Rezca
The Greatest Jaggi
Doesn't Potter's Hut or the Pottery resource obsolete with Glass Working?
It was changed to Assembly Line recently since Glass Working made the Potter's Hut see limited use because of how early it obsoletes.
Doesn't Potter's Hut or the Pottery resource obsolete with Glass Working?
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:
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.
- 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
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.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
- +2
- 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
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.Than I don't understand the mechanic
Isn't 1 in 4000 means 0,025% ? Or is it scaled by something?
Why does Utility Fog have such a high meltdown chance? Why would anyone build something twice as dangerous as a nuclear power plant?
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.
Than I don't understand the mechanic
Isn't 1 in 4000 means 0,025% ? Or is it scaled by something?
Once built, it inflicts a few penalties:
- +1
- +2
- 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 +2penalty.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.![]()
I am also confused why warheads try to spread uranium to the city that builds them.![]()
Why does Utility Fog have such a high meltdown chance? Why would anyone build something twice as dangerous as a nuclear power plant?