Modular RoM Civics Buildings

generalstaff

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Modular Civic Buildings for Rise of Mankind 2.8 by generalstaff

The goal of this mod is for each civic to have a unique building based on Zappara's Slave Market, Agora, and Manor. Starting civics (except None since it serves as a dummy) now have one with version 1.1.

-Chiefdom (Fortified Encampment: Req: Guerrilla Warfare. +5% Spy Defense, +10% Defense (except against high explosives). Required to build Technical)
-Despotism (Monument of the Dictator: Req: Fascism. +1 Culture, -10% War Weariness, +5% Military Production)
-Monarchy (Royal Monument: +1 Culture, +1 Happiness with Stone, Marble, Copper)
-Democracy (Polling Place: -10% Maintenance, +3 Happiness, +25% War Weariness)
-Communist (Reeducation Center: -25% War Weariness, +10% Production)
-Fascist (Checkpoint: Req: Garrison. +2 Espionage, 30% Espionage, +10% Maintenance, +20% Spy Defense, +1 Free Spy, +1 EXP Gunpowder Units, Spy Units, -1 Happiness)
-Federal (Town Hall: -20% Maintenance, +1 Happiness. Obsolete: Communication Networks)
-Junta (Interrogation Building: Req: Fascism. +6 Espionage, -2 Happiness, -25% War Weariness, +1 EXP: Spy.)
-Patrician (Villa: +1 Culture. +1 Happiness from Olives, Wine. Stores 10% of Food after growth)
-Bureaucracy (Civil Servant's School: -10% Maintenance, +1 Happiness per 25% Science Rate. Obsolete: Compulsory Education)
-Senate (Polis Council: +2 Science, -5% Maintenance, +1 Happiness. Obsolete: Representative Democracy)
-Parliament (Single Issue Party: +20% Maintenance. Free Specialist per Town)
-President: (Presidential Monument: +2 Culture, +1 Gold, +1 Happiness)
-Vassalage: (Warlord’s Keep: +25% Defense (except against high explosives). +1 EXP: All units created in city. Double Production with Stone. Obsolete: Leadership)
-Tribal (Warrior's Hut: Req: None. +2 EXP: Melee Units, +1 EXP: Archery, Mounted Units. Obsolete: Military Training)
-Bourgeois (Art Patronage: Req: Free Artistry. +25% Culture, +1 Great Artist Point. +1 Happiness from Marble, Stone, Copper, Gold, Silver. Specialists: 2 Artists, 1 Engineer)
-Proletariat (Festival: +2 Culture, +1 Happiness, +2 Gold, -5% Production. Specialists: +1 Merchant, +1 Artist. Double Production with Alcohol. Obsolete: Marxism)
Caste: (Brahmin Library: +2 Culture, +1 Science, +5% Science. Obsolete: Liberalism)
-Feudal (Estate: +3 Food, +5% Food. +1 Free Noble. Obsolete: Advanced Agriculture)
-Nationalist (Paramilitary Corps: +3 Espionage, -10% War Weariness, +10% Military Production, +2 EXP: Gunpowder Units. Specialists: +2 Spy. Double Production with Ammunition)
-Liberal (Dissident Press: +3 Culture, +50% Culture, +1 Happiness per 10% Culture Rate, -10% Espionage, +25% War Weariness)
-Marxist (Req: Globalization. Social Justice Organization: +2 Happiness, +2 Health, +10% Great Person, -10% Gold)
-Barter (Caravan Post: Req: Trade. +25% Trade Route Yield. Obsolete: Mercantilism)
-Mercantile (Imperial Mint: Req: Gold, Silver, or Copper. +2 Gold, +15% Gold. +5% Commerce bonus with Gold, Silver, Copper. Obsolete: Globalization)
-Free Market (Free Port: Req: Lighthouse. +10% Trade Route Yield, 20% Foreign Trade Route Yield. +1 Free Merchant)
Planned (Planning Office: -15% Maintenance, -5% Commerce, +5% Production)
-Corporatist (Chain Store: +1 Happiness bonus for Sugar, Cotton, Silk, Coffee, Cow, Pork, Gems, +5% Commerce bonus with Musicals, Hit Singles, Movies, Semiconductors)
-Regulated (Highway Project: Req: Oil Products, Rubber, Cement, Paved Roads. +1 Trade Route. +15% Trade Route yield, +10% Maintenance. +1 EXP: Wheeled Units, Tracked Units, Dreadnought Units)
-Green (Recycled Goods Factory: Req: Recycling Center, Manufacturing. +20% Maintenance, +5% Production with Aluminum, Iron, Copper, Vulcanized Rubber, Synthetic Rubber, Glassware, +5% Commerce with Semiconductors, +1 Happiness from Biofuels, Geothermal Energy, +1 Healthiness from Oil, -1 Happiness from Oil, Coal, +10% Production speed with Chemicals)
-Folklore (Idol Shrine: Req: Ritualism. +3% Commerce with Gold, Silver, Copper, Stone, Marble. Obsolete: Monotheism)
-Divine Cult (Divine Monument: +1 Culture, +1 EXP: Melee Units and Mounted Units)
-Prophets (Mystic’s Hut: +10% Culture, +10% Military Production. Obsolete: Education)
-State Church (Seminary: Req: Theology, State Religion in city. +1 Culture. +1 Free Priest. Obsolete: Compulsory Education)
-Free Church (Church School: Req: State Religion in city. +2 Culture, +10% Culture, +5% Science. Specialists: 1 Priest. Obsolete: Compulsory Education)
-Intolerant (Revivalist Church: Req: Fascism, State Religion in city. -20% Science, -20% Culture, -10% War Weariness. Units Created Begin with Fanatic)
-Secular (Universal Church: Req: Globalization. +1 Culture, +10% Culture, +1 Health, +1 Happiness, +10% War Weariness)
-Atheist (Church of the State: +1 Happiness, -20% War Weariness, +10% Culture. Specialists: 2 Priests, 1 Scientist)
-Survival (Mercenary Camp: Req: Bronze Working. +2% Commerce: Iron, Copper. Required to train Bandit Footpad, Bandit Rider. Obsolete: Nationalism)
-Charity (Plague Hospital: +1 Health, +1 Health from Olives, Cow, Pig, Whale, Incense. Obsolete: Medicine)
-Church Welfare (Foundling Hospital: +1 Population in all cities. Specialists: 1 Priest. Obsolete: Medicine)
-Public Works (Workhouse: Req: Social Contract. +20% Production, +10% Maintenance. Obsolete: Industrialism)
-Private (Foundation: +1 Science, +1 Health, +1 Culture)
-Corporate Welfare (Chamber of Commerce: +10% Gold. +1 Free Merchant)
-Subsidized (Social Services: Req: Marxism. +10% Maintenance, +2 Health)
-Socialized (Welfare Office: +10% Maintenance, -10% Wealth, +1 Happiness, +4 Health)
-Supremacy (Think Tank: Req: Press Agency. -10% War Weariness, +10 Military Production, +1 Happiness per 10% Espionage Rate)
-Technocracy (AI Surveillance: Req: Advanced Computers. -2 Happiness, -30% War Weariness, +25% Production, -20% Maintenance. Double Production with Semiconductors)
-Post-Scarcity (Automated Defenses: Req: Military Robotics. +50 Defense (except against high explosive), -25% Damage from Air Units, +20% Spy Defense, +2 EXP: Robot, Assault Mech, and Dreadnought Units. Double Production with Ammunition)
-Super-Human (Auxiliary Body Exchange: Req: Artificial Life, Cloning Lab. +5 Health, +5 Happiness, -25% Military Production, +25% Healing Rate, +2 EXP: Hightech Units, Gunpowder Units, +5EXP: Clone Units, +5% Maintenance.)
-Paradise (Park Arcology: +2 Culture, +1 Science, -10% Gold. No Unhealthiness from Population)

A number of units is added as well.

-Chiefdom (Technical: Str: 40, Move: 3. Can Intercept (5%), 25% Withdrawl chance, Starts with City Raider I. Flank against Freight, Caravan, Medic. Req: Ammunition, Diesel, Synthetic Rubber, Vulcanized Rubber, Fortified Encampment (civic does not have to be active). Tech: Guerrilla Warfare, Machine Tools)
-Monarchy (Imperial Guard: National Unit: 1. Str: 14, Move: 1. Starts with Imperial Guard. Req: Iron, Palace. Tech: Feudalism. 25% Building Bonus with Silver.). Upgrades to Guard du Corps.
-Monarchy (Guard du Corps: National Unit: 1. Str: 24, Move: 1. Starts with Imperial Guard. Req: Sulphur, Palace. Tech: Flintlock. 25% Building Bonus with Silver.) Upgrades to Modern Imperial Guard
-Monarchy (Modern Imperial Guard: National Unit: 1. Str: 37, Move: 1. Starts with Imperial Guard. Req: Ammunition, Palace. Tech: Automatic Weapons) Upgrades to Robotic Imperial Guard
-Monarchy (Robotic Imperial Guard: National Unit: 1. Str: 142, Move: 2. Starts with Imperial Guard. Req: Palace, Nanotubes. Tech: Personal Robots)
*Note: Imperial Guard Promotion: Special. Resist Collateral Damage 100%, -40% Uprade Cost.
*Note: Charthage has an Amazonian Guard version of the Modern Imperial Guard is based on Qaddafi's Amazonian Guard, consider this an Eastern Egg.
-Communist (Leftist Guerrilla: Str: 31, Move: 1. Starts with Guerrilla I, Ambush I. Hidden Nationality, Can attack with declaring war. Req: Ammunition. Tech: Guerrilla Warfare, Communism)
Nobility (Noble: National Unit: 1. Move: 1, Attach to Unit (Led by Noble, 5 EXP). Tech: Nobility)
Nobility (Lord: National Unit: 1. Move: 1, Attach to Unit (Led by Noble, 10 EXP). Tech: Chivalry)
Vassalage (Warlord Vassal: National Unit: 1. Move: 1, Attach to Unit (Led by Noble, 10 EXP). Tech: Vassalage)
Vassalage (Viceroy: National Unit: 1. Move: 1, Attach to Unit (Led by Noble, 15 EXP). Tech: Leadership)
Note: The Nobility and Vassalage Units comes with new promotions.
-Nationalist (Paramilitary: Str: 31, Move: 1. Starts with Patrol I, Pinch I. Hidden Nationality, Can attack with declaring war. Req: Ammunition, Paramilitary Corps. Tech: Guerrilla Warfare)
-Intolerant (Fundamentalist Guerrilla: Str: 29, Move: 1. Starts with Commando, Ambush I. Hidden Nationality, Can attack with declaring war. Req: Ammunition, Revivalist Church. Tech: Guerrilla Warfare, Mass Media)
-Suvival (Bandit Footpad: Str: 6, Move: 1. 30% Withdrawl chance, Starts with Woodsman I, Looter. Hidden Nationality, Can attack with declaring war. Flank against Caravan. +5 Gold Maintenance, Cost increases by 5% per addition unit. Req: Mercenary Camp (civic does not have to be active). Tech: Bronze Working) Upgrades to Musketman or Guerrilla
-Survival (Bandit Rider: Str: 8, Move: 2. 50% Withdrawl chance, Starts with Woodsman I, Looter. Hidden Nationality, Can attack with declaring war. Flank against Caravan. +5 Gold Maintenance, Cost increases by 5% per addition unit. Req: Mercenary Camp (civic does not have to be active) Upgrades to Cuirassier or Guerrilla
-Supremacy (SWAT: Str: 40, Move: 1. +50% vs Guerrilla, Leftist Guerrilla, Fundamentalist Guerrilla, Paramilitary, Starts with Patrol I, Urban Tactics I. +1 Gold Maintenance. Req: Ammunition. Tech: Communication Networks)
-Post-Scarcity (Mass Produced Robot: Str: 110, Move: 2. .Can intercept (20%). Req: Nanotubes. Tech: Military Robotics)

Check the civipedia for Civics and Traits bonuses.

v1.13 (RoM 2.8)
Download Link: http://www.atomicgamer.com/file.php?id=83038
v.1.0 (RoM 2.71)
Download Link: http://forums.civfanatics.com/downloads.php?do=file&id=13107
 
Very good ones, in my opinion. Specially because I saw that you were very cautious with the boni. I think the way you designed, they won't unbalance the game. :goodjob:
 
Will buildings have some penalties when you are not in the "right" civic?
 
Update which is worth part a post: Added Warlord's Tower idea for Vassalage civic. I forgot about that civic when outlining this mod. Estate for Feudal now since I confused Estate and Manor buildings or was going off of 2.6 when first designing this mod.

Very good ones, in my opinion. Specially because I saw that you were very cautious with the boni. I think the way you designed, they won't unbalance the game. :goodjob:

Thanks, the difficulty for me is going to balancing building costs. It should not be too hard since Zappara added enough buildings in the basic game to compare costs with.

Will buildings have some penalties when you are not in the "right" civic?

I don't know. It will be the same mechanic if you change from Slavery to something else and have Slave Markets before researching Labor Unions. If it turns out there are no penalties it is going to make the Spiritual trait first class and may overpower Christo Redenator. I'll find out in testing or with releasing a beta when the time comes.
 
The preliminary work for this looks excellant. If all goes well, I may have to add unique buildings for my custom civics just to keep up. If you need any help with the xml, just ask. Best of luck.
 
Nice list, you´ve got really good ideas:goodjob:

However, I dont think the Town Hall (Federal) should get obsolete with fiber optics, and I think the Dissident Press (Liberal) should give +1 happiness per 10% culture rate, instead of +1 per 20% culture rate

Thanks. I changed Dissident Press, I was worried about overpowering it. I am keeping the obsolescence with Town Hall for historical reasons (representing the e-mail and website updates replacing letter writing and participating in town hall meetings), but will move to obsolescence tech back as far as I can looking at the tech tree, however, I am doubling the maintenance reduction to make it playable.

The preliminary work for this looks excellant. If all goes well, I may have to add unique buildings for my custom civics just to keep up. If you need any help with the xml, just ask. Best of luck.

Thanks for the offer, I might take you up on it when I finish with Buttons and Pedia entries, depending how busy I am.

I do need help finish the buttons below is a list of what I need:
Seminary
Foundling Hospital
Welfare Office

Also a few updates on:
Town Hall (suggestion)
Estate (limitation of XML)
Body Exchange (limitation of XML)
Highway Project (had to add 2.7 resource)
Dissident Press (suggestion)
Foundling Hospital (limitations of XML)
 
Will these do?

They are excellent, and will be used. Thanks.

Update:
Checkpoint abilities (I did not want it to be essential obsolete with Globalization)
Town Hall obsolete with Communication Networks.

Update July 17:
Art Partonage: Req: Free Artistry. 25% Culture. +1 Great Artist (History, represent Renaissance Art Patronage)
Dictator Monument: Req: Fascism (History, Pedia entry)
Civil Servant School: Obsolete: Compulsory Education (History, Pedia entry)
Warlord Keep: +1 EXP to all units created in city (forgot to clarify)
Imperial Mint: Req: Gold, Silver, or Copper. +5% Commerce bonus with Gold, Silver, Copper (Overlooked, but helps represents Mercantilism precious metal accumulation)
Highway Project: +1 Trade Route (The number of Reqs allowed me to feel like this was underpowered)
Church Schools: Reduce Specialists to 1 Priest (Thought it was overpowered)
Planning Office: +5% Production (Thought it was too weak)
Better Pedia Entry: Brahmin Library
Pedia Entry: Divine Monument
Double Production Times
-Paramilitary Corps (Ammunition)
-Warlord Keep (Stone)
-Piazza (Marble)
-Body Exchange (Nanobots)
-Automated Defenses (Ammunition)
-Festival (Alcohol)

Update: July 28
Paramilitary Corps: +10% Military Production. (Forgot to add)
Seminary: Req: Theology. (Needed to be delayed)
Universal Church: Req: Globalization. (Needed to be delayed)
Social Services: Req: Marxism. (Needed to be delayed)
Welfare Office: +1 Happiness (Needed to be Strengthened)
AI Surveillance: Req: Advanced Computers (Needed an AI tech)
Automated Defenses: +2 EXP: Robot, Assault Mech, and Dreadnought Units. +20% Spy Defense

Update: 8/02; In response to 2.71
Piazza deleted due to Agora move
Democracy: Polling Place: -10% Maintenance, +3 Happiness, +25% War Weariness
Seminary, Church School, and Revivalist Church require state religion in the city they are built in.
 
Reason: Update not worth its own post

But if you don't post, the thread isn't bumped and doesn't turn bold. I hardly ever check old threads.
 
I think Art Patronage building is better fit for Nobility civic. It makes me thing of the Barroque age and how keeping artists was a sign of prestige among the nobility whilst the bourgeoisie class makes me think of a more profit oriented class with a building that would boost gold income, reduce corporation payments and/or add trade routes or increase their income.
Maybe you could add happiness bonuses/penalties for buildings depending of the civics of other branches (Dictator/Royal monument could bring happiness with Junta/Nobility civics and unhappiness with Proletariat or Liberal for example).
 
Great ideas, I will definitely download when you get it finished. Are you going to make it that that if you make one of those buildings, change civics and then later in the game change back to the old civic are you automatically going to have the building?
 
But if you don't post, the thread isn't bumped and doesn't turn bold. I hardly ever check old threads.

I will keep that in mind, it was just that most of those updates involved minor tweaks when I was adding the building cost. Also

I think Art Patronage building is better fit for Nobility civic. It makes me thing of the Barroque age and how keeping artists was a sign of prestige among the nobility whilst the bourgeoisie class makes me think of a more profit oriented class with a building that would boost gold income, reduce corporation payments and/or add trade routes or increase their income.

The Art Patronage is representative of Renaissance Italy, but could also be representative of Barroque since Bourgeois covers many styles of Societies. Also, Nobility already has a civic building in regular RoM, it is the Manor.

Maybe you could add happiness bonuses/penalties for buildings depending of the civics of other branches (Dictator/Royal monument could bring happiness with Junta/Nobility civics and unhappiness with Proletariat or Liberal for example).

I like that idea, since it will allow Taliban and Myanmar style governments to be viable (for medium empires seeking localized conquest), while allowing democratic governments to receive high approval ratings and stability; same principle applies with Health bonuses (Welfare Office-Marxist creating healthiness, while Highway Project-Liberal creates unhealthiness (represents increased driving causing pollution and accidents)) since I already have to overwrite some of the Rise of Mankind game files for the Pedia entries to work. I will post an update when that is completed, it will take a while though, since I am still trying to get the civic dependencies to work and am working on some modular leaderheads (with an issue trying to get custom diplomacy music to work without having to overwrite any files).

Update:
Turns out, adding the Happiness/Health bonuses was easy with an XML Editor, since that file is a mess if done by hand. Here is what is done, organized by civic.
Happiness
Despotism (-2 Dissident Press, -1 Polis Council)
Monarchy (-1 Dissident Press)
Republic (+1 Polis Council)
Democracy (+1 Single Issue Party, +1 Dissident Press, +2 Polling Place)
Communist (Dissident Press, Planning Office, Church of the State)
Fascist (+1 Paramilitary Corps, -2 Dissident Press, +1 Church of the State)
Federal (+1 Dissident Press)
Junta (+1 Dictator Monument)
Nobility (+1 Estate, -1 Dissident Press)
Patrician (+1 Art Patronage)
Senate (+1 Polis Council)
Parliament (+2 Polling Place, +1 Dissident Press)
President (+1 Dictator Monument)
Tribal (+1 Mystic's Hut)
Bourgeois (+1 Royal Monument, +1 Chamber of Commerce)
Caste (+1 Divine Monument)
Nationalist (Free Port, Church of the State)
Liberal (+1 Dissident Press, -1 Church of the State, -1 Social Services, -2 Checkpoint, -1 Reeducation Center, +2 Polling Place, -1 Dictator Monument, -2 AI Surveillance)
Slavery (+1 Estate, -1 Dissident Press)
Free Market (-1 Welfare Office)
Corporatist (-1 Welfare Office)
Green (+1 Park Arcology)
Divine Cult (+1 Royal Monument)
State Church (-1 Dissident Press)
Intolerant (-2 Dissident Press)
Survival (-4 Social Justice Organization)
Church (+2 Church School)
Public Works (+1 Highway Project)
Private (+2 Chain Store)
Corporate (-1 Social Justice Organization)
Socialized (+1 Social Justice Organization)
Supremacy (-1 Dissident Press)
Technocracy (+1 Planning Office, +2 Reeducation Center)



Health
Patrician (-1 Highway Project, +1 Foundation)
Bureaucracy (+1 Planning Office)
Liberal (-1 Highway Project)
Marxist (+1 Welfare Office)
Corporatist (+1 Foundation)
Green (+1 Park Arcology)
Technocracy (+1 Planning Office)
 
why does the athiest civic have a church? it should have something to do with a natural history museum.

The Atheist civic represents governments actively dismantling churches, which is generally an aspect of Totalitarian and Authoritarian regimes (Examples of Atheist in history: Ataturk, the big three (Stalin, Hitler, Mao)). Here is the Pedia text the Church of the State.
These indoctrination centers replace churches, where citizens are taught the philosophy of the state and to praise national figures instead of religion and saints. This ultimately results in citizens becoming compliant not questioning their government, resulting in the leadership doing pretty much whatever they want, regardless of benefit to the nation or its people.

The Atheism present in the US and Europe is part of the Secular civic, which tolerates different beliefs and non-beliefs, and in theory, practices the separation of church and state. I hope that answers your concern.
 
Hurrah! This is a great modmod. Maybe one day it will be in RoM by default.
 
Hurrah! This is a great modmod. Maybe one day it will be in RoM by default.

Thank you. It just might have to be include by default due to the need to overwrite a few files. We'll see what Zappara thinks, I do not want to put extra work onto him, since that is that many more buildings to go over during an update and having to balance the additional bonuses.
 
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