obsolete: Motion Pictures

Special Abilities

+5% Culture


----

Dog Breeder
Cost: 200
Unhealthiness: +1 (Animal Poop)
Happiness: +1 (Pets)
Production: +1 (Work Dogs)
Health: +1 (Removing Vermin)
Culture: +1 (Show Dogs)
Espionage: +1 (Guard Dogs)

Requires: Animal Husbandry

Obsolete: Artificial Evolution

Special Abilities

+1 Production with Sheep (Sheep Dogs)
+1 Production with Cows (Cattle Dogs)
+1 Food with Deer (Hunting Dogs)
+1 Gold (Sled Dogs)
+1 Health with Medicine (Seeing Eye Dog / Assistant Dog)
+10% Production for Dog Units
+1 Espionage after discovery of Marxism Tech. (Police Animal)
+1 Gold with Motion Pictures (Animal Actor)


----

Monkey Breeder
Cost: 500
Unhealthiness: +1 (Animal Poop)
Happiness: +1
Culture: +1
Commerce: +1

Requires: Animal Husbandry, Music

Obsolete: Ecological Engineering

Special Abilities

+5% gold with Biology (Organ Grinder Monkey, Circus Monkey and Zoo Monkey)
+5% health with Medicine (Assistant Monkey)
+5% science with Modern Physics (Lab Monkey)
+5% Production Speed for Stasis Chamber (Space Monkey)
+1 happy with Biology
+1 Gold with Motion Pictures (Animal Actor)
+1 Gold with Tourism


----

Monkey Shrine
Cost: 50
Happiness: +1

Requires: Hinduism, Monkey Breeder

Obsolete: Ecological Engineering

Special Abilities

+5% culture
+1 Gold with Tourism


----



Many of these buildings are very redundant. Often times, farms had more than one of these animals at a time. Chicken coops were common on many farms, as were cows and pigs. Of course, modern farms are much different, but they aren't even represented here. I think the list here should be greatly condensed, and here's my idea's:

Small Farm:
Cost: 120
Requires: Agriculture
Employs 1 Citizen
+2 :food:
+1 :gold:
+25% Trade Route Yield
+1:food: with Animal Husbandry
Obsolete with Aristocracy
Upgrade to Pasture
Built 50% Faster with Slavery

Pasture:
Cost: 235
Requires: Calendar
Employs 2 Citizens
Requires Cow, or Sheep, or Pig in City Vicinity
+1 :yuck:
+4:food:
+1 :gold:
+35% Trade Route Yield
+1:food: with Canal Systems
+1:food: with Weather Lore
+1 :health: with Sanitation
Obsolete With Education
Upgrades to Plantation
Built 50% Faster with Slavery

Plantation:
Requires: 400
Requires: Guilds, Agricultural Tools
Employs 4 Citizens
Requires Corn, or Wheat, or Rice, or Banana, or Wine, or Sugar, or Dye in City Vicinity
+1 Free Noble Specialist
+1 Unhappiness
+2 :yuck:
+8 :food:
+3:gold:
+50% Trade Route Yield
+1:food: with Weather Forecasts
+1:gold: with Banking
+1:hammers: with Algebra
+1:health: with Education
Upgrades to Corporate Farm
Obsolete With Realism
Built 50% Faster with Slavery
Built 25% Faster if the City has an Estate

Corporate Farm:
Requires 675
Requires: Corporation, Biology
Employs 4 Citizens
+1 Free Merchant
+2 unhappiness
+3:yuck:
+12:food:
+6:gold:
+3:hammers:
+1:health: with Medicine
+1:food: with Medicine
+1:food: with Agricultural Engineering
+1:food: with Refrigeration
+1:gold: with Refrigeration
Built 50% Faster with Corporate
Built 10% Faster with Free Market
Upgrades to Vertical Farm I
+1 happy with Corporate
+4 unhappiness with Communist
+1 :hammers: with Machine Tools
+1 :food: with Machine Tools
+1:gold: with Computers

I rather like the Pet and RePet shops, so I will keep them as is. The rest are just too redundant.

Pet Shop
Cost: 500
Happiness: +1
Culture: +1
Commerce: +1

Requires: Biology

Obsolete: Cloning

Special Abilities

+5% Gold with Fish Resource.
Upgrades to RePet Store.


----

RePet Store
Cost: 1000
Happiness: +2
Culture: +2
Commerce: +2

Requires: Cloning Laboratory

Special Abilities

Upgrades Pet Shop.


Also note, when I say a building "employs" X amount of citizens, it means those citizens can no longer work tiles, they are used up in running the building. It's a new modifier Dom Pedro II added, that I plan on stealin..erm..borrowing.

NBAfan
Nov 30, 2009, 12:02 PM
I like your buildings Afforess. I think HydromancerX's list is a little overkill.;) Also note, when I say a building "employs" X amount of citizens, it means those citizens can no longer work tiles, they are used up in running the building. It's a new modifier Dom Pedro II added, that I plan on stealin..erm..borrowing. This is cool, it helps balance the buildings.

Dancing Hoskuld
Nov 30, 2009, 01:16 PM
Also note, when I say a building "employs" X amount of citizens, it means those citizens can no longer work tiles, they are used up in running the building. It's a new modifier Dom Pedro II added, that I plan on stealin..erm..borrowing.

It's not stealing, and borrowing suggests you will give it back. Reusing is the current technical term and it is environmentally friendly too. :)

There are a couple of buildings in HydromancerX that I could build as part of my subdue animals mod, which is on hold. Which will mean that they become special buildings and should not overwhelm the player. IE they will only be able to be built by captured animals. So HydromancerX may get the buildings yet just not where he thought they would be :)

Afforess
Nov 30, 2009, 01:23 PM
It's not stealing, and borrowing suggests you will give it back. Reusing is the current technical term and it is environmentally friendly too. :)


Lol. If Dom Pedro II ever sees my sources... :lol:

I've changed his code so much, he might hardly recognize some of it.

Recycling code is easier... ;)

Dancing Hoskuld
Nov 30, 2009, 01:29 PM
Lol. If Dom Pedro II ever sees my sources... :lol:

I've changed his code so much, he might hardly recognize some of it.

Recycling code is easier... ;)

Yea, I made a couple of minor speed improvements to the WarriorsOfGod mod before coffee this morning. They only work because it is modular.

AncientSion
Nov 30, 2009, 02:10 PM
Well dont you think the "needs x pop" settings are kind of extreme ?
The huge farm requires 4 pop but only gives 10 - 13 food and like no hammers or commerce. By the time you can get a building for 600 hammers, all your tiles will likely give 5 food or 5 hammers plus commerce EACH.
So basicly, you are trading 15 units (food, hammer, commerce) for a potential of about 25 units if those workers would actually work a tile. This is excluding boni.

In my opinion, most buildings, and that includes those you did add in your dawn mod, should get less static but more percentage-based modifiers. That way they will be useful for small cities (fixed boni) but be useful for huge cities (percentage adds) as well.


For example, your tier 4 farm should probably add a fixed 2 food per worker requirement (i.e. 8 if you want it to take 4 workers), 1 hammer per worker AND THEN on top of it a 10 % food bonus in total. After all, you will invest a bunch of turns construction it, even a huge city will take like 8+ turns, less if you have the corporate, but still a long time.

Unless these 4 get a huge boost (like i suggested, or something else) i wouldnt bother building them. Not for 600 hammers and decreased city effience.

?

Afforess
Nov 30, 2009, 02:54 PM
Well dont you think the "needs x pop" settings are kind of extreme ?

I rather like them, otherwise the buildings become way too extreme. The Future-era buildings don't require any population.


The huge farm requires 4 pop but only gives 10 - 13 food and like no hammers or commerce. By the time you can get a building for 600 hammers, all your tiles will likely give 5 food or 5 hammers plus commerce EACH.

True. I boosted the last two buildings. The Plantation gives 1 more food than before, the Corporate Farm 3 more food, one more hammer, and one more commerce.


So basicly, you are trading 15 units (food, hammer, commerce) for a potential of about 25 units if those workers would actually work a tile. This is excluding boni.

Your assuming that the city hasn't used up all the tiles. If the city is already full, these buildings would help them grow even bigger.



In my opinion, most buildings, and that includes those you did add in your dawn mod, should get less static but more percentage-based modifiers. That way they will be useful for small cities (fixed boni) but be useful for huge cities (percentage adds) as well.

I try to use dynamic modifiers when I think they are needed. In this case, it doesn't make sense. Why would a farm in a large city produce more food than a farm in a smaller city?



For example, your tier 4 farm should probably add a fixed 2 food per worker requirement (i.e. 8 if you want it to take 4 workers), 1 hammer per worker AND THEN on top of it a 10 % food bonus in total. After all, you will invest a bunch of turns construction it, even a huge city will take like 8+ turns, less if you have the corporate, but still a long time.

If you're running Free Market, the hammer price is reduced by 10%, and 50% if you're using Corporate.


Unless these 4 get a huge boost (like i suggested, or something else) i wouldnt bother building them. Not for 600 hammers and decreased city effience.
I'm sure the AI wouldn't mind you taking a hit like that. ;)

In all honesty though, I appreciate the criticism. I re-looked over the buildings, and I do tend to put buildings on the weak side. I boosted them some. If you have ideas for other techs or civics that should modify the buildings, I'm open to suggestions.

AncientSion
Nov 30, 2009, 03:22 PM
What i did not take into consideration is indeed the fact that, once all tiles are worked, these buildings can be worked using citizen. Im unsure if it would actually be better to have 4 priests than have them work the tier 4 farm, since basicly you would be trading hammers for food. Each priest would do 2 hammers and some gold, so probably you would have a bit more "effiency" if working the farm instead of using priests (if food and hammers are weighted alike).

However, i still see a small problem with that logic.
I agree to some extend as that above, but on the other hand, your dawn mod incorporates the increased city radius and that way even cities with a pop of 30 will not run out of tiles to work on.
Basicly, even my city with 30 pop is LIKELY better off working on ocean tiles (i.e. no improvements) than working the tier 4 farm. The most basic problem is the amount of hammers your farm gives. Lets be honest, tier 4 gives 3 hammers, perhaps 4 hammers. Now, what are 4 hammers ? Thats like nothing. 4 hammers is definitly useless. I can get 4 hammers just by having a single engineer or by working a hill. Giving this building 3-4 hammers looks something like "well lets beef it up with lots of abilities, even though even the sum of them dont matter, just to make it look 1337".
I would suggest cutting the hammers entirely and beefing up some other bonus, likely even more food. That, or make them require 1/1/2/3 citizen per tier.
Then again, i would as well suggest altering the fixed food bonus to more a refinery bonus, i.e. + x % food per fruit you have in your pool, but then it would be too similar to the Cannery (which is godly, and costs only 400!).


Of course im just theorizing, it may well be possibly that those farms work really well in actual gameplay. What i like most is the increased trade yield. Hope you mind me caring about this.

Have your tried your tier 1/2 farm in actual gameplay yet, or is it brainstorming only ?


btw. I love RoM and i even more love your dawn beta.

Afforess
Nov 30, 2009, 03:45 PM
However, i still see a small problem with that logic.
I agree to some extend as that above, but on the other hand, your dawn mod incorporates the increased city radius and that way even cities with a pop of 30 will not run out of tiles to work on.
Basicly, even my city with 30 pop is LIKELY better off working on ocean tiles (i.e. no improvements) than working the tier 4 farm.

Ocean tiles give what, +3 food and + 3 gold, right? Let's do the math, shall we?

Stacked Up Yield to Yield:

Ocean : Corporate Farm
Food: 12 == 12
Gold: 12 > 9
Production: 0 < 3
Cost: 0 << 675
unhealthiness 0 < 3
unhappiness 0 < 2
So yes, initially, the Corporate Farm is worse than the ocean tiles. But Early Adopters always get shafted, eh? Let's compare them later in the game, assuming you're in the modern era now:

Ocean : Corporate Farm
Food: 12 < 16
Gold: 12 > 11
Production: 0 < 4
Cost: 0 << 675
unhealthiness 0 < 2
unhappiness 0 < 2Now the Corporate Farm is better with food, has one more hammer, almost as good with gold, and slightly healthier.

It's still an iffy buy, but if you switch to corporate, it becomes much cheaper.


The most basic problem is the amount of hammers your farm gives. Lets be honest, tier 4 gives 3 hammers, perhaps 4 hammers. Now, what are 4 hammers ? Thats like nothing. 4 hammers is definitly useless. I can get 4 hammers just by having a single engineer or by working a hill. Giving this building 3-4 hammers looks something like "well lets beef it up with lots of abilities, even though even the sum of them dont matter, just to make it look 1337".

Lol. I think that 4 hammers in the late game ends up usually being more like 10 hammers because of all the buildings that boost hammer yields. 10 Hammers is a few turns shaved off builds, no quibbling matter.


the Cannery...which is godly

Which I tried to avoid doing. Making buildings that are uber-powerful is just unbalances the game.


Have your tried your tier 1/2 farm in actual gameplay yet, or is it brainstorming only ?


This is all brainstorming.

Hydromancerx
Nov 30, 2009, 05:25 PM
[post removed]

Afforess
Nov 30, 2009, 05:27 PM
Also you said once I fixed it that it was more interesting ...

That doesn't mean it's not complete overkill. 50 buildings is a extreme, especially since they all occur around the same time. I'd get complaints about them, believe me.


Just pleeese pleeeese pleeese make this mod the way I asked! :please::bowdown::worship::eek2:


Perfection is achieved, not when there is nothing more to add, but when there is nothing left to take away.

Hydromancerx
Nov 30, 2009, 05:41 PM
[post removed]

Afforess
Nov 30, 2009, 06:04 PM
EDIT: This one means the most to me out of all the other mod because I took lots of time and effort to get it just right. Unlike most mods I suggested I do not really care too much about what the stats are from them and usually do not have a problem when you or other modders change them. However in this case I really do want to have it made the way I posted. Its the closest I can get to saying "this is my mod". Please do not take that privilege away from me after saying you would. :(

I'm glad you edited your post, because I wasn't even going to give it a response otherwise.

I do this out of the kindness of my heart. I am not paid by Firaxis, or any other company. I have a life, am a student, and have other things I can be doing. Trying to guilt me into things I don't want to do is not appreciated. I can do whatever I please, TYVM.


That said, I think I'll include these buildings into the Farming Mod, not the Domesticated Animals mod.

os79
Nov 30, 2009, 06:19 PM
Talk about techs...

Please be very sslllllllooowwwww about adding techs. I just wasted a complete day on Snail autoplay to make new turn incrememnts. If you add in more techs, it potentially can distort my new turn increment mod :). It is now in Industrial Era (Autoplay game). The new turn increments I have so far looks a lot better! I suspect the reason the old system fail is because of new Transhuman techs or new techs you added in :).

Hydromancerx
Nov 30, 2009, 07:07 PM
[post removed]

Afforess
Nov 30, 2009, 07:28 PM
But perhaps I have been getting to involved in this modding community.

It's not that. Often times, you're suggestions are valuable, and motivate most of us to create new buildings. I'm sure you've noticed, but your "touch" can be seen on almost every RoM modmoder's work.

However, demands cross a sacred line. This community is built on sharing ideas and work, but the chief problem here is that there is about 100-200 people here that do work, and 1000's that share ideas. We generally don't mind creating and turning your ideas into reality, but when you demand that we make something, it's more than likely we'll just ignore you.

If you want something done right do it yourself.

civ_king
Nov 30, 2009, 08:01 PM
1) production boni stack for these buildings right?
2) I noticed they increase trade route yields EXCEPT corporate farm

I look forward to testing this, zaijian (see you again)

Afforess
Nov 30, 2009, 08:11 PM
1) production boni stack for these buildings right?

Yes, as long as the building is not obsolete.


2) I noticed they increase trade route yields EXCEPT corporate farm


Intentional.

Supercheese
Nov 30, 2009, 08:49 PM
Nevermind, please ignore this post... Wish there was a delete button! :crazyeye:

Snofru1
Dec 01, 2009, 03:16 AM
Great ideas from both Hydromancerx and Afforess (IMHO)! Domesticated animals are great and reducing the buildings to numbers I can handle is even better.

Please continue with your excellent work, both of you! Life is about compromises, isnīt it?

Hydromancerx
Dec 01, 2009, 03:19 AM
I'll finish the Domesticated Animals mod under a few conditions:

All the buttons, you need to make them. Buttons are 64x64 dds DTX3 files. I make them into dds files with DXTBMP (http://www.brothersoft.com/dxtbmp-71327.html).

If you need specific help in that area, look at my buttons, and PM me.

Also, once the buttons are done, you also need to add all the text. I'll give you the empty text file with all the references, and I'll fill in one as an example. The rest will have to be done by you.

Do both of those things, and I will finish it.

Afforess

Here is all the icons except for the pet shop and clone pet shop. I was not sure what to put for them. If they do not get included in the pack because of this I understand.

See attachment for the 64x64 dds icons. I think I did them right. If not I have the jpg version still saved on my computer.

Afforess
Dec 01, 2009, 05:36 AM
Here is all the icons except for the pet shop and clone pet shop. I was not sure what to put for them. If they do not get included in the pack because of this I understand.

See attachment for the 64x64 dds icons. I think I did them right. If not I have the jpg version still saved on my computer.

Yep, their perfect. Thanks, that's usually an hour of my time...

Hydromancerx
Dec 01, 2009, 05:42 AM
Yep, their perfect. Thanks, that's usually an hour of my time...

Yeah I understand. I wen through like 3 versions. Version one had icons from Zoo Tycoon 2 but they looked bad. Then I tried getting 3D model pictures from online 3D mesh selller but they did not have all the animals I needed. So I ended up trying to find the best looking animals with white backgrounds. The only one I am not that happy with is the oxen. I may ask it to be updated in the future if I find a better image. In short it took me a few hours of searching, but the making of them was not hard at all.

Afforess
Dec 01, 2009, 06:54 AM
Yeah I understand. I wen through like 3 versions. Version one had icons from Zoo Tycoon 2 but they looked bad. Then I tried getting 3D model pictures from online 3D mesh selller but they did not have all the animals I needed. So I ended up trying to find the best looking animals with white backgrounds. The only one I am not that happy with is the oxen. I may ask it to be updated in the future if I find a better image. In short it took me a few hours of searching, but the making of them was not hard at all.

Yeah, getting the right icons can be a real pain. I hate making icons, and I have so many...

Afforess
Dec 01, 2009, 12:40 PM
Okay, here's the game text. A general note about text in civ4, you can bold text by using and tags. If you need to indent, use a [TAB] , and if you need a newline, use [NEWLINE].

The file itself should be fairly self-explanatory, I filled in some for the horse farm so you can see what it should look like.

235958

Hydromancerx
Dec 01, 2009, 05:21 PM
Okay, here's the game text. A general note about text in civ4, you can bold text by using and tags. If you need to indent, use a :):):):):) , and if you need a newline, use [NEWLINE].

The file itself should be fairly self-explanatory, I filled in some for the horse farm so you can see what it should look like.

235958

Awesome! Thanks! This gives me some more control over the mods i request as well as takes off some of the work from you. I see this as a win win for both of us.

Afforess
Dec 01, 2009, 05:26 PM
Awesome! Thanks! This gives me some more control over the mods i request as well as takes off some of the work from you. I see this as a win win for both of us.

Yeah, I have no problem sharing the workload. ;)

If you find any graphics you like for the building in the graphics forum, just post links here. If not, they'll all get empty graphics.

Hydromancerx
Dec 01, 2009, 06:35 PM
Yeah, I have no problem sharing the workload. ;)

If you find any graphics you like for the building in the graphics forum, just post links here. If not, they'll all get empty graphics.

That's fine. Most do not need buildings except for maybe the shrines and/or pet shops.

Afforess
Dec 01, 2009, 06:42 PM
I was planning to include the pet shops to the Zoology modmod, as another addition.

Dancing Hoskuld
Dec 01, 2009, 06:48 PM
Personally I think the shrines should be attached to religions not civs. So Hindi gets all, Amen-Ra (I can never remember the new name, I keep thinking of a frog) gets cats; Assen/Asatu gets wolf/dog and bear; and so on... there my personal spanner is now thrown in the works :)

Afforess
Dec 01, 2009, 06:56 PM
Personally I think the shrines should be attached to religions not civs. So Hindi gets all, Amen-Ra (I can never remember the new name, I keep thinking of a frog) gets cats; Assen/Asatu gets wolf/dog and bear; and so on... there my personal spanner is now thrown in the works :)

Oh...Great, thanks... It's okay, the works wasn't operating very well to begin with. I believe the spanner got caught in-between the cogs "I don't feel like changing them now" and "I haven't played with your extra religions...yet."

I did condense the shrines into two shrines though, one for Kemetism and one for Hinduism.

JaeChunDaeSung
Dec 01, 2009, 07:34 PM
Way to reference The Sixth Day with RePets, lol (I might be back). I'll have to agree that too much micromanagement can be meticulous. With the heap I'm running it on, I'm barely able to go through a whole session with Afforess' mods.

Afforess
Dec 01, 2009, 07:46 PM
Way to reference The Sixth Day with RePets, lol (I might be back).

It was a pretty decent movie, and the concept was interesting. I was hoping someone else had a social life and noticed. :lol:


I'll have to agree that too much micromanagement can be meticulous. With the heap I'm running it on, I'm barely able to go through a whole session with Afforess' mods.

Mmmhm. Good thing I have checkboxes for components, then, eh?

JaeChunDaeSung
Dec 01, 2009, 08:12 PM
Sure did notice. Speaking of social, I'd been watching a documentary on the weird story of how the Governator even managed to reach the position of power he's in. I'm indifferent to it really because I don't live in California, but I do have appreciation and good, respectful humor of Jesse Ventura when he was "The Governing Body" of Minnesota.


Mmmhm. Good thing I have checkboxes for components, then, eh?

Ab-so-lutley!

Hydromancerx
Dec 01, 2009, 08:35 PM
@Afforess

Okay, here's the game text. A general note about text in civ4, you can bold text by using and tags. If you need to indent, use a , and if you need a newline, use [NEWLINE].

The file itself should be fairly self-explanatory, I filled in some for the horse farm so you can see what it should look like.

235958

Here is the game text. I noticed that some buildings were missing so I added text fields for them. Also there is now the "Hindu Animal Shrine" and "Kemetric Animal Shrine" instead of all the separate animal shrines (ex. Cat Shrine, Cow Shrine, Rat Shrine, etc).

See attachment.

Afforess
Dec 01, 2009, 08:48 PM
@Afforess



Here is the game text. I noticed that some buildings were missing so I added text fields for them. Also there is now the "Hindu Animal Shrine" and "Kemetric Animal Shrine" instead of all the separate animal shrines (ex. Cat Shrine, Cow Shrine, Rat Shrine, etc).

See attachment.

Okay, thanks. I'll see if I can't rush a copy to you by tomorrow.

Hydromancerx
Dec 01, 2009, 08:49 PM
Personally I think the shrines should be attached to religions not civs. So Hindi gets all, Amen-Ra (I can never remember the new name, I keep thinking of a frog) gets cats; Assen/Asatu gets wolf/dog and bear; and so on... there my personal spanner is now thrown in the works :)
Oh...Great, thanks... It's okay, the works wasn't operating very well to begin with. I believe the spanner got caught in-between the cogs "I don't feel like changing them now" and "I haven't played with your extra religions...yet."

I did condense the shrines into two shrines though, one for Kemetism and one for Hinduism.

If we are going to do that perhaps other religions should get "Animal Shrines". Examples ...

- Nagualism could worship Snakes, Parrots, Jaguars, etc

- Zoroastrianism could worship Bulls and Goats for sacrifice.

- And whichever religion fits best with the Chinese Zodiac.

Afforess
Dec 01, 2009, 08:59 PM
If we are going to do that perhaps other religions should get "Animal Shrines". Examples ...

- Nagualism could worship Snakes, Parrots, Jaguars, etc

- Zoroastrianism could worship Bulls and Goats for sacrifice.

- And whichever religion fits best with the Chinese Zodiac.

If you're going to do that, I'd branch it off as a completely separate modmod.

Supercheese
Dec 01, 2009, 09:40 PM
Ab-so-lutley!

Wow, I totally heard the Terran Siege Tank voice when I read that... I have clearly played too much Starcraft :crazyeye:.

[/offtopic]

Hydromancerx
Dec 01, 2009, 09:43 PM
If you're going to do that, I'd branch it off as a completely separate modmod.

That's what I am thinking. Perhaps you could take out the Hindu and Kemetric shrines from the animal mod.

I will help work on the text and icons for the diffrent shrines if you want me to to make it as a separate mod.

Afforess
Dec 01, 2009, 09:52 PM
Sure did notice. Speaking of social, I'd been watching a documentary on the weird story of how the Governator even managed to reach the position of power he's in. I'm indifferent to it really because I don't live in California, but I do have appreciation and good, respectful humor of Jesse Ventura when he was "The Governing Body" of Minnesota.

The Governator...Lol.

I have a Canadian running my state.

That's what I am thinking. Perhaps you could take out the Hindu and Kemetric shrines from the animal mod.

I will help work on the text and icons for the diffrent shrines if you want me to to make it as a separate mod.

Yeah. Why don't you outline them too? You can outline AAranda's religion shrines too, I can throw some dependency tags in.

Hydromancerx
Dec 01, 2009, 10:20 PM
Yeah. Why don't you outline them too? You can outline AAranda's religion shrines too, I can throw some dependency tags in.


Shrine Pack

Hindu Animal Shrine
Cost: 50
Happiness: +1

Req Religion: Hinduism

Obsolete: ?

Special Abilities


* +5% Culture
* +1 Happiness with Elephants
* +1 Happiness with Cows
* +1 Gold with Tourism


Example Animals: Cow, Elephant, Rat, Monkey

-----

Kemetric Animal Shrine
Cost: 50
Happiness: +1

Req Religion: Kemetricism

Obsolete: ?

Special Abilities


* +5% Culture
* +1 Gold with Tourism


Example Animals: Cat, Snake, Ibis, Jackal

-----

Nagualic Animal Shrine
Cost: 50
Happiness: +1

Req Religion: Nagualism

Obsolete: ?

Special Abilities


* +5% Culture
* +1 Gold with Tourism


Example Animals: Jaguar, Snake, Monkey, Parrot, Feathered Serpent

-----

Zoroastrianic Animal Shrine
Cost: 50
Happiness: +1

Req Religion: Zoroastrianism

Obsolete: ?

Special Abilities


* +5% Culture
* +1 Happiness with Cows
* +1 Happiness with Sheep
* +1 Gold with Tourism


Example Animals: Bull, Goat

-----

Animistic Animal Shrine
Cost: 50
Happiness: +1

Req Religion: Animistism

Obsolete: ?

Special Abilities


* +5% Culture
* +1 Gold with Tourism


Example Animals: Any animal depending upon what region of the world.

-----

Druidic Animal Shrine
Cost: 50
Happiness: +1

Req Religion: Druidism

Obsolete: ?

Special Abilities


* +5% Culture
* +1 Happiness with Deer
* +1 Happiness with Fur
* +1 Gold with Tourism


Example Animals: Deer, Wolf, Raven

-----

Asatru Animal Shrine
Cost: 50
Happiness: +1

Req Religion: Asatru

Obsolete: ?

Special Abilities


* +5% Culture
* +1 Gold with Tourism


Example Animals: Bear, Wolf, Raven

-----

Shinto Animal Shrine
Cost: 50
Happiness: +1

Req Religion: Shintoism

Obsolete: ?

Special Abilities


* +5% Culture
* +1 Gold with Tourism


Example Animals: Tiger, Crane, Dragon, Monkey, Mantis, Oxen, Rat, Sheep, Rooster, Pig, Dog, Rabbit, Tanuki

-----

I am not sure if we should require some of the animal buildings or not.

Also I am not sure how to make them each unique from each other.

I started on the text for t but will not continue until these things are all worked out.

Afforess
Dec 01, 2009, 10:23 PM
Also I am not sure how to make them each unique from each other.


That should be a big red flag. If buildings are too similar or identical with out any real way of distinguishing from one another, it means they need to be consolidated. Perhaps one shrine for all religions will work instead of 10+. We can have it require the state religion in the city, that way no atheists can build them.

Hydromancerx
Dec 01, 2009, 10:34 PM
That should be a big red flag. If buildings are too similar or identical with out any real way of distinguishing from one another, it means they need to be consolidated. Perhaps one shrine for all religions will work instead of 10+. We can have it require the state religion in the city, that way no atheists can build them.

I do not think al relgions should have it. How about this ....

Animal Shrine
Cost: 50
Happiness: +1

Req State Religion: Hinduism OR Kemeticism OR Nagualism OR Zoroastrianism OR Animistism OR Druidism OR Asatru OR Shintoism

Req Tech: Animal Husbandry, Preisthood, Aesthetics

Obsolete: ?

Special Abilities


+5% Culture
+1 Happiness with Cow
+1 Happiness with Deer
+1 Happiness with Elephant
+1 Happiness with Fish
+1 Happiness with Fur
+1 Happiness with Horse
+1 Happiness with Pig
+1 Happiness with Sheep
+1 Happiness with Whale
+5% Culture
+1 Gold with Tourism


-------

This way its a general shrine for any "local" animal. Because real the culture now would start making up its own myths about the local animals anyways. This also makes so the religions that would normally do this will do this.

And I still don't know if there should be an obsolete tech.

EDIT: I found the perfect image too.

http://www.summum.org/mummification/pets/gallery/oscar.jpg

Afforess
Dec 01, 2009, 10:42 PM
I do not think al relgions should have it. How about this ....

Animal Shrine
Cost: 50
Happiness: +1

Req State Religion: Hinduism OR Kemeticism OR Nagualism OR Zoroastrianism OR Animistism OR Druidism OR Asatru OR Shintoism

Req Tech: Animal Husbandry, Preisthood, Aesthetics

Obsolete: ?

Special Abilities


+5% Culture
+1 Happiness with Cow
+1 Happiness with Deer
+1 Happiness with Elephant
+1 Happiness with Fish
+1 Happiness with Fur
+1 Happiness with Horse
+1 Happiness with Pig
+1 Happiness with Sheep
+1 Happiness with Whale
+5% Culture
+1 Gold with Tourism


-------

This way its a general shrine for any "local" animal. Because real the culture now would start making up its own myths about the local animals anyways. This also makes so the religions that would normally do this will do this.

And I still don't know if there should be an obsolete tech.

Slow down... You're making up modifiers that don't even exist.

1.) There is only a tag to require one religion, not multiple OR religions. It would be easy to add though, so that is not a problem.

2.)When you say +1 Happiness with all those resources, you could get a +9 happiness shrine. Do you mean +1 Happiness with Cow OR Pig OR Sheep Or...?
But if that's the case, that modifier doesn't exist either... But, you could make it require those bonuses as a OR list, and make it give a +1 happiness.

Hydromancerx
Dec 01, 2009, 10:49 PM
Slow down... You're making up modifiers that don't even exist.

1.) There is only a tag to require one religion, not multiple OR religions. It would be easy to add though, so that is not a problem.

2.)When you say +1 Happiness with all those resources, you could get a +9 happiness shrine. Do you mean +1 Happiness with Cow OR Pig OR Sheep Or...?
But if that's the case, that modifier doesn't exist either... But, you could make it require those bonuses as a OR list, and make it give a +1 happiness.

1. Oh oops! I thought there was. Glad it is easy to add though.

2. I ment with each, not "OR". So yes if you had all of those then I guess it would be +9 happiness. Perhaps you should take off the general happiness and only if they have that animal resource.

And if possible could it be done if it only has an effect if its nearby like the refining buildings do? Such as +1 Happiness if Elephants are close by.

EDIT: Found it. From the "Resource Refinement" mod where resources give bonuses if they are in the "vicinity" of the city.

Dancing Hoskuld
Dec 01, 2009, 11:40 PM
I think I should have kept my spanner to myself! :lol:

Afforess
Dec 02, 2009, 06:49 AM
1. Oh oops! I thought there was. Glad it is easy to add though.

2. I ment with each, not "OR". So yes if you had all of those then I guess it would be +9 happiness. Perhaps you should take off the general happiness and only if they have that animal resource.

And if possible could it be done if it only has an effect if its nearby like the refining buildings do? Such as +1 Happiness if Elephants are close by.

EDIT: Found it. From the "Resource Refinement" mod where resources give bonuses if they are in the "vicinity" of the city.

Yeah, okay that works.

I think I should have kept my spanner to myself! :lol:

Too late, I think of the cogs is using it right now.

Afforess
Dec 02, 2009, 06:56 AM
Update:

With RoM 2.81 released, it may be a day or two longer before you get the stuff I promised, since Updating to RoM 2.81 is higher priority. ;)

Madd_Mugsy
Dec 02, 2009, 03:29 PM
I'd suggest dropping the unhealthy penalties due to "animal poop", at least for farm animals. Manure from farm animals is frequently used to fertilize farms. Hardly unhealthy, unless you have so many cattle together that you end up generating enough methane to cause a hole in the ozone layer to form :p

Not sure about fertilizing w/Elephant manure though. But it is good for something else: http://www.poopsenders.com/

;)

Hydromancerx
Dec 02, 2009, 05:41 PM
Update:

With RoM 2.81 released, it may be a day or two longer before you get the stuff I promised, since Updating to RoM 2.81 is higher priority. ;)

Ack ok. Just don't reject it again just because its been a couple days.

Hydromancerx
Dec 03, 2009, 03:32 AM
Small Farm:
Cost: 120
Requires: Agriculture
Employs 1 Citizen
+2 :food:
+1 :gold:
+25% Trade Route Yield
+1:food: with Animal Husbandry
Obsolete with Aristocracy
Upgrade to Pasture
Built 50% Faster with Slavery

Pasture:
Cost: 235
Requires: Calendar
Employs 2 Citizens
Requires Cow, or Sheep, or Pig in City Vicinity
+1 :yuck:
+4:food:
+1 :gold:
+35% Trade Route Yield
+1:food: with Canal Systems
+1:food: with Weather Lore
+1 :health: with Sanitation
Obsolete With Education
Upgrades to Plantation
Built 50% Faster with Slavery



If you are going to be adding these small farms to the "Farm Mod" I had some ideas from "Age of Empire 3" that might be cool to add.

For instance for a Unique Building for the Aztecs and Maya you could have ...

http://www.hanson-family.ws/aoe3/icons/nat_chinampa.gif
Chinampa
UB: Aztec, Maya (Replaces Small Farm)
Cost: 100
Requires: Agriculture
Employs 1 Citizen
+3 :food:
+1 :gold:
+25% Trade Route Yield
+1:food: with Animal Husbandry
Obsolete with Aristocracy
Upgrade to Great Chinampa
Built 50% Faster with Slavery

------------

http://www.hanson-family.ws/aoe3/icons/great_chinampa.gif
Great Chinampa
UB: Aztec, Maya (Replaces Pasture)
Cost: 200
Requires: Calendar
Employs 2 Citizens
+5:food:
+1 :gold:
+35% Trade Route Yield
+1:food: with Canal Systems
+1:food: with Weather Lore
+1 :health: with Sanitation
Obsolete With Education
Upgrades to Plantation
Built 50% Faster with Slavery

------------

Of course these might be better for a crop based farm building.

Afforess
Dec 03, 2009, 01:37 PM
Okay Hyrdomancerx, I've got a preliminary version that works. You need to put in your Afforess folder. It requires A New Dawn.

The buttons look off because they aren't quite right. After you make the 64x64, you need to put the edging around them. You also need to add the alpha channels. I'll upload a copy of what the edges should look like, the alpha channel to use, and what one proper button should look like.

Beta:
236128

Alpha Channel:
236129

Empty Button W/ Edgings:
236130

Proper Button:
236131

Supercheese
Dec 03, 2009, 02:37 PM
If y'all ever need help with buttons, or (more likely) you just feel lazy and would like someone else to do it, I've become rather proficient at creating buttons with the GIMP, using the wonderful buttonmaker3.xcf that someone on these forums posted (I can't seem to remember their name! :().

Hydromancerx
Dec 03, 2009, 05:07 PM
Okay Hyrdomancerx, I've got a preliminary version that works. You need to put in your Afforess folder. It requires A New Dawn.

The buttons look off because they aren't quite right. After you make the 64x64, you need to put the edging around them. You also need to add the alpha channels. I'll upload a copy of what the edges should look like, the alpha channel to use, and what one proper button should look like.

Beta:
236128

Alpha Channel:
236129

Empty Button W/ Edgings:
236130

Proper Button:
236131

Well why didn't ya say I had to put those in the beginning? I could have put those in when I was making them all in photoshop.

Hydromancerx
Dec 03, 2009, 07:29 PM
@Afforess

So i got the frame borders on all of them but i could not figure out how to do the alpha channel. How do I do that? Here are JPEGs of them framed at least. See Attachment.

Afforess
Dec 03, 2009, 07:31 PM
@Afforess

So i got the frame borders on all of them but i could not figure out how to do the alpha channel. How do I do that? Here are JPEGs of them framed at least. See Attachment.

You have to add the alpha channel when they are .dds's. I'm not a graphics expert... I just use DXTBMP to add them...

Hydromancerx
Dec 03, 2009, 07:36 PM
You have to add the alpha channel when they are .dds's. I'm not a graphics expert... I just use DXTBMP to add them...

Can you add alpha then? I can turn them into a DDS if you want. I use "DDS Converter 2" to do it. I just don't know how to add an alpha channel.

Afforess
Dec 03, 2009, 07:43 PM
Can you add alpha then? I can turn them into a DDS if you want. I use "DDS Converter 2" to do it. I just don't know how to add an alpha channel.

Yeah, I can.

Hydromancerx
Dec 03, 2009, 08:00 PM
Yeah, I can.

Thank you! :D

Hydromancerx
Dec 03, 2009, 08:30 PM
Okay Hyrdomancerx, I've got a preliminary version that works. You need to put in your Afforess folder. It requires A New Dawn.

Beta:
236128


I noticed it still had text data for the 2 animal shrines. Those should probably be taken out of the mod. Or at least replace it with a single Animal shrine like we talked about in previous posts. I am not sure if you want it in this mod or another mod.

Afforess
Dec 03, 2009, 08:47 PM
I noticed it still had text data for the 2 animal shrines. Those should probably be taken out of the mod. Or at least replace it with a single Animal shrine like we talked about in previous posts. I am not sure if you want it in this mod or another mod.

It's harmless... I don't know if Civ has garbage collection, but if it does, the text won't even get processed.

Afforess
Dec 03, 2009, 09:14 PM
Okay here's the slightly more up to date version. The buttons have yet to be corrected and there are missing buildings.

236188

Hydromancerx
Dec 04, 2009, 06:37 PM
@Afforess

After testing I noticed my animal icons stuck out to much with their white backgrounds in comparison to the other icons in civlopedia. So I found some better ones. I even took some icons form "Age of Empires 3". They still need to get an alpha layer and be turned into a dds. See attachment.

Supercheese
Dec 04, 2009, 07:15 PM
After testing I noticed my animal icons stuck out to much with their white backgrounds in comparison to the other icons in civlopedia. So I found some better ones. I even took some icons form "Age of Empires 3". They still need to get an alpha layer and be turned into a dds. See attachment.

I went ahead and turned them into .dds files, with proper transparency. It takes only ~19 mouse/keyboard actions for each file, so it's a pretty fast process. :)

Afforess
Dec 04, 2009, 07:19 PM
I went ahead and turned them into .dds files, with proper transparency. It takes only ~19 mouse/keyboard actions for each file, so it's a pretty fast process. :)

Awesome, thanks. Saved me a bit of trouble. ;)

Supercheese
Dec 04, 2009, 07:22 PM
Awesome, thanks. Saved me a bit of trouble. ;)

I'm always good for menial icon-work with the GIMP. Gives me another excuse to put off studying... :mischief:

Hydromancerx
Dec 04, 2009, 08:57 PM
Thank you Supercheese! :D

Hydromancerx
Dec 06, 2009, 08:13 PM
@Afforess

So what's the status of this? When can I check it over again?

Afforess
Dec 06, 2009, 08:16 PM
@Afforess

So what's the status of this? When can I check it over again?

I believe I fixed all the bugs you sent me, but I still need to add the missing 6 or 7 buildings.

This is my Exam week, things might go slow. However, after this week, no school, so I will be in a modding frenzy again.

Hydromancerx
Dec 06, 2009, 08:21 PM
I believe I fixed all the bugs you sent me, but I still need to add the missing 6 or 7 buildings.

This is my Exam week, things might go slow. However, after this week, no school, so I will be in a modding frenzy again.

Darn, i was worried about that. Oh well at least it will be done by Christmas I suppose.

Afforess
Dec 06, 2009, 08:26 PM
Darn, i was worried about that. Oh well at least it will be done by Christmas I suppose.

I get done with exams on the 11th, at noon, so you might get it that evening. ;)

Dancing Hoskuld
Dec 07, 2009, 01:11 AM
I get done with exams on the 11th, at noon, so you might get it that evening. ;)

What about the after exam party? You young whippersnappers don't seem to have your priorities right :mischief:

Afforess
Dec 07, 2009, 06:16 AM
What about the after exam party? You young whippersnappers don't seem to have your priorities right :mischief:

Exam party? I don't have time for such nonsense.

Actually, I miss most the parties, since one of my classes decided to be "awesome", and give me an exam on Friday, when most people are partying Thursday. I get to study. :(

civ_king
Dec 07, 2009, 10:25 PM
Exam party? I don't have time for such nonsense.

Actually, I miss most the parties, since one of my classes decided to be "awesome", and give me an exam on Friday, when most people are partying Thursday. I get to study. :(

:eek: what field are you studying again, maybe a little prank is in order

Afforess
Dec 11, 2009, 03:14 PM
Hydro, Here's the latest version. I doubt I will add/change anything unless there are bugs.
236971

Hydromancerx
Dec 11, 2009, 07:36 PM
Hydro, Here's the latest version. I doubt I will add/change anything unless there are bugs.
236971

I sent you back a PM with lots of bugs. Most were ones I pointed out before. Which mostly consist of production and food being swaped.

Afforess
Dec 11, 2009, 08:18 PM
I sent you back a PM with lots of bugs. Most were ones I pointed out before. Which mostly consist of production and food being swaped.

Updated
237005

Hydromancerx
Dec 12, 2009, 03:55 AM
Updated
237005

Ok I send you another PM. Only a few bugs this time. Much better. :goodjob:

Afforess
Dec 16, 2009, 11:13 PM
Here is the latest version. I fixed all the bugs except for the unhappiness with religion. I found out too late that the feature doesn't really exist. I think I could add it in python, but it wouldn't show up on the building like regular effects do, so it would be kinda hacky. It's a small compromise. Oh, I did add the Cormorant Trainer.237562

Hydromancerx
Dec 17, 2009, 12:14 AM
Here is the latest version. I fixed all the bugs except for the unhappiness with religion. I found out too late that the feature doesn't really exist. I think I could add it in python, but it wouldn't show up on the building like regular effects do, so it would be kinda hacky. It's a small compromise. Oh, I did add the Cormorant Trainer.237562

I did not expect the unhappiness with religion to work when I first posted but you said it could so I kept it in. So no problem. :D

Does the Cormorant Trainer require a Coastal City? If not please add.

In short all that needs to be fixed is The 2 Unique buildings for the elephants need to have the same stats as the normal building and you need to add unique buildings for the Parrot Aviary and the Turkey Farm. Other than that it looks great! :D

Thank you so much!! :):):)

Hydromancerx
Dec 17, 2009, 12:39 AM
Oh also I was noticing on the tech tree that its greeting crowded where it doesn't have to be. For instance ...

Animal Husbandry is very crowded but the "Llama & Alpaca Farm" could be moved to the less crowded Construction Tech. And the "Monkey Breeder" could be moved to "Music".

I also noticed that the Trade tech was very crowded. I am not sure where to move any of them too other then maybe moving the "Oxen Farm" back to Animal Husbandry if the other ones are moved. Also I could not find the "Turkey Farm" on the tech tree.

EDIT: If Trade is too crowded perhaps the parrot aviary could require calendar instead. Unless you can think of a better tech for it.

Afforess
Dec 17, 2009, 01:02 AM
Oh also I was noticing on the tech tree that its greeting crowded where it doesn't have to be. For instance ...

Animal Husbandry is very crowded but the "Llama & Alpaca Farm" could be moved to the less crowded Construction Tech. And the "Monkey Breeder" could be moved to "Music".

I also noticed that the Trade tech was very crowded. I am not sure where to move any of them too other then maybe moving the "Oxen Farm" back to Animal Husbandry if the other ones are moved. Also I could not find the "Turkey Farm" on the tech tree.

EDIT: If Trade is too crowded perhaps the parrot aviary could require calendar instead. Unless you can think of a better tech for it.


Okay, I'll make those changes. FYI, I just finished adding the 2 pet shops to the zoology buildings.

Hydromancerx
Dec 17, 2009, 01:38 AM
Okay, I'll make those changes. FYI, I just finished adding the 2 pet shops to the zoology buildings.

1. Cool!

2. Yay! Are you adding the Animal Test Lab too? It would be based on the Rodent Breeder but with whatever tweaks you thought it should have.

3. Are you going to add the unique unique buildings to the turkey and parrot buildings? I believe its Aztec and Mayan get the Parrot Aviary for half the cost. And America and Iroquois get the Turkey Farm for half the price.

4. Are you going toadd the Koi pond to the City Beautification mod? if not maybe you could add a "Zen Garden" that way you could have a combo of Koi Pond, Rock Garden, Bonsai Trees, etc all in one nice garden setting.

5. I have been testing the animal buildings in game and so far they are balanced for the early game since the are extremely expensive compared to all the other buildings. So spending hammers to build them will sacrifice other cheaper buildings you could have built. but since they last for such a long time I think they should balance out. In short I was expecting them to make the game too easy but it seems like it is having the opposite effect. Yay! Also all the unhealthiness from the animal dung adds up fast. Which gives health buildings more of a purpose.

Hydromancerx
Dec 17, 2009, 03:07 AM
After some in game Testing I have concluded that some animals should require resources. We already have ...

Horse Farm = Horse
Donkey Farm = Horse
Cow Farm = Cows
Oxen = Cows
Yak = Cows
Sheep Farm = Sheep
Goat Farm = Sheep
Pig Farm = Pigs
Elephant Trainer = Ivory
Reindeer Farm = Deer

... However I feel regional resources should require the other animals. Here are some ideas ...

Camel Farm = Incense (Both are found in the Desert)

Llama and Alpaca Farm = Potatoes (Both Originate from the Andes in South America)

Falconer = Wine (Both sort of are found in the same regions. Could not find any thing better)

Homing Pigeon Coop = Stone (Because they are called "Rock Doves" and orginally lived on rocky cliffs)

Chicken Farm = Spices (Both Originate from India)

Duck and Goose Farm = Lemons (Citrus like lemons grow in similar places that ducks and geese were domesticated such as in the Mediterranean or Asia)

Turkey Farm = Tobacco (Both originated from North America)

Parrot Aviary = Coffee (Both Coffee and Macaws originate from Central and South America)

Cormorant Trainer = Tea (Both originated in China)

Cat Breeder = Wheat (Because they were used to keep away the rodents near granaries)

Monkey Breeder = Banana (Both are found in the Jungle)

And the Dog Breeder would not need one because Dogs can be found everywhere.

What do you think?

civ_king
Dec 17, 2009, 05:29 PM
After some in game Testing I have concluded that some animals should require resources. We already have ...

Horse Farm = Horse
Donkey Farm = Horse
Cow Farm = Cows
Oxen = Cows
Yak = Cows
Sheep Farm = Sheep
Goat Farm = Sheep
Pig Farm = Pigs
Elephant Trainer = Ivory
Reindeer Farm = Deer

... However I feel regional resources should require the other animals. Here are some ideas ...

Camel Farm = Incense (Both are found in the Desert)

Llama and Alpaca Farm = Potatoes (Both Originate from the Andes in South America)

Falconer = Wine (Both sort of are found in the same regions. Could not find any thing better)

Homing Pigeon Coop = Stone (Because they are called "Rock Doves" and orginally lived on rocky cliffs)

Chicken Farm = Spices (Both Originate from India)

Duck and Goose Farm = Lemons (Citrus like lemons grow in similar places that ducks and geese were domesticated such as in the Mediterranean or Asia)

Turkey Farm = Tobacco (Both originated from North America)

Parrot Aviary = Coffee (Both Coffee and Macaws originate from Central and South America)

Cormorant Trainer = Tea (Both originated in China)

Cat Breeder = Wheat (Because they were used to keep away the rodents near granaries)

Monkey Breeder = Banana (Both are found in the Jungle)

And the Dog Breeder would not need one because Dogs can be found everywhere.

What do you think?
The Aztec and Maya should get a UB that givens more :food: and less of everything else

Hydromancerx
Dec 17, 2009, 09:56 PM
The Aztec and Maya should get a UB that givens more :food: and less of everything else

Why? If any empire got more food from dogs it should be the Koreans. ;)

Note that was a joke and not a request.

JaeChunDaeSung
Dec 18, 2009, 11:12 AM
And for the record. Though a silly joke, its rarely practiced, and its not just ALL dogs. It's a specific breed that's raised to eventually be eaten, but even then it's eaten as an aphrodisiac, which may very well be the same as other ethnic remedies made from animal parts or organs.

Hydromancerx
Dec 19, 2009, 04:22 AM
@Afforess

What's the status? Are the minor tweaks fixed so it can be put into AND?

My in game testing seems to show they work well. They are extremely hard to get early in the game and once in mid game when you can afford them your unhealthiness goes through the roof. This is yet another reason why the water mod will be so useful. Its only until much later that I can fight the unhealthiness effects. Also the landfill and other health wonders seems to be much more valuable now.

Oh also i think the resources i posted in the other post (http://forums.civfanatics.com/showpost.php?p=8734377&postcount=85) are a must for balance sake since getting so many buildings for nothing seems unbalanced.

Hydromancerx
Dec 21, 2009, 05:08 AM
After play testing some more I think the Horse Farm needs to have the Stable req removed since you can't seem to make it anymore if you upgrade to the Knights stable. Also I think the Camel should not requre the Bazaar anymore if we are going to change it to require incense.

Hydromancerx
Dec 30, 2009, 10:35 PM
@Afforess

Can you do an update so I can check it over? I do not want you to forget about this.

Afforess
Dec 31, 2009, 12:03 PM
Updated. The only known things I left out are some of the UB I never made, but I don't plan on adding those. Everything else should be fixed.
238883

Hydromancerx
Dec 31, 2009, 04:58 PM
Updated. The only known things I left out are some of the UB I never made, but I don't plan on adding those. Everything else should be fixed.
238883

This is looking great!! I only found 3 minor problems with the main buildings not having a resource requirement while the unique building did.

Camel Farm
General Camel Farm need Incense Req. The UB is fine.

Llama and Alpaca Farm
General Llama and Alpaca Farm need Potatoes Req. The UB is fine.

Cat Breeder
General Cat Breeder need Wheat Req. The UB is fine.

Just fix these 3 things and it will be done! :D And hopefully you can add it to A New Dawn. :D

Thank you so much!! :):):)

Hydro ~

Hydromancerx
Jan 02, 2010, 12:00 AM
So I was rethinking the Animal Shrine if you want to included it with this or the zoological buildings. How is this?

http://www.summum.org/mummification/pets/gallery/oscar.jpg

Animal Shrine
Cost: 50
Happiness: +1

Req Tech: Animal Husbandry, Preisthood, Aesthetics

Obsolete: Ecological Engineering

Special Abilities


+2% Culture with Cow
+2% Culture with Deer
+2% Culture with Elephant
+2% Culture with Fish
+2% Culture with Fur
+2% Culture with Horse
+2% Culture with Pig
+2% Culture with Sheep
+2% Culture with Whale
+5% Gold with Tourism

Hydromancerx
Jan 05, 2010, 08:50 PM
This is looking great!! I only found 3 minor problems with the main buildings not having a resource requirement while the unique building did.

Camel Farm
General Camel Farm need Incense Req. The UB is fine.

Llama and Alpaca Farm
General Llama and Alpaca Farm need Potatoes Req. The UB is fine.

Cat Breeder
General Cat Breeder need Wheat Req. The UB is fine.

Just fix these 3 things and it will be done! :D And hopefully you can add it to A New Dawn. :D

Thank you so much!! :):):)

Hydro ~

Please don't forget about this Afforess. Its so close to being finished. I really want to see it make it into A New Dawn as soon as possible. Thanks again! :D

Afforess
Jan 10, 2010, 05:40 PM
Fixed. I will include it as a component in AND 1.60. :p

239824

Hydromancerx
Jan 10, 2010, 06:17 PM
Fixed. I will include it as a component in AND 1.60. :p

239824

Yay! Thank you soooo much! :D

Killtech
Jan 16, 2010, 01:12 AM
hmm, a cow farm giving food only? i'd find it more reasonable if animal farms would not increase food income since you usually need more food for them then you get form them.

benefits from animals should be rather additional hammers: a static +1 :hammers: for cow-leather for example. production bonus form animals you utilize other than for food should be percentual, e.g. +10% :hammers: form horses. furthermore meat was considered a luxury the common people could not afford, so a happiness modifier would seem convientient too.

Hydromancerx
Jan 16, 2010, 01:55 AM
hmm, a cow farm giving food only? i'd find it more reasonable if animal farms would not increase food income since you usually need more food for them then you get form them.

benefits from animals should be rather additional hammers: a static +1 :hammers: for cow-leather for example. production bonus form animals you utilize other than for food should be percentual, e.g. +10% :hammers: form horses. furthermore meat was considered a luxury the common people could not afford, so a happiness modifier would seem convientient too.

There is a Tannery building in the game that simulates the leather.

generalstaff
Jan 17, 2010, 05:48 PM
hmm, a cow farm giving food only? i'd find it more reasonable if animal farms would not increase food income since you usually need more food for them then you get form them.


That is why I have the Tailor Shop in EB to give a bonus for leather goods.