Modmods Requests Thread

Hello guys, long time no see!

I bought a XBOX 360, so I temporarily stopped playing Civ (I know, I'm a disgusting traitor). Now I'm ready to try RoM 2.8.

So, didn't anyone do a MegaModPack still? If it has an easy on/off structure among the different modmods, it'll be a download blockbuster, be certain of that.
 
Hello guys, long time no see!

I bought a XBOX 360, so I temporarily stopped playing Civ (I know, I'm a disgusting traitor). Now I'm ready to try RoM 2.8.

So, didn't anyone do a MegaModPack still? If it has an easy on/off structure among the different modmods, it'll be a download blockbuster, be certain of that.

The PlayStation 3 is better than the Xbox 360. :D
Well there's a modpack, but it's not mega. It's all of Afforess's mod put together along with a few mods from modders that are no longer here and some mods that improve game speed. I say it's not mega since there are plenty of mods that are not part of the pack.
 
No bugs, I just haven't added those features yet.

Edit:

But, on second thought, adding those global functions seems like a lot of work. I'm hesitant to do so. They are even more complex than the other ones. Perhaps we could make the landfill without those, altering those features?

I thought the landfill was going to be like the castle mod where each addition to the landfill was a new building to build that required the base landfill.

What exactly are you have trouble with?

----

I had some ideas on a "Holiday Pack" ...

- Mall Santa (Req Supermaket, Christianity) - For Christmas
- Greeting Card Company (A type of new Corporation) - General Holidays
- Haunted House (Req maybe Christianity or Paganism) - Halloween
- Irish Pub (Req Christianity) - For Saint Patrick's Day
- Love Tunnel (Req Christianity and Amusement Park) - For Saint Valentine's Day
- Easter Egg Hunt (Req Christianity and City Park) - For Easter
- Chocolate Factory or Candy Factory/Store - For General Holidays
- Kosher Deli (Req Judaism)
 
I thought the landfill was going to be like the castle mod where each addition to the landfill was a new building to build that required the base landfill.

That would go over the NW limit for a city, so I decided to make those effects happen as technology's progressed. I guess I could still make a few of them as buildings, but most of the changes can be made into one building, like so:



Landfill (Garbage Dump)
Cost: 550 :hammers:
Healthy: +10 :yuck:
Unhappiness: +2 :mad:
Global Healthiness +1:health:

Requires: Sanitation

Special Abilities
  • Only 1 Allowed
  • 20% Maintenance
  • +1 :health: with Agricultural Engineering
  • +1 :health: with Screw Propeller
  • +1 :health: with Civil Engineering
  • +1 :health: with Industrialization
  • +1 :health: with Ecology
  • +1 :health: with Recycling
  • +1 :health: with Androids
  • +1 :) with Androids
  • +1 :health: with Gene Manipulation

Garbage Collection Agency
Cost: 300 :hammers:
Global Healthiness +1 :health:

Requires: Landfill (Garbage Dump) and Motorized Transportation

Special Abilities
  • Only 1 Allowed (Same City as Garbage Dump)
  • 10% Maintenance


Waste to Energy Plant
Cost: 450 :hammers:

Requires: Applied Economics & Landfill

Special Abilities
  • Only 1 Allowed (Same City as Garbage Dump)
  • 10% Maintenance
  • Provides Power Dirty Power to the city (+4 :yuck: )
  • Provides Clean Power to all cities on the same continent.

Do these seem acceptable?
 
They look ok except I think GeneralStaff already made a Waste to Energy Plant in his Civic Building Mod. So I am not sure what you want to do.

You mean his
GeneralStaff's Civic Buildings said:
-Green (Waste Incinerator Power Plant: Req: Recycling Center. Powers City, -1 Health, +20% Production with Methane Ice)
?

I'm not sure to keep mine, as it's fairly different, a NW, or to keep his and come up with a new idea....

Ideas?
 
@Afforess

Well having the same building would be redundant. So perhaps you could work out something with General Staff such as making him a replacement building so you can do yours. What would be an alternative Green Civic building?

A solar power plant?
 
Do when are you going to make the "Domestic Animal Pack"? :please:

It will be after the NIMBY modmod, which I am 70% done with.

I got kinda sidetracked. Blackflag asked for a religion spread rate modifier for civics, so I felt inclined to go whip one up. The good news is that I have it working and everything already. It was as easy as I thought.
 
HydroMancerX,

I've finished the NIMBY modmod. I've started on your Domesticated Animals modmod.
 
Okay, I'm taking a close look at these. Many of them call for modifiers or changes that aren't in the game. I can add a few, if I know they'll be easy, but some of them would be very difficult, and not worth the effort. Bolded lines, excepting the titles, means that the modifier or ability doesn't exist as of now.

Domestic Animal Mod

Horse Farm
Cost: 180
Unhealthiness: +2 (Animal Poop)

Requires: Horse Breeding, Stable, Horse Resource

Special Abilities
  • +1 Farm Production within City Radius (Plow Horse)
  • +1 Trade Routes (Cart Horse)

There is no such modifier to for improvement changes from buildings. How about just giving a + 3 :hammers: boost?

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

Requires: Animal Husbandry, Cow Resource

Special Abilities
  • Double Production for India Empire
  • +5% :culture: with Hinduism (Sacred Cow)

Two problems here. I can't make a building build faster for one empire than another. Of course, there is an easy way around this problem though, I just make one Cow Farm for all nations, and give India a UB that takes the place of the Cow Farm, but with half the hammer cost of the regular one. Is this acceptable?

The second one, the culture change with religion, doesn't exist either, and I suspect it would be more effort than it's worth to add it, unless you strongly feel that it should be there.

Also, I think that the farm should give +3 food, so that there is still a net gain of 1 food, in the case that the city is already unhealthy. In fact, I think these buildings should only give +1:yuck: each. Two seems a bit extreme.

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

Requires: Animal Husbandry, Sheep Resource

Special Abilities
  • Produces Wool Resource
  • Double Production for Celtic Empire

Same problem as above, but with an easy work-around.

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

Requires: Animal Husbandry, Pig Resource

Special Abilities
  • +1 Unhappiness with Judaism Religion
  • +1 Unhappiness with Islam Religion

No problems here...

Elephant Trainer
Cost: 180
Unhealthiness: +3 (Animal Poop)
Production: +2 (Mahout Labor)
Happiness: +1 (Entertainment)

Requires: Elephant Riding, Ivory Resource

Special Abilities
  • +1 Lumber Mill Production within City Radius
  • Double production speed for Khmer Empire
  • Double production speed for India Empire
  • +5% :culture: with Hinduism (Elephant God)

All of those don't exist. I believe I've addressed them all already.

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

Requires: Animal Husbandry, Aristocracy

Obsolete:Telegraph

Special Abilities
  • +1 :) with Nobility.
  • Double production speed for Nomad leaders.

No Problems here...

Donkey Farm
Cost: 180
Unhealthiness: +2 (Animal Poop)

Requires: Horse Breeding, Stable, Horse Resource

Obsolete: Cloning

Special Abilities
  • +1 Mine Production within City Radius (Not for Upgraded Mines)
  • +1 Trade Routes

Getting repetitive here.

Camel Farm
Cost: 180
Unhealthiness: +2 (Animal Poop)

Requires: Bazaar

Obsolete: Cloning

Special Abilities
  • Double Production for Arabian Empire
  • Required to make Camel Archer.
  • +2 Trade Routes

Easy workaround.

Llama and Alpaca Farm
Cost: 180
Unhealthiness: +2 (Animal Poop)

Requires: Animal Husbandry, Construction

Obsolete: Cloning

Special Abilities
  • Double Production for Inca Empire
  • Produces Wool Resource.
  • +2 Trade Routes.

Easy workaround...

Yak Farm
Cost: 180
Food: +1 (Milk)
Unhealthiness: +2 (Animal Poop)

Requires: Animal Husbandry, Weaving, Mountaineering, Cow Resource

Obsolete: Cloning

Special Abilities
  • Double Production for Mongol Empire
  • Double Production for Chinese Empire
  • Produces Wool Resource
  • +1 Trade Routes
  • Peaks Only.

Easy workaround...

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

Requires: Animal Husbandry, Deer Resource

Obsolete: Cloning

Special Abilities
  • Double Production for Viking Empire
  • Double Production for Russian Empire
  • +1 Trade Routes
  • Only 40' Latitude and Above

Easy workaround...

Oxen Farm
Cost: 180
Unhealthiness: +2 (Animal Poop)
Food: +1 (Milk)
Production: +1 (Cart and Plow)

Requires: Animal Husbandry, Cow Resource

Obsolete: Cloning

Special Abilities
  • Double production speed for Agricultural leaders.
  • +1 Food from Rice OR Wheat.
  • +1 Trade Routes

No Problems here...

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

Requires: Animal Husbandry, Sheep Resource

Obsolete: Cloning

Special Abilities
  • Produces Wool Resource
  • Double Production for Babylonian Empire
  • Double Production for Sumerian Empire

Easy Workaround...

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: Cloning

Special Abilities
  • +1 :) with Kemetism. (Egyptian Cat Worship)
  • +1 :culture: with Kemetism. (Egyptian Cat Worship)
  • Double Production for Egyptian Empire

I believe I covered these...

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

Requires: Animal Husbandry

Obsolete: Cloning

Special Abilities
  • Double Production for India Empire (They 1st Domesticated Chickens)

Easy workaround...

Homing Pigeon Coop
Cost: 150
Unhealthiness: +1 (Animal Poop)
Espionage: +5 (Sending Messages)

Requires: Animal Husbandry, Writing

Obsolete: Telegraph

  • Can turn 1 Citizen into Spy.

No problems...

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

Requires: Animal Husbandry

Obsolete: Cloning

Special Abilities
  • Double Production for Aztec Empire
  • Double Production for Maya Empire

Easy workaround...

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

Requires: Animal Husbandry

Obsolete: Cloning

Special Abilities
  • Double Production for Aztec Empire
  • Double Production for Maya Empire
  • Double Production for Native American Empire
  • Double Production for Iroquois Empire
  • Double Production for American Empire

Easy workaround...

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

Requires: Animal Husbandry

Obsolete: Cloning

Special Abilities
  • +1 :food: for River City.

I can make it require a river or coastal city, and then give +1 food, but not just +1 food with coastal or river cities...

Cormorant Trainer
Cost: 130
Unhealthiness: +1 (Animal Poop)

Requires: Animal Husbandry, Fishing

Obsolete: Cloning

Special Abilities
  • +1 Food with Fish.
  • +1 Food for Coastal City.
  • +1 Food for River City.
  • Double Production for China Empire
  • Double Production for Japan Empire

Same as above...

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

Requires: Biology

Obsolete: Cloning

Special Abilities
  • Produces Wool Resource. (Angora Rabbits)
  • +5% :science: to Laboratory

As of now, there is no modifier to have a building affect other buildings...

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

Requires: Biology

Obsolete: Cloning

Special Abilities
  • +5% :science: to Laboratory
  • +5% :culture: with Hinduism (Rat God)

Same as above...

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: Cloning

Special Abilities
  • Double Production for Inca Empire
  • +5% :science: to Laboratory

Same as above...

Koi Pond
Cost: 200
Happiness: +1
Culture: +1

Requires: Fishing, Animal Husbandry, Buddhism

Obsolete: Cloning

Special Abilities
  • Double Production for Japanese Empire

Same...

Bear Trainer
Cost: 500
Unhealthiness: +1 (Animal Poop)
Happiness: +1
Culture: +1

Requires: Animal Husbandry, Music

Obsolete: Motion Pictures

Special Abilities
  • +5% :gold:
  • Double Production for Russian Empire
  • Double Production for German Empire

Same as above...

Snake Charmer
Cost: 250
Unhealthiness: +1 (Animal Poop)
Happiness: +1
Culture: +1

Requires: Animal Husbandry, Music

Obsolete: Motion Pictures

Special Abilities
  • +5% :gold:
  • Double Production for Egypt Empire
  • Double Production for Persia Empire
  • Double Production for India Empire

...

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: Cloning

Special Abilities
  • +1 :hammers: with Sheep (Sheep Dogs)
  • +1 :hammers: with Cows (Cattle Dogs)
  • +1 :food: with Deer (Hunting Dogs)
  • +1 Trade (Sled Dogs)
  • +1 :health: with Medicine (Seeing Eye Dog / Assistant Dog)

No problems here...

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

Requires: Animal Husbandry, Music

Obsolete: Cloning

Special Abilities
  • +5% :culture: with Hinduism (Monkey God)
  • +5% :gold: with Biology (Organ Grinder Monkey, Circus Monkey and Zoo Monkey)
  • +5% :health: with Medicine (Assistant Monkey)
  • +5% :science: to Laboratory (Lab Monkey)
  • +5% Production Speed for Apollo Program (Space Monkey)
Same problems, but with one new one...

I can make space parts be built faster, but not projects.

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

Requires: Biology

Obsolete: Cloning

Special Abilities
  • +1 Gold with Fish Resource.
  • Upgrades to Clone Pet Store.

I can't add gold with fish, but I can make it give % gold with fish.

Cloned Pet Store
Cost: 1000
Happiness: +2
Culture: +2
Commerce: +2

Requires: Cloning Laboratory

Special Abilities
  • +1 Gold with Fish Resource.
  • Upgrades Pet Shop.

Same as above...

SDK changes that I lack, and you are asking for:


  • ImprovementYieldChanges
    • The change the building provides to a specific improvement type, in :hammers:, :food:, or :gold:.
    • Difficulty: Medium-High

  • ReligionCommerceModifiers
    • Specific Religion Commerce Modifiers, like your +5% :culture: with Hinduism.
    • Difficulty: High

  • ReligionCommerceChanges
    • Specific Religion Commerce Changes, like your +1 :culture: with Hinduism.
    • Difficulty: High

  • CivilizationProductionModifier
    • How fast a specific civilization builds the building, similar the way traits work.
    • Difficulty: Very High

  • OtherBuildingCommerceChanges
    • How much this building affects another buildings commerce, if it exists in the city.
    • Difficulty: Very High

  • ProjectProductionModifier
    • How much this building speeds up the production of a project, in the city.
    • Difficulty: Medium


If you care, I can explain my reasoning for the difficulty, but my explanations would be very verbose and technical, which is why I didn't write them. I am willing to add all of them, but do not be surprised when this project turns into a month long siege. The less I have to add, the faster it will be done, the more, the slower. I don't mind making SDK changes, it's merely time consuming.
 
HydroMancerX,

I've finished the NIMBY modmod. I've started on your Domesticated Animals modmod.

Awesome! :D

There is no such modifier to for improvement changes from buildings. How about just giving a + 3 boost?

1. Ok that's a fine replacement stat for the horse.

Two problems here. I can't make a building build faster for one empire than another. Of course, there is an easy way around this problem though, I just make one Cow Farm for all nations, and give India a UB that takes the place of the Cow Farm, but with half the hammer cost of the regular one. Is this acceptable?

2. Oh that's a good way around the problem. I say go for the unique building idea as well as a general building that cost a little more. Maybe even throw in +1 XP for horse units if possible.

The second one, the culture change with religion, doesn't exist either, and I suspect it would be more effort than it's worth to add it, unless you strongly feel that it should be there.

3. Hmm, well that's unfortunate.... Oh i know! What if you made another building like a Cow Shrine that could be built only if you have Hinduism and the Cow Farm? Same would go for the Cat, Rat, Elephant and Monkey.

Also, I think that the farm should give +3 food, so that there is still a net gain of 1 food, in the case that the city is already unhealthy. In fact, I think these buildings should only give +1 each. Two seems a bit extreme.

4. Ok +3 food is fine and you can take off the extra unhealthiness if you want. I was just trying to balance things since so many mods give so much health.

Same problem as above, but with an easy work-around.

5. Yeah do like the cow.

All of those don't exist. I believe I've addressed them all already.

6. How about give the elephant +4 hammers, do the UB thing and then make an elephant shrine requiring Hinduism and the Elephant Trainer. Maybe even throw in a +1 XP for elephant units if possible.

Getting repetitive here.

7. Make the same as the horse but no XP bonus for horse units.

Easy workaround.

8. Also add +1 XP for camel units if possible. If not that's ok.

I can make it require a river or coastal city, and then give +1 food, but not just +1 food with coastal or river cities...

9. Ok make it require a River City for the Duck and Goose Farm. And make it require coastal city for the Cormorant Trainer.

As of now, there is no modifier to have a building affect other buildings...

10. In that case make it give 5% science with "Modern Physics" (its the tech the laboratory is invented with) is discovered. Same goes for the other animals buildings that have this.

I can make space parts be built faster, but not projects.

11. Then have it speed up the the SS Stasis Chamber instead. And if it cannot speed up that specific part faster then do all the parts.

I can't add gold with fish, but I can make it give % gold with fish.

12. Oops! ten like 5% Gold with Fish for the pet store and just leave it off the clone pet store.

If you care, I can explain my reasoning for the difficulty, but my explanations would be very verbose and technical, which is why I didn't write them. I am willing to add all of them, but do not be surprised when this project turns into a month long siege. The less I have to add, the faster it will be done, the more, the slower. I don't mind making SDK changes, it's merely time consuming.

13. Ok like i said just give the ones that asked for production with farms or mines just extra general hammers. And for the ones that would have extra culture with religions make an extra "Shrine" building that requires the specified region and the main domestic animal building. For the science lab ones give them science when "Modern Physics" is discovered. In addition use your method of cheaper unique buildings for the others.

So is there anything that cannot be done now that either you or I gave an alternative way to do?

Shouldn't that be Falconer not Falconry? Something which predates the pyramids :) and I want it for my SubdueAnimals mod.

Good point , change the name to "Falconer".
 
So is there anything that cannot be done now that either you or I gave an alternative way to do?

Nope. However...

Do you think you could take that long summery that you wrote 2 pages back and repost it here with those changes? Also, the first few buildings are missing obsolete techs. If they never go obsolete, please write something to the effect of "Obsolete: Never" or something like that.

That would make my life infinitely easier.
 
Nope. However...

Do you think you could take that long summery that you wrote 2 pages back and repost it here with those changes? Also, the first few buildings are missing obsolete techs. If they never go obsolete, please write something to the effect of "Obsolete: Never" or something like that.

That would make my life infinitely easier.

Ok reposed with the changes

Domestic Animal Mod

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

Requires: Horse Breeding, Stable, Horse Resource

Obsolete: Cloning

Special Abilities
  • +10% :hammers: for Horse Units
  • +1 Trade Routes (Cart Horse)

----

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

Requires: Animal Husbandry, Cow Resource

Obsolete: Cloning

Cheaper Unique Buildings: India Empire

----

Cow Shrine
Cost: 50
Happiness: +1

Requires: Cow Farm, Hinduism

Obsolete: Cloning

Special Abilities
  • +5% :culture:

----

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

Requires: Animal Husbandry, Sheep Resource

Obsolete: Cloning

Cheaper Unique Buildings: Celtic Empire

Special Abilities
  • Produces Wool Resource

----

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

----

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

Requires: Elephant Riding, Ivory Resource

Obsolete: Cloning

Cheaper Unique Buildings: Khmer Empire, India Empire

Special Abilities
  • +10% :hammers: for Elephant Units

----

Elephant Shrine
Cost: 50
Happiness: +1

Requires: Hinduism, Elephant Trainer

Obsolete: Cloning

Special Abilities
  • +5% :culture:

----

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

Requires: Animal Husbandry, Aristocracy

Obsolete:Telegraph

Special Abilities
  • +1 :) with Nobility.
  • Double production speed for Nomad leaders.

----

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

Requires: Horse Breeding, Stable, Horse Resource

Obsolete: Cloning

Special Abilities
  • +1 Trade Routes

----

Camel Farm
Cost: 180
Unhealthiness: +1 (Animal Poop)

Requires: Bazaar

Obsolete: Cloning

Cheaper Unique Buildings: Arabian Empire

Special Abilities
  • +10% :hammers: for Camel Archer.
  • +2 Trade Routes

----

Llama and Alpaca Farm
Cost: 180
Unhealthiness: +1 (Animal Poop)

Requires: Animal Husbandry, Construction

Obsolete: Cloning

Cheaper Unique Buildings: Inca Empire

Special Abilities
  • Produces Wool Resource.
  • +2 Trade Routes.

----

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

Requires: Animal Husbandry, Weaving, Mountaineering, Cow Resource

Obsolete: Cloning

Cheaper Unique Buildings: Mongol Empire, Chinese Empire

Special Abilities
  • Produces Wool Resource
  • +1 Trade Routes

----

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

Requires: Animal Husbandry, Deer Resource

Obsolete: Cloning

Cheaper Unique Buildings: Viking Empire, Russian Empire

Special Abilities
  • +1 Trade Routes
  • Only 40' Latitude and Above

----

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

Requires: Animal Husbandry, Cow Resource

Obsolete: Cloning

Special Abilities
  • Double production speed for Agricultural leaders.
  • +1 Food from Rice.
  • +1 Food from Wheat.
  • +1 Trade Routes

----

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

Requires: Animal Husbandry, Sheep Resource

Obsolete: Cloning

Cheaper Unique Buildings: Babylonian Empire, Sumerian Empire

Special Abilities
  • Produces Wool Resource

----

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: Cloning

Cheaper Unique Buildings: Egyptian Empire

----

Cat Shrine
Cost: 50
Happiness: +1

Requires: Kemetism, Cat Breeder

Obsolete: Cloning

  • +5% :culture:


----

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

Requires: Animal Husbandry

Obsolete: Cloning

Cheaper Unique Buildings: India Empire

----

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

Requires: Animal Husbandry, Writing

Obsolete: Telegraph

  • Can turn 1 Citizen into Spy.

----

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

Requires: Animal Husbandry

Obsolete: Cloning

Cheaper Unique Buildings: Aztec Empire, Maya Empire

----

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

Requires: Animal Husbandry

Obsolete: Cloning

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

----

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

Requires: Animal Husbandry, River City

Obsolete: Cloning

----

Cormorant Trainer
Cost: 130
Unhealthiness: +1 (Animal Poop)
Food: +2 Food

Requires: Animal Husbandry, Fishing, Coastal City

Obsolete: Cloning

Cheaper Unique Buildings: China Empire, Japan Empire

Special Abilities
  • +5% Food with Fish.

----

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

Requires: Biology

Obsolete: Cloning

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: Cloning

Special Abilities
  • +5% :science: with Modern Physics

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Rat Shrine
Cost: 50
Happiness: +1

Requires: Hinduism, Rodent Breeder

Obsolete: Cloning

Special Abilities
  • +5% :culture:

----

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: Cloning

Cheaper Unique Buildings: Inca Empire

Special Abilities
  • +5% :science: with Modern Physics

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

Requires: Fishing, Animal Husbandry, Buddhism

Obsolete: Cloning

Cheaper Unique Buildings: Japanese Empire

----

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

Requires: Animal Husbandry, Music

Obsolete: Motion Pictures

Cheaper Unique Buildings: German Empire, Russian Empire

Special Abilities
  • +5% :gold:

----

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:

----

Snake Shrine
Cost: 50
Happiness: +1

Requires: Kemetism, Cat Breeder

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: Cloning

Special Abilities
  • +1 :hammers: with Sheep (Sheep Dogs)
  • +1 :hammers: with Cows (Cattle Dogs)
  • +1 :food: with Deer (Hunting Dogs)
  • +1 Trade (Sled Dogs)
  • +1 :health: with Medicine (Seeing Eye Dog / Assistant Dog)
  • +10% :hammers: for Dog Units

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

Requires: Animal Husbandry, Music

Obsolete: Cloning

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)

----

Monkey Shrine
Cost: 50
Happiness: +1

Requires: Hinduism, Monkey Breeder

Obsolete: Cloning

Special Abilities
  • +5% :culture:

----

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

Requires: Biology

Obsolete: Cloning

Special Abilities
  • +5% Gold with Fish Resource.
  • Upgrades to Clone Pet Store.

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Cloned Pet Store
Cost: 1000
Happiness: +2
Culture: +2
Commerce: +2

Requires: Cloning Laboratory

Special Abilities
  • Upgrades Pet Shop.

----

Let me know if i messed up on anything. I think i got them all.

Note; Some Cost Prices might be off so let me know what you think they should be.
 
Looks good. I am beginning on it now...

Ok I think in finished tweaking it. However is this still possible for the pig?

* +1 Unhappiness with Judaism Religion
* +1 Unhappiness with Islam Religion

Also what about +XP for Camel Archer or Elephant Units. I know they are considered Mounted Units so is it possible to give XP to specific units like that?
 
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