Vokarya's Workshop: Buildings

I no longer trust the actual effects very much. It's often not quite right. Particularly if you play with No Espionage - the culture amounts are all wrong. Ancient bug, low priority.
 
There are some bugs, like this one and those requiring to debug the dll, that I can't debug now because I'm working on a temporary workstation. Hopefully when I get back to my PC I can do more.
 
So I worked out how to get Magistrates and Spies onto the same specialist curve that Artists, Engineers, Merchants, and Scientists are using. (Priests are on a different level, so I don't worry about them.)

After swapping Security Bureau/Security Center from Spies to Magistrates, and Surveillance Network/AI Surveillance from Magistrates to Spies, there are a few more changes to make.

Magistrates
  • Delete the Magistrate slot from Customs House.
  • Delete 1 Magistrate slot from Police Station.

This gives us a curve like this:
  • Ancient: 1 (Town Hall)
  • Classical: 2 (City Council, Courthouse)
  • Medieval: 3 (City Council, Courthouse, Castle)
  • Renaissance: 4 (Metropolitan Admin 2, Courthouse, Jail)
  • Industrial: 6 (Metropolitan Admin 2, Courthouse, Jail, Police Station, Skyscraper)
  • Modern: 8 (Metropolitan Admin 2, Courthouse, Jail, Police Station, Skyscraper, Security Bureau 2)
  • Transhuman: 10 (Metropolitan Admin 2, Courthouse, Cryoprison 2, Police Station, Arcology Shield, Security Center 3)

Spies
Spies need a couple changes as well.
  • Move 1 Spy slot from Courthouse to Brothel. I would prefer not to have buildings double-up on specialists, especially when they are so similar. There aren't a lot of other appropriate buildings, but Brothel does give an Espionage bonus.
  • Convert Bioenhancement Center's free Spy to a Spy slot. I don't like free specialists on regular buildings.

The curve for Spies is deficient in the Ancient and Medieval Eras, but given the overlap between Magistrates and Spies, I think this is acceptable.
  • Ancient: 0
  • Classical: 2 (Brothel, Watchtower)
  • Medieval: 2 (Brothel, Watchtower)
  • Renaissance: 4 (Brothel, Watchtower, Jail 2)
  • Industrial: 6 (Brothel, Police Station, Jail 2, Intelligence Agency 2)
  • Modern: 8 (Brothel, Police Station, Jail 2, Intelligence Agency 2, Surveillance Network 2)
  • Transhuman: 10 (Brothel, Police Station, Cryoprison 2, Intelligence Agency 2, Surveillance Network 2, Bioenhancement Center 2)

We still have 3 buildings that double-up Magistrate and Spy specialists:
  • Jail: 1 Magistrate/2 Spy
  • Police Station: 1 Magistrate/1 Spy
  • Cryoprison: 2 Magistrate/2 Spy
 
I had an idea for a proper civic building for Liberal. I don't like Statue of Liberty being restricted to the Liberal civic.

The building is Exhibition. It requires Acoustics (which only has 2 tricks of its own) and gives +1 happiness and +1 free Specialist.

To balance this a little, I would also add a small amount of tax rate unhappiness. I think 3 would be a good point. So you would get 1 unhappiness at 35% or above (cancelling out Exhibition), and 2 unhappiness if you had to crank your tax rate above 70%.

Statue of Liberty would be fine with Liberal or Democracy. I'm leaning towards also allowing it for Republic, but not for Federation.
 
I had an idea for a proper civic building for Liberal. I don't like Statue of Liberty being restricted to the Liberal civic.

The building is Exhibition. It requires Acoustics (which only has 2 tricks of its own) and gives +1 happiness and +1 free Specialist.

To balance this a little, I would also add a small amount of tax rate unhappiness. I think 3 would be a good point. So you would get 1 unhappiness at 35% or above (cancelling out Exhibition), and 2 unhappiness if you had to crank your tax rate above 70%.

Statue of Liberty would be fine with Liberal or Democracy. I'm leaning towards also allowing it for Republic, but not for Federation.

I'm all for it.
 
I had an idea for a proper civic building for Liberal. I don't like Statue of Liberty being restricted to the Liberal civic.

The building is Exhibition. It requires Acoustics (which only has 2 tricks of its own) and gives +1 happiness and +1 free Specialist.

To balance this a little, I would also add a small amount of tax rate unhappiness. I think 3 would be a good point. So you would get 1 unhappiness at 35% or above (cancelling out Exhibition), and 2 unhappiness if you had to crank your tax rate above 70%.

Statue of Liberty would be fine with Liberal or Democracy. I'm leaning towards also allowing it for Republic, but not for Federation.

Good :)

EDIT:
I think for SoL Liberal or Democracy is enough.
 
Parade Grounds goes obsolete at Networking, but you lose the ability to build it at all once you research Rifling since that obsoletes the Walls and High Walls that are required to build a Parade Ground in the first place.

Is that intentional?
 
Parade Grounds goes obsolete at Networking, but you lose the ability to build it at all once you research Rifling since that obsoletes the Walls and High Walls that are required to build a Parade Ground in the first place.

Is that intentional?

No. I noticed it but I didn't look into it completely. I actually think it should be Castle OR Star Fort OR Bunker. I thought about Barracks/Garrison/Military Base, but I would prefer mixing up the building requirements a little and not having a straight chain of XP-boosting buildings.
 
No. I noticed it but I didn't look into it completely. I actually think it should be Castle OR Star Fort OR Bunker. I thought about Barracks/Garrison/Military Base, but I would prefer mixing up the building requirements a little and not having a straight chain of XP-boosting buildings.

I like the Castle / Fort / Bunker line :)
 
Mobby Meats requires a Great Merchant to found, but the produced headquarters generates Great Artist points... That seems a little odd to me, is it intentional?
 
Mobby Meats requires a Great Merchant to found, but the produced headquarters generates Great Artist points... That seems a little odd to me, is it intentional?

Probably not. Emperor's Clothing should also be Great Merchant to found and provide Great Merchant points, and Fashion House should be Great Artist to found. Fashion House is the pure culture corporation. Emperor's Clothing is mostly gold and a bit of culture.

Mile High Travels is currently Great Engineer to found. It's a bit unusual but it can stay with GE, but it should produce Great Engineer points. Same with Mapster (Great Merchant to found, but provides Great Spy points) and the corporations that require Great Generals to found. You can't have a building generate Great General points that mix with the Great General points from combat XP. You theoretically can have a building generate GPP towards ANY unit (even something like a Warrior) but it all goes into the same GPP pool.
 
I think we've established that we have a problem with too much gold coming in during the middle to late game. I have a couple of ideas where we could make some cuts to stem the flow of gold coming in and make the sliders more meaningful.

Tailor Shop
Tailor Shop gets +1 gold with Guilds tech. I would like to eliminate this. I think these kinds of bonuses should not be encouraged. They feel more tacked-on than anything else, especially because I feel like there are many places where a bonus like this could be added but is not. I know I'm hammering the Guilds tech here and cutting its trick count. I think to counterbalance this, the Guilds civic shouldn't increase city maintenance. It currently tacks on both +25% to maintenance from distance and maintenance from number of cities. I think it shouldn't affect either.

World Bank
This is the big one. World Bank has a listed effect of producing +10% gold in all cities. It also has two Python effects that are described in the Civilopedia section but not in the building description. They are an immediate bonus of +50% of your current gold for completing the Bank and a +2% interest on your gold each turn. This makes an already too-high situation worse. I would like your thoughts on whether it would be better to cut these bonuses completely and just leave the +10% global gold or put a cap on the bonuses. In Civ3, Wall Street generates 5% interest per turn, but the bonus is capped at +50 gold per turn.
 
I think that +10% global gold sounds more than sufficient. Percentage increases tend to lead to run-away situations, just as you've mentioned.
 
I'd cut the lump bonus of 50% to current gold at completion, have it generate the 2% interest on your gold, capped at 100 gpt, and the gold in all cities could be lowered to 5%.
By the way, I forget, is that "all your cities" or "all players' cities" ?
 
I'd cut the lump bonus of 50% to current gold at completion, have it generate the 2% interest on your gold, capped at 100 gpt, and the gold in all cities could be lowered to 5%.
I think I like this solution.

I agree with Guilds changes.
 
Metro Admin building says that gives +3 local stability to all cities.Is this stability bonus really for all cities?
 
Metro Admin building says that gives +3 local stability to all cities.Is this stability bonus really for all cities?

It should be THIS city, but it's using the same text as the stability bonus from civics, TXT_KEY_CIVIC_REV_INDEX_LOCAL_BONUS. It's called twice in CvGameTextMgr.cpp, lines 8852 (civics) and 13816 (buildings). We need a separate text key for stability from buildings.

I remember testing it. It only affects the city it's built in.
 
I was able to come up with a couple of ideas for civic buildings for the new civics I'm working on.

Shadow War: Spy School
Shadow War is a Modern Era military civic that emphasizes propaganda and espionage over direct combat. I can't increase XP for Espionage units directly in the civic, but I think a building that does so would be perfect. I was thinking Logistics I (+1 move for Spies) as a free promotion would be really useful here. I haven't yet done the XP curve for Espionage units the way I adjusted land and air XP, but I don't want any kind of unit getting too much XP at creation.

Hive: Hab Complex
Hive is a Transhuman Era society civic that represents populations mind-controlled into obedience. Hab Complex is a working name for a civic building (from SMAC); it could use a better name. It represents housing that is only acceptable to a society like this. But because it covers the needs of the citizenry, it reduces unhealth and unhappiness. I was thinking +0.3 health and +0.1 happiness per citizen would be appropriate here.
 
it should read all cities built in. Not all cities.

Same as penicillin world wonder, it says all cities in the world, but means all builders cities in the world, or better still all cities of the owner of the city that the wonder is built in.

There are many that read that way.
 
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