Vokarya's Workshop: Buildings

I only just recently noticed this but... The Archery Range building can still grant exp to Machine Guns :lol:


Technically they're still eligible for the free experience since they're Siege Units by definition, but it seems odd to say the least!
 
I only just recently noticed this but... The Archery Range building can still grant exp to Machine Guns :lol:


Technically they're still eligible for the free experience since they're Siege Units by definition, but it seems odd to say the least!

The Archery Range is supposed to go obsolete at Rifling. Do you not have it in your game?
 
The Archery Range is supposed to go obsolete at Rifling. Do you not have it in your game?

I do indeed have Rifling, and I can't build the Archery Range in any new cities but it's still granting experience to Machine Guns in the few cities it's still present in. Cannons as well. :confused:
 
I do indeed have Rifling, and I can't build the Archery Range in any new cities but it's still granting experience to Machine Guns in the few cities it's still present in. Cannons as well. :confused:

Then something has gone wrong. I don't know what it would be.
 
The Mongolian Ger is a building that doesn't seem to make a lot of sense in its current version. It is the only UB that is replaced by an inferior building; the Ger grants +4 XP to Mounted units but is replaced by the Knight's Stable that only grants +3. If you play with Hide Replaced Buildings on like I do, that means you can only build Gers between researching Chariotry and researching Stirrup, and cities with Ger have the Knight's Stable as a useless building on their build list.

What I think we should do is this: instead of the Ger being a Stable replacement, the Ger becomes a Knight's Stable replacement. It would grant +5 XP to new Mounted units (transplanting the +2 bonus over from a Stable replacement to a Knight's Stable replacement) and would come available at Horse Breeding, earlier in the Classical Era than Stirrup. This would allow you to train some powerful Keshiks right out of the gate because the Ger would be available before you got to Mounted Archery.

Let me know what you think of this.
 
Has any thiought been given to "Advanced University" along the lines of advanced Castle?

The idea would that the basic university could be added to - a Medical Faculty, a Humanities campus etc. each linked to technology and bringing bonuses......
 
The Mongolian Ger is a building that doesn't seem to make a lot of sense in its current version. It is the only UB that is replaced by an inferior building; the Ger grants +4 XP to Mounted units but is replaced by the Knight's Stable that only grants +3. If you play with Hide Replaced Buildings on like I do, that means you can only build Gers between researching Chariotry and researching Stirrup, and cities with Ger have the Knight's Stable as a useless building on their build list.

What I think we should do is this: instead of the Ger being a Stable replacement, the Ger becomes a Knight's Stable replacement. It would grant +5 XP to new Mounted units (transplanting the +2 bonus over from a Stable replacement to a Knight's Stable replacement) and would come available at Horse Breeding, earlier in the Classical Era than Stirrup. This would allow you to train some powerful Keshiks right out of the gate because the Ger would be available before you got to Mounted Archery.

Let me know what you think of this.

Well... Actually I like neither :rolleyes:
Ger means "house". It is a yurt, a packable house, and not really a stable, and definitevly not a knight's stable. I would rather change it to replace some other building, that beside the regular bonus gives Xp for mounted units to.
Maybe granary would be a good one, since it is replaced with Modern granary and that time horses are already obsolate.
 
I did some looking at trying to balance out the number of Specialists available from buildings, not counting Civic Buildings, Unique Buildings, or Wonders. I found out that there are a lot of Engineer specialists (maximum 17 by the end of the tech tree) and a lack of others, especially Spy (maximum 10) and Merchant (maximum 8). I'm going to start looking for ways to add/remove/adjust specialist slots to even things out, using the ends of each era as my checkpoints.

The one thing that I do not want to work with is Priest specialists; Priest specialists are tied to the number of religions present in your cities, as the only regular building sources for Priests are Temples (1 Priest per religion, 2 for Naghualism), Cathedrals (2 Priests per 2-6 cities with the religion, based on world size), and Scriptorum (1 Priest until Printing Press). This would be almost impossible to balance against the other numbers.

The very first thing that I want to do is remove the Engineer specialist from Computer Network.

Other things I am seriously looking at: there is an overload of Merchants between the Classical and Renaissance Eras, but a lack during the Modern and Transhuman Eras. The Industrial Era needs more Scientists, and the Modern and Transhuman Eras need less Engineers. Most specialist numbers available skyrocket between the end of the Renaissance and the end of the Industrial Era; I can accept that as long as they are even between specialist types.
 
I was looking at the Nationalism tech and I realized that the Nationalist civic does not have a civic building. I was thinking of ideas for what one could be and the only thing that I can come up with is Flagpole. Can anyone come up with another idea?

The Flagpole would most likely take the Nationalist civic's +1 :) and probably offer a small culture bonus as well. I almost want to give it a penalty to bombardment as the flag gives the enemy a target to shoot at.
 
I almost want to give it a penalty to bombardment as the flag gives the enemy a target to shoot at.

:lol:


Maybe some kind of national monument? Similar to the Royal and Presidential monuments.
Or a national cultural center, to spread culture and maybe make assimilation of foreign nationalities faster (is that even possible?).
 
I was looking at the Nationalism tech and I realized that the Nationalist civic does not have a civic building. I was thinking of ideas for what one could be and the only thing that I can come up with is Flagpole. Can anyone come up with another idea?

Almost every nation has a Freedom Square or Square of Independence in their capital representing their sovereignity. It could provide :) and :culture: and decrease local or national rebeliousnes.
 
I think I'm going to do both Flagpole as regular civic building and National Anthem as a special National Wonder that can only be built by a Great Artist. I like giving Great Artists more things to do.
 
So I said I wanted to do a little work on balancing the specialists available from buildings alone, not counting Civic Buildings, Unique Buildings, or Wonders. We can do up to the Renaissance easily, but the later eras are going to take some more work. Here is what the available specialists from buildings look like up to the end of the Renaissance Era:
Ancient Classical Medieval Renaissance
Artist 1 3 3 4
Engineer 1 2 3 4
Merchant 1 4 6 6
Scientist 1 3 4 4
Spy 0 2 2 3

There are a lot of Merchants, and I'd like to curve the Scientists a little as well.
Here is where the specialists are currently coming from:
  • Artist: Sculptor's Workshop (Ancient), Theatre (x2, Classical), Painter's Studio (Renaissance)
  • Engineer: Forge (Ancient), Armourer/Cannon Forge (Classical), Townclock (Medieval), Foundry (Renaissance)
  • Merchant: Bazaar (Ancient), Market (x2, Classical), Bakery (Classical), Grocer (x2, Medieval), 1 free Merchant from Hotel (Renaissance)
  • Scientist: School of Scribes (Ancient, obsolete at Printing Press), Library (x2, Classical), Alchemist's Lab (Medieval, obsolete at Scientific Method), Observatory (Renaissance), Museum (Renaissance)
  • Spy: Town Watch (Classical, obsolete at Nationalism), Courthouse (Classical), Jail (x2, Renaissance)

So this is what I want to do:
  • Market: -1 Merchant slot
  • Grocer: -1 Merchant slot
  • Library: -1 Scientist slot
  • University: Add 1 Scientist slot

This gives us fewer Merchants in the early eras, and gives us a curve to Scientists in the Classical and Medieval Eras. This is what the new curves look like. I still need an Ancient Spy specialist slot, but that can probably be done without for a while.
Ancient Classical Medieval Renaissance
Artist 1 3 3 4
Engineer 1 2 3 4
Merchant 1 3 4 4
Scientist 1 2 4 4
Spy 0 2 2 3
 
So I've created the Flagpole. This is the Civic Building for the Nationalist civic.

View attachment 371721View attachment 371722

I kept the idea of the +1 :) and a small culture bonus (+1 :culture: per turn), but instead of a bombardment penalty, I gave it a strength bonus to defending units - "rally round the flag". It's effectively a defense bonus that can't be bombarded away. I took the mechanic from the Balistraria, which was the only building that was using this mechanic. I'm a big fan of using a mechanic more than once.

The flagpole image has to use a static picture - I couldn't figure out how to put the TeamColor or the flag decal on it. If anyone knows how to do this, please let me know. There is also a text bug with the defensive bonus; it puts the "In this city" right after the first unit type, not at the end (and I don't think it's even necessary in general).
 
So I've created the Flagpole. This is the Civic Building for the Nationalist civic.

View attachment 371721View attachment 371722

I kept the idea of the +1 :) and a small culture bonus (+1 :culture: per turn), but instead of a bombardment penalty, I gave it a strength bonus to defending units - "rally round the flag". It's effectively a defense bonus that can't be bombarded away. I took the mechanic from the Balistraria, which was the only building that was using this mechanic. I'm a big fan of using a mechanic more than once.

The flagpole image has to use a static picture - I couldn't figure out how to put the TeamColor or the flag decal on it. If anyone knows how to do this, please let me know. There is also a text bug with the defensive bonus; it puts the "In this city" right after the first unit type, not at the end (and I don't think it's even necessary in general).

May I ask why Siege Weapons should get that defensive bonus? They're not supposed to be used as defensive units, are they?
 
45°38'N-13°47'E;13106058 said:
May I ask why Siege Weapons should get that defensive bonus? They're not supposed to be used as defensive units, are they?

The Gatling Gun - Machine Gun - Minigun line are all Siege Weapons, so that's why I included it.
 
Fish Farm is another building I want to include in order to make the Fisherman's Hut go somewhere. I noticed that the Fisherman's Hut is a building that shows up in the Ancient Era and then goes nowhere. I don't really like buildings like this, so I created the Fish Farm.

The Fish Farm is available at Aquaculture. It gives +1 food to all river and water tiles and keeps the base +1 health from the Fisherman's Hut. I did not copy the other bonuses from the Hut as I think the total benefit will be enough. If it turns out not to be sufficient, then I can always increase the Fish Farm later.

View attachment 371796
 
One more building. I created Industrial Robots because right now, Robotics is a purely military technology, with 7 units attached and nothing else. I wanted Robotics to do something for production as well, so this is the result. Industrial Robots requires a Manufacturing Plant to build, requires Power and Semiconductors resources, and naturally requires Robotics technology. It provides +25% production and +1 health (fewer industrial accidents) but -2 happiness (fewer jobs for humans).

View attachment 371797

I'm also taking Robotics away from the A-10 Thunderbolt and Stiletto Boat. I feel that Robotics was added to a lot of units for no reason, and I think cutting back a little would be a good thing.
 
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.
 
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