A Not So Modest Proposal Regarding Buildings, Resources and Units

I've gotten about half of the Great Wonders up on the SVN now and pretty much all of the buildings short of the ones needing a new tag in the core are now up too. The new tag in question is to allow multiple AND resource requirements, so one could have A AND B AND C AND D AND (X OR Y), for example. <PrereqAndBonuses> would be a good fit. I might release two seperate version of my folder's edits depending on the reception the adjusted size thresholds gets.

Anyway, I think now would be a good time to move on to National Wonders, since Defense and Housing are on hiatus and most of the buildings I haven't done yet can't be done minus the tag, including the few religious buildings left.

Aluminum Factory: Requires Factory
Biofuel Refinery: Requires Factory
Bureau of Farm Management: Requires Offices
Cement Mill: Requires Factory
Chemical Plant: Requires Factory
Crafts Guild Hall: Requires Trading Post
Deep Space Research Institute: Requires Laboratory AND Offices, Requires Hubble Space Telescope To Have Been Built
Department of Energy: Requires Offices
Department of Motor Vehicles: Requires Offices
Department of Water: Requires Offices
Dike: Requires Bricks OR Concrete
District Courthouse: Requirements are cumulative (can build one DC for every 3 courts, so having 9 courts would mean one could construct 3 DC's, 12 courts 4 DCs and so on...)
Fertilizer Plant: Requires Factory
Filling Factory: Requires Factory, NOT A National Wonder
Flak Tower: Requires Concrete AND Firearms
Foundling Hospital: Requires Bricks AND Furniture
Homeland Security Department: Requires Offices
Ironworks: Requires Factory
Maximum Security Prison: Requires Furniture AND Bricks OR Concrete
Nanite Lab: Requires Laboratory
National Library Service: Requires Trading Post OR Offices
National Science Foundation: Requires Trading Post OR Offices AND University
National Sports League: Requires Major League Stadium AND Offices
Propaganda Net: Requires Trading Post OR Offices
Radio Telescope: Requires Aluminum AND Copper Wires OR Fiber Optic Cables
Recording Studio: Requires Offices AND Broadcast Tower OR Communication Tower OR Network Node
Replicator Plant: Requires Factory
Research Institute: Requires Laboratory AND Offices
Rubber Factory: Requires Factory
Rubber Plant: Requires Trading Post
Servants Guild Hall: Requires Trading Post
Travel Agency: Requires Offices
Triumph Column: Requires Bricks
Universal Healthcare: Should either be removed or require Socialized
Victuallers Guild Hall: Requires Trading Post
Woodcutter's Guild: Requires Trading Post
 
I've gotten about half of the Great Wonders up on the SVN now and pretty much all of the buildings short of the ones needing a new tag in the core are now up too. The new tag in question is to allow multiple AND resource requirements, so one could have A AND B AND C AND D AND (X OR Y), for example. <PrereqAndBonuses> would be a good fit.
Use the ConstructCondition tag.
 
Could you give me an example of usage? For instance, would the Baha'i monastery be:

<BuildingInfo>
<BuildingClass>BUILDINGCLASS_BAHAI_MONASTERY</BuildingClass>
<Type>BUILDING_BAHAI_MONASTERY</Type>
<ConstructCondition>BONUS_BRICKS</ConstructCondition
<Bonus>BONUS_FURNITURE</Bonus>
<PrereqBonuses>
<Bonus>BONUS_BOOKS</Bonus>
<Bonus>BONUS_SCROLLS</Bonus>
<Bonus>BONUS_TABLETS</Bonus>
<Bonus>BONUS_PAPER</Bonus>
</PrereqBonuses>
</BuildingInfo>
 
Could you give me an example of usage? For instance, would the Baha'i monastery be:

<BuildingInfo>
<BuildingClass>BUILDINGCLASS_BAHAI_MONASTERY</BuildingClass>
<Type>BUILDING_BAHAI_MONASTERY</Type>
<ConstructCondition>BONUS_BRICKS</ConstructCondition
<Bonus>BONUS_FURNITURE</Bonus>
<PrereqBonuses>
<Bonus>BONUS_BOOKS</Bonus>
<Bonus>BONUS_SCROLLS</Bonus>
<Bonus>BONUS_TABLETS</Bonus>
<Bonus>BONUS_PAPER</Bonus>
</PrereqBonuses>
</BuildingInfo>
ConstructCondition is an expression tag. Check the TrainCondition occurances in the main CIV4UnitInfos.xml and best also read the expression system tutorial linked in the Modder's Doc thread.
 
Well, now that we've got the Furniture resource in and I've learned the ropes of CC, there's also a few remaining Buildings we could take another look at:
Acupuncturist's Shop: Doesn't presently require Trading Post.
Aerospace Complex: Aircraft AND Computers AND Furniture AND Nanotubes sounds like a good middle way between a 2 requirement and a 6.
Bowling Alley: Plastics AND Shoes AND Timber would seem a good way to account for the balls themselves, and would give some additional use to that new resource.
Church of the State: Should have Furniture as an AND requirement.
Church School: Requires Trading Post'
City Council: We discussed the Bronze Working requirement, but never got around to the Furniture AND Bricks OR Concrete one.
Construction Firm: Requires Offices
Cothon: Requires Lumber
Courthouse: Requires Bricks OR Concrete OR Lumber
Engineering School: Requires Trading Post OR University
Fencing Academy: Requires Barracks OR Garrison
Field Hospital: Requires Barracks OR Garrison. We didn't cover this one, nor the Fencing Academy, on our first run through F.
Fire Dock: Requires Concrete AND Steel
Gambling Den: Requires Barter Post OR Trading Post
Hospital: How about Furniture AND Bricks OR Concrete?
Hotel: Ditto.
Insane Asylum: Ditto.
Interrogation Building: Ditto
Jail: Ditto.
Library: Bricks AND Furniture as AND requirements.
Metropolitan Administration: We never did cover this one. Threshold discussions aside, it twas needing City Planning, Furniture AND Bricks OR Concrete.
Minor League Stadium: How does Cement AND Furniture AND Steel sound?
Mystic's Hut: Still needs Storage Pit OR Barter Post OR Trading Post
Opera House: Furniture would be good as the sole AND requirement for the seating proper.
Paper Factory: Chemicals AND Wood, not much of a leap.
Paper Maker: Cloth as another OR requirement would do good.
Pirate's Cove: Furniture AND Bricks OR Prime Timber OR Wood?
Plague Hospital: Bricks AND Furniture?
Pocket Monsters Store: Requires Shopping District
Police Station: Needs Furniture as it's sole AND.
Railroad Station: Requires Coal AND Steel AND Bricks OR Cement OR Prime Timber
Ranger Station: Needs Furniture as it's sole AND.
Recreation Center: Cement AND Furniture seem like suitable base requirements.
Reeducation Center: Requires Jail
Rehabilitation Center: Cement AND Furniture seem like suitable base requirements.
Retirement Home: Requires Apartments OR Highrises OR Suburbs
Revivalist Church: Requires Christian Temple
School: Requires Books AND Furniture AND Bricks OR Concrete OR Prime Timber
School of Rhetoric: Requires Barter Post OR Trading Post OR University
School of Scribes: Requires Bricks as it's sole AND requirement.
Security Center: Requires Offices
Skyroad Station: Has Automobiles as it's sole AND requirement.
Skyscraper: Requires Cement AND Furniture AND Fiberglass AND Steel AND Computers OR Paper
Sled Dog Trainer: Requires Rope AND Iron OR Prime Timber OR Steel OR Wood
Stable: Requires Trading Post
Stargazer's Hut: Requires Storage Pit OR Barter Post OR Trading Post
Steamboat Port: Requires Coal AND Iron
Steel Mill: Requires Bricks
String Instrument Maker: Requires Storage Pit OR Barter Post OR Trading Post OR Shopping District
Subway Station: Requires Cement AND Parts AND Steel
Tar Refinery: Requires Barter Post OR Trading Post OR Factory
Theatre: Requires Bricks
Timekeeper's Workshop: Requires Trading Post
Town Well: Has Rope AND Wood as AND requirements.
Vacation Resort: Requires Hotel
Village Hall: Requires Furniture AND Bricks OR Cement OR Prime Timber OR Wood
Zero G Sports Arena: Requires Concrete AND Furniture AND Semiconductors AND Steel

I'm perfectly willing to do all of these myself modularly;
 
Stable: Requires Trading Post

Why ??

I dont like your trading/barter Post require for other building like scrolls maker and others. It should be deleted as require from alll buildings

Barter/Trading Post and above
- enables access to trade route (schare resources with each other)

Without barter/trading post city dont have access to trade route (has only their vicinity resources and produced localy). It will be strategic building in each city.

Think how without barter tech people may schare resources ?? They cant.
If I know that my stone is valuable for someone else and in that (other city) is barter post i will travel there to exchange my stone for something valuable for me.
 
That's not true; Prehistoric era "shop" buildings are assigned to require the Storage Pit, which comes as early as Gathering. The Barter/Trading post is meant as a shorthand for not only city-to-city trading posts and dropoff points, but pre-Industrial versions of shopping districts, though seeing as the Ancient Egyptians and Classical Romans operated them out of private houses I guess you could also make a case for them requiring middle-class housing as an OR requirement, ala CivCity: Rome or Immortal Cities: Children of the Nile.
 
Now we have plenty of labs and build them in every city is a bit unrealistic. What about make them dependent some resources in city vicinity:

1 Paleontology Lab - require fosils in vicinity
2 Volcanology lab - rquire volcano in vicinity
3 Marine biology lab - only in cites with access to sea

Maybe we have even more but i dont remember now.
 
Now we have plenty of labs and build them in every city is a bit unrealistic. What about make them dependent some resources in city vicinity:

1 Paleontology Lab - require fosils in vicinity
2 Volcanology lab - rquire volcano in vicinity
3 Marine biology lab - only in cites with access to sea

Maybe we have even more but i dont remember now.

You apparently have not looked at them very closely have you.

1. Paleontology Lab use to require it in the city vicinity when it was a terrain feature but its just fossil resouce.

2. Volcanology lab requires Domant or Active Volcano in the city vicinity.

3. Marine biology lab requires a coastal city.

If you are going to make suggestions please look at the building stats first. :wallbash:
 
:D
But now you cant say that this was not good idea. It was :D
 
The Quern requires Grain to build, but Grain is not available until Agriculture. Seems strange to have a whole tech for building you cannot build. My suggestion is to either allow grain to be a resource at the same tech as the one unlocking the Quern, or to make the requirement be to have Wheat or Corn or Barley or similar types or resources instead of grain.
 
The Quern requires Grain to build, but Grain is not available until Agriculture. Seems strange to have a whole tech for building you cannot build. My suggestion is to either allow grain to be a resource at the same tech as the one unlocking the Quern, or to make the requirement be to have Wheat or Corn or Barley or similar types or resources instead of grain.

Its because I never got around to making grain gathering buildings such as "Wheat Gatherer" or "Barely Gatherer" that come before agriculture. I can only make so much.
 
Its because I never got around to making grain gathering buildings such as "Wheat Gatherer" or "Barely Gatherer" that come before agriculture. I can only make so much.

I don't think you need buildings such as "wheat gatherer"; it should be sufficient to just have the resources themselves, such as wheat or barley. I mean, if the people harvest wheat, they don't need to gather it in the wild.
 
@Praetyre

1. Tweaked Aluminum Factory, Biofuel Refinery, Crafts Guild Hall, Deep Space Research Institute, Department of Motor Vehicles, Dike, Foundling Hospital, Maximum Security Prison, Nanite Lab, National Library Service, National Science Foundation, National Sports League, Radio Telescope, Recording Studio, Replicator Plant, Research Institute, Servants Guild Hall, Travel Agency, Victuallers Guild Hall and Woodcutter's Guild.

2. Offices comes too late for the Bureau of Farm Management.

3. Factory comes too late for the Cement Mill.

4. Factory comes too late for the Chemical Plant.

5. Offices comes too late for the Department of Energy.

6. Offices come WAY too late for the Department of Water.

7. I have no idea how to do what you said for the District Courthouse.

8. Factory comes too late for the Fertilizer Plant.

9. You will need to tweak the core file to make the Filling Factory a normal building. Same should go for the Chemical Plant, Fertilizer Plant, Aluminum Factory, Biofuel Refinery, Rubber Factory and Rubber Plant. I will chnage them to only produce one resource if to chnage the file to make it a general building instead of a national wonder. Thanks!

10. Factory comes too late for the Filling Factory.

11. I have no idea who's building is the Homeland Security Department. But its not mine.

12. Factory comes too late for the Ironworks.

13. Factory comes too late for the Rubber Factory.

14. What happens when the Trading Post goes obsolete for the Rubber Plant?

15, I think the Triumph Column is in the core. So you will need to chnage it.

16. Universal Healthcare is one of DH's buildings so you will need to ask him.
 
@Praetyre

2. Offices comes too late for the Bureau of Farm Management.

5. Offices comes too late for the Department of Energy.

6. Offices come WAY too late for the Department of Water.

Trading Post OR Offices, then?

3. Factory comes too late for the Cement Mill.

4. Factory comes too late for the Chemical Plant.

10. Factory comes too late for the Filling Factory.

12. Factory comes too late for the Ironworks.

13. Factory comes too late for the Rubber Factory.

Trading Post OR Factory, like with Brewery, should do us nicely.


7. I have no idea how to do what you said for the District Courthouse.

8. Factory comes too late for the Fertilizer Plant.

14. What happens when the Trading Post goes obsolete for the Rubber Plant?

Fair enough. Would probably need some new tags or even new Python coding, though the ConstructCondition tags look promising.

9. You will need to tweak the core file to make the Filling Factory a normal building.

I can't seem to find it in the core; I assumed it was under your own Craft class infos file.

Same should go for the Chemical Plant, Fertilizer Plant, Aluminum Factory, Biofuel Refinery, Rubber Factory and Rubber Plant. I will chnage them to only produce one resource if to chnage the file to make it a general building instead of a national wonder. Thanks!

You're welcome; the changes are up on the SVN now.

11. I have no idea who's building is the Homeland Security Department. But its not mine.

15, I think the Triumph Column is in the core. So you will need to chnage it.[/quote]

Both are DH's.
 
@Praetyre

Trading Post OR Offices, then?

I suppose.

Trading Post OR Factory, like with Brewery, should do us nicely.

I guess.

Fair enough. Would probably need some new tags or even new Python coding, though the ConstructCondition tags look promising.

Either that or I am not skilled enough to know how to do it. I feel like a noob all the time with xml code.

I can't seem to find it in the core; I assumed it was under your own Craft class infos file.

I only altered the code from the CIV4BuildingInfos.xml. You need to chnage the core code in CIV4BuildingClassInfos.xml to chnage it from a national building to a normal building. I believe all you do is chnage <iMaxPlayerInstances>1</iMaxPlayerInstances> to -1.

You're welcome; the changes are up on the SVN now.

If you did those then can't you do the "Filling Factory"?

Both are DH's.

Ah ok. Well ask him then.
 
Either that or I am not skilled enough to know how to do it. I feel like a noob all the time with xml code.
Makes me feel so much better to hear you say that actually. I've been feeling quite foolish with all my mistakes lately. To have THE guy I feel is pretty much the master at his craft say he often still feels like a noob with what he does... helps smooth out some of my anxieties.
 
The filling factory isn't in the core; I've run a thorough search through all imaxplayerinstances>1 occurences and even the weapons factory hasn't come up.

Its right there ...

Code:
		<BuildingClassInfo>
			<Type>BUILDINGCLASS_WEAPON_FACTORY</Type>
			<Description>TXT_KEY_BUILDING_WEAPON_FACTORY</Description>
			<iMaxGlobalInstances>-1</iMaxGlobalInstances>
			<iMaxTeamInstances>-1</iMaxTeamInstances>
			<iMaxPlayerInstances>1</iMaxPlayerInstances>
			<iExtraPlayerInstances>0</iExtraPlayerInstances>
			<bNoLimit>0</bNoLimit>
			<bMonument>0</bMonument>
			<DefaultBuilding>BUILDING_WEAPON_FACTORY</DefaultBuilding>
			<VictoryThresholds/>
		</BuildingClassInfo>
 
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