Buildings Outside Cities

sir_schwick

Archbishop of Towels
Joined
Jun 14, 2003
Messages
2,509
Location
USA
Many buildings obviously belong in the urban environment, but some could also be used plenty of other places. Also, this is a functionality that should be added because of many uses modders might have. Imagine, each time you build a building or certain military units, it appeared as a 'crate' unit on the screen. This unit could then be 'built' on certain tiles or in the city, as determined by these flags. Here is an example:

You build a 'Hydroelectric Dam'. Of course the city that built it is not near a river, but that does not matter, you have a crate marked 'Hydroelectric Dam'. The crate can only travel on RR tiles and must be 'built' on a river tile. When it finally reaches that river tile, you press the 'build here' button, and a small dam graphic appears on the river. Whatever citie's radius it is in gets the benefit.

Here are some flags that crates might have:
-Must travel on Road
-Must travel on RR
-Can travel through canals
-Can travel in Galleon(As 4 units)
-Can travel as Transport(As 8 units)
-Can travel between Airports
-Must be built on river
-Must connect to Aqueduct
-Must be built on flat terrain
-Must be built on coast
-Can only service city that built it
-Culture Center

Some examples of buildings and units that are packaged as crates and the flags they would have.

ICBM w/Silo - Can travel as Transport
Harbour or Port - Must be built on coast - Must travel on Road
Factory - Must travel on RR - Must be built on flat terrain - Can only service city that built it
SAM Compound - Can travel between Airports - Can travel as Transport
Barracks - Can travel as Galleon - Can travel as Transport - Can travel between airports
Temple - Can only service city that built it - Culture Center
Cathedral - Must travel on Road - Can only service city that built it
Aqueduct Source - Must be built on river
Aqueduct Bridge - Must be adjacent to Aqueduct(Source or Bridge)
Pyramids - Must be built on flat terrain

The culture center flag means that the temple is not in the workable radius of a city. It still incurs a maintenance fee, but does not generate culture for a specific city. Instead it generates culture for the temple building itself, centered in whatever square it was built in. When it reaches 10 culture, it expands to 2 squares just like a normal city. Essentially it is a way of claiming land early and later building a city which it joins.

Also, a city can only use one improvement of a type at a time. The others just sit aroudn accrueing expenses, but if one of them gets destroyed there is a backup. Also, pollution from production begins at squares with factories, power plants, and manufacturing plants in them.

Suburbs would be a unit crate you could build once you had Steam Power. This unit is essentially a 20 shield worker. Some rules apply, the worker must resettle into a suburb that is within the working radius of the city it came from. Also, that citizen is still part of the city, but must always work the square he lives in. Any additional suburbanites added to the square become specialists automatically. Citizens in suburbs do not count towards overpopulation unhappinesss of the city square.
 
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