generalstaff
Steadfast
This mod adds four early buildings designed to make Snail games more interesting. Was able to play a Snail game with only needing to idle (OS79 module, much recommended) 2 turns with this and the upcoming version of Modular Civics Buildings.
EDIT (v.1.1 release): With v.1.1 I found myself never needing to Idle.
Buildings:
-Potter's Hut
+1 Culture (Obsolete)
+1 Commerce with Copper
+2 Commerce with Lead
-1 Health with Lead
Req: River
Tech: Pottery
Obsolete: Metallurgy
-Boatyard
-1 Health
1 Free Specialist per Fishing Boats in city radius
Double Production with Seafaring Trait
Req: Coast
Tech: Fishing
Obsolete: Navigation
-Marina
-1 Health
1 Free Specialist per Fishing Boats, Whaling Boats in city radius
Double Production with Seafaring Trait
+1 Health: Ecology
+1 Commerce with Tourism
Req: Coast
Replaces Boatyard
Tech: Navigation
-Apiary
+1 Food
+2 Commerce
+1 Health
Tech: Animal Husbandry
-Graveyard
+1 Culture
+1 Happiness
+1 Health
+15% Maintenance
+25% War Weariness
+1 Happiness: Incense
Double Production with Spiritual Trait
+10% Production with Marble, Stone, Pottery
Tech: Ceremonial Burial, Masonry
Obsolete: Ecological Engineering
-Stoneworker's Hut
+1 Production
+2 Production with Stone, Obsidian
+2 Production, 2 Commerce with Marble
+1 Happiness: Gems
Double Production for Industrious Leaders
Replaced by Construction Firm
Req: Stone, Obsidion, Marble, or Gems in City Radius
Tech: Stone Tools
Obsolete: Architecture
-Sculptor's Workshop
+1 Gold (Not Obsolete Safe)
+2 Commerce (Obsolete Safe)
Specialists: 1 Artist
+1 Happiness with Creative Trait
Req: Stone or Marble in City Radius
Tech: Sculpture
Obsolete: Free Artistry
-City Gatehouse
+5% Maintenance
-1 Trade Routes
-25% Trade Route Yield
-30% Foreign Trade Route Yield
+15% Defense (Except vs. Units with high explosives)
-10% Bombard Damage
+20% Spy Defense
Req: High Walls
Tech: Siege Warfare
+75% Production speed for Protective leaders.
Obsolete: Rifling (Except Defense Bonus)
-City Gate
+1 Culture (Obsolete Safe)
+1 Trade Route
+30% Trade Route Yield
+30% Foreign Trade Route Yield
Req: Gatehouse, Iron.
Tech: Machinery
Obsolete: Rifling
-Beadmaker's Hut
+1 Commerce
+1 Happiness with Glassware
+1 Commerce with Ivory, Pearls, Gems, Clams
Double Production speed for Nomad leaders.
Req: Ivory, Gems, Clam, or Pearls in City Radius
Tech: Trade
Obsolete: Guilds
-River Authority
+10% Trade Route Yield
+15% Maintenance
River Tiles: +1 Commerce
Req: Courthouse
Tech: Currency
-Fish Traps
+1 Food
+1 Food from Fish
+1 Food from Crab
+1 Food from Shrimp
Replaced by Fishery
Req: Fish, Crab, or Shrimp in City Radius
Tech: Fishing
Obsolete: Biology
-Town Watch
+1 Espionage
+1 Espionage with Divine Right
+5% Maintenance
+5% Defense (Except vs. Units with high explosives)
+10% Spy Defense
-5% Revolution
Replaced by Police Station
Tech: Monarchy
Obsolete: Nationalism (Except Defense Bonus)
-Treadmill Crane
+15% Production
-15% Military Production
Replaced by Construction Firm
Tech: Machinery
Obsolete: Steam Power
-Construction Firm
+20% Production
-20% Military Production
Specialists: 1 Engineer
+2 Production with Megastructure Engineering
Tech: Civil Engineering
-Furrier
+1 Gold
+1 Commerce with Fur
Req: Fur or Deer in City Radius
Tech: Hunting, Trade
Obsolete: Plastics
-Elder Council
+1 Science
+1 Science with Priesthood
+1 Health with Chiefdom
Replaced by School of Scribes
Tech: Ritualism
Obsolete: Writing
-Wheelwright
+1 Trade Route
+1 Commerce: Chariotry, Trade
+1 Production: Chariotry
+25% Production of Chariot, Trade Caravan
Tech: The Wheel
Obsolete: Machinery
-Gambling Hall
+3 Gold
-1 Happiness
+10% Revolution
Replaced by Casino
Tech: Usury
Obsolete: Legalized Gambling
-Poacher's Camp
+1 Food
-1 Happiness
+1 Food with Deer
+1 Commerce with Fur, Ivory
+1 Gold with Flintlock, Semi-Automatic Weapons
-1 Happiness with Biology, Tourism
+10% Revolution
Req: Deer, Fur, or Ivory within city radius
Tech: Monarchy
Obsolete: Ecological Engineering
-Storage Pit
+1 Health: Architecture
Double Production for Expansive leaders
Replaced by Granary
Tech: None (Can be built anytime as long as it is not obsolete)
Obsolete: Agricultural Tools
-Tax Office
-25% Maintenance
+5% Revolution
+10% Production for Financial leaders
Tech: Social Contract
-Coffee House
Tech: Humanism (The Coffee House was brought to Europe by the Ottomans)
Req: Tea or Coffee
+1 Happiness
+1 Espionage
+1 Culture
+1 Happiness with Sugar, Tobacco, Wine
-1 Health with Sugar, Tobacco, Wine
+1 Happiness per 25% Culture Rate
-1 Espionage with Globalization
+100% Production Speed for Creative Leaders
-Fishery
+2 Food
+1 Food from Fish
+1 Food from Crab
+1 Food from Shrimp
+2 Food, -1 Health with Gene Manipulation
Req: Fish, Crab, or Shrimp in City Radius
Tech: Biology
Some buildings can only be build on slow game speeds.
These buildings are designed for Snail games in order to make those more interesting. They all become obsolete and produce no culture, which means they should not be unbalance a game.
Be sure to use the Abandon City function to "sell" these buildings when they become obsolete if the clutter bothers you.
Latest Version
Original Download: \/Below\/
EDIT (v.1.1 release): With v.1.1 I found myself never needing to Idle.
Buildings:
-Potter's Hut
+1 Culture (Obsolete)
+1 Commerce with Copper
+2 Commerce with Lead
-1 Health with Lead
Req: River
Tech: Pottery
Obsolete: Metallurgy
-Boatyard
-1 Health
1 Free Specialist per Fishing Boats in city radius
Double Production with Seafaring Trait
Req: Coast
Tech: Fishing
Obsolete: Navigation
-Marina
-1 Health
1 Free Specialist per Fishing Boats, Whaling Boats in city radius
Double Production with Seafaring Trait
+1 Health: Ecology
+1 Commerce with Tourism
Req: Coast
Replaces Boatyard
Tech: Navigation
-Apiary
+1 Food
+2 Commerce
+1 Health
Tech: Animal Husbandry
-Graveyard
+1 Culture
+1 Happiness
+1 Health
+15% Maintenance
+25% War Weariness
+1 Happiness: Incense
Double Production with Spiritual Trait
+10% Production with Marble, Stone, Pottery
Tech: Ceremonial Burial, Masonry
Obsolete: Ecological Engineering
-Stoneworker's Hut
+1 Production
+2 Production with Stone, Obsidian
+2 Production, 2 Commerce with Marble
+1 Happiness: Gems
Double Production for Industrious Leaders
Replaced by Construction Firm
Req: Stone, Obsidion, Marble, or Gems in City Radius
Tech: Stone Tools
Obsolete: Architecture
-Sculptor's Workshop
+1 Gold (Not Obsolete Safe)
+2 Commerce (Obsolete Safe)
Specialists: 1 Artist
+1 Happiness with Creative Trait
Req: Stone or Marble in City Radius
Tech: Sculpture
Obsolete: Free Artistry
-City Gatehouse
+5% Maintenance
-1 Trade Routes
-25% Trade Route Yield
-30% Foreign Trade Route Yield
+15% Defense (Except vs. Units with high explosives)
-10% Bombard Damage
+20% Spy Defense
Req: High Walls
Tech: Siege Warfare
+75% Production speed for Protective leaders.
Obsolete: Rifling (Except Defense Bonus)
-City Gate
+1 Culture (Obsolete Safe)
+1 Trade Route
+30% Trade Route Yield
+30% Foreign Trade Route Yield
Req: Gatehouse, Iron.
Tech: Machinery
Obsolete: Rifling
-Beadmaker's Hut
+1 Commerce
+1 Happiness with Glassware
+1 Commerce with Ivory, Pearls, Gems, Clams
Double Production speed for Nomad leaders.
Req: Ivory, Gems, Clam, or Pearls in City Radius
Tech: Trade
Obsolete: Guilds
-River Authority
+10% Trade Route Yield
+15% Maintenance
River Tiles: +1 Commerce
Req: Courthouse
Tech: Currency
-Fish Traps
+1 Food
+1 Food from Fish
+1 Food from Crab
+1 Food from Shrimp
Replaced by Fishery
Req: Fish, Crab, or Shrimp in City Radius
Tech: Fishing
Obsolete: Biology
-Town Watch
+1 Espionage
+1 Espionage with Divine Right
+5% Maintenance
+5% Defense (Except vs. Units with high explosives)
+10% Spy Defense
-5% Revolution
Replaced by Police Station
Tech: Monarchy
Obsolete: Nationalism (Except Defense Bonus)
-Treadmill Crane
+15% Production
-15% Military Production
Replaced by Construction Firm
Tech: Machinery
Obsolete: Steam Power
-Construction Firm
+20% Production
-20% Military Production
Specialists: 1 Engineer
+2 Production with Megastructure Engineering
Tech: Civil Engineering
-Furrier
+1 Gold
+1 Commerce with Fur
Req: Fur or Deer in City Radius
Tech: Hunting, Trade
Obsolete: Plastics
-Elder Council
+1 Science
+1 Science with Priesthood
+1 Health with Chiefdom
Replaced by School of Scribes
Tech: Ritualism
Obsolete: Writing
-Wheelwright
+1 Trade Route
+1 Commerce: Chariotry, Trade
+1 Production: Chariotry
+25% Production of Chariot, Trade Caravan
Tech: The Wheel
Obsolete: Machinery
-Gambling Hall
+3 Gold
-1 Happiness
+10% Revolution
Replaced by Casino
Tech: Usury
Obsolete: Legalized Gambling
-Poacher's Camp
+1 Food
-1 Happiness
+1 Food with Deer
+1 Commerce with Fur, Ivory
+1 Gold with Flintlock, Semi-Automatic Weapons
-1 Happiness with Biology, Tourism
+10% Revolution
Req: Deer, Fur, or Ivory within city radius
Tech: Monarchy
Obsolete: Ecological Engineering
-Storage Pit
+1 Health: Architecture
Double Production for Expansive leaders
Replaced by Granary
Tech: None (Can be built anytime as long as it is not obsolete)
Obsolete: Agricultural Tools
-Tax Office
-25% Maintenance
+5% Revolution
+10% Production for Financial leaders
Tech: Social Contract
-Coffee House
Tech: Humanism (The Coffee House was brought to Europe by the Ottomans)
Req: Tea or Coffee
+1 Happiness
+1 Espionage
+1 Culture
+1 Happiness with Sugar, Tobacco, Wine
-1 Health with Sugar, Tobacco, Wine
+1 Happiness per 25% Culture Rate
-1 Espionage with Globalization
+100% Production Speed for Creative Leaders
-Fishery
+2 Food
+1 Food from Fish
+1 Food from Crab
+1 Food from Shrimp
+2 Food, -1 Health with Gene Manipulation
Req: Fish, Crab, or Shrimp in City Radius
Tech: Biology
Some buildings can only be build on slow game speeds.
These buildings are designed for Snail games in order to make those more interesting. They all become obsolete and produce no culture, which means they should not be unbalance a game.
Be sure to use the Abandon City function to "sell" these buildings when they become obsolete if the clutter bothers you.
Latest Version
Original Download: \/Below\/