Vokarya's Workshop: Buildings

So I was able to reactivate the Provincial Hall with a very little bit of XML work. It's really simple; +1 :) and -10% maintenance, only open to civilizations running Federal.

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As I posted in the one-trick-pony thread, I think Spaceports are a building that we could use to fill out some of the nearly-empty aerospace techs in the Transhuman Era. I've coded up a pair of buildings to upgrade the Airport. I could only find one good set of building graphics, so they both use the same graphic with some size changes.

The Spaceport is the first building, and it becomes available at Orbital Flight. I'm moving the Aerospace Complex (which is the second military air building) to Hypersonic Flight. Spaceport increases air unit capacity by +2 (+8 over +6 for Commercial Airport), provides +2 Trade Routes (over Commercial Airport's +1), +30% :commerce: with Power (over Commercial Airport's +10%), and provides an additional +25% income from trade routes. I'm keeping Airlift capacity at 2 for now.

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The Starport then appears at Interstellar Travel. It grants +3 Trade Routes, increases trade income by 50%, and increases the powered :commerce: bonus to 50%. Everything else doesn't upgrade any further.

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One more big building chain that I have wanted to create is to link together some of the food-creating buildings. In particular, I want to make the Food Processing Plant a "Big Agro" building and have it serve as a replacement for not only the Bakery (which it already does) but also the Butchery and Cannery. So I added a ton of bonuses to the FPP, like this:

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The +8 :food: is designed to be a slight step up. You get +7 :food: base from Bakery, Butchery, and Cannery combined. Likewise, the +2:health: is a combination of Cannery's +1:health: and Butchery's +1:health: from Salt.

Most of the food bonuses from resources are carried over from the Cannery and/or Butchery. I did not want to go farther than +2:food: for any single resource. Cow, Deer, Pig, and Sheep were already getting +1 from Butchery and +1 from Cannery, and Fish was already getting +2 from Cannery. I stepped up Crab, Shrimp, Whale, Apple, Corn, Lemon, and Olives to +2 each and added +2 from Potatoes and Wheat. I folded Cannery's +1:commerce: from Alcohol and Wine and Bakery's +3:commerce: from Apple, Banana, and Lemon into a generic +10%:commerce: with Power. I also moved the specialist slots from Engineers to Merchants. I don't see a Food Processing Plant as being that good at creating Engineers.
 
I'm still looking through RAND's building list to find buildings that stick out and merge buildings together into lines. I thought of the idea to merge all of the shops into a line. We have six separate shopping buildings:
  • Bazaar (Trade)
  • Market (Currency)
  • Grocer (Guilds)
  • Supermarket (Refrigeration)
  • Shopping District (Consumerism)
  • Hypermarket (Plastic Electronics)
The only two of these buildings that are linked are the Supermarket and Hypermarket, and they don't really match up that well; the Supermarket is about +:health: from meat resources, +:) from some luxuries, and the small +1:food: bonus, while the Hypermarket is about trade route income and a free Trade Route and Merchant specialist. So this is what I would like to do to link all of these buildings together.

Shopping District
The Shopping District gets some bonuses to be a replacement of both the Bazaar and the Market. I added the following bonuses to the Shopping District:
  • +50% gold, compared to +15% from the Bazaar and +20% from the Market
  • +5 commerce, raising the Shopping District to +10 overall; the Bazaar and Market, with all resources, grant a total of +13 commerce, so I think +10 will be about average
  • Add 4 Merchant slots; the Bazaar normally provides 1 Merchant slot and the Market 2, so this is an upgrade
The Shopping District keeps its other benefits. I chose to leave out Bazaar's health benefits (+1:health: from Incense and +1:health: when running Charity civic) because I don't think anyone would still be running Charity at this point and there are much more important sources of Health at this point. Also, Bazaar is set to obsolete shortly after the Shopping District is available (Applied Economics tech) so the health is only lasting a slightly shorter length of time.
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Supermarket
I feel the Grocer and the Supermarket are two buildings in the same job; selling food. So I made the Supermarket a replacement for the Grocer and copied most of Grocer's bonuses over to Supermarket. Supermarket now gets the following in addition to what it already had:
  • +25% gold
  • 2 Merchant specialist slots
  • +1 commerce from Apple, Banana, Lemon, Spices, Sugar, Tobacco, Wine
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Hypermarket
Finally, the Hypermarket gets a huge upgrade so that it can replace both the Supermarket and Shopping District, which is the whole point of the building; it's a one-stop shop for everything. The Hypermarket gets the following new bonuses:
  • +1 food (copied from Supermarket)
  • +20 commerce (small boost over copying +10 from Shopping District and theoretical +7 from Supermarket)
  • Gold raised from +30% to +100% (bonus over copying +50% from Shopping District and +20% from Supermarket)
  • Allows 6 Merchant specialists (copying 4 from Shopping District and 2 from Supermarket)
  • +1 :health: with Cow, Deer, Pig, Sheep (copied from Supermarket)
  • +1 :) from Hit Movies, Hit Musicals, Hit Singles (copied from Shopping District) and Coffee, Tea, and Tobacco (copied from Supermarket)
I know it looks like a lot, but it's going to be replacing the entire spectrum of Market, Grocer, Supermarket, and Shopping District. Most of the bonuses are small bonuses over the existing buildings, and we can still dial the bonuses down if it proves to be too much.
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Looks good to me Vokarya, go on with your plan. I had no idea so many changes were needed before you started your project but now that you explain your changes, it looks like they're definetely improving a lot AND2. :goodjob:
 
45°38'N-13°47'E;13008555 said:
Looks good to me Vokarya, go on with your plan. I had no idea so many changes were needed before you started your project but now that you explain your changes, it looks like they're definetely improving a lot AND2. :goodjob:

It's not so much that these need to be made, but I just think it would make the mod look so much more polished if we do. It's really easy just to add something to a mod, but making it fit with everything else is tougher.
 
I've always liked and appreciated Vokarya's work both here and in C2C. Well thought out with an eye for detail. I'm actually a bit envious. ;)

JosEPh :)
 
I'm playing rev. 668 and Communication Tower (+30% :culture:) replaces my Broadcast Tower (+30% :culture:) and Telephone Network (+10% :culture:), which translates in net loss of +10% culture. Is this intentional? And among the benefits is that the Communication Tower has no maintenance, whereas Telephone Network has +10%.
 
I'm playing rev. 668 and Communication Tower (+30% :culture:) replaces my Broadcast Tower (+30% :culture:) and Telephone Network (+10% :culture:), which translates in net loss of +10% culture. Is this intentional? And among the benefits is that the Communication Tower has no maintenance, whereas Telephone Network has +10%.

I'll increase Communication Tower to 40% culture. Dropping the maintenance is intentional.
 
I'm still looking at ways to link buildings together so they flow nicely and you don't have too many buildings on a build list. However, I've come across one related change and one unrelated change.

Toll House/Customs House
In regular BTS, Customs House requires Harbor to build (which is the only port building in BTS). This requirement was taken out of AND for the Toll House/Customs House, and I'd like to put it back; I think you should have to have some kind of port facilities before you can collect tolls from ships. So this is what I would include:
  • Toll House should require Port or Commercial Port or International Port.
  • Customs House should require Commercial Port or International Port.

Barbwire Fence
This building has such a narrow window of availability (becomes available at Fascism, obsolete with Globalization) that I don't think I would ever build it. I would like to do the following:
  • Change tech prerequisite to Steel. This would make the Fence available much earlier.
  • Change obsolete prerequisite to Skyroads. At that point, the Fence wouldn't matter.
 
Here's another minor tweak to create a building line out of Public Transportation and Personal Rapid Train. I copied over a couple bonuses from Public Transportation (+0.1:health: per citizen and +2:health: with Green civic) and we have a perfect pair of buildings to make into a chain. You probably wouldn't notice anything unless you had Automated Traffic tech and a city which hadn't already built Public Transportation, but I think it would make things a little easier for new Transhuman cities. I'd like to work Paved Roads into this somehow as well, but I don't think it's that important.

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I looked at the Tech Tree some more, and I found out that it is possible to get to Shielding (where the Arcology Shielding tech becomes available) without getting Skyroads (where the Barbwire Fence goes obsolete). I think the Arcology Shielding would make anything as simple as a barbed wire fence superfluous, so I'm going to make the Arcology Shielding a replacement for the Fence.

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The one thing that I did notice was that going from Anti-Missile Batteries and/or Barbwire Fence to Arcology Shielding is a drop in city defense. I think we should increase Arcology Shielding to +75% city defense and Advanced Shielding to +100%. It may seem like a lot, but advanced military units can shred defenses pretty quickly and most units are Ignore Building Defense by this point as well.

EDIT: To balance things out, we should give Arcology Shielding +75% city defense, +25% espionage defense, and -25% damage from bombardment, and Advanced Shielding +100% city defense, +50% espionage defense, and -50% damage from bombardment.
 
When it comes to classifying buildings, I have been grouping buildings into lines (where one building replaces another) and clusters (where one building is a prerequisite for another). Clusters are a way for me to look at infrastructure requirements.

One of the bigger clusters is the Computer Network cluster: there are currently 6 buildings that require the Network (Advanced Quality Control, Android Factory, Design Studio, Info Net, Mech Assembly Plant, Zurich-Orbital Uplink). I'm going to add E-Bank to that group. I don't think the E-Bank would work at all without a Computer Network.
 
I like the idea of putting buildings into lines, and have a few ideas I would like to share:


Elders council --> School of scribes --> Printer
I think these buildings have a similar purpose: Preserving knowledge. Also their bonuses are fitting.

An other line I think would be reasonable:
Fire pit --> Storytellers circle --> Any temple
I feel these buildings similar in that they are places of social gatherings and fulfil emotional-spiritual needs.
I would make Fire pit cheaper, and make it free after some tech, and give it +1:culture:

I think the early buildings shouldn't go obsolate this way, just being replace.


Also Shrine shouldn't go obsolate, isn't it enough that it is civic dependant?
 
I like the idea of putting buildings into lines, and have a few ideas I would like to share:


Elders council --> School of scribes --> Printer
I think these buildings have a similar purpose: Preserving knowledge. Also their bonuses are fitting.

An other line I think would be reasonable:
Fire pit --> Storytellers circle --> Any temple
I feel these buildings similar in that they are places of social gatherings and fulfil emotional-spiritual needs.
I would make Fire pit cheaper, and make it free after some tech, and give it +1:culture:

I think the early buildings shouldn't go obsolate this way, just being replace.


Also Shrine shouldn't go obsolate, isn't it enough that it is civic dependant?

I like the idea of Elder Council being replaced/obsoleted by the School of Scribes :)
Not sure about the Fire Pit though.


I don't think the Shrine should obsolete either, but that's just me :)
 
One thing, the wood cutter doesn't obsolete once you have Lumber-mills available. You are still able to build them, and they upgrade to lumber mills in X turns based on speed of game.

Same with Workshops/Factories and Mines/Modern Mines. You can still build their basic version even when their advanced versions are available(Which I always do since I find being able to instantly build their upraded forms for a measly sum of gold instead of waiting 40 - 100 turns is terribly unfair)

As it is, the cottages are the only things that can't be paid to "grow faster". Everything else you can either wait it out or pay 20 gold to instant-upgrade.
 
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