Here is the thread for discussing New Buildings and Modifications to existing buildings.
Building Entry
Buildings will be far more reliant on bonus resources, and will work in a similar fashion to corporations in that they will gain yield/commerce increases per resource available in the city, in the following ways.
Building Entry
Spoiler :
Code:
Full info
Values in optional tags are the default that will be applied if the tag is not present
<BuildingInfo>
<BuildingClass>BUILDINGCLASS_XXX</BuildingClass>
<Type>BUILDING_XXX</Type>
<SpecialBuildingType>NO_SPECIALBUILDING</SpecialBuildingType>
<Description>TXT_KEY_BUILDING_XXX</Description>
<Civilopedia>TXT_KEY_BUILDING_XXX_PEDIA</Civilopedia>
<Strategy>TXT_KEY_BUILDING_XXX_STRATEGY</Strategy>
<Advisor>ADVISOR_ECONOMY</Advisor>
<ArtDefineTag>ART_DEF_BUILDING_PALACE</ArtDefineTag>
<MovieDefineTag>NULL</MovieDefineTag>
<HolyCity>NONE</HolyCity>
<ReligionType>NONE</ReligionType>
<StateReligion>NONE</StateReligion>
<bStateReligion>0</bStateReligion>
<PrereqReligion>NONE</PrereqReligion>
<PrereqCorporation>NONE</PrereqCorporation>
<FoundsCorporation>NONE</FoundsCorporation>
<PrereqOrCivics>
<PrereqCivic>
<CivicOption>NO_CIVIC</CivicOption>
<bPrereq>0</bPrereq>
</PrereqCivic>
</PrereqOrCivics>
<PrereqAndCivics>
<PrereqCivic>
<CivicOption>NO_CIVIC</CivicOption>
<bPrereq>0</bPrereq>
</PrereqCivic>
</PrereqAndCivics>
<PrereqOrTerrain>
<PrereqTerrain>
<TerrainType>NO_TERRAIN</TerrainType>
<bPrereq>0</bPrereq>
</PrereqTerrain>
</PrereqOrTerrain>
<PrereqAndTerrain>
<PrereqTerrain>
<TerrainType>NO_TERRAIN</TerrainType>
<bPrereq>0</bPrereq>
</PrereqTerrain>
</PrereqAndTerrain>
<PrereqVicinityImprovements>
<PrereqImprovement>
<ImprovementType>NO_IMPROVEMENT (OR)</ImprovementType>
<bPrereq>0</bPrereq>
</PrereqImprovement>
</PrereqVicinityImprovements>
<PrereqVicinityFeatures>
<PrereqFeature>
<FeatureType>NO_FEATURE (OR)</ImprovementType>
<bPrereq>0</bPrereq>
</PrereqFeature>
</PrereqVicinityFeatures>
<PrereqVicinityBonus>NO_BONUS (AND)</PrereqVicinityBonus>
<PrereqVicinityBonuses>
<VicinityBonus>NO_BONUS (OR)</VicinityBonus>
</PrereqVicinityBonuses>
<PrereqOrBuildingClasses>
<PrereqOrBuildingClass>
<BuildingClassType>NO_BUILDINGCLASS</BuildingClassType>
<bPrereqBuildingClass>1</bPrereqBuildingClass>
</PrereqOrBuildingClass>
</PrereqOrBuildingClasses>
<PrereqNotBuildingClasses>
<PrereqNotBuildingClass>
<BuildingClassMustNotHave>NO_BUILDINGCLASS</BuildingClassMustNotHave>
<bPrereqNot>1</bPrereqNot>
</PrereqNotBuildingClass>
</PrereqNotBuildingClasses>
<PrereqTrait>NO_TRAIT</PrereqTrait>
<GlobalReligionCommerce>NONE</GlobalReligionCommerce>
<GlobalCorporationCommerce>NONE</GlobalCorporationCommerce>
<VictoryPrereq>NONE</VictoryPrereq>
<FreeStartEra>NONE</FreeStartEra>
<MaxStartEra>NONE</MaxStartEra>
<ObsoleteTech>NONE</ObsoleteTech>
<PrereqTech>NONE</PrereqTech>
<TechTypes>
<PrereqTech>NONE</PrereqTech>
</TechTypes>
<iPrereqPopulation>0</iPrereqPopulation>
<PrereqCultureLevel>NO_CULTURELEVEL</PrereqCultureLevel>
<Bonus>NO_BONUS</Bonus>
<PrereqBonuses>
<Bonus>NO_BONUS</Bonus>
</PrereqBonuses>
<ProductionTraits>
<ProductionTrait>
<ProductionTraitType>NO_TRAIT</ProductionTraitType>
<iProductionTrait>100</iProductionTrait>
</ProductionTrait>
</ProductionTraits>
<HappinessTraits>
<HappinessTrait>
<HappinessTraitType>NO_TRAIT</HappinessTraitType>
<iHappinessTrait>1</iHappinessTrait>
</HappinessTrait>
</HappinessTraits>
<NoBonus>NO_BONUS</NoBonus>
<PowerBonus>NO_BONUS</PowerBonus>
<FreeBonus>NO_BONUS</FreeBonus>
<iNumFreeBonuses>0</iNumFreeBonuses>
<FreeBuilding>NO_BUILDINGCLASS</FreeBuilding>
<FreePromotion>NO_PROMOTION</FreePromotion>
<CivicOption>NO_CIVICOPTION</CivicOption>
<GreatPeopleUnitClass>NO_UNITCLASS</GreatPeopleUnitClass>
<iGreatPeopleRateChange>0</iGreatPeopleRateChange>
<iHurryAngerModifier>0</iHurryAngerModifier>
<bBorderObstacle>0>/bBorderObstacle>
<bTeamShare>0</bTeamShare>
<bWater>0</bWater>
<bRiver>0</bRiver>
<bPower>0</bPower>
<bDirtyPower>0</bDirtyPower>
<bAreaCleanPower>0</bAreaCleanPower>
<bPrereqPower>0</bPrereqPower>
<DiploVoteType>NO_DIPLOVOTE</DiploVoteType>
<bForceTeamVoteEligible>0<bForceTeamVoteEligible>
<bCapital>0</bCapital>
<bGovernmentCenter>0</bGovernmentCenter>
<bGoldenAge>0</bGoldenAge>
<bAllowsNukes>0</bAllowsNukes>
<bMapCentering>0</bMapCentering>
<bNoUnhappiness>0</bNoUnhappiness>
<iUnhealthyPopulationModifier>0</iUnhealthyPopulationModifier>
<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
<bNeverCapture>0</bNeverCapture>
<bNukeImmune>0</bNukeImmune>
<bPrereqReligion>0</bPrereqReligion>
<bCenterInCity>0</bCenterInCity>
<bSlaveMarket>0</bSlaveMarket>
<bPrereqVault>0</bPrereqVault>
<bPrereqNoVault>0</bPrereqNoVault>
<bPrereqNotVassal>0</bPrereqNotVassal>
<bFoundReligion>0</bFoundReligion>
<iAIWeight>0</iAIWeight>
<iCost>0</iCost>
<iHurryCostModifier>0</iHurryCostModifier>
<iAdvancedStartCost>0</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<iWorkableRadius>0</iWorkableRadius>
<iMinAreaSize>-1</iMinAreaSize>
<iConquestProb>0</iConquestProb>
<iCitiesPrereq>0</iCitiesPrereq>
<iTeamsPrereq>0</iTeamsPrereq>
<iLevelPrereq>0</iLevelPrereq>
<iMinLatitude>0</iMinLatitude>
<iMaxLatitude>90</iMaxLatitude>
<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
<iGlobalGreatPeopleRateModifier>0</iGlobalGreatPeopleRateModifier>
<iAnarchyModifier>0</iAnarchyModifier>
<iGoldenAgeModifier>0</iGoldenAgeModifier>
<iGlobalHurryModifier>0</iGlobalHurryModifier>
<iExperience>0</iExperience>
<iGlobalExperience>0</iGlobalExperience>
<iFoodKept>0</iFoodKept>
<iAirlift>0</iAirlift>
<iAirModifier>0</iAirModifier>
<iAirUnitCapacity>0</iAirUnitCapacity>
<iNukeModifier>0</iNukeModifier>
<iNukeExplosionRand>0</iNukeExplosionRand>
<iFreeSpecialist>0</iFreeSpecialist>
<iAreaFreeSpecialist>0</iAreaFreeSpecialist>
<iGlobalFreeSpecialist>0</iGlobalFreeSpecialist>
<iMaintenanceModifier>0</iMaintenanceModifier>
<iWarWearinessModifier>0</iWarWearinessModifier>
<iGlobalWarWearinessModifier>0</iGlobalWarWearinessModifier>
<iEnemyWarWearinessModifier>0</iEnemyWarWearinessModifier>
<iHealRateChange>0</iHealRateChange>
<iHealth>0</iHealth>
<iAreaHealth>0</iAreaHealth>
<iGlobalHealth>0</iGlobalHealth>
<iHappiness>0</iHappiness>
<iAreaHappiness>0</iAreaHappiness>
<iGlobalHappiness>0</iGlobalHappiness>
<iStateReligionHappiness>0</iStateReligionHappiness>
<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
<iSpaceProductionModifier>0</iSpaceProductionModifier>
<iGlobalSpaceProductionModifier>0</iGlobalSpaceProductionModifier>
<iTradeRoutes>0</iTradeRoutes>
<iCoastalTradeRoutes>0</iCoastalTradeRoutes>
<iGlobalTradeRoutes>0</iGlobalTradeRoutes>
<iTradeRouteModifier>0</iTradeRouteModifier>
<iForeignTradeRouteModifier>0</iForeignTradeRouteModifier>
<iGlobalPopulationChange>0</iGlobalPopulationChange>
<iFreeTechs>0</iFreeTechs>
<iDefense>0</iDefense>
<iBombardDefense>0</iBombardDefense>
<iAllCityDefense>0</iAllCityDefense>
<iEspionageDefense>0</iEspionageDefense>
<iCultureFlipResistance>0</iCultureFlipResistance>
<iAsset>0</iAsset>
<iPower>0</iPower>
<fVisibilityPriority>1.0</fVisibilityPriority>
<GlobalSeaPlotYieldChanges>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
</GlobalSeaPlotYieldChanges>
<RiverPlotYieldChanges>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
</RiverPlotYieldChanges>
<GlobalSeaPlotYieldChanges>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
</GlobalSeaPlotYieldChanges>
<YieldChanges>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
</YieldChanges>
<YieldModifiers>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
</YieldModifiers>
<PowerYieldModifiers>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
</PowerYieldModifiers>
<AreaYieldModifiers>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
</AreaYieldModifiers>
<GlobalYieldModifiers>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
</GlobalYieldModifiers>
<CommerceChanges>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
</CommerceChanges>
<ObsoleteSafeCommerceChanges>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
</ObsoleteSafeCommerceChanges>
<CommerceChangeDoubleTimes>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
</CommerceChangeDoubleTimes>
<CommerceModifiers>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
</CommerceModifiers>
<GlobalCommerceModifiers>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
</GlobalCommerceModifiers>
<SpecialistExtraCommerces>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
</SpecialistExtraCommerces>
<StateReligionCommerces>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
</StateReligionCommerces>
<CommerceHappinesses>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
</CommerceHappinesses>
<ReligionChanges>
<ReligionChange>
<ReligionType>NO_RELIGION</ReligionType>
<iReligionChange>1</iReligionChange>
</ReligionChange>
</ReligionChanges>
<SpecialistCounts>
<SpecialistCount>
<SpecialistType>NO_SPECIALIST</SpecialistType>
<iSpecialistCount>1</iSpecialistCount>
</SpecialistCount>
</SpecialistCounts>
<FreeSpecialistCounts>
<FreeSpecialistCount>
<SpecialistType>NO_SPECIALIST</SpecialistType>
<iFreeSpecialistCount>0</iFreeSpecialistCount>
</FreeSpecialistCount>
</FreeSpecialistCounts>
<CommerceFlexibles>
<bCommerce>0</bCommerce>
<bCommerce>0</bCommerce>
<bCommerce>0</bCommerce>
<bCommerce>0</bCommerce>
</CommerceFlexibles>
<CommerceChangeOriginalOwners>
<bCommerceChangeOriginalOwner>0</bCommerceChangeOriginalOwner>
<bCommerceChangeOriginalOwner>0</bCommerceChangeOriginalOwner>
<bCommerceChangeOriginalOwner>0</bCommerceChangeOriginalOwner>
<bCommerceChangeOriginalOwner>0</bCommerceChangeOriginalOwner>
</CommerceChangeOriginalOwners>
<ConstructSound>NO_SOUND</ConstructSound>
<BonusHealthChanges>
<BonusHealthChange>
<BonusType>NO_BONUS</BonusType>
<iHealthChange>0</iHealthChange>
</BonusHealthChange>
</BonusHealthChanges>
<BonusHappinessChanges>
<BonusHappinessChange>
<BonusType>NO_BONUS</BonusType>
<iHappinessChange>0</iHappinessChange>
</BonusHappinessChange>
</BonusHappinessChanges>
<BonusProductionModifiers>
<BonusProductionModifier>
<BonusType>NO_BONUS</BonusType>
<iProductonModifier>0</iProductonModifier>
</BonusProductionModifier>
</BonusProductionModifiers>
<UnitCombatFreeExperiences>
<UnitCombatFreeExperience>
<UnitCombatType>NO_UNITCOMBAT</UnitCombatType>
<iExperience>0</iExperience>
</UnitCombatFreeExperience>
</UnitCombatFreeExperiences>
<DomainFreeExperiences>
<DomainFreeExperience>
<DomainType>NO_DOMAIN</DomainType>
<iExperience>0</iExperience>
</DomainFreeExperience>
</DomainFreeExperiences>
<DomainProductionModifiers>
<DomainProductionModifier>
<DomainType>NO_DOMAIN</DomainType>
<iProductionModifier>0</iProductionModifier>
</DomainProductionModifier>
</DomainProductionModifiers>
<BuildingHappinessChanges>
<BuildingHappinessChange>
<BuildingType>NO_BUILDINGCLASS</BuildingType>
<iHappinessChange>0</iHappinessChange>
</BuildingHappinessChange>
</BuildingHappinessChanges>
<PrereqBuildingClasses>
<PrereqBuildingClass>
<BuildingClassType>NO_BUILDINGCLASS</BuildingClassType>
<iNumBuildingNeeded>0</iNumBuildingNeeded>
</PrereqBuildingClass>
</PrereqBuildingClasses>
<BuildingClassNeededs>
<BuildingClassNeeded>
<BuildingClassType>NO_BUILDINGCLASS</BuildingClassType>
<bNeededInCity>0</bNeededInCity>
</BuildingClassNeeded>
</BuildingClassNeededs>
<ReplacementBuildings>
<ReplacementBuilding>
<BuildingClassType>NO_BUILDINGCLASS</BuildingClassType>
<bReplace>0</bReplace>
</ReplacementBuilding>
</ReplacementBuildings>
<SpecialistYieldChanges>
<SpecialistYieldChange>
<SpecialistType>SPECIALIST_PRIEST</SpecialistType>
<YieldChanges>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
</YieldChanges>
</SpecialistYieldChange>
</SpecialistYieldChanges>
<BonusCommerceModifiers>
<BonusCommerceModifier>
<BonusType>NO_BONUS</BonusType>
<CommerceModifiers>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
</CommerceModifiers>
</BonusCommerceModifier>
</BonusCommerceModifiers>
<BonusCommerceChanges>
<BonusCommerceChange>
<BonusType>NO_BONUS</BonusType>
<CommerceChanges>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
</CommerceChanges>
</BonusCommerceChange>
</BonusCommerceChanges>
<VicinityBonusCommerceChanges>
<BonusCommerceChange>
<BonusType>NO_BONUS</BonusType>
<CommerceChanges>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
</CommerceChanges>
</BonusCommerceChange>
</VicinityBonusCommerceChanges>
<BonusYieldModifiers>
<BonusYieldModifier>
<BonusType>NO_BONUS</BonusType>
<YieldModifiers>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
</YieldModifiers>
</BonusYieldModifier>
</BonusYieldModifiers>
<BonusYieldChanges>
<BonusYieldChange>
<BonusType>NO_BONUS</BonusType>
<YieldChanges>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
</YieldChanges>
</BonusYieldChange>
</BonusYieldChanges>
<VicinityBonusYieldChanges>
<BonusYieldChange>
<BonusType>NO_BONUS</BonusType>
<YieldChanges>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
</YieldChanges>
</BonusYieldChange>
</VicinityBonusYieldChanges>
<ImprovementFreeSpecialists>
<ImprovementFreeSpecialist>
<ImprovementType>NO_IMPROVEMENT</ImprovementType>
<iFreeSpecialistCount>0</iFreeSpecialistCount>
</ImprovementFreeSpecialist>
</ImprovementFreeSpecialists>
<TechCommerceChanges>
<TechCommerceChange>
<PrereqTech>NO_TECH</PrereqTech>
<TechCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
</TechCommerce>
</TechCommerceChange>
</TechCommerceChanges>
<TechYieldChanges>
<TechYieldChange>
<PrereqTech>NO_TECH</PrereqTech>
<TechYield>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
</TechYield>
</TechYieldChange>
</TechYieldChanges>
<TechSpecialistChanges>
<TechSpecialistChange>
<PrereqTech>NO_TECH</PrereqTech>
<SpecialistCounts>
<SpecialistCount>
<SpecialistType>NO_SPECIALIST</SpecialistType>
<iSpecialistCount>1</iSpecialistCount>
</SpecialistCount>
</SpecialistCounts>
</TechSpecialistChange>
</TechSpecialistChanges>
<TechCommerceModifiers>
<TechCommerceModifier>
<PrereqTech>NO_TECH</PrereqTech>
<TechCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
</TechCommerce>
</TechCommerceModifier>
</TechCommerceModifiers>
<TechYieldModifiers>
<TechYieldModifier>
<PrereqTech>NO_TECH</PrereqTech>
<TechYield>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
</TechYield>
</TechYieldModifier>
</TechYieldModifiers>
<TechHappinessChanges>
<TechHappinessChange>
<PrereqTech>NO_TECH</PrereqTech>
<iHappiness>0</iHappiness>
</TechHappinessChange>
</TechHappinessChanges>
<TechHealthChanges>
<TechHealthChange>
<PrereqTech>NO_TECH</PrereqTech>
<iHealth>0</iHealth>
</TechHealthChange>
</TechHealthChanges>
<Flavors>
<Flavor>
<FlavorType>NO_FLAVOR</FlavorType>
<iFlavor>0</iFlavor>
</Flavor>
</Flavors>
<HotKey>NONE</HotKey>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
<iOrderPriority>0</iOrderPriority>
<TraitCounterMods>
<TraitCounterMod>
<TraitType>NO_TRAIT</TraitType>
<iCounterMod>0</iCounterMod>
</TraitCounterMod>
</TraitCounterMods>
</BuildingInfo>
Buildings will be far more reliant on bonus resources, and will work in a similar fashion to corporations in that they will gain yield/commerce increases per resource available in the city, in the following ways.
1 Building can have X bonus resources adding an amount of yields and commerce for each instance of that bonus available in the city.
As Well As
X bonus resources adding a percentage increase in the amount of yields and commerce for each instance of that bonus available in the city.
As Well As
Being able to do both of these things with bonuses that are sourced locally only for that city
(within the cities radius).
As Well As
Each Type of Resource can do something different than the other resources in that building.
Technologies can also change the yield/commerce of buildings.
As Well As
X bonus resources adding a percentage increase in the amount of yields and commerce for each instance of that bonus available in the city.
As Well As
Being able to do both of these things with bonuses that are sourced locally only for that city
(within the cities radius).
As Well As
Each Type of Resource can do something different than the other resources in that building.
Technologies can also change the yield/commerce of buildings.