New Buildings Discussion

You forgot the -5 health ;)

What!!!??

You don't like Nutella!?? We go thru a jar a week around my house. Even faster if it's the Grandkids weekend. :D

JosEPh :lol:
 
What!!!??

You don't like Nutella!?? We go thru a jar a week around my house. Even faster if it's the Grandkids weekend. :D

JosEPh :lol:

Who said I didn't like it?! I was commenting on my doctors opinion ;)
 
Just some random ideas

Pachinko (recquierment : Replacable Parts Japanese, replace Pinball Arcade, obsolete with Mind Uploadin). Cost 100, +1 culture, +3 gold, +2 happy

Myth of Dragon (effect like Myth of Unicorn, can be built by any big lizard, like Crocodile Large). Can build National unit Artificial Dragon with Artificial Life
Myth of Phoenix (same, can be built by any large subdued eagle, like Haasts eagle). Can build National unit Artificial Phoenix with Artificial Life
 
Just some random ideas

Pachinko (recquierment : Replacable Parts Japanese, replace Pinball Arcade, obsolete with Mind Uploadin). Cost 100, +1 culture, +3 gold, +2 happy

Myth of Dragon (effect like Myth of Unicorn, can be built by any big lizard, like Crocodile Large). Can build National unit Artificial Dragon with Artificial Life
Myth of Phoenix (same, can be built by any large subdued eagle, like Haasts eagle). Can build National unit Artificial Phoenix with Artificial Life

I can add the myth buildings but someone else will need to add the other stuff.
 
Here are some new buildings I created to give some content to empty technologies. These are not yet on the SVN. I want to see if anyone can come up with major problems with these before I add them.

For the Games tech, I have created the Playing Fields. This is a very simple Sports building: +1 happy for -1 hammer. It goes obsolete at Team Sports, just when several new Sports fields come available.

View attachment 328440

I have two buildings created for the Board Games tech. The first is the Gambling Den. It's a precursor to the medieval Gambling Hall. The Den costs the same (Gambling Hall is really cheap at 25 hammers), and has the same -1 happy and +10 crime. The hammer penalty on the Den is a flat -2 instead of the -5% of the Hall, and it only produces +5% gold, compared to the Hall's +15%.

View attachment 328437

The second building is the Toy Carver. This is a precursor to the Toy Maker and Toy Factory. The Toy Carver just produces a Toys and +1 happiness at the moment.
There are two changes that I would like to make to the core files for the Toy Carver to be finalized:
  • Move the Toys resource from Guilds to Board Games.
  • Give the Aristocracy tech +1 culture to the Toy Carver.
The Toy Maker would still have +1 gold over the Toy Carver, so it would still be a benefit to replace the Carver with the Maker.

View attachment 328439

Finally, for Parliaments, I put together the King's Council that I mentioned in the Tech Tree thread. It is a pseudo-National Wonder, since it requires the Palace to be built, but I don't want it taking up a Wonder slot because it is civic-restricted to Monarchy or Nobility. Personally, I switch out of Monarchy as soon as Republic becomes available, and I run Nobility until I can build Field of the Cloth of Gold at the end of the Medieval Era. The King's Council offers a gold bonus, but the members will register their anger at unnecessary wars (this was inspired by the English Civil War and the start of the French Revolution).

View attachment 328438

There are still some more ideas I am working on: I have Woodstock done (I think) for Counterculture, and I want to work up a Scriptorum for the Scriptures tech.

Let me know what you think of these.
 
A few points:

If the King's Council is going to have that much maintenance, it really should obsolete before corporations.

I think the toys would net a gold for the nation in taxation.

I also feel that the gambling den would be more in balance if it added a happiness rather than took it away. It gives people something to do at a hell of a cost in production with minimal financial benefit and a fair bit of increased crime. The unhappiness it can create would tend to be the indirect derivative of added crime. But a society that can control its addictive behaviors (thanks to lots of law enforcement of course) could end up being all the happier for access to such a minorly deviant behavior such as gambling. This mirrors how alcohol is represented as well. (and on that note, I just realized, access to alcohol should add a fair sum of added crime...)

I like the playing fields. Perhaps maintenance (as in -1 gold as it now translates to limited maintenance) would be necessary but then again it could invite more exercise among the citizens, particularly among youth, and thus increase health by 1 as well to balance this out. It could also be used for training troops (drills, gathering spots, wargames etc...) so perhaps a +1 xp to land units might be in order. By this, we assume there's probably a number of such parks spread out around the place once one of these is built. Just some thoughts. If it stays exactly as is, it wouldn't bother me in the least.
 
A few points:

If the King's Council is going to have that much maintenance, it really should obsolete before corporations.

I could put an obsoleting technology on the King's Council - my idea was that it would naturally obsolete as you switched to more "modern" civics. You have to be running either the Monarchy or Nobility civics to have the Council at all. By the time Corporations come around, I think you would be running different Government and Power civics. What do you think?

I think the toys would net a gold for the nation in taxation.

There needs to be a reason to upgrade the Toy Carver to a Toy Maker. The Toy Carver would generate 1 Toys resource, +1 happiness, and +1 culture (if we add my change to Aristocracy), while the Toy Maker generates 1 Toys, +1 happiness, +1 culture, and +1 gold. Without removing something from the Carver, it's effectively a penalty to be forced to build Toy Makers. I picked removing the gold. I think the Toy Maker represents enough toy production that some can be sold freely to make extra cash. The Carver is making just enough toys to count as a resource. (There isn't a lot of room to fiddle with the numbers on some of these buildings, and I'm trying to create lower-powered versions for early eras.)

Do you think maybe instead of the happiness bonus on the buildings, there should be a happiness bonus on the Toys resource?

I also feel that the gambling den would be more in balance if it added a happiness rather than took it away. It gives people something to do at a hell of a cost in production with minimal financial benefit and a fair bit of increased crime. The unhappiness it can create would tend to be the indirect derivative of added crime. But a society that can control its addictive behaviors (thanks to lots of law enforcement of course) could end up being all the happier for access to such a minorly deviant behavior such as gambling. This mirrors how alcohol is represented as well. (and on that note, I just realized, access to alcohol should add a fair sum of added crime...)

The Gambling Den is a scaled-down version of the Gambling Hall. The Hall adds unhappiness, so I thought the Den should too. The Gambling Hall is a really old building, though -- I think it dates back to A New Dawn. Now that we have the crime property, we could redo the Gambling Hall, and whatever we do to the Hall we can do to the Den as well. That's a good idea.

I like the playing fields. Perhaps maintenance (as in -1 gold as it now translates to limited maintenance) would be necessary but then again it could invite more exercise among the citizens, particularly among youth, and thus increase health by 1 as well to balance this out. It could also be used for training troops (drills, gathering spots, wargames etc...) so perhaps a +1 xp to land units might be in order. By this, we assume there's probably a number of such parks spread out around the place once one of these is built. Just some thoughts. If it stays exactly as is, it wouldn't bother me in the least.

The Playing Fields are supposed to be really simple (keep in mind this is a Prehistoric-era building). I think they are so simple that they should not have a gold maintenance cost. The -1 hammer could be thought of as maintenance work to keep the field clear. If we ever get to adding new specialist types, I think the Playing Field would be the first building to get an Athlete specialist, and that might be its only ability depending on what the Athlete winds up doing (my idea was +1 happy, +1 XP for new units, -1 food).
 
Would you mind doing some other buildings for me? It would sure help me out if some of my load could be done by others.

Sure. Let me know what you want done. Especially if you already have stats in mind, that would be great.
 
Here are some new buildings I created to give some content to empty technologies. These are not yet on the SVN. I want to see if anyone can come up with major problems with these before I add them.

For the Games tech, I have created the Playing Fields. This is a very simple Sports building: +1 happy for -1 hammer. It goes obsolete at Team Sports, just when several new Sports fields come available.

I saw this tech and the buildings associated with it in a similar line but also leading to the Olympic style sports ie both combat, team and betting sports. I would give it +1:health: for a -1:gold: maintenance, with a +.1:) per pop. I would also make it a requirement for the later arena and sport buildings. It should be free for ancient or later starts.

It should produce +1:gold: with Gambling Hall or Den

I have two buildings created for the Board Games tech. The first is the Gambling Den. It's a precursor to the medieval Gambling Hall. The Den costs the same (Gambling Hall is really cheap at 25 hammers), and has the same -1 happy and +10 crime. The hammer penalty on the Den is a flat -2 instead of the -5% of the Hall, and it only produces +5% gold, compared to the Hall's +15%.

It should also have +1 :) with beer/alchol
 
I could put an obsoleting technology on the King's Council - my idea was that it would naturally obsolete as you switched to more "modern" civics. You have to be running either the Monarchy or Nobility civics to have the Council at all. By the time Corporations come around, I think you would be running different Government and Power civics. What do you think?
Absolutely the right way to go about it... just gotta make sure it does deactivate when the civic isn't the current selection. Seems like some buildings do and others don't so there must be a boolean in there that controls that somewhere in the building tags right?

There needs to be a reason to upgrade the Toy Carver to a Toy Maker. The Toy Carver would generate 1 Toys resource, +1 happiness, and +1 culture (if we add my change to Aristocracy), while the Toy Maker generates 1 Toys, +1 happiness, +1 culture, and +1 gold. Without removing something from the Carver, it's effectively a penalty to be forced to build Toy Makers. I picked removing the gold. I think the Toy Maker represents enough toy production that some can be sold freely to make extra cash. The Carver is making just enough toys to count as a resource. (There isn't a lot of room to fiddle with the numbers on some of these buildings, and I'm trying to create lower-powered versions for early eras.)

Do you think maybe instead of the happiness bonus on the buildings, there should be a happiness bonus on the Toys resource?
Hmm... maybe the trick would be that since the first building is only able to create enough for the local area, the resource itself wouldn't be included until the second building (enough for trading now.)

And I do think that the happiness bonus should be on the toy resource itself.

But here's an interesting thought... Just because I have access to the toys my city or nation makes, I'm still going to want the toys from another nation entirely as the foreign toys would be entirely different and new.

Soooo... I'm not sure how that could be represented (as it could easily get out of control if every nation's or culture's toys gave a cumulative full-on happiness) but I could see up to 3 types available perhaps. Maybe SOME select cultures being present (or a cultural origin building in the same city) could be programmed to add a particular type of toy resource unique to that culture if the Toy Maker is present in the city, thus limiting these special cultural toy resources to just one possible per culture - and perhaps it shouldn't provide happiness domestically, only to a foreign nation you trade it off to as we can assume our native toys are already considered the commonplace toy resources.

I'm not sure if that's possible, or even desirable but some food for thought anyhow.

The Gambling Den is a scaled-down version of the Gambling Hall. The Hall adds unhappiness, so I thought the Den should too. The Gambling Hall is a really old building, though -- I think it dates back to A New Dawn. Now that we have the crime property, we could redo the Gambling Hall, and whatever we do to the Hall we can do to the Den as well. That's a good idea.
Agreed.

The Playing Fields are supposed to be really simple (keep in mind this is a Prehistoric-era building). I think they are so simple that they should not have a gold maintenance cost. The -1 hammer could be thought of as maintenance work to keep the field clear. If we ever get to adding new specialist types, I think the Playing Field would be the first building to get an Athlete specialist, and that might be its only ability depending on what the Athlete winds up doing (my idea was +1 happy, +1 XP for new units, -1 food).
Ok, makes sense. What about the health factor though? They say kids that exercise gain an enormous benefit to their health for the rest of their lives for having done so as children.

As for the Athlete... interesting. I would suggest for such a specialist a +1 Happiness (Like Celebs, they give people a lot of entertainment), -5% War Unhappiness (inspires the nation to believe in its own might), +1 Health (inspires people to live up to those set examples), +2 Culture (inspires local pride), -1 food makes sense as they probably consume more than the usual, and the +1 xp... I'm not sure about that because few all-star athletes end up in the military, although I'm still all for figuring out some specialized xp bonuses being given to sports buildings. They should also be much stronger once mass media and larger sports scenes come into play.
 
There needs to be a reason to upgrade the Toy Carver to a Toy Maker. The Toy Carver would generate 1 Toys resource, +1 happiness, and +1 culture (if we add my change to Aristocracy), while the Toy Maker generates 1 Toys, +1 happiness, +1 culture, and +1 gold. Without removing something from the Carver, it's effectively a penalty to be forced to build Toy Makers. I picked removing the gold. I think the Toy Maker represents enough toy production that some can be sold freely to make extra cash. The Carver is making just enough toys to count as a resource. (There isn't a lot of room to fiddle with the numbers on some of these buildings, and I'm trying to create lower-powered versions for early eras.)

Do you think maybe instead of the happiness bonus on the buildings, there should be a happiness bonus on the Toys resource?

I could always up the Toy Maker and Toy Factory up one gold so as you upgrade it gets more gold.

EDIT: Done. Tweaked them to ...

Toy Maker = +1 :) +2 :gold: +2 :culture:
Toy Factory = +1 :) +3 :gold: +3 :culture:

Now the Toy Carver can have +1 :) +1 :gold: +1 :culture:

EDIT2: Moved Toys resource to Board Games tech instead of Guilds tech.
 
Sure. Let me know what you want done. Especially if you already have stats in mind, that would be great.

Well I guess I will start with some of the oldest buildings I have not made yet. Specificlly the Martial Arts ones.

- Aikido Dojo
- Kendo Dojo
- Judo Dojo
- Jujutsu Dojo
- Ninja Dojo
- Sumo Wrestling Ring

I have gone back and forth on what I want to do with them and I think another set of eyes to look them over would be good. Some brainstorming stuff ...

1. Should require at least the Martial Arts tech.

2. Should require the Training Dojo.

3. Possibly linked to specific cultures.

4. Should follow the same theme of other sports such as the -:hammers:.

5. Possibly should give a special promotion.

6. Possibly made into a wonder that makes a specific Martial Arts resource.

7. The Ninja Dojo will unlock a special Ninja unit.

If you have any other ideas then let me know.
 
Well I guess I will start with some of the oldest buildings I have not made yet. Specificlly the Martial Arts ones.

- Aikido Dojo
- Kendo Dojo
- Judo Dojo
- Jujutsu Dojo
- Ninja Dojo
- Sumo Wrestling Ring

I have gone back and forth on what I want to do with them and I think another set of eyes to look them over would be good. Some brainstorming stuff ...

1. Should require at least the Martial Arts tech.

2. Should require the Training Dojo.

3. Possibly linked to specific cultures.

4. Should follow the same theme of other sports such as the -:hammers:.

5. Possibly should give a special promotion.

6. Possibly made into a wonder that makes a specific Martial Arts resource.

7. The Ninja Dojo will unlock a special Ninja unit.

If you have any other ideas then let me know.

I like the idea of unique promotions on these.

I wonder if we should require that only one specialized martial arts building be allowed in a given city. (I would not advise using the bAcquirefreepromotion tag on these so any given unit can only ever have one specialized form.)

Then we could establish each martial form promotion as adding a subcombat class to the unit that corresponds to the martial form itself. They could thus be given benefits vs specific combat classes via the promotion, and lead to a web of checks and counterbalances against each other and against other more basic combat class types. In otherwords, a system of 'one form may trump another' could be installed into the design, while each form provides its own unique benefits outside of their interactions vs each other.

It would therefore promote a strategic wisdom in moving away from the supercity strategy since to get a truly balanced military would require building units in more than one city. If you're going to insist on utilizing the supercity strategy, you'll have to try to rig your main city to build to counter the most common martial arts forms of your opponent, making your military perhaps a bit over-specialized when you face an opponent with a reliance on the martial forms that tend to trump the one you mostly rely on.

We're also going to have more defined weapon and armor combinations on our units soon so that could give us a lot of room for specific anti-weapon type forms. Thus, Judo (use their weight against them), for example, could counter axes and clubs (heavily swung weapons) more effectively.

Such an approach would be best driven by a thorough research on the specific benefits and weaknesses of each form in RL. And the ability for the kinds of interactions I listed just now will be in place fairly soon.
 
Well I guess I will start with some of the oldest buildings I have not made yet. Specificlly the Martial Arts ones.

- Aikido Dojo
- Kendo Dojo
- Judo Dojo
- Jujutsu Dojo
- Ninja Dojo
- Sumo Wrestling Ring

I have gone back and forth on what I want to do with them and I think another set of eyes to look them over would be good. Some brainstorming stuff ...

1. Should require at least the Martial Arts tech.

2. Should require the Training Dojo.

3. Possibly linked to specific cultures.

4. Should follow the same theme of other sports such as the -:hammers:.

5. Possibly should give a special promotion.

6. Possibly made into a wonder that makes a specific Martial Arts resource.

7. The Ninja Dojo will unlock a special Ninja unit.

If you have any other ideas then let me know.

I'm thinking that special promotions and "Cannot be built in the same city as..." (each other) are the way to go with the dojos. I don't know how powerful they should be, but I think more than a +5% or +10% specialized bonus would be overpowering. Martial Arts tech and a Training Dojo requirement are good. I don't think these need to be Wonders, although maybe one or two could. If we can come up with good promotions, I could put it on Shaolin Temple as well.

Do we have a separate ninja graphic? I know the Ancient Great Spy is a ninja, but I don't think it has a combat animation. I know when I reskinned a Missionary as the Shaolin Monk, it doesn't have combat animations, so if it gets attacked and wins, the monks just stand there and then the enemy falls over dead (which is kind of funny in its own way).
 
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