New Buildings Discussion

@Faustmouse
Are you ready for your Transhuman coding nightmare :lol::lol:

(Hypothetical)
Qy8Zh6E.png


Code:
<PropertyManipulators>
				<PropertySource>
					<PropertySourceType>PROPERTYSOURCE_CONSTANT</PropertySourceType>
					<PropertyType>PROPERTY_AIR_POLLUTION</PropertyType>
					<iAmountPerTurn>5</iAmountPerTurn>
					<Active>
						<Has>
				   			<GOMType>GOM_TECH</GOMType>
				   			<ID>TECH_CYBERNETICS</ID>
						</Has>
					</Active>
				    </PropertySource>
					<PropertySource>
					    <PropertySourceType>PROPERTYSOURCE_CONSTANT</PropertySourceType>
					     <PropertyType>PROPERTY_CRIME</PropertyType>
					    <iAmountPerTurn>10</iAmountPerTurn>
					<Active>
						<Has>
				   			<GOMType>GOM_TECH</GOMType>
				   			<ID>TECH_FUSION</ID>
						</Has>
					</Active>
					</PropertySource>
					<PropertySource>
					<PropertySourceType>PROPERTYSOURCE_CONSTANT</PropertySourceType>
					<PropertyType>PROPERTY_DISEASE</PropertyType>
					<iAmountPerTurn>1</iAmountPerTurn>
					<Active>
						<Has>
				   			<GOMType>GOM_BONUS</GOMType>
				   			<ID>BONUS_VEGETABLES</ID>
						</Has>
					</Active>
					 </PropertySource>
					 <PropertySource>
					<PropertySourceType>PROPERTYSOURCE_CONSTANT</PropertySourceType>
					<PropertyType>PROPERTY_DISEASE</PropertyType>
					<iAmountPerTurn>1</iAmountPerTurn>
					<Active>
						<Has>
				   			<GOMType>GOM_BUILDING</GOMType>
				   			<ID>BUILDING_MERCENARY_CAMP</ID>
						</Has>
					</Active>
					</PropertySource>
					<PropertySource>
					<PropertySourceType>PROPERTYSOURCE_CONSTANT</PropertySourceType>
					<PropertyType>PROPERTY_FLAMMABILITY</PropertyType>
					<iAmountPerTurn>5</iAmountPerTurn>
					<Active>
						<Has>
				   			<GOMType>GOM_BONUS</GOMType>
				   			<ID>BONUS_ORGANIC_COMPUTERS</ID>
						</Has>
					</Active>
					</PropertySource>
			</PropertyManipulators>
 
Oh... my.... god.... :crazyeye: :goodjob:

So buildings actually CAN influence each other with properties?

Good work!

Properties can manipulate:

GOM_BUILDING
GOM_PROMOTION
GOM_TRAIT
GOM_FEATURE
GOM_OPTION
GOM_TERRAIN
GOM_GAMESPEED
GOM_ROUTE
GOM_BONUS
GOM_UNITTYPE
GOM_TECH
GOM_CIVIC
GOM_RELIGION
GOM_CORPORATION

so buildings can influence buildings lol!

you could have Crime increase with a Religion.
you could have Flammability influenced by a Bonus.

Many combinations.
 
Terrorists Hideout:

+20 Flameability with Fertilizers and Oil Products :mischief:

Yeah lol. What I love about Properties is that it's kinda like God Mode.

Remember when I said many Transhuman buildings would end up having similar stats? I think you said why add so many labs?

Well now two buildings can give +2 :health: and +2 :science: but are manipulated by GMOs so they are different in stats and in two roles .

What I love is we can introduce dynamics into the game play experience.


Before Crime was just Criminal and Law buildings. Now a bonus like Bibles can cause Crime under Inquisition.

The biggest change for me is that buildings can manipulate buildings.

This opens up Rivalries!

You can make two buildings cause :mad: if they are in same city. Make building A has +5 :mad: with Building B, and Buildings B have +5 :mad with Building A.

Example Hunting Club and Animal Rights Center.

It's no longer about making buildings mindlessly, there's some strategy now.

Now we have pseudo buildings as Culture.

You can make having two unique cultures at once hate it other.

English and French
America and Russia
Greek and Spartan


Then there are Compliments

Automotive Dealership and Auto Body Shop. Together they get a boost with each other.

Alpha Male and Alpha Female.



I'm pretty sure Hydro is making an excel document with tweaks he is going to make and not going to sleep tonight .
 
I'm pretty sure Hydro is making an excel document with tweaks he is going to make and not going to sleep tonight .


We should probably make a google doc for each property where resources, techs and buildings all have their own sheets. Then everybody can post their ideas on that doc, I *think* this will keep it a bit organized.
For example I just had the idea that Bicycles should reduce Air Pollution and Mass Transit / Automobiles should increase it.
 
We should probably make a google doc for each property where resources, techs and buildings all have their own sheets. Then everybody can post their ideas on that doc, I *think* this will keep it a bit organized.
For example I just had the idea that Bicycles should reduce Air Pollution and Mass Transit / Automobiles should increase it.

Good idea.
I'm gonna finish first :
More Culture Ranks
Education Property
V34 Changelog
Thread : C2C - Projects Megalist

Icons

Then look at some of Platypings Pythons.
 
Then look at some of Platypings Pythons.

Before even attempting this, pls check with DH on these, cause they are completely differently done in C2C. (Well almost)
 
It's no longer about making buildings mindlessly, there's some strategy now.

There was strategy before. You just have to become familiar with the building to find it.

I'm pretty sure Hydro is making an excel document with tweaks he is going to make and not going to sleep tonight .

I am? :confused:
 
Well there was tactics but not much strategy, but I see what you mean.
 
Just for info for everyone

property manipulators will be fully supported by my XML mass editor but one big question:

Does AI knows how to handle this tags to give building proper value in choosing rutine
 
Just for info for everyone

property manipulators will be fully supported by my XML mass editor but one big question:

Does AI knows how to handle this tags to give building proper value in choosing rutine

Provided that Good properties remain consistent with positive is good and Bad properties remain consistent with negative is good then yes.
 
Yup Nimek this will probably be the properties list :

Crime
Disease

Education (science replacement )
Entertainment (culture replacement )
Luxury (gold replacement )
Tourism (happy/culture/science /gold replacement)
Nutrition (health replacement)

Note: by replacement I mean it would replace them with this stat sometimes . Instead of Library generating +1 science, it would generate +1 education

Electricity
Plumbing
Engineering (structural integrity)

Air Pollution
Water Pollution
Flammability
Radiation

Habilitation
Artificial Intelligence (programming/calculations starts at Computers )
 
Nutrition seems too specific. Also we already have disease, food and health. How would it even be used?

I'm not adding it to C2C, but Crops and Animals would have nutrition value and and nutrition would lower disease, and increase population . High Nutrition would play a role in sports and combat, and be a part of Habilitation.

Personally I think Disease is too specific but since it's added then Nutrition needs to be added too. I am probably going to rename it to Fitness (mental, nutrition, lifestyle).
 
@Faustmouse

---Buildings---

Lava Rock Quarry
Button/Icon: -
Req Tech: Flint Knapping
Req Buildings: -
Req Resources: -
Req Terrain: Active Volcano OR Dormant Volcano in City Vicinity
Req City Size: -
Cost: 100
Req Power: No
Replaced By: None
Obsolete Tech: -

  • Provides 1 Pumice Stone
  • Provides 1 Obsidian
  • +2 :gold:
  • +1 :hammers:
  • +1 :yuck:

---Resouces---

Pumice Stone
Revaled: Flint Knapping
Enabled: Flint Knapping

Thanks! :goodjob:
 
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