A small step for this mod...

@Faustmouse

The main problem is probably the costs. Observatory are a medieval/renaissance building IIRC and would take like "0" turns to be build in the TH era. Plus, since there is "no" atmosphere on the moon and on the background also less radio etc contamination, your observatories will yield MUCH better results. That's why the dublicates.

Ok I think i figured out a solution for the whole "0 turns" thing. If you gave the auto-build building a Massive building speed penalty that would greatly increase the cost of all buildings you try to make in the city. Likewise this same auto-build building could give HUGE maintenance so each additional building in the city will cost a lot more.

What do you think?
 
@Faustmouse

I have some problems with your Lunar buildings.

1. Extraction Facilities should be like Mines. They should also follow the similar dependency path such as Mine -> Smelter -> Ingot -> Smith -> Wares. Right now you have them making Wares right off the bat. Personally I think you should just leave the normal mining/smelting buildings we already have.

I suggest that the Extraction facilities don't actually give any resources but are an OR requirement for the existing smelter. Which in turns can unlock all the other buildings and resources in that chain.

2. Why's the observatory require a crater?

3. Where are they extracting water from in the Lunar Water Extractor?

4. The silicon extraction facility don't even make sense. Why would it make microchip? Again if it made sand then it could be used by the existing Microchip Factory to then make microchips.

5. The Lunar Glass Factory should require sand. While you could just have it replace the other glass making buildings that exist I am thinking you might not even need to.
 
Barracks/Garrison: Uhm... I am unsure about military on the moon. If those bases are damaged they are pretty useless. But I don't see a reason why you'd prohibit them.

Roads: Ok, but not right from the start. You need infrastructure to build roads. At least would you need a building vehicle (ok, TBH, same is true for every other building and we can assume this unit exists in the former Base (=Fort).

Town Patrol: For... what? I don't think this is appropiate in the TH era anyways, maybe it needs a successor?

Mining Camp: Ok.

Graveyard: Also ok, but for what? Your colony is tiny and since each round is a short time, there wont be much deaths.


Ok I think i figured out a solution for the whole "0 turns" thing. If you gave the auto-build building a Massive building speed penalty that would greatly increase the cost of all buildings you try to make in the city. Likewise this same auto-build building could give HUGE maintenance so each additional building in the city will cost a lot more.

What do you think?


Well, there are 2 buildings, the Rock Quarry and the Concrete Mill, that both provide massive building speed increase. This is intendet to simulate the advantage of using lunar material for building. I don't know if we couldn't just reduce the boost (it's pretty strong, but thats intendet) I dont know if we even need a penalty for building since the newly founded colony would be terribly slow anyways. Maybe it even fits perfectly :mischief:

@Faustmouse

I have some problems with your Lunar buildings.

1. Extraction Facilities should be like Mines. They should also follow the similar dependency path such as Mine -> Smelter -> Ingot -> Smith -> Wares. Right now you have them making Wares right off the bat. Personally I think you should just leave the normal mining/smelting buildings we already have.

I suggest that the Extraction facilities don't actually give any resources but are an OR requirement for the existing smelter. Which in turns can unlock all the other buildings and resources in that chain.

2. Why's the observatory require a crater?

3. Where are they extracting water from in the Lunar Water Extractor?

4. The silicon extraction facility don't even make sense. Why would it make microchip? Again if it made sand then it could be used by the existing Microchip Factory to then make microchips.

5. The Lunar Glass Factory should require sand. While you could just have it replace the other glass making buildings that exist I am thinking you might not even need to.

1. Normal smelters burn coal, something that doesn't exist on the moon. The short answer to this is: I was too lazy to make the whole chain. Also, again, the costs. It's hard when you have a vision on how something should work to try and fit something in...

2. Because the crater keeps background noises (or sunlight) away. You get a clearer image.

3. I wrote this earlier: There is water on the moon, but mainly in craters near the pole. At some point, once the lantitute for "multi maps" is fixed, I'd like to restrict water extraction to the poles (with craters) and have other cities require water pipelines to get freshwater.

4. Yes. Again, it was lazyness. This was only meant as a demo, more depth would follow.

5. This would work. It's funny how you like to add 10000 animals and Hunter's builigs on the one hand but are not willing to add different builing to a non-terrestrial world ;)
 
Graveyard: Also ok, but for what? Your colony is tiny and since each round is a short time, there wont be much deaths.

Well chances are life on the Moon (or Mars) is dangerous so having that as a choice to build should be there even if its not optimal.

Town Patrol: For... what? I don't think this is appropiate in the TH era anyways, maybe it needs a successor?

Yeah I have been meaning to expand this line into the modern era and beyond. Also linking it to the Security cameras maybe.

Well, there are 2 buildings, the Rock Quarry and the Concrete Mill, that both provide massive building speed increase. This is intendet to simulate the advantage of using lunar material for building. I don't know if we couldn't just reduce the boost (it's pretty strong, but thats intendet) I dont know if we even need a penalty for building since the newly founded colony would be terribly slow anyways. Maybe it even fits perfectly

How about you find a middle ground. They can have less of a production bonus but also make the lunar buildings cheaper to make too. That way the cost of a lunar building is not so much more expensive than an Earth building. But then the auto-build building gives the HUGE production penalty to simulate the high cost of building on the moon.
 
Well chances are life on the Moon (or Mars) is dangerous so having that as a choice to build should be there even if its not optimal.

Ok.


Yeah I have been meaning to expand this line into the modern era and beyond. Also linking it to the Security cameras maybe.

Good idea. Still, I don't think a small colony on the moon would suffer so much criminality that their inhabitants find the needs to actually have a Town Watch, but when it grows maybe.


How about you find a middle ground. They can have less of a production bonus but also make the lunar buildings cheaper to make too. That way the cost of a lunar building is not so much more expensive than an Earth building. But then the auto-build building gives the HUGE production penalty to simulate the high cost of building on the moon.

Yeah that sounds like the best solution.

Actually I spend a night thinking about the extraction buildings and such and the main reason I had them in game is immersion. I wanted the colony to be somewhat different then earth cities at this stage, with lower production, more struggle for life... just like in the PH era. But for that the Techtree is just too fast at this time.

And thanks a lot for the feedback!
 
1. Normal smelters burn coal, something that doesn't exist on the moon. The short answer to this is: I was too lazy to make the whole chain. Also, again, the costs. It's hard when you have a vision on how something should work to try and fit something in...

Yeah that's basically the story of C2C is adapting to make things fit. As for the coal problem there is also the water and air problem. Here is an interesting article on the problem of the vacuum of the moon that if you pump out toxic gases it will build up on the surface quicker thing it can escape the moons gravity, thus creating an atmosphere of toxins.

What we may want to do is have some sort of trade building that trades like Helium 3 for Coal or something like that.

3. I wrote this earlier: There is water on the moon, but mainly in craters near the pole. At some point, once the lantitute for "multi maps" is fixed, I'd like to restrict water extraction to the poles (with craters) and have other cities require water pipelines to get freshwater.

We should just have water ice as a resource. And then have it spawn near the poles. (or place it their by hand)

4. Yes. Again, it was lazyness. This was only meant as a demo, more depth would follow.

As long as everything is not set in stone yet I am ok with it.

This would work. It's funny how you like to add 10000 animals and Hunter's builigs on the one hand but are not willing to add different builing to a non-terrestrial worl

I know it seems that way, but I do try not to repeat things if I can help it. Even the 1000 animals are all different species. Personally I would like to get rid of the "Pack of Lions" unit and just have a single lion. However having a Cave Lion is ok because that is a whole different species.

Actually I spend a night thinking about the extraction buildings and such and the main reason I had them in game is immersion. I wanted the colony to be somewhat different then earth cities at this stage, with lower production, more struggle for life... just like in the PH era. But for that the Techtree is just too fast at this time.

What game speed is that at in the demo?
 
Yeah that's basically the story of C2C is adapting to make things fit. As for the coal problem there is also the water and air problem. Here is an interesting article on the problem of the vacuum of the moon that if you pump out toxic gases it will build up on the surface quicker thing it can escape the moons gravity, thus creating an atmosphere of toxins.

Thanks I'll have a look :)

What we may want to do is have some sort of trade building that trades like Helium 3 for Coal or something like that.

A very strong NO here. This is so wrong in many ways... You see, getting stuff the moon is freaky expensive. There is NO reason why someone would bring coal to the moon (+ the air) to smelt metal there. It's better to bring the already manufactured wares then... Getting stuff from the moon to earth on the other hand is pretty cheap.
At least for some metaloxides you can use electrical power to reduce them (=process them). I'm pretty sure this can be done for iron as well, yet is not as economically as using coal and you normally WANT some Carbon in your iron. But if you had no choice, this should work. So I think if you distinguish between Llama and Alpaca, than you can also have 2 different buildings for processing raw metals to their wares on two different celestial bodies...

We should just have water ice as a resource. And then have it spawn near the poles. (or place it their by hand)

Either that or having water as a property. There always was a problem of supplying a lot of people with water and it would add a nice challenge to the desert or in the TH era.

As long as everything is not set in stone yet I am ok with it.

No it's not. However, I don't have much time sadly :sad:

I know it seems that way, but I do try not to repeat things if I can help it. Even the 1000 animals are all different species. Personally I would like to get rid of the "Pack of Lions" unit and just have a single lion. However having a Cave Lion is ok because that is a whole different species.

See above.


What game speed is that at in the demo?

I think it was Marathon.
 
:bump:

After re-reading through the thread, I think I had a very good idea and plan here.
Hydro, do you still think having special lunar buildings is repeatative?

Also, about the whole costs discussion:
I hope you got the point why lsy`s table for building costs is not suitable for the moon. After all, the pure :hammers: costs of a building is completely irrelevant - all that matters is the time it takes to be build ingame. For example, a Basket Ball Court is not harder to build then iE Petra was, yet is way more expensive in game.
The costs for lunar buildings were estimated (then tested and adjusted in an actual game) to give them the buildingtime I want them to be: Not to short to rush through it, and not to long to make it boring.
Playing around with building bonus and penalties just to fit some terrestrial buildings (like the Observatory) in makes less sense to me then just to have a second lunar building, that you refereed to as "duplicate".
Their tech level is completely different, it is on another celestial body, it generates much deeper insights, it costs more, has to be build by lunar resources rather then terrestrial etc etc... On the other hand, we have x different version of Toilets. I think it is more then justified to have a "duplicate" for lunar colonies. In fact, I`d prefer to keep terrestrial buildings out of lunar cities for quite a long time (up until terraforming). Even if you COULD fit some (roads, Mining Camp, Graveyard...) in if you really want to, I can cause some trouble with building costs and immersion - at least in the beginning of your colony.
 
:bump:
After re-reading through the thread, I think I had a very good idea and plan here.
Hydro, do you still think having special lunar buildings is repeatative?

Yes, but only if they are duplicits of existing buildings. Such as "Lunar Pet Store" or "Lunar Basketball Court". Things like "Life Support" or "Helium 3 Mine" would be fine.


Also, about the whole costs discussion:
I hope you got the point why lsy`s table for building costs is not suitable for the moon. After all, the pure :hammers: costs of a building is completely irrelevant - all that matters is the time it takes to be build ingame. For example, a Basket Ball Court is not harder to build then iE Petra was, yet is way more expensive in game.

The costs for lunar buildings were estimated (then tested and adjusted in an actual game) to give them the buildingtime I want them to be: Not to short to rush through it, and not to long to make it boring.

Playing around with building bonus and penalties just to fit some terrestrial buildings (like the Observatory) in makes less sense to me then just to have a second lunar building, that you refereed to as "duplicate".

Their tech level is completely different, it is on another celestial body, it generates much deeper insights, it costs more, has to be build by lunar resources rather then terrestrial etc etc... On the other hand, we have x different version of Toilets. I think it is more then justified to have a "duplicate" for lunar colonies. In fact, I`d prefer to keep terrestrial buildings out of lunar cities for quite a long time (up until terraforming). Even if you COULD fit some (roads, Mining Camp, Graveyard...) in if you really want to, I can cause some trouble with building costs and immersion - at least in the beginning of your colony.

Personally I think we can do it though a series of methods. If we are having actual cities and not just wonders.

1. Have an auto-build building that detects either Lunar or Martian terrain in the city vicinity. This building then gives a BIG penalty to production costs. As the game goes on you can have other special colony buildings that counter this. Likewise if you eventually terraform the terrain then the building can no longer build itself and the penalty will be removed.

I also think we should have cargo pods which can be sent to the colony and auto-build buildings. Think of them like building kits. These also can be of use back on Earth. I am thinking maybe it could be unlocked around Rapid Prototyping tech.

2. Use more restrictions for when a building can or cannot be built. So like Lunar or Martian specific buildings might be VERY cheap to counter the penalty above but also requires lunar/martian terrain to build. For instance Life Support is a building that would need lunar/martian terrain but would not be needed after its terraformed.

Note we already have some retractions on buildings such as requiring a Shopping District. We can have it where we add a tag to the building that says "cannot build with X" building. We then make the X building some sort of Lunar/Martian triggered building that can then be replaced by another building.
 
Yes, but only if they are duplicits of existing buildings. Such as "Lunar Pet Store" or "Lunar Basketball Court". Things like "Life Support" or "Helium 3 Mine" would be fine.

A Pet Store or Basketball Court would be nothing you`ll find too early on the moon I think. Aluminium Extractor etc would be different on earth and on the moon in enough ways to justify a different building here. It`s like a whole different tech level with a lot differences.
Not only that, but C2C has so many duplicates. All those animals like Moon Bear and Sun Bear... We have Mormons and Christian religions. 10+ "different" - yet the excact same - Mars Wonders. It`s kinda "unfair" that you want to squeeze in normal terrestrial buildings even if there are enough reasons to have lunar "duplicates" (immersion, realism and gameplay).


Personally I think we can do it though a series of methods. If we are having actual cities and not just wonders.

1. Have an auto-build building that detects either Lunar or Martian terrain in the city vicinity. This building then gives a BIG penalty to production costs. As the game goes on you can have other special colony buildings that counter this. Likewise if you eventually terraform the terrain then the building can no longer build itself and the penalty will be removed.


That`s the Moon Base. It is autobuild only if there is lunar terrain. All other lunar buildings require it (direct or indirectly).
A building that cancels out" production "penalties" would be the Rock Quarry and Cement Mill. Those give a huge boost to building production. Note that there is no real "penalty" for buildings, but only an indirect one: Since your cities start with nothing (no trade routes, no improvements, no free buildings, no free specialists, size 1....), your starting production is very very low. This will get better, but I try to balance it so that a lot later - when you can build terrestrial buildings on the moon - it will take a while.

I also think we should have cargo pods which can be sent to the colony and auto-build buildings. Think of them like building kits. These also can be of use back on Earth. I am thinking maybe it could be unlocked around Rapid Prototyping tech.

I wanted to have a Supply Ship. I`m very ok with these to speed up colonization, if you desperately need to hurry, but they should cost A LOT. And with A LOT I really mean so much that you have to consider it. you may have to cut down science quite a lot and build wealth to run those missions. Like extremely costly Caravan type of units with very low :hammers: per mission. Think of it as later game money sink.
As you said, space colonization is very costly, but in the long term you get paid off.

2. Use more restrictions for when a building can or cannot be built. So like Lunar or Martian specific buildings might be VERY cheap to counter the penalty above but also requires lunar/martian terrain to build. For instance Life Support is a building that would need lunar/martian terrain but would not be needed after its terraformed.

Note we already have some retractions on buildings such as requiring a Shopping District. We can have it where we add a tag to the building that says "cannot build with X" building. We then make the X building some sort of Lunar/Martian triggered building that can then be replaced by another building.

Yes, restricting earth buildings on the moon is my biggest problem at the moment. That and the effects of free specialists wonders, civics etc...
Your approach with canceling out key buildings is very good. IIRC we wanted to have categories for buildings at some point, like mining building, farm building... Can there be multiple for one building so we can specify all of the terrestrial buildings as such?
Then there is a tag for: "requires X OR requires Y if Z is present". So we can give the Pizza Parlor it`s normal reqs, and add a Life Support building (or whatever) as req as long as lunar terrain is present.
 
I'd like to work a little bit more on this modul. Today I revisited the buildings I've made so far and tweaked them a bit.

There are some questions that came across and maybe someone here could help me.

1) Is it possible to have lunar terrains be not workable, in the same way we have ocean and other water tiles no workable until tech X is discovered?

2) Is it possible to prohibit barbarians and animals from spawning on lunar, martian and space terrains?

3) Is it possible to define a new "area"? Right now we have "this city", "all cities on a continent" and "all cities globally". For me, globally would only mean "all cities on earth" and these wonders should not affect lunar cities.

4) I'm not too happy with the tech tree in the TH era. I'm sure it will be rearranged in the future but right now Lunar Colonization, Lunar Manufacturing and Lunar Tourism all come right after the other. How about Automated Robotics as prereq for Lunar Manufacturing and Mega Corporations as prereq for Lunar Tourism instead the other way round?
 
I'd like to work a little bit more on this modul. Today I revisited the buildings I've made so far and tweaked them a bit.

There are some questions that came across and maybe someone here could help me.

1) Is it possible to have lunar terrains be not workable, in the same way we have ocean and other water tiles no workable until tech X is discovered?

2) Is it possible to prohibit barbarians and animals from spawning on lunar, martian and space terrains?

3) Is it possible to define a new "area"? Right now we have "this city", "all cities on a continent" and "all cities globally". For me, globally would only mean "all cities on earth" and these wonders should not affect lunar cities.

4) I'm not too happy with the tech tree in the TH era. I'm sure it will be rearranged in the future but right now Lunar Colonization, Lunar Manufacturing and Lunar Tourism all come right after the other. How about Automated Robotics as prereq for Lunar Manufacturing and Mega Corporations as prereq for Lunar Tourism instead the other way round?
Great news everyone! :)

1) There might be a better way but if we make all improvements to be used on these terrains be defined as their own unique improvement then yes we can easily unlock these improvements by tech.

2) Easily possible for animals.

If you need any new models (units/features/improvements/etc.) for this module; don't hesitate to ask; I can make it.
 
I think that with a bit of work we may be able to get this map to have the feel of multi maps and so give people a better idea of where we want to go with C2C.

1) Is it possible to have lunar terrains be not workable, in the same way we have ocean and other water tiles no workable until tech X is discovered?

This would require explicit coding on the improvements (XML/Terrain/CIV4ImprovementInfos.XML) or the build definitions (XML/Units/CIV4BuildInfos.XML). Which ever is easier since it will probably require a complete list of terrains and possible terrain features that the improvement can be built on.

2) Is it possible to prohibit barbarians and animals from spawning on lunar, martian and space terrains?

Barbarians not at the moment it will require that mechanism to change. However we may want some to spawn at some point but they are likely to rogue elements of the nations on those terrains.

Animal and Neanderthal spawns are defined in the spawn definitions so can be adjusted with just XML changes.

The current spawn definitions (XML/Units/CIV4SpawnInfos.XML) are set up with the default BtS random map definitions of a world map with the 180 degree Longitude at the edges of the mini map and 90 degree Latitude(s) at the top and bottom of the map. If you have a different setup for your map you need to have a different CIV4SpawnInfos.XML and it must replace the existing one. It has not been set up to be modular.

3) Is it possible to define a new "area"? Right now we have "this city", "all cities on a continent" and "all cities globally". For me, globally would only mean "all cities on earth" and these wonders should not affect lunar cities.

It is always possible. However we need to decide what the new tags are and what they mean. For example
"all cities on a continent" can stay the same and refers to the initial Earth map(s) only. It is basically about the difficulty of traveling by sea verses walking;)

"all cities globally" probably should change to "all cities on this planet"

and new
"all cities in this solar system"

"all cities in your nation" for everywhere​

1) There might be a better way but if we make all improvements to be used on these terrains be defined as their own unique improvement then yes we can easily unlock these improvements by tech.

Currently this would allow farms and cottages on lunar terrains :mischief:
 
Great news everyone! :)

1) There might be a better way but if we make all improvements to be used on these terrains be defined as their own unique improvement then yes we can easily unlock these improvements by tech.

I think that with a bit of work we may be able to get this map to have the feel of multi maps and so give people a better idea of where we want to go with C2C.


This would require explicit coding on the improvements (XML/Terrain/CIV4ImprovementInfos.XML) or the build definitions (XML/Units/CIV4BuildInfos.XML). Which ever is easier since it will probably require a complete list of terrains and possible terrain features that the improvement can be built on.

I'm not talking about building improvements but about having a citizen working on a tile. A new city has only 2 or 3 :hammers: but if there is a hill with Iron ore for example that is an extra 5 :hammers: with no improvment on it. That's a huge difference. Or I just let the Moon Base employ 1 citizen.

2) Easily possible.

If you need any new models (units/features/improvements/etc.) for this module; don't hesitate to ask; I can make it.

Thank you! I will definetlycome back to that ;)



Barbarians not at the moment it will require that mechanism to change. However we may want some to spawn at some point but they are likely to rogue elements of the nations on those terrains.

Animal and Neanderthal spawns are defined in the spawn definitions so can be adjusted with just XML changes.

The current spawn definitions (XML/Units/CIV4SpawnInfos.XML) are set up with the default BtS random map definitions of a world map with the 180 degree Longitude at the edges of the mini map and 90 degree Latitude(s) at the top and bottom of the map. If you have a different setup for your map you need to have a different CIV4SpawnInfos.XML and it must replace the existing one. It has not been set up to be modular.



It is always possible. However we need to decide what the new tags are and what they mean. For example
"all cities on a continent" can stay the same and refers to the initial Earth map(s) only. It is basically about the difficulty of traveling by sea verses walking;)

"all cities globally" probably should change to "all cities on this planet"

and new
"all cities in this solar system"

"all cities in your nation" for everywhere​



Currently this would allow farms and cottages on lunar terrains :mischief:

Ah great that it should be doable :goodjob:
 
I'm not talking about building improvements but about having a citizen working on a tile. A new city has only 2 or 3 :hammers: but if there is a hill with Iron ore for example that is an extra 5 :hammers: with no improvment on it. That's a huge difference. Or I just let the Moon Base employ 1 citizen.

OK so it is an extension of the idea that "water tiles" can only be worked after a tech. Currently there is only one transition so it is probably hard coded in the dll with the actual tech it occurs at in the XML.

Actually there are two because C2C has Usable Mountains.

What we want is a more generic solution which is defined in the XML. Probably a simple tag on the terrain or a new file for terrain group if we want different sets of terrains like we will with the new water terrains.

This is almost all dll work.

We will need to look at the "trade across" as well since nations without space flight wont be able to trade with space stations or colonies if there are no space elevators.
 
That's too bad...
Well, I guess then I have to assume that every new founded city on the moon has a resource in it's vicinity. At least for the first colonies this will definetly be true since everything is empty there and you can rather freely pick your founding site. And as on earth it is always a benefit if you have resources in your vicinity.

How does trading work there anyways? I know that in Civ 3 you were connected to the trade network when you had an airport. I'd do the same with the moon. I actually don't want any trade with earth until lunar trade (I assume that before that there is some trade going on, but only in minor quantities), so the building Lunar Space Port could also connect you to the trade network on earth IF you have a spaceport there as well.

Oh and I also found that every population now requires 4 Food instead of 3? Is this correct?
 
The buildings are all sorted out and work nicely. That doesn't mean that there is balancing to do to see how it works with the rest of the mod (I haven't reached the TH era in a serious game for ages...)

Now I want to adress the problem of earth-stuff that is buildable on the moon.
Commenst and feedback is appreciated! Buildings will follow.
Is there anyone who is in charge of units at the moment and would step in to make these changes? Or am I allowed to do it myself (after the V36 release)

Atlatlist: Long outdated -> Upgrade to Urban Crossbowman
Stone Spearman: Long outdated -> Upgrade to Machete Warrior
Stone Axeman: Long outdated -> Upgrade to Urban Hatched Warrior
Stone Maceman: Long outdated -> Upgrade to Wrench Warrior
Bellybow Archer: Long outdated -> Upgrade to Urban Crossbowman
Longbow Man: Long outdated -> Upgrade to Urban Crossbowman
Crowbar Guard: Doesn't really fit -> Not Lunar Base as requirement
Wrench Warrior: Doesn't really fit -> Not Lunar Base as requirement
Agent: Makes some sense I gues....
Urban Crossbowman: Doesn't really fit -> Not Lunar Base as requirement
Machete Warrior: Doesn't really fit -> Not Lunar Base as requirement
Hatched Warrior: Doesn't really fit -> Not Lunar Base as requirement
Lawyer: Could possibly stay
Heavy Crossbowman: Long outdated -> Upgrade to Urban Crossbowman
Hot Air Balloon: Long Outdated -> Force obsolete, maybe with Spaceflight?
Big Game Hunter: No animals there -> Not Lunar Base as requirement
Viceroy: Doesn't really fit -> Not Lunar Base as requirement
Food Freight: Would need oil / Car Factory -> Add these requirements
Great Farmer: Doesn't really fit -> Not Lunar Base as requirement
Modern Era Worker: Not sure about this one...
Celebrity: Doesn't really fit -> Not Lunar Base as requirement
Guided Missile: Should require Rocketfuel and Microchips -> Add these requirements
Modern Sniper: Should require Ammunation -> Add these requirements
Modern APC: Should require Oil -> Add these requirements
Settler: Doesn't really fit -> Not Lunar Base as requirement
Precision Attack Missile: Should require Rocketfuel and Microchips -> Add these requirements
Plasma Thrower: Could stay...
Special Infantry: Should require Ammuniation.
 
Part 2:
Again, is anybody in charge of buildings or am I allowed to update them by myself?

Myth Stone: I think you can have only one of them anyways? But should also obsolete at Scientific Method.
Myth Fire: I think you can have only one of them anyways? But should also obsolete at Scientific Method.
Mining Camp: Makes some sense, but is too outdated I think -> Replace with Robotic Mining Site
Graveyard: Makes some sense, but doesn't really fit here... But can stay for now.
Town Patrol: Outdated! -> Replace by Security Cameras
Roads: Could stay.
School of Rhetoric: Doesn't really make sense -> Not in same city as Lunar Base!
Mountain Climbing Site: Doesn't really make sense -> Not in same city as Lunar Base!
Garrison: I really don't like it on the moon but Hydro insisted...
Carbon Exchange: Doesn't really make sense -> Not in same city as Lunar Base!
Compost Dump Doesn't really make sense -> Not in same city as Lunar Base!
Clay Pit Outdated and there is no clay on the moon -> Not in same city as Lunar Base!
Cellar Doesn't really make sense -> Not in same city as Lunar Base!
Water Pipes: Could stay
Modern Granery: Doesn't really make sense -> Not in same city as Lunar Base!
Electric Fence: Could stay but doesn't really make sense to me as well...
Parts Plant: There is a replica in my mod that better fits the lunar cost curve. -> Not in the same city as lunar base
Artificial Tree Farm Doesn't really make sense -> Not in same city as Lunar Base!
Bomb Shelter: Doesn't really make sense -> Not in same city as Lunar Base!
Bunkter: Doesn't really make sense -> Not in same city as Lunar Base!


Various Wonders: As most wonders I doubt that anyone build them on the moon anyways... So they just clutter it up basically.
 
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