Space Colonization modmod

pepper2000

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All of the material in this modmod has been integrated into the main C2C (assuming no bugs). Please update to the latest SVN and play that instead, as these files are no longer supported. As of June 29, 2017, the instructions and description here still applies.

Presenting Space Colonization, v 9.0 (April 11, 2017).

What this is: Expanded content in the future eras: over a thousand new buildings on Earth, Moon, Mars, Cislunar Space, Venus, Outer Planets, Interstellar Space, and Beyond. There are also dozens of new techs, units, improvements, civics, and terrains. Space maps are now (mostly) playable.

How to play: Installation is a little more complicated as of V9. There are two steps. I strongly recommend that you make backups of all files modified, or maybe a backup of the entire C2C installation.
1) Unzip the Pepper2000 file, and place the folder in the Assets/Modules/My_Mods directory. First delete the existing Pepper2000 folder if there is one.
2) There is a Digital Embassy building with a special effect that requires python. I wasn't able to get my own module working, so I am hijacking PlatyPing's module. Unzip the file PlatyPingWondersModified.7z and replace the existing file at Assets\Python\Platyping\PlatyPingWonders.py.
(3) The era split is now in the main mod and no longer applies)

To access all the new content, you will need a map to support at least the following space colonies (exact numbers depend on map size):

- 2+ Lunar colonies (Lunar colonies are based on Faustmouse's material. For best results, the Moon should have CO2 Ice, together with Titanium Ore, Bauxite Ore, or Iron Ore)
- 3+ Mars colonies
- 3+ Cislunar colonies
- 1+ Venus colony
- 3+ colonies elsewhere in the Solar System
- 5+ Interstellar colonies
- 1+ Intergalactic colony
- 1+ Hyperspace colony

To get all these, you need an appropriate map. Check the maps subfolder. Otherwise, you can edit the map in WorldBuilder to get the desired terrains.

Why: I too have fantasized about a true Caveman 2 Cosmos experience, from starting my first fire to intergalactic warfare. This modmod is an attempt to bring about complete future eras and true colonization of space.

How it works: I won't spoil the fun and explain how it all works here. You should be able to figure it out all out via the Civilopedia and discussion in this thread. But to get started, make sure there are Orbit and Cislunar Space terrains adjacent to Earth. Build a Cislunar Settler when you get to Advanced Environmental Systems and send it to the Space terrain. You are well on the way to becoming a cosmic overlord.

Transhumanism: There is a new line of cultures representing modifications in human culture, psyche, and biology, culminating in transcendence of space and time. As of V6, the cultures play a slightly expanded role the game, giving bonuses and free buildings.

Balance and Testing: I have played a game on fast settings (Small map, Settler difficulty, Epic speed) to verify that everything can in fact be built and that there are no obvious problems. It loads with SVN 9445 with no obvious problems. Balance in building effects are not where I want it to be yet but getting closer. I still haven't figured out the Lunar Rover problem.

Notable Changes in V9:
- New techs, mostly in the Cosmic and Transcendent Eras. I now consider the tree to be complete, though new techs may be added as we think of them.
- All techs in the future eras (Nanotech and later) should have at least 3+ pieces of content. Again, I consider the content to be complete, though new things may still be added.
- Three alt-future techs: Crystalpunk, Spacepunk, and Starpunk.

In conclusion, I hope you have as much fun playing this mod as I had designing it. There is much more I want to do with it.

This is almost certainly the last major modmod release. For one thing, I have added almost everything that I want. There are a few odds and ends to tie up, such as maybe a couple more Venus buildings, but basically it's done. Second, I plan to put my focus on integrating into the main mod. Thanks to Hydro, we have migrated the new techs and bonuses.

If integration goes slowly or runs into problems, then minor updates to the modmod might still happen to restore compatibility or to add new things.
 

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Here are some thoughts about possible future directions.

Civics: I think that every category should have at least one civic in the Transhuman or Galactic Eras. I have a few ideas in mind, with rough ideas of what their stats would be and what new civic-specific buildings would be added.

Power: There has been talk about making power a numerical quantity. This would allow us to avoid silly things like powering an entire megacity with heavy industry with a single tidal farm. Barring that, I think I have an idea which would be relatively easy to implement and would strike a balance between quantifying power and keeping the system simple for the player.

There would be auto-build special buildings: Power (Low), Power (Medium), ..., which would require an appropriate power plant. For example, Power (Low) would build with a waste to energy, landfill gas capture plant, tidal, osmotic, or other small power source. Power (Low) would also be auto-built by the higher power levels. Each power level provides some hammers, and the power plants themselves provide a small number of additional hammers. Buildings would then require a given power level.

While we think about power in terms of electricity, power is also generated by wind and water mills, slaves, animals, and fire, and so the system could in principle be extended through the whole game. If nothing else, I would like to use a mechanism like this for the very end of the game, when power levels of the order of Dyson Spheres are needed to build things.

True space colonization: I might start with Mars and try to do something with the line of Martian buildings similar to what Faustmouse did with the lunar buildings. But that's a ways off, and I don't know how to do it yet.

Building consolidation: One thing I dislike about the later eras is the ever growing list of buildings that really ought to be obsolete or taken for granted. I would propose as a rule of thumb that non-essential buildings should go obsolete about two eras after they can be built (with the Transhuman Era counting for two). This gives us reason to significantly enhance the later buildings. I am thinking of adding expensive and powerful buildings later in the game that each replace several older buildings. An example would be an Athletic Megacomplex, available at Battlefield Sports, that replaces most of the older sports buildings, which would go obsolete shortly thereafter.

Exotic habitats: Similar to the six lines of space colonies, there could be lines of buildings in the ocean, on the ocean floor, in the sky, in the subterranean, and in cyberspace. I don't know how much of this could ever be supported by the map, so they might have to remain as synthetic colonies.

Transhuman cultures: I would like to do some more Human Mod buildings. As it is now, Human Mod (Zero G Adaptation) is just a regular building. I am thinking that the Culture mechanism, or something similar to it, would be the best way handle those. The late eras could use some cultures anyway.

Economy resources: For now, I use the three economy resources (Cislunar, Solar, Galactic) as shorthand for the resources, infrastructure, and know-how to operate a complex advanced economy. Their main purpose is to allow the spreading out of space infrastructure in several cities, so that no one city has to work through a long chain of dependencies. That's something that becomes a big issue in the Transhuman Era. I am thinking of introducing a few more economy resources (Scientific, Industrial, Global, Information, Biotech, Nanotech) to simplify building trees.

There are a few issues to work out, such as what happens if an economy resource is lost.

Various other buildings: I have a lot of other things I want to add in the later eras. My goal is that every tech offers something new. Lots of balancing and tweaking to be done, too.

All feedback is welcome.
 
If you dont mind I think some of your work can be merged with C2C because galactic era is mostly empty

Anyway Good Job! :)
 
Thanks Sparth. I would be happy to see my work merged into C2C, with whatever modification you see fit. Let me know if there is anything I can do to help with that.
 
That sounds really impressive indeed!
It's really a part of C2C that was really low priority, so I'm glad someone gives it a try :goodjob:
I haven't had a look at your stuff yet but actually I don't see any trouble merging it in, because the eras are empty anyways and then it can be better playtested.
 
For me this will take some patient review but it's probably a lot of good stuff and from the snippets I've read so far I know I agree big time with some of the points made - which suggests some work could be done throughout the whole of the mod by you that may be very desired help. I'll give more specifics when I can.
 
Building consolidation: One thing I dislike about the later eras is the ever growing list of buildings that really ought to be obsolete or taken for granted. I would propose as a rule of thumb that non-essential buildings should go obsolete about two eras after they can be built (with the Transhuman Era counting for two). This gives us reason to significantly enhance the later buildings. I am thinking of adding expensive and powerful buildings later in the game that each replace several older buildings. An example would be an Athletic Megacomplex, available at Battlefield Sports, that replaces most of the older sports buildings, which would go obsolete shortly thereafter.

Good luck with this one every time I have tried to implement something it gets knocked back by the other modders. It is exactly what we need for any of the advanced start options. Maybe you will be more articulate and persuasive than I;)
 
Good luck with this one every time I have tried to implement something it gets knocked back by the other modders. It is exactly what we need for any of the advanced start options. Maybe you will be more articulate and persuasive than I;)

I support this.
The building lists are just rediciously huge in the later game.
 
The biggest barrier I see with building consolidation is the sheer magnitude of the task. If I try it at all, it's a ways off, as I don't know if I have the stomach to review all of them.

Another thing that's odd is that the earlier buildings are much more powerful than later buildings on a per-hammer basis. The best strategy is to build a bunch of 2+ era old buildings rather than new things.
 
Good luck with this one every time I have tried to implement something it gets knocked back by the other modders. It is exactly what we need for any of the advanced start options. Maybe you will be more articulate and persuasive than I;)

I support this.
The building lists are just rediciously huge in the later game.
Ok, so THIS is the part I read that was really positive to hear.

Pretty sure the 'resistor' was Hydro who was trying to do things in a measured way and had 'plans' which he may never now manifest.

But this needs done. NEEDS done!

I'll say more below.

The biggest barrier I see with building consolidation is the sheer magnitude of the task. If I try it at all, it's a ways off, as I don't know if I have the stomach to review all of them.

Another thing that's odd is that the earlier buildings are much more powerful than later buildings on a per-hammer basis. The best strategy is to build a bunch of 2+ era old buildings rather than new things.

You've hit on one big reason for this undertaking. But it's only one of a number of them.

We also need to adjust and align build costs. THIS post is a chart that shows what I have plotted out should be the base average building and unit cost based on the most advanced tech the building or unit requires.

Techs are, as I'm more than sure you're aware, arranged on the tech tree by x and y grid placements. The X grid value of a tech is really the answer to the question: "How advanced is this tech?"

To reference the X grid value of a tech, I've been using an onboard tech chart but I've uploaded it for the team now HERE! (I'll try to remember to put this in my sig line today.) Any adjustments to the tree should be made on this chart as well.

Now, this gives you a way to find the baseline cost of a building based on its tech. However, some building lines (assuming you're thinking as I have been and that buildings should be categorized and given 'upgrade' chains as much as we can to help stage building progressions more appropriately) could be more or less 'complex' or involved to build if you consider the degree of effort it would really take for that building.

As an example, Castles were huge efforts to construct and each nearly the effort of a world wonder. Castles could take many decades to be finalized. They were not simple builds and thus anything like them should be considered more expensive. Thus, if this was to be done the way I'm working with units, you'd give the line the castle is a part of (or just the castle itself if not part of an upgrade line) a % modifier to the base cost as found on cross referencing the accessing tech for that building. Thus a castle would probably be a +200% modifier to the base cost (extreme I know but really... these things were some of the biggest pains in the arse ever undertaken by mankind!)

The way this ends up looking is something like this for some reviewed units done recently:
Spoiler :
Heals (primary) Adj% Unit TechDerived Adj% Adj iCost (actual) iCostModifier Unit TechDerived Adj% Adj iCost (actual) iCostModifier Unit TechDerived Adj% Adj iCost (actual) iCostModifier Unit TechDerived Adj% Adj iCost (actual) iCostModifier Unit TechDerived Adj% Adj iCost (actual) iCostModifier Unit TechDerived Adj% Adj iCost (actual) iCostModifier Unit TechDerived Adj% Adj iCost (actual) iCostModifier Unit TechDerived Adj% Adj iCost (actual) iCostModifier Unit TechDerived Adj% Adj iCost (actual) iCostModifier Unit TechDerived Adj% Adj iCost (actual) iCostModifier Unit TechDerived Adj% Adj iCost (actual) iCostModifier Unit TechDerived Adj% Adj iCost (actual) iCostModifier Unit TechDerived Adj% Adj iCost (actual) iCostModifier Unit TechDerived Adj% Adj iCost (actual) iCostModifier Unit TechDerived Adj% Adj iCost (actual) iCostModifier Unit TechDerived Adj% Adj iCost (actual) iCostModifier
People(core) -10 UNIT_WISE_WOMAN 10 -10 -1 9 9 UNIT_HEALER 35 -10 -3.5 31.5 32 UNIT_MEDICINE_MAN 158 -10 -15.8 142.2 142 UNIT_APOTHECARY 273 -10 -27.3 245.7 245 UNIT_DR 540 -10 -54 486 485 UNIT_SURGEON 820 -10 -82 738 740 UNIT_MEDIC 1500 -10 -150 1350 1350 UNIT_AMBULANCE 1750 -10 -175 1575 1575 UNIT_AMBULANCE_II 2800 -10 -280 2520 2520 UNIT_EARLY_MEDIVAC 3750 -10 -375 3375 3375 UNIT_MODERN_MEDIVAC 4900 -10 -490 4410 4410 UNIT_MEDICAL_LAB_TECH 8700 -10 -870 7830 7750 UNIT_MEDEVAC_DROPSHIP 15475 -10 -1547.5 13927.5 13930

People(supporting) -10 UNIT_GREAT_DOCTOR 0 -10 0 0 0 -10 0 0 UNIT_MONK 400 -10 -40 360 360 UNIT_SHAOLINMK 440 -10 -44 396 395 0 -10 0 0 UNIT_FLORENCE_NIGHTINGALE 1500 -10 -150 1350 1350 0 -10 0 0 0 -10 0 0 0 -10 0 0 0 -10 0 0 0 -10 0 0

Animals(core) -25 0 -25 0 0 UNIT_SHEPHERD 79 -25 -19.75 59.25 60 UNIT_VET 215 -25 -53.75 161.25 160 UNIT_FIELD_VET 630 -25 -157.5 472.5 475 0 -25 0 0 UNIT_MEDICAL_VET 1500 -25 -375 1125 1125 0 -25 0 0 0 -25 0 0 0 -25 0 0 0 -25 0 0 0 -25 0 0

Animals(supporting) -25 0 -25 0 0 0 -25 0 0 UNIT_MERLIN 261 -25 -65.25 195.75 195 0 -25 0 0 0 -25 0 0 UNIT_PARK_RANGER 1225 -25 -306.25 918.75 920 0 -25 0 0 0 -25 0 0 UNIT_ECOLOGIST 4300 -25 -1075 3225 3225 0 -25 0 0 0 -25 0 0

Mechanical(core) -30 0 -30 0 0 UNIT_CARTWRIGHT 140 -30 -42 98 98 UNIT_SIEGE_ENGINEER 249 -30 -74.7 174.3 175 UNIT_GEAR_MECHANIC 490 -30 -147 343 345 0 -30 0 0 UNIT_MACHINIST 1150 -30 -345 805 805 UNIT_MECHANIC 1750 -30 -525 1225 1225 UNIT_MOTORPOOL 2600 -30 -780 1820 1820 UNIT_AUTO_ELECTRICIAN 3750 -30 -1125 2625 2625 UNIT_REPLICATION_MECHANIC 5550 -30 -1665 3885 3885 UNIT_SERVICE_DROID 14700 -30 -4410 10290 10290

Mechanical(supporting) -25 UNIT_ENGINEER 0 -25 0 0 0 -25 0 0 0 -25 0 0 0 -25 0 0 0 -25 0 0 0 -25 0 0 0 -25 0 0 0 -25 0 0 0 -25 0 0 0 -25 0 0 0 -25 0 0

Aircraft(core) -20 0 -20 0 0 0 -20 0 0 0 -20 0 0 0 -20 0 0 0 -20 0 0 0 -20 0 0 UNIT_AVIATION_TECHNICIAN 2050 -20 -410 1640 1640 UNIT_FLIGHT_TECHNICIAN 3025 -20 -605 2420 2420 UNIT_JET_TECHNICIAN 3750 -20 -750 3000 3000 UNIT_ASTRONAUTIC_TECHNICIAN 5225 -20 -1045 4180 4180 0 -20 0 0

Tech(core) -15 0 -15 0 0 0 -15 0 0 0 -15 0 0 0 -15 0 0 0 -15 0 0 0 -15 0 0 0 -15 0 0 0 -15 0 0 UNIT_PROGRAMMER 4025 -15 -603.75 3421.25 3420 UNIT_SOFTWARE_DEVELOPER 4900 -15 -735 4165 4165 UNIT_SYSTEMS_ANALYST 15475 -15 -2321.25 13153.75 13150

Tech(supporting) 0 UNIT_SCIENTIST 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

Law Enforcement -10 UNIT_WATCHER 6 -10 -0.6 5.4 6 UNIT_ENFORCERS 35 -10 -3.5 31.5 32 UNIT_TOWN_WATCHMEN 176 -10 -17.6 158.4 158 UNIT_PATROLS 261 -10 -26.1 234.9 235 UNIT_GUARD 440 -10 -44 396 395 UNIT_CITY_GUARD 660 -10 -66 594 595 UNIT_SHERIFF 1020 -10 -102 918 920 UNIT_RIOTPOLICE 1625 -10 -162.5 1462.5 1465 UNIT_POLICE_CAR 1750 -10 -175 1575 1575 UNIT_POLICE_APC 2600 -10 -260 2340 2340 UNIT_POLICE_HELICOPTER 3750 -10 -375 3375 3375 UNIT_SWAT_TEAM 5900 -10 -590 5310 5310 UNIT_POLICE_MECH 9200 -10 -920 8280 8280 UNIT_SENTINEL 24100 -10 -2410 21690 21690

Criminal -15 UNIT_EXILE 6 -15 -0.9 5.1 5 UNIT_THIEF 25 -15 -3.75 21.25 21 UNIT_ROGUE 59 -15 -8.85 50.15 50 UNIT_BURGLAR 195 -15 -29.25 165.75 165 UNIT_ASSASSIN 249 -15 -37.35 211.65 285 UNIT_CUTTHROAT 420 -15 -63 357 420 UNIT_SCOUNDREL 600 -15 -90 510 510 UNIT_GUNFIGHTER 1020 -15 -153 867 865 UNIT_THUG (slightly cheap is the benefit) 1500 -15 -225 1275 1200 UNIT_MOBSTER_CAR 1750 -15 -262.5 1487.5 1500 UNIT_ROBBER 2600 -15 -390 2210 2150 UNIT_BIKER_GANG 3750 -15 -562.5 3187.5 3200 UNIT_STREET_GANG 5550 -15 -832.5 4717.5 4700 UNIT_HACKER 7800 -15 -1170 6630 6630 UNIT_TECHNARCHIST 21800 -15 -3270 18530 18500

Strike Team 15 UNIT_AMBUSHER 30 15 4.5 34.5 35 UNIT_STALKERS 140 15 21 161 160 UNIT_ASSASSIN 249 15 37.35 286.35 285 UNIT_HASHISHIN 440 15 66 506 500 UNIT_SHARPSHOOTER 600 15 90 690 690 UNIT_SNIPER 1020 15 153 1173 1175 UNIT_GUERRILLA 2600 15 390 2990 2750 UNIT_MSNIPER 3750 15 562.5 4312.5 4250 UNIT_HTSNIPER 14700 15 2205 16905 17000

15 UNIT_INNISKILLING 870 15 130.5 1000.5 1000 UNIT_SPECIAL_FORCES 3750 15 562.5 4312.5 4500

Ruffian (Foot) 0 UNIT_BANDIT_FOOTPAD 195 0 0 195 195 UNIT_CUTTHROAT 420 0 0 420 420 UNIT_PARTISAN 870 0 0 870 1000 UNIT_GUERRILLA 2600 0 0 2600 2750
UNIT_HERERO_REBEL 870 0 0 870 950
UNIT_NAVAJO_RIFLEMAN 1020 0 0 1020 1200

Ruffian (Mounted) 10 UNIT_BANDIT_RIDER 195 10 19.5 214.5 225 UNIT_HIGHWAYMAN 600 10 60 660 660 UNIT_OUTLAW 1020 10 102 1122 1200

Canines -50 UNIT_TRAINEDDOG 72 -50 -36 36 36 UNIT_WARDOG 237 -50 -118.5 118.5 120 UNIT_HELLSMOUTH_DOG 440 50 220 660 660 UNIT_GUARDDOG 600 -50 -300 300 300 UNIT_POLICE_DOG 1625 -50 -812.5 812.5 815 UNIT_CANIS_SUPERIOR 18875 -50 -9437.5 9437.5 9440

Felines 0 UNIT_TRAINEDCAT 93 0 0 93 93 UNIT_WARCAT 237 0 0 237 235 UNIT_GUARDCAT 600 0 0 600 600 UNIT_POLICE_CAT 1625 0 0 1625 1625 UNIT_FELINE_SUPERIOR 18875 0 0 18875 18875

Some work has already been done to help you here by a modder I requested it of previously. He apparently had this document in the trash to be removed so I'm glad I checked on it today. This is an only slightly out of date building list of C2C from about a year or so ago, where each building type has been given a category.
https://docs.google.com/spreadsheet...fOEOyeI0xDjvv-J75c/edit?copiedFromTrash#gid=0

If this was to be updated by going through the building lists in the xml, you could have a great way to get started here. It would allow you to take one 'category' at a time and give it deeper evaluation, finding where buildings in that category are being replaced by others so you can chart out building progressions and see where some should be replaced when they aren't and where some should be given replacements, etc... From what you posted above, you're someone I think would be very good for this task.

It's something I've been wanting to do for a long time but I'm working the units side of this overall mod review project and it would be amazing to have good help working the buildings side.

Once the building chains are found and defined and extended or retracted where needed, the next step is to evaluate what those buildings do exactly and to what extent they should be doing it. The values on xml tags for buildings by eras are in many cases completely out of any semblance of balance and this is ultimately what needs resolved. A few glaring examples includes an unusually high amount of gold being granted by the Magic Shop building in the Ancient era and a whopping 50% added culture given by such a petty building as a Artist's Colony. These kinds of imbalances make it very difficult to make some buildings like wonders have significant benefits to make them wondrous without making them overwhelmingly imbalancing.

So you mentioned one great reason to undertake this project but there's so many more. I'm more that sure that as you evaluate each building category and upgrade chain, you'll see this more and more clearly.

I know this may sound like a daunting task to accomplish but if we don't do it, the futuristic eras are never going to be valid because a player will never be able to get to the latter eras without the massive frustration these out of whack building values and upgrade paths are currently creating.

Additionally, I need some better clarity to military training bonus buildings so that I can more easily implement the ongoing training values for various unitcombat types that updating unit build costs will be inspiring further need for.

So having someone work on this stuff in parallel with me would be a MAJOR blessing!
 
Just a thought from someone who knows nothing about how buildings work - in a programming perspective. So this may not be possible.

When an era changes (starting from say era 4) - why not auto build a special building that has the following effects:.

It removes all buildings from say 3 eras ago. That are still in the build queue.

It then auto adds them to cities that do not yet have them. Maybe gives no benefit to cities that have not built them (probably each will need a different name).

Call this special building something like "Historic Influences/Council Intervention " etc.

You will probably need more than one per era, to cover the different type of building chains.

You can then build the new dependent buildings without having to build very old buildings first - or lose them because of obsolesence.

Hope this makes sense - it is late here. :sleep:
 
Pretty sure the 'resistor' was Hydro who was trying to do things in a measured way and had 'plans' which he may never now manifest.

Not really, but it was probably because I was starting with the production buildings and was not clear enough about what I was doing.;)
 
The biggest barrier I see with building consolidation is the sheer magnitude of the task. If I try it at all, it's a ways off, as I don't know if I have the stomach to review all of them.

Another thing that's odd is that the earlier buildings are much more powerful than later buildings on a per-hammer basis. The best strategy is to build a bunch of 2+ era old buildings rather than new things.

Whenever I mod, the mantra I mod by is the way to eat an elephant. One bite at a time. The way to take one bite at a time is to break down a project into many small and easily achieved goals.

So I suggest to start with one category. Then break that category up into smaller parts if you can. Then chart out where each building is being accessed on the tech tree. Then determine if these buildings should be or have replacements to one another. Take a look at where there may be long gaps in the staging of 'upgrades'. Once you've mapped it out you can then look at the details of the tags in use on those buildings. Once you've charted out the tag progressions... then it's a matter of xml application. After that, a major chunk of the project is done. Repeat in the next area of focus.

Step after step. Each one simple. Stay focused on the limited to keep the overwhelming sum total of it all from drowning all progress out.
 
Just a thought from someone who knows nothing about how buildings work - in a programming perspective. So this may not be possible.

When an era changes (starting from say era 4) - why not auto build a special building that has the following effects:.

It removes all buildings from say 3 eras ago. That are still in the build queue.

It then auto adds them to cities that do not yet have them. Maybe gives no benefit to cities that have not built them (probably each will need a different name).

Call this special building something like "Historic Influences/Council Intervention " etc.

You will probably need more than one per era, to cover the different type of building chains.

You can then build the new dependent buildings without having to build very old buildings first - or lose them because of obsolesence.

Hope this makes sense - it is late here. :sleep:

We started with an effort similar to this based on autobuilds but it was shown that there were severe flaws with this in that cities would be planted being immediately profitable. Replacement upgrade chains and aligning many scattered buildings into them as much as possible seems to be a better route.
 
Thanks for your encouragement. Although I really want to add more Transhuman and Galactic buildings, I agree that the current situation needs to be cleaned up first. Otherwise, I might just be making the problem worse. I'll give it a shot. More info in a thread on the main page.

I didn't understand the sentence about military training bonus buildings. Could you please clarify that?
 
I have a mechanism planned to make units capable of getting small amounts of experience every round just for being in the city - ongoing training. I need buildings to tag this effect onto that have clear upgrade paths and are obvious sources for the varying types of units we have.
 
I have a mechanism planned to make units capable of getting small amounts of experience every round just for being in the city - ongoing training. I need buildings to tag this effect onto that have clear upgrade paths and are obvious sources for the varying types of units we have.

I really like this idea - very realistic. :goodjob:

Soldiers, do not just sit there waiting for something to happen. They are always on training missions, either near the city or even in other counties. So they should gain extra experience, slowly as they are not in combat.

Apart from the fortify/buildup buttons - why not have an advanced training button - that increases experience by say (0.01 per turn or what ever). If the city is attacked they do not get any fortification bonus, because they are training and not expecting an attack..
 
I really like this idea - very realistic. :goodjob:

Soldiers, do not just sit there waiting for something to happen. They are always on training missions, either near the city or even in other counties. So they should gain extra experience, slowly as they are not in combat.

Apart from the fortify/buildup buttons - why not have an advanced training button - that increases experience by say (0.01 per turn or what ever). If the city is attacked they do not get any fortification bonus, because they are training and not expecting an attack..

DH made a similar suggestion recently. When I had initially conceived of ongoing training was long before buildups - which btw would seriously be the easiest way to set up what you suggested there - so I had not considered that possibility. I'm thinking of buildups interacting with city modifiers to get final amounts of gradual xp gain by unitcombat... maybe something more aggressive for a limited number of units where there are settled Great Generals or something along with that.
 
I'm thinking of buildups interacting with city modifiers to get final amounts of gradual xp gain by unitcombat... maybe something more aggressive for a limited number of units where there are settled Great Generals or something along with that.

Agree with this.

Also a thought I had, was a new negative event. In strenuous training soldiers do die.

So why not also implement an event, for a unit on "advanced training" - that if activated reduces that units strength by a certain percentage. Or maybe this is taking realism to far. As C2C is not considered to be a realism mod.

Sorry pepper2000 for highjacking your thread.
 
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