generalstaff
Steadfast
In this (long overdue) thread where my minor projects can be discussed. These projects currently include:
-Super Spies Scotland Yard fix
*Scotland Yard gives +3 EXP to Spies
-Liquor Store
*Liquor Store
+1 Gold
-2 Health
+1 Happiness: Alcohol, Wine, Tobacco
Req: Wine or Alcohol
Tech: Refrigeration
-Radio Show
*Local Radio Station
+4 Culture
Specialists: 1 Artist
+1 Happiness: Hit Singles
Tech: Radio
*Recording Studio
+25% Culture
+10% Culture in all cities
+1 Free Celebrity
+10% Commerce: Hit Singles
Req: Hit Singles
Tech: Mass Media
-Great Plays
*Hit Musicals give bonuses at Opera House and Modern Arts Threater
-Supermarket Upgrade
*Supermarkets give bonuses and penalties with Chemicals, Alcohol, Wine, and Sugar
-Wilderness (Req. A New Dawn)
*Ranger Station: +5% Maintenance, +1 Health. +1 Happiness with Tourism. Tech: Ecology.
*State Park: +15% Maintenance, +1 Specialist per Forest Perserve, Safari. +1 Health with Ecological Engineering, +2 Culture with Tourism, +1 Happiness with Sentient Earth. Req: Ranger Station. Tech: Ecology.
*Travel Agency: +1 Great Merchant Point, +1 Gold, +5% Culture in all cities, +15% Construction speed for Commercial Airport, State Park, Cruise Ship Port, and Vacation Resort, UNESCO Cultural Site, +25% Production speed of Amusement Park and National Sports League. Tech: Tourism
*Cruise Ship Port: +2 Happiness, -1 Health, +10% Gold, +20% Culture, -20% Science, +1 Happiness per 10% Culture, +20% War Weariness. +1 Health with Smart Drugs. Req: International Port. Tech: Tourism
*UNESCO Heritage Site: +1 Culture, +1 Happiness with Relics, +1 Specialist per Archeological Site. Req: Relics within City Radius. Tech: Globalization
*Amusement Park: No more gold penalty, +1 Happiness with Movies
*Forest Perserve: +1 Commerce with Biology Tech
*City Ruins: Chance of Discovering Relics
-Textiles (Req. A New Dawn)
*Weaver's Hut: +1 Commerce with Hemp, Sheep, Cotton, Silk. Replaced by: Tailor Shop, Textile Mill. Req: Hemp, Sheep, Cotton, Silk. Tech: Weaving. Obsolete: Machinery
*Tailor's Shop: +1 Commerce with Fur, Sheep, Cotton, Silk. Replaced by: Textile Mill. Req: Fur, Sheep, Cotton, Silk. +1 Happiness for Cow, Dye. +1 Gold with Guilds. Tech: Weaving, Aesthetics. Obsolete: Globalization
*Textile Mill: -2 Health. +1 Commerce with Cotton, Sheep, Silk, Dye, Chemicals. +1 Production with Cotton, Sheep, Chemicals. +1 Happiness for Cow, Fur. +5% Production with Power. +1 Production with Industrialism, Manufacturing. -1 Health with Manufacturing. +1 Gold with Globalization. Req: Cotton, Sheep, Silk. Tech: Assembly Line
*Textiles: New Resource. Many minor effects.
These projects can be downloaded as part of my building pack (link)
My other projects can be discussed in their own threads.
For the the time being, I am also maintaining HydromancerX's Education, Military, Palace, and Water (Includes Firestorm) mods.
-Super Spies Scotland Yard fix
*Scotland Yard gives +3 EXP to Spies
-Liquor Store
*Liquor Store
+1 Gold
-2 Health
+1 Happiness: Alcohol, Wine, Tobacco
Req: Wine or Alcohol
Tech: Refrigeration
-Radio Show
*Local Radio Station
+4 Culture
Specialists: 1 Artist
+1 Happiness: Hit Singles
Tech: Radio
*Recording Studio
+25% Culture
+10% Culture in all cities
+1 Free Celebrity
+10% Commerce: Hit Singles
Req: Hit Singles
Tech: Mass Media
-Great Plays
*Hit Musicals give bonuses at Opera House and Modern Arts Threater
-Supermarket Upgrade
*Supermarkets give bonuses and penalties with Chemicals, Alcohol, Wine, and Sugar
-Wilderness (Req. A New Dawn)
*Ranger Station: +5% Maintenance, +1 Health. +1 Happiness with Tourism. Tech: Ecology.
*State Park: +15% Maintenance, +1 Specialist per Forest Perserve, Safari. +1 Health with Ecological Engineering, +2 Culture with Tourism, +1 Happiness with Sentient Earth. Req: Ranger Station. Tech: Ecology.
*Travel Agency: +1 Great Merchant Point, +1 Gold, +5% Culture in all cities, +15% Construction speed for Commercial Airport, State Park, Cruise Ship Port, and Vacation Resort, UNESCO Cultural Site, +25% Production speed of Amusement Park and National Sports League. Tech: Tourism
*Cruise Ship Port: +2 Happiness, -1 Health, +10% Gold, +20% Culture, -20% Science, +1 Happiness per 10% Culture, +20% War Weariness. +1 Health with Smart Drugs. Req: International Port. Tech: Tourism
*UNESCO Heritage Site: +1 Culture, +1 Happiness with Relics, +1 Specialist per Archeological Site. Req: Relics within City Radius. Tech: Globalization
*Amusement Park: No more gold penalty, +1 Happiness with Movies
*Forest Perserve: +1 Commerce with Biology Tech
*City Ruins: Chance of Discovering Relics
-Textiles (Req. A New Dawn)
*Weaver's Hut: +1 Commerce with Hemp, Sheep, Cotton, Silk. Replaced by: Tailor Shop, Textile Mill. Req: Hemp, Sheep, Cotton, Silk. Tech: Weaving. Obsolete: Machinery
*Tailor's Shop: +1 Commerce with Fur, Sheep, Cotton, Silk. Replaced by: Textile Mill. Req: Fur, Sheep, Cotton, Silk. +1 Happiness for Cow, Dye. +1 Gold with Guilds. Tech: Weaving, Aesthetics. Obsolete: Globalization
*Textile Mill: -2 Health. +1 Commerce with Cotton, Sheep, Silk, Dye, Chemicals. +1 Production with Cotton, Sheep, Chemicals. +1 Happiness for Cow, Fur. +5% Production with Power. +1 Production with Industrialism, Manufacturing. -1 Health with Manufacturing. +1 Gold with Globalization. Req: Cotton, Sheep, Silk. Tech: Assembly Line
*Textiles: New Resource. Many minor effects.
These projects can be downloaded as part of my building pack (link)
My other projects can be discussed in their own threads.
For the the time being, I am also maintaining HydromancerX's Education, Military, Palace, and Water (Includes Firestorm) mods.