Vokarya's Workshop: Buildings

If a building loses its requirements, then it stops working and disappears from the building list. If it replaces any other building, the replacing building disappears and the replaced buildings reappear.

I did a little experiment with one city (Thebes) having Three Gorges Dam and another city (Memphis) having Telegraph Network, Broadcast Tower, and Communications Tower. Comm Tower replaces both Broadcast Tower and Telegraph Network. Comm Tower and Broadcast Tower both require Power, but Telegraph Network does not.

Thanks for the clarification Vokarya, it's sounds reasonable.

If I use WorldBuilder to cut off Memphis from Thebes so it doesn't have power, then at the beginning of the next turn, the Communication Tower disappears and the Telegraph Network and the Broadcast Tower both reappear. At the beginning of the next turn after that, the Broadcast Tower disappears because it doesn't have power either. I think the game only checks requirements once per turn.

I would to like to ask something else by the way:Is a city connected to power network when is connected to the route network?
 
Thanks for the clarification Vokarya, it's sounds reasonable.

I would to like to ask something else by the way:Is a city connected to power network when is connected to the route network?

Only Three Gorges Dam and Fusion Plant produce power for other cities. It doesn't matter whether they are connected or not by roads - they only have to be on the same continent. The XML tag for this is actually called <bAreaCleanPower>, which means the building grants clean power (which just means it lacks whatever penalty is currently attached to dirty power - currently it's +4:yuck:) to every city on its continent.

Without those, you have to have a power plant in the city itself to get power for that city. It's not a network in any real way.
 
I did some looking at the Industrial Park. I think it could be tweaked quite a bit in order to make it fit better with other buildings. Here is what I would like to do.
  • Move from Civil Engineering to Conglomerates. The Industrial Park is a Modern Era building, not Industrial Era. Civil Engineering is also loaded for content and Conglomerates could use some help.
  • Make Industrial Park a building upgrade of Construction Firm. I think the two are similar enough that the Firm can be subsumed under the Park.
  • Add +30% building construction (covers general penalty for losing Construction Firm), +50% production of Skyscraper, and +50% production of Manufacturing Plant. Note that IP will appear after Manufacturing Plant, so you have to decide if you want to go directly for MP or wait for IP.
  • Remove the +1 unhealth from Coal and Oil. Without an offsetting bonus, this just seems punitive. 2 unhealth is enough.
  • Increase cost from 260 to 400. I think this covers the additional bonuses and a Modern Era civilization should be able to handle that cost fairly easily.
 
Those sound very sensible to me. I'm very much in favour of streamlining upgrade paths. :)
 
I did some looking at the Industrial Park. I think it could be tweaked quite a bit in order to make it fit better with other buildings. Here is what I would like to do.
  • Move from Civil Engineering to Conglomerates. The Industrial Park is a Modern Era building, not Industrial Era. Civil Engineering is also loaded for content and Conglomerates could use some help.
  • Make Industrial Park a building upgrade of Construction Firm. I think the two are similar enough that the Firm can be subsumed under the Park.
  • Add +30% building construction (covers general penalty for losing Construction Firm), +50% production of Skyscraper, and +50% production of Manufacturing Plant. Note that IP will appear after Manufacturing Plant, so you have to decide if you want to go directly for MP or wait for IP.
  • Remove the +1 unhealth from Coal and Oil. Without an offsetting bonus, this just seems punitive. 2 unhealth is enough.
  • Increase cost from 260 to 400. I think this covers the additional bonuses and a Modern Era civilization should be able to handle that cost fairly easily.

What could I say?
:woohoo:

...only one thing: Will it keep the engineer slot?
 
What could I say?
:woohoo:

...only one thing: Will it keep the engineer slot?

It will keep the 2 Engineer slots and the free Engineer. I always try to have upgrading buildings keep all the capabilities of the old building + some more.
 
I had another idea about giving Confucianism a bit more of its own identity. I took the Morale promotion off Kong Miao because Morale is a VERY strong promotion, and it's normally restricted to units that are Led by Warlord. I do think though that Confucianism could benefit from trading in some of the usual religious bonuses for a small bonus to science, as Confucianism really promotes learning and its Cathedral already trades some of the usual culture for science.

Here's the changes I was thinking of making.
  • Confucian Monastery: Reduce culture to +1, increase science to +3 (+2 after Humanism).
  • Confucian Temple: Reduce happiness to +1, add +1-2 science. I'm not sure whether to make it +1 or +2, as a point of Happiness is a lot to give up, but the science bonus never goes obsolete and works even if Confucianism is not your state religion.

What do you think?
 
I like the idea. +2 science seems fine to me.
 
One thing I've been trying to cut down is the number of buildings that just stand alone without links to anything else. If nothing else, putting in obsoletings and upgrades keeps the length of the list of the things you can build to a manageable level. One building that is currently stand-alone is the Town Watch. It's quite similar to the Police Station in that both give a bonus to espionage points, bonus defense against enemy spies, and a Spy specialist slot, and the Police Station is an upgrade in almost every way by granting 2 Magistrate slots and reduced War Weariness but losing a small (5%) defense bonus at a point where a lot of offensive units already ignore building defense and picking up a small maintenance increase (going from 5% to 10%). We can make the two into a chain just by moving Town Watch's obsolete point from Nationalism to Electricity and then making Police Station its upgrade, as Marxism comes along before Electricity.

Also, I think Police Station should require Jail. I don't think Courthouse is a real requirement by the Industrial Era, as the Supreme Court (which is available at Jurisprudence) provides free Courthouses, and any city founded by a Pioneer unit also starts with a Courthouse.
 
I'm good with both of those. I particularly like upgrade paths and obsolescence of vast reams of unlikely-to-be-built buildings.
 
Question: was the maintenance cost on town clocks removed recently?

Revision 773, 53 days ago:

  • Removed Stock Exchanging, Derivatives, Weather Forecasting, Meteorology
  • Removed Corporation bonus to whales
  • Tweaked difficulty maintenance modifiers
  • Free Market gives -10% hammers (previously -5% hammers)
  • Free Market does not give +1 commerce for farms
    [*]Townclock gives +3 hammers (previously was +10% maintenance +15% hammers)
  • Foundry gives +5 hammers (previously +25% hammers +5% commerce), employs 1 citizen
  • Library gives +15% science (previously +20% science)
  • Public school gives +7 science beakers (previously +20% science)
  • All monestaries to +2 science beaker (previously +10% science). Humanism subtracts 1 science beaker.
  • National Weather Service requires Flight, (previously Meteorology)
  • Estate no longer gives -2 food, gives +2 hammers +2 commerce (previously +1 hammers, +2 commerce), employs 1 citizen
  • Workhouse no longer gives -1 happy, employs 1 citizen
  • Fixed bug in multiple production that decreased overflow hammers for subsequent productions in the same turn
  • AI will no longer offer open borders unless they need more foreign connectedness or access to territory for war
  • Improve Civic AI logging
  • Improve AI civic building production modifier valuation
 
Here is the Cryogenic Prison I proposed over in the one-trick-pony thread to give something extra to Cryogenics. It's a Jail replacement, fairly cheap for a building nearly to the end of the Tech Tree (base cost is 600, and many Transhuman Era buildings are 1000+). It provides the same espionage bonus and specialist slots as a Jail, but increases the war weariness cut to 50% (over 25%) and gives -10% maintenance (as long the power holds out, you don't have to have as many staff on hand).

View attachment 383549View attachment 383550
 
One building that I have issues with is the Treadmill Crane. This building has never felt right to me for several reasons. First, it's a disconnected building. The only tie it has with any other building is the Castle. It doesn't upgrade from or to any other building. Second, its name implies that there should be other cranes, which there aren't any of. Third, it comes before the building that it speeds the production of (the Castle). I don't like this; the bonus needs to come after whatever it's boosting becomes available, or you may as well just fold the bonus into the stats of the base building/unit/whatever.

So I would like to give this building a makeover. First of all, change its name to the Builder. (I thought about calling it a Mason, but I think that would imply a connection to Stone or Marble resources that I don't want to add.) Second, move the new Builder to Architecture tech. This puts it after Engineering and the appearance of the Castle. Third, move its obsoleting point to Manufacturing. This will allow creating a neat unified chain of builders:
  • Carpenter: +10%
  • Builder: +15%
  • Construction Firm: +20%
  • Industrial Park: +30%
  • Unnamed building at Organic Cities tech: +50%
 
Why not just remove the building? I'm of the opinion there are already too many buildings by the medieval era.
 
Given those percentages, I can see Afforess' point, and I'm not really sold on the new name.
 
I'm reluctant to get rid of any building, and there are several other buildings that I would prefer to get rid of before these ones (Brothel and River Authority come to mind immediately). I also don't want to leave Carpenter as a hanging building either; I'd prefer as many buildings as possible to be linked together in some way (prerequisites or replacements), and this would make one long chain from the beginning of the game almost to the end.

I also think that right now, building times are too long, especially for new cities, and a lot of buildings don't appear to be worth the return on investment. I'd like to double all the bonuses for these buildings.
 
Well, C2C put in some early hammer buildings, which I think was a good idea, as I usually end up building anything that gives hammers, especially in new cities.

Have you considered calling the Builder the 'Architect' or the 'Engineer'? Both of those sound appropriately mediaeval.
 
My concern is that new buildings, especially new buildings that make construction of all other buildings faster, will have an outsized effect on game balance. If it is 25% faster to build all other buildings, than you can more quickly build everything, gain more commerce, gold, research, culture, etc. Basically you are tweaking the rate at which the entire game is played and speeding it up. Exponentially so.
 
My concern is that new buildings, especially new buildings that make construction of all other buildings faster, will have an outsized effect on game balance. If it is 25% faster to build all other buildings, than you can more quickly build everything, gain more commerce, gold, research, culture, etc. Basically you are tweaking the rate at which the entire game is played and speeding it up. Exponentially so.
I have the same concern. When we tweaked forge and foundry a long time ago, it threw the game totally out of balance and it took me more than a while to balance it again
 
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