Vokarya's Workshop: Buildings

Problem with Woodcutters

The problem is, they don't go obsolete with Machinery, when Lumber Mills become available.

All other buildings seem to go obsolete, with the tech need. A quick example would be Sacrificial alter that goes obsolete with Temples being available.

The temple provides the same happyness, but an extra culture.

Woodcutters should go obsolete at machinery.

Woodcutters is not a building but an improvement. I think improvements don't go obsolate at all. Atleast as I remember that cartpath stays available untill the end of times.
 
45°38'N-13°47'E;13107861 said:
I'm not sure but I think I can use the same code I've used to make burning forests obsolete. So probably yes, I can do that.

Yes, we should be able to make the Build action obsolete, even though turning on Hide Obsolete Worker Actions in BUG should also have the same effect.
 
I still build Woodcutters even when Lumbermills are available as they have the exact same stats yet build quicker and self-upgrade very quickly anyways so there's no point in building Lumbermills, especially if your workers have many tasks they need to work on (which is almost always). A slight nerf to Woodcutters or a slight buff to Lumbermills to differentiate them might be a good idea.

Also a side note concerning Lumbermills, having them able to self-upgrade when worked to Geothermal Factories at an era-appropriate tech would be nice as manually upgrading all your land to the latter is time consuming on large maps with lots of area under your control.
 
I still build Woodcutters even when Lumbermills are available as they have the exact same stats yet build quicker and self-upgrade very quickly anyways so there's no point in building Lumbermills, especially if your workers have many tasks they need to work on (which is almost always). A slight nerf to Woodcutters or a slight buff to Lumbermills to differentiate them might be a good idea.

Also a side note concerning Lumbermills, having them able to self-upgrade when worked to Geothermal Factories at an era-appropriate tech would be nice as manually upgrading all your land to the latter is time consuming on large maps with lots of area under your control.

I tweaked the xml to give lumermills +2 :hammers:, makes more sense to me with how many worker-turns they cost
 
You should take a look at the boatyard - marina line.
Marina is almost always a worse building than its predecessor. Unless there is a whale in city vinvinity, which is very rare, it gives the same bonus, but an additional disease.
The bonus it gets from ecology and tourism come way, way after it becomes available.
 
I still build Woodcutters even when Lumbermills are available as they have the exact same stats yet build quicker and self-upgrade very quickly anyways so there's no point in building Lumbermills, especially if your workers have many tasks they need to work on (which is almost always).

Well, that's a good reason for not making it obsolete at some point.
 
You should take a look at the boatyard - marina line.
Marina is almost always a worse building than its predecessor. Unless there is a whale in city vinvinity, which is very rare, it gives the same bonus, but an additional disease.
The bonus it gets from ecology and tourism come way, way after it becomes available.

They both have +1 unhealth, but I agree that it usually doesn't give much of a bonus to upgrade. What if we take away the unhealth from just the Marina?
 
Here's another thing I have been looking at, and that is to retool the Vacation Resort into an upgrade of the Hotel. The Hotel has a fairly small package of modifiers:
  • +2 :culture:
  • +5% :gold:
  • +5% trade route income
  • +1 :) per 25% :culture: slider
  • 1 free Merchant

The Vacation Resort has a much wider array:
  • +2 :)
  • +3 and +20% :culture:
  • +20% :gold:
  • -25% :science:
  • +1 :) per 5% :culture: slider
  • 1 Artist slot
  • 1 free specialist per Forest Preserve and Safari in city vicinity
  • +10% maintenance
  • +20% War Weariness

I'd like to really cut this down. Some of the bonuses seem too large and there are a lot of penalties; more than I'd like on a regular building. I think paring down both the penalties and the bonuses would be better.
  • Shorten name to just Resort
  • Delete the :culture: % bonus, :science: penalty, maintenance increase, and war weariness increase
  • Reduce the :gold: bonus to +10%
  • Reduce the :) bonus to 1 :) per 10% culture
  • Increase the :culture: production to +4
  • Add 1 free Merchant
  • Add +10% trade route income

So this is what the revamped Resort looks like:
  • +2 :)
  • +4 :culture:
  • +10% :gold:
  • +10% trade route income
  • +1 :) per 10% :culture: slider
  • 1 free Merchant
  • 1 Artist slot
  • 1 free specialist per Forest Preserve and Safari in city vicinity
and it becomes an upgrade of Hotel with no problems. Interior cities would still be restricted to Hotel; coastal cities get the upgrade to Resort.
 
Great change. I never buildt any resort, with thes changes I will.

Btw, please take a look at the bioenhancement center. What it does is fine, but I think it costs way roo much. It takes 3-4 times as long to construct than other buildings of that time.
 
Btw, please take a look at the bioenhancement center. What it does is fine, but I think it costs way roo much. It takes 3-4 times as long to construct than other buildings of that time.

Bioenhancement Center is a Transhuman Era building, so it is supposed to cost more, but it's very early in the era, before you get a chance to really ramp up production. I think we can bring it down from 1500 to 1000 without causing too many problems.
 
I had an idea to put a building between Paved Roads and Public Transportation. This would link them together in a line, which is what I'm trying to do to as many buildings as I can. Since I don't really think that road-building improved very much between the Classical Era (when Paved Roads comes available) and the end of the Renaissance, I am looking at something in the early Industrial Era.

What I'm leaning towards is Railways, available at Railroad tech. This would cover most light rail systems before the development of Mass Transit. I'm just wondering if there might be a better name. I'll do the stats later (I'm working on some tricky unit modeling right now, so this is for the future).
 
I had an idea to put a building between Paved Roads and Public Transportation. This would link them together in a line, which is what I'm trying to do to as many buildings as I can. Since I don't really think that road-building improved very much between the Classical Era (when Paved Roads comes available) and the end of the Renaissance, I am looking at something in the early Industrial Era.

What I'm leaning towards is Railways, available at Railroad tech. This would cover most light rail systems before the development of Mass Transit. I'm just wondering if there might be a better name. I'll do the stats later (I'm working on some tricky unit modeling right now, so this is for the future).

Great idea, but I feel Railways too specific.
What about Asphalt roads? I believe it is the true upgrade of paved roads in real life :)



BTW: Modern granary costs exacly the same as Granary. Is that intended?
I don't think it should cost way too much more, but maybe a bit.
 
Great idea, but I feel Railways too specific.
What about Asphalt roads? I believe it is the true upgrade of paved roads in real life :).

The two ideas seem good, but I think asphalt roads is the logical upgrade of paved roads, as Soogron says.
 
Personally, I don't see enough of a difference between paved roads and asphalt roads to make separate buildings. I think I have it covered with allowing building of Paved Roads with Cement or Oil Products in addition to Stone.

We could go directly from Paved Roads to Mass Transit, but I think we should have one more building somewhere in between.

I do agree that Modern Granary is under-priced. I think we could take the cost up to 200 (more than triple) and it would still be pretty cheap by Industrial Era standards.
 
Personally, I don't see enough of a difference between paved roads and asphalt roads to make separate buildings. I think I have it covered with allowing building of Paved Roads with Cement or Oil Products in addition to Stone.

Agree. :goodjob:
 
Personally, I don't see enough of a difference between paved roads and asphalt roads to make separate buildings. I think I have it covered with allowing building of Paved Roads with Cement or Oil Products in addition to Stone.

I know it's not an easy thing.
I think the differences could be:
  • a bit lower maintanance
  • a bit higher income
  • the same or even lower build cost
  • the resources you mentioned
 
Couple thoughts on Early Buildings to share.

Carpenter: When I designed this, I wanted to make an early building that would give you a step up in production. However, what I've been experiencing is that Carpenter is not such a great build until the city that has it is generating enough hammers for the Carpenter to provide a bonus. I don't really want to push the bonus up too much, so I was thinking about giving Carpenter +50% faster production of Wheelwright. Wheelwright is not a great build when it becomes available but is pretty good in the late Ancient Era; it really needs Chariotry and Trade to make it valuable, and I think giving Carpenter a bonus to produce Wheelwright would make it be worth building early on. Also, this mimics Treadmill Crane's +50% production of Castle and Construction Firm's +50% production of Skyscraper.

Fish Traps and Fisherman's Hut: These two buildings do practically the same thing: give you a food bonus in a city with seafood resources nearby. I don't like buildings that do this, and the circumstances are such that just about any city that can build one can also build the other. The exceptions are a city with only Whale in its vicinity gets Fisherman's Hut but not Fish Traps, and a city built on a river, but not on a coast, but still having Fish or Crabs or Shrimp in its vicinity can build Fish Traps but not Fisherman's Hut. These are both pretty narrow sets of circumstances. I think we should either eliminate Fish Traps completely or move Fisherman's Hut up to Sailing and make it an upgrade of the Traps. This is admittedly a very early upgrade so I'm not sure how really practical it is. Let me know what you would prefer doing.
 
Couple thoughts on Early Buildings to share.

Carpenter: When I designed this, I wanted to make an early building that would give you a step up in production. However, what I've been experiencing is that Carpenter is not such a great build until the city that has it is generating enough hammers for the Carpenter to provide a bonus. I don't really want to push the bonus up too much, so I was thinking about giving Carpenter +50% faster production of Wheelwright. Wheelwright is not a great build when it becomes available but is pretty good in the late Ancient Era; it really needs Chariotry and Trade to make it valuable, and I think giving Carpenter a bonus to produce Wheelwright would make it be worth building early on. Also, this mimics Treadmill Crane's +50% production of Castle and Construction Firm's +50% production of Skyscraper.

Fish Traps and Fisherman's Hut: These two buildings do practically the same thing: give you a food bonus in a city with seafood resources nearby. I don't like buildings that do this, and the circumstances are such that just about any city that can build one can also build the other. The exceptions are a city with only Whale in its vicinity gets Fisherman's Hut but not Fish Traps, and a city built on a river, but not on a coast, but still having Fish or Crabs or Shrimp in its vicinity can build Fish Traps but not Fisherman's Hut. These are both pretty narrow sets of circumstances. I think we should either eliminate Fish Traps completely or move Fisherman's Hut up to Sailing and make it an upgrade of the Traps. This is admittedly a very early upgrade so I'm not sure how really practical it is. Let me know what you would prefer doing.

Carpenter could also have a flat +1 or +2 :hammers: bonus on top of the +10% Building production, but I do agree with the +50% Wheelwright building in either case. Only drawback [that I see] is the flat :hammers: bonus would affect units as well.

Prime Timber isn't a resource in AND (surprisingly. I see a lot of mods using it) but if it was, the Carpenter could benefit from that somehow if it was present.

Not sure what to do about the Fishtraps/Hut. Maybe merge them somehow? Fisherman's Hut being an upgrade works too, Sailing seems a bit early though but I don't know what other tech that would fit. Ship Building maybe?
 
Couple thoughts on Early Buildings to share.

Carpenter: When I designed this, I wanted to make an early building that would give you a step up in production. However, what I've been experiencing is that Carpenter is not such a great build until the city that has it is generating enough hammers for the Carpenter to provide a bonus. I don't really want to push the bonus up too much, so I was thinking about giving Carpenter +50% faster production of Wheelwright. Wheelwright is not a great build when it becomes available but is pretty good in the late Ancient Era; it really needs Chariotry and Trade to make it valuable, and I think giving Carpenter a bonus to produce Wheelwright would make it be worth building early on. Also, this mimics Treadmill Crane's +50% production of Castle and Construction Firm's +50% production of Skyscraper.

If the main advantage of the Carpenter is to benefit the wheelwright, then I would suggest that the Carpenter be considered among the "early buildings". At the moment, Carpenter is available even when the game option "Early Buildings" is not selected (I think - please correct me if this isn't the case); however, if the Carpenter mainly benefited some other Early Building, then it too should be an Early Building (or there'd be no point building it).

My experience also is that the Carpenter isn't worth building very early on. I would be in favour of the Carpenter providing a small fixed number of hammers instead of a percentage increase, as Rezca suggested, even though the Carpenter would then also benefit building units (big deal).

I agree that Fish Traps and Fisherman's hut should somehow be merged.

Cheers. A.
 
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