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#1 |
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Prince
Join Date: Nov 2005
Posts: 381
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Buildings File
This work is based a lot off of Stuporstar's great work.
I've made some changes where I found the information was slightly incorrect. But anyways, it uses a modified version of Stuporstar's categories for each worksheet: 1) Science 2) Commerce/Gold 3) Growth/Health 4) Culture/Happiness 5) Production 6) Military 7) Religion 8) Other 9) Projects 10) Listings (listing of buildings based on how much culture it provides, and GL points it provides) 11) Speed (listing of buildings based on what resource it gets double speed production from) I guess I could have posted this a while back, but I was planning on putting this out in a suite of Excel files which contain information about cIV. But what with playing Civ, modding the Domestic Advisor and RL, I don't know when I'll get around to the other categories, so here's the first installment. Req Last edited by Requies; Jan 01, 2006 at 08:07 PM. |
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#2 |
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Chieftain
Join Date: Dec 2004
Posts: 29
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Great file! Buildings listed by the specialization you want to pursuit.
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#3 |
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Warlord
Join Date: Jun 2004
Location: Canada
Posts: 185
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Great stuff Requies! I'm still looking through it to find out where to fix my own guide. It hasn't been updated in a long time.
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#4 | |
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Prince
Join Date: Nov 2005
Posts: 381
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Quote:
BTW, updated my file so that the 1.09 changes are in it (basically space components). Req |
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#5 |
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Prince
Join Date: Oct 2001
Posts: 535
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Where's the file? I clicked on the link in your sig, but it just led me back here again.
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#6 | |
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Prince
Join Date: Nov 2005
Posts: 381
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Quote:
Will put up ASAP. Req |
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#7 |
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Kremlin Highlander
Join Date: Apr 2005
Location: Paris
Posts: 728
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I am impressed. Very nice work, just downloaded it. I like the "speed" part of it. I would not put jail and Mt. Rushmore in military, though.
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#8 |
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Monarch
Join Date: Jan 2002
Location: Randolph, NJ, USA
Posts: 1,095
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Very good work. Research in Civ 4 has to be focused on certain goals and this is very helpful in determining just where to spend your research money.
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#9 |
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Warlord
Join Date: Oct 2005
Location: Wichita, KS (US)
Posts: 142
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Requies, thanks for the file. I noticed that sheet 3 has a typo. The "Growth/Health Buildings" sheet says "+1 happy from Banana, Spices, Sugar, Wine" for Grocer. I could be mistaken, but I thought it was supposed to be "+1 health".
Thanks again for your contributions to the community and the forum! I'm looking forward to trying the new prophets mod.
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#10 | |
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Prince
Join Date: Nov 2005
Posts: 381
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Quote:
Updated the file with a couple of minor changes/fixes. I don't believe 1.52 changed any building costs, but I could be wrong about that.... It's available for download in the OP. Req |
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#11 |
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Chieftain
Join Date: Jun 2001
Location: Melbounre
Posts: 29
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To be really nitpicky, you didnt note that obelisk is made obsolete by calendar (though you did note that for stonehenge).
Also, buildings like library, temple, etc which increase culture werent included in Culture / Happniess buildings, not sure if this is intended or not. I definatly think that temple should be, as it increases culture and happiness (even if it means having it under culture / happiness and religion) Fianlly (3rd edit), for the speed section, you could also include what buildings get 2x speed for the relelvent leader traits That aside, great job! Last edited by Zibby; Jan 01, 2006 at 08:23 AM. |
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#12 | |||
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Prince
Join Date: Nov 2005
Posts: 381
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Quote:
. Nice catch. Will change it.Quote:
That's also the reason for separating out the religion buildings (even though they ARE culture/happiness like you noted), because it was a easily dividable category and I would assume that people knew that RELIGION buildings are basically CULTURE AND HAPPINESS buildings (well, except for Monasteries).... Maybe not the best assumption, but.... Quote:
BTW, you misspelled finally .Req |
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#13 | |
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Prince
Join Date: Nov 2005
Posts: 381
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Quote:
Req |
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#14 | |
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Prince
Join Date: Nov 2005
Posts: 381
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Quote:
Req |
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#15 |
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Deity
Join Date: Nov 2005
Location: Texas
Posts: 10,263
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A note: Drydocks would go under Barracks on the Military tab -- "new sea units recieve +4 experience / +50% production for ships"
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#16 |
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Chieftain
Join Date: Jul 2007
Posts: 6
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Excellent! Thanks a lot!
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