Vokarya's Workshop: Buildings

Another thing. Does Graveyard really need Masonry as a tech requirement? Graveyard currently requires both Ceremonial Burial and Masonry. At the moment, Masonry is absolutely bloated for content. It has Walls, Quarry, Despotism/Monument to the Dictator, Sphinx, and shares FOUR other Wonders with different techs. I don't think Masonry should really be a requirement here. You can have mound burials without Masonry, so I think it would be more appropriate just to have Graveyard require Ceremonial Burial.
 
Another thing. Does Graveyard really need Masonry as a tech requirement? Graveyard currently requires both Ceremonial Burial and Masonry. At the moment, Masonry is absolutely bloated for content. It has Walls, Quarry, Despotism/Monument to the Dictator, Sphinx, and shares FOUR other Wonders with different techs. I don't think Masonry should really be a requirement here. You can have mound burials without Masonry, so I think it would be more appropriate just to have Graveyard require Ceremonial Burial.
Sounds good to me
 
Another thing. Does Graveyard really need Masonry as a tech requirement? Graveyard currently requires both Ceremonial Burial and Masonry. At the moment, Masonry is absolutely bloated for content. It has Walls, Quarry, Despotism/Monument to the Dictator, Sphinx, and shares FOUR other Wonders with different techs. I don't think Masonry should really be a requirement here. You can have mound burials without Masonry, so I think it would be more appropriate just to have Graveyard require Ceremonial Burial.

I will point out that this change will make quite a big difference to me. I usually avoid masonry until I have got Monarchy, so as to avoid being forced to deal with the unhappiness of despotism (if I have 4+ cities from capturing them under cheifdom). Not having access to Graveyards is a downside, and this strat would get more powerful if this change is made.
 
I will point out that this change will make quite a big difference to me. I usually avoid masonry until I have got Monarchy, so as to avoid being forced to deal with the unhappiness of despotism (if I have 4+ cities from capturing them under cheifdom). Not having access to Graveyards is a downside, and this strat would get more powerful if this change is made.

I think forcing the player out of Chiefdom for conquering cities is not a good thing. I think while you should have to get out of Chiefdom to settle beyond a limit (since it scales with map size), you should keep control over when it happens.
 
I think we need a new icon for Citycreche. I am putting together the Dome Farm improvement and I need a button for it. The improvement art that I found is passable but makes a terrible button. The current Citycreche button would be much better on the Dome Farm and I'm not duplicating icons. I am thinking of using this one (it's Bio-Neural Gel Packs from Star Trek II) because I think it looks like something "growing". If you don't think this looks good, let me know. I am also going to hunt through the giant sci-fi buttons pack I have to see if there is anything else appropriate.

View attachment 403847
 
I think there are some problems with the Shrine building as it is currently implemented. Its only listed tech requirement is Ritualism, but it also requires one resource (Copper/Silver/Gold/Marble/Stone) and those resources all require at least Mining tech to pick up. I don't know if having the resource is necessary, but if it isn't, then it either runs the risk of being a useless building or, if the Shrine is given any other bonuses, becomes a fast pickup for a civ that starts with Ritualism. Maybe it would be better if Shrine was not a civic building for Folklore.
 
Maybe the resource requirement could be removed, give it a flat :commerce: bonus and change the resource bonuses from :commerce: to :culture:. That would be far more balanced, imo.

What I am going to investigate is if there is a way to make a Shrine that gives +1 Priest slot but can only be built if you DON'T have a state religion. I think that would be very interesting.
 
I'm going to change the Cothon (Carthaginian UB) from a Harbor replacement to a Port replacement. Harbor has a very short lifespan in AND; from the middle of the Ancient Era (what will be Ship Building) to the early Classical (what will be Seafaring). Port lasts much longer, from the early Classical to Compass at the end of the Medieval. It will still keep its +1P/+1C over the basic Port.
 
I'm going to change the Cothon (Carthaginian UB) from a Harbor replacement to a Port replacement. Harbor has a very short lifespan in AND; from the middle of the Ancient Era (what will be Ship Building) to the early Classical (what will be Seafaring). Port lasts much longer, from the early Classical to Compass at the end of the Medieval. It will still keep its +1P/+1C over the basic Port.

Totally agree.
 
I can't figure out how to make Shrine work specifically with civilizations that don't have a state religion. I still like the idea of it being a flat +1 Priest slot building for a limited time, until religions start to spread and you get Priests from Temples.

Here is what I was thinking we could specifically do.
  • Tech requirement becomes Mysticism.
  • Requires Prophets or Divine Cult civic to build (not Folklore).
  • Provides +1 Priest specialist slot and no other bonuses.
  • Delete all other requirements.

This will give you an extra temporary Priest slot through the end of the Ancient Era. The Shrine will still go obsolete at Monotheism. I don't want it available immediately to civilizations that start with Ritualism.
 
I think we should swap the locations of Communications Tower and The Internet. For background, Computer Networks is going away as a separate tech (I think we are just slicing the computing concept into too many techs) but I want to keep the Computer Network building so I will move it to Fiber Optics. But I think there should be one tech between Computer Network (small-scale nets) and the full-fledged Internet. So I think it would be better to move Internet up to Networking, then move Communications Tower back to Fiber Optics in recompense. Communication Tower can go just about anywhere in the Modern Era, as it replaces Industrial Era buildings (Telephone Network and Broadcast Tower) and is replaced by a Transhuman Era building (Network Node).
 
And one last thing. I like building upgrades. I think they help keep the overall length of the building list manageable. They also give me a sense that we are not just adding buildings at random. The buildings that we have fit together. We do have less than 30 buildings that are "orphans" because they don't either upgrade to or from a particular building or belong to a special building type (like all Temples) or group (like all civic buildings). Here are a couple more upgrades I have thought of.

Star Fort upgrades to Bunker: Bunker is an orphan, and I think it would be natural to allow Bunker to provide some defense against land units. Not all late-game units ignore building defense. Most of the general gunpowder units and late-game cavalry (horse units, but not tanks) do not. So +% building defense still applies, which could be helpful against rebels.

To do this, Bunker would inherit Star Fort's building defenses (+75% defense, -50% bombardment) and keep its -20% air damage. The cost would go up to 250 (but it's still cheap by Industrial standards) and Star Fort would not obsolete until Mechanized Warfare.

Butchery upgrades to Mobby Meats Store: I think it would be a good thing for corporate-store buildings to upgrade appropriate regular buildings. I did this with Movie Theatre upgrading to Red Curtains Theatre. It would reward you for using corporations and continuing to use corporations in the late game if you've done the work to found them. It would also shorten the build lists for new cities if you take the time to send an Executive with the settler unit.

Mobby Meats Store would inherit Butchery's +1 food from meat resources. Butchery provides a flat +1 food, but if you have Mobby Meats, you are getting +X% food as well from the store, so that covers the +1 food and it won't be a penalty.

Supermarket upgrades to Bullseye Store and MallWart Store: This is another case of a corporate store upgrade. Bullseye and MallWart both give you bonuses for fruit and vegetable resources, so I think they fit very well as a Supermarket replacement.

Both Bullseye Store and MallWart store would copy all of Supermarket's bonuses: +commerce from resources, +health and happy from resources, Merchant specialist slots, and +2 food. Bullseye and MallWart compete, so you wouldn't see them both in the same city.

It is also deliberate choices on my part that Hypermarket does not replace either of these stores (again, to encourage going after these corporations) and that Mall is not replaced (to make up for Mall coming so late in the game).
 
Those sound like good ideas.
 
Do we still need Publishing House as a building? I created the Publishing House so that the Journalism tech could have two tricks (Press Agency and Publishing House). Since I got rid of Journalism as a tech, I don't think the Publishing House is necessary any more. Photography as a tech has 3 tricks with Agent, Photographer's Studio, and Great Artist. Telegraph has Press Agency and Ambassador, so it's still viable as well. I think it would be best to just move Publishing House's +7 science to Press Agency and eliminate the House. I'll have to re-check my numbers, but I think we have a few buildings too many in the Industrial Era for the number of technologies it has.
 
I just learned something else new. I'm going to have to rework the Corporate HQ graphics a little to actually have them display their proper sign. I've been working on the graphics stuff; I've got all the new guild artworks together in an atlas but I want to include all the corporation arts together in the same atlas as well. I especially want to get all the graphics right before I do an upload.

This is a corrected Red Curtains HQ. I haven't redone the button yet.
Civ4ScreenShot0060.JPG
 
Do we still need Publishing House as a building? I created the Publishing House so that the Journalism tech could have two tricks (Press Agency and Publishing House). Since I got rid of Journalism as a tech, I don't think the Publishing House is necessary any more. Photography as a tech has 3 tricks with Agent, Photographer's Studio, and Great Artist. Telegraph has Press Agency and Ambassador, so it's still viable as well. I think it would be best to just move Publishing House's +7 science to Press Agency and eliminate the House. I'll have to re-check my numbers, but I think we have a few buildings too many in the Industrial Era for the number of technologies it has.

I've got no real preference on if it goes or stays, but if the Industrial Era is saturated with too many buildings compared to the no. of techs, then it's probably best it goes and the bonus merges with the Press Agency.
 
I can't figure out how to make Shrine work specifically with civilizations that don't have a state religion. I still like the idea of it being a flat +1 Priest slot building for a limited time, until religions start to spread and you get Priests from Temples.

Here is what I was thinking we could specifically do.
  • Tech requirement becomes Mysticism.
  • Requires Prophets or Divine Cult civic to build (not Folklore).
  • Provides +1 Priest specialist slot and no other bonuses.
  • Delete all other requirements.

This will give you an extra temporary Priest slot through the end of the Ancient Era. The Shrine will still go obsolete at Monotheism. I don't want it available immediately to civilizations that start with Ritualism.

That will give Shrine a very short lifespan.
Enable it for Folklore too.
I think it could upgrade to any Temple, so you will get the "bonus only without state-religion". I know it will mean some trade-off, but the upgrade still worth it.
 
Top Bottom