Vokarya's Workshop: Buildings

Good points on the Potter's Hut. I think it's time to make this a National Wonder like most of the other manufactured-resource-producers. What if we do this:
  • Make Potter's Hut a National Wonder (limit 3)
  • Increase cost to 100 (currently 60); the new cost matches Brewery
  • Pottery resource provides +50% production speed of Granary and double production speed of Terracotta Army
Pottery as a resource doesn't currently do anything except for +1 health. I think it should at least interact with a couple of other things.
 
Good points on the Potter's Hut. I think it's time to make this a National Wonder like most of the other manufactured-resource-producers. What if we do this:
  • Make Potter's Hut a National Wonder (limit 3)
  • Increase cost to 100 (currently 60); the new cost matches Brewery
  • Pottery resource provides +50% production speed of Granary and double production speed of Terracotta Army
Pottery as a resource doesn't currently do anything except for +1 health. I think it should at least interact with a couple of other things.

I have a bit different idea:
Don't make it a NW, it looks waaaay toooooo weird.
Instead make Pottery resource obsolete at a certain tech (only the resource, not the building), and give that tech a +1:health:.
This tech should be a late classical / early medieval one; this time all civs should be able to create their own pottery and trading it makes no more sense.
 
Here is a building that we've wanted for some time and I got a chance to sit down and make. This is the Warhead Factory. Its goal is to help cut down on the proliferation of nuclear weapons. It is a requirement for any doomsday weapon after the A-Bomb. There is no bonus production for building this; it's simply an extra hoop to jump through if you want powerful nukes.

The requirements for the Warhead Factory are fairly complex:
  • Requires Advanced Rocketry tech. This is where the first nukes after the A-Bomb appear.
  • Requires a city of at least size 10.
  • Requires the player to have built a First Nuclear Test. I did some checking, and I am fairly confident that one FNT will be enough to build any number of Warhead Factories.
  • Requires an Arsenal building.
  • Requires Aluminum and Uranium resources. I can only specify two resources (one mandatory, one OR resource that becomes an AND if there is only one specified), but there is a third implicit need for Steel to keep the Arsenal functioning.

Once built, it inflicts a few penalties:
  • +1 :mad:
  • +2 :yuck:
  • Chance to melt down. The base chance is 1 in 4000. For comparison, the Nuclear Power Plant has a meltdown chance of 1 in 2000, and the Utility Fog has a meltdown of 1 in 1000. I definitely want to go with the general meltdown mechanic and not do a trigger on weapon construction -- let's not invent a new mechanic just for one building.

Here is how it will look in-game.
View attachment 380531View attachment 380533

Another small wrinkle is that the Warhead Factory will not display the names of the three weapons that have another building requirement: that is, the Fusion Nova and Tactical Fusi (requiring Fusion Power Plant) and the Y.A.M. (requiring Mind-Control Center). This is because there are two separate tags that can be used to add a building requirement: <PrereqBuilding> and <PrereqBuildingClasses>. The building will only show the units that have the building listed as a <PrereqBuilding>, but the <PrereqBuildingClasses> will appear on the unit's Civilopedia page. This is something that can wait, but we should probably look into this in the interest of clarity.

This is what the Fusion Nova will look like with the requirement.
View attachment 380532
 
:goodjob:

Just one thing:
Won't the 1 in 4000 meltdown chance be too rare? I mean you may build a nuclear power plant in almost every city, but WF in much fewer. Will we EVER experience a meltdown for the WF? I am dubious if it will make a difference with a 1/4000 chance.

An example:
Having 40 cities with WF would take 100turns to trigger 1 meltdown. But the game doesn't have 100turns left on some game speeds at that time.

However I am just brainstorming, you're the pro doing a good job :king:
 
On a normal speed game with just 3 warhead factories, over a hundred turn period of play, there would be a 7.5% chance of at least one meltdown.

Assuming 14 players who each have 3 warhead factories over that 100 turn period on standard speed, at least one will have a meltdown.
 
Here is a building that we've wanted for some time and I got a chance to sit down and make. This is the Warhead Factory. Its goal is to help cut down on the proliferation of nuclear weapons. It is a requirement for any doomsday weapon after the A-Bomb. There is no bonus production for building this; it's simply an extra hoop to jump through if you want powerful nukes.

The requirements for the Warhead Factory are fairly complex:
  • Requires Advanced Rocketry tech. This is where the first nukes after the A-Bomb appear.
  • Requires a city of at least size 10.
  • Requires the player to have built a First Nuclear Test. I did some checking, and I am fairly confident that one FNT will be enough to build any number of Warhead Factories.
  • Requires an Arsenal building.
  • Requires Aluminum and Uranium resources. I can only specify two resources (one mandatory, one OR resource that becomes an AND if there is only one specified), but there is a third implicit need for Steel to keep the Arsenal functioning.

Once built, it inflicts a few penalties:
  • +1 :mad:
  • +2 :yuck:
  • Chance to melt down. The base chance is 1 in 4000. For comparison, the Nuclear Power Plant has a meltdown chance of 1 in 2000, and the Utility Fog has a meltdown of 1 in 1000. I definitely want to go with the general meltdown mechanic and not do a trigger on weapon construction -- let's not invent a new mechanic just for one building.

Here is how it will look in-game.
View attachment 380531View attachment 380533

Another small wrinkle is that the Warhead Factory will not display the names of the three weapons that have another building requirement: that is, the Fusion Nova and Tactical Fusi (requiring Fusion Power Plant) and the Y.A.M. (requiring Mind-Control Center). This is because there are two separate tags that can be used to add a building requirement: <PrereqBuilding> and <PrereqBuildingClasses>. The building will only show the units that have the building listed as a <PrereqBuilding>, but the <PrereqBuildingClasses> will appear on the unit's Civilopedia page. This is something that can wait, but we should probably look into this in the interest of clarity.

This is what the Fusion Nova will look like with the requirement.
View attachment 380532
Looks good to me, except I would add a minimum number of cities required to build it and I would leave the chance to build tactical nukes without warhead factory. That way very small civs won't build advanced nukes but they can build something that has a chance to hit its target because a-bomb gets often shot down before it can be dropped.
 
Than I don't understand the mechanic :confused:

Isn't 1 in 4000 means 0,025% ? Or is it scaled by something?
Correct, multiplied by 100 turns, then by 3 WF and 14 players, that gives almost certainly a meltdown. Although I doubt 14 players can build WF, and frankly I would like to avoid that.
 
Why does Utility Fog have such a high meltdown chance? Why would anyone build something twice as dangerous as a nuclear power plant?
 
Why does Utility Fog have such a high meltdown chance? Why would anyone build something twice as dangerous as a nuclear power plant?

I suppose because it has a big bonus removing all :yuck: from buildings, if I'm not mistaken. Problem is that by the time you reach Utility Fog, :yuck: isn't a problem anymore.
 
Doesn't the Paradise civic do that too? Something that is really dangerous to build and isn't even that useful apparently does not sound like a decent thing on which to spend your turns.
 
Doesn't the Paradise civic do that too? Something that is really dangerous to build and isn't even that useful apparently does not sound like a decent thing on which to spend your turns.

Paradise also has +100% to War Weariness, and if you're playing on anything above Prince and plan on doing a lot of warring, that would stack up pretty quickly. I'd imagine swapping out of Paradise - and thus getting the :yuck: back - would be one of the first decisions you make when going back to war. Otherwise the anger from it could be crippling.

Of course, with all the other civics and buildings affecting War Weariness and Happiness, who knows?
 
Once built, it inflicts a few penalties:
  • +1 :mad:
  • +2 :yuck:
  • Chance to melt down. The base chance is 1 in 4000. For comparison, the Nuclear Power Plant has a meltdown chance of 1 in 2000, and the Utility Fog has a meltdown of 1 in 1000. I definitely want to go with the general meltdown mechanic and not do a trigger on weapon construction -- let's not invent a new mechanic just for one building.

I don't agree with the +2:yuck: penalty.It should be less than the health penalty from a nuclear plant.
 
I don't agree with the +2:yuck: penalty.It should be less than the health penalty from a nuclear plant.

I am confused why the health penalty from a Warhead Factory would be less than from a Nuclear Power plant.

For one, Nuclear Power plants try to keep the uranium contained, Warheads try to spread it. :lol:
 
I am confused why the health penalty from a Warhead Factory would be less than from a Nuclear Power plant.

For one, Nuclear Power plants try to keep the uranium contained, Warheads try to spread it. :lol:

I am also confused why warheads try to spread uranium to the city that builds them.:confused:
 
I am also confused why warheads try to spread uranium to the city that builds them.:confused:

Bring the uranium into the city and send it to the factories to be turned into weapons :)
Multiple times too - every time they want to make more nukes I guess?

That's how I see it anyway :)
 
Why does Utility Fog have such a high meltdown chance? Why would anyone build something twice as dangerous as a nuclear power plant?

I think it's supposed to represent the "gray goo" scenario where nanomachines get out of control and reduce everything to mush. It isn't really all that powerful, as it provides only +50% production and +3 health.
 
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