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Generalstaff Minor Projects Thread

generalstaff

Steadfast
Joined
Dec 29, 2008
Messages
1,095
Location
California
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.
 
I don't know if you noticed, but I got lazy and just threw all your buildings/units/wonders minus the Early Buildings into one huge install option in my installer, and I believe it included the Liquor Store and Radio Studio.

I always appreciate the work you do. ;)
 
I don't know if you noticed, but I got lazy and just threw all your buildings/units/wonders minus the Early Buildings into one huge install option in my installer, and I believe it included the Liquor Store and Radio Studio.

I always appreciate the work you do. ;)

I noticed, and the Liquor Store and Radio Show are the ones included. Just a suggestion for the next installer, have the Liquor Store and Radio Show be part of the Early Buildings installation, and have the Wonders and Civics buildings and units be their own options. To be honest, I only created those two minor modules as a "bonus," but I found that the building edits I did added up, making these minor things needing a thread.

I also appreciate what you have done, between the various modules and code, starting the modmodders group, and of course, the New Dawn installer. I am sure I neglected mentioning half the things you have done as part of Rise of Mankind.
 
I noticed, and the Liquor Store and Radio Show are the ones included. Just a suggestion for the next installer, have the Liquor Store and Radio Show be part of the Early Buildings installation, and have the Wonders and Civics buildings and units be their own options. To be honest, I only created those two minor modules as a "bonus," but I found that the building edits I did added up, making these minor things needing a thread.

Too late now. ;)

Yeah, I can break them up. It's not very hard. I'll do that for beta6.

I also appreciate what you have done, between the various modules and code, starting the modmodders group, and of course, the New Dawn installer. I am sure I neglected mentioning half the things you have done as part of Rise of Mankind.

You're forgetting the RoM slowdown. :lol:
Thanks though. ;)
 
I really liked the idea of the Construction Crane series of upgraded buildings (treadmill, steam, modern, hi-tech) -- however, they no longer qualify as "Early" buildings when they come about at Steam Power, etc...

I would like to know, does having a building give +10% :hammers: and -10% Military Unit production really result in an effective +10% Building Construct rate, or are there side effects (such as Workers being built faster due to them not being "Military Units")?
 
I really liked the idea of the Construction Crane series of upgraded buildings (treadmill, steam, modern, hi-tech) -- however, they no longer qualify as "Early" buildings when they come about at Steam Power, etc...

I would like to know, does having a building give +10% :hammers: and -10% Military Unit production really result in an effective +10% Building Construct rate, or are there side effects (such as Workers being built faster due to them not being "Military Units")?

I hope so becuase there really was such thing as a steam crane ...

http://en.wikipedia.org/wiki/Steam_crane

Also a hi-tech crane would be needed if you were ever to make mega structures. Maybe even make it the prerequisite to mega-structure buildings.

As for it making workers or settlers faster, I have no idea. I sure hope not. :(
 
Well here are some loose end buildings that are either not in an existing mod nor being worked on already by Afforess. For example the Domestic Animal Mod, Farm Mod, Power Mod and Water Mod buildings will not be re-posted even though they have not been made yet.

-------------------

Dentist (Requires: Medicine)

* +1 Happiness
* +2 Healthiness
* +1 Healthiness at Modern Health Care

Gym (Requires: Modern Health Care)

* +2 Healthiness
* +10% Maintenance

Yacht Club (Requires: Tourism)

* +1 Happiness
* +10% Gold
* -2 Happiness if Communist
* Can only be built on Coastal Cities

Country Club ( Requires: Tourism)

* +1 Happiness
* +10%

Playground (Requires: Steel)

* +1 Happiness
* +15% City Maintenance
* +1 Happiness with Compulsory Education

Skateboard Park (Requires: Steel)

* +1 Happiness
* +15% City Maintenance
* +1 Happiness with Mass Media
* -5% Science

------------------------------------

Construction Machines

Treadmill Crane (Req Machinery) - Can Upgrade to Steam Crane

Steam Crane (Req Steam Power) - Can Upgrade to Modern Crane

Modern Crane (Machine Tools) - Can Upgrade to High-Tech

High-Tech Crane (Megastructure Engineering)

------

Building Tools

Wheelwright's Workshop
Cost: ?
Production: +1
Commerce: +1

Requires: The Wheel (Wheelbarrow)

Obsolete: Motorized Transpiration

Special Abilities
  • +1 :hammers:, +1 :commerce: with Trade (Hand Cart)
  • +1 :hammers:, +1 :commerce: with Chariotry (Wagon)

-----

Boneworker's Hut
+1 Happiness
+1 Culture
+2% :commerce: with Ivory, Deer
+1 Happiness with Folklore
Req Tech: Hunting, Ritualism
Obsolete: Guilds

This is to represent bone carving such as idols, harpoons, fishing hooks and even needles.

-----

Woodworker's Hut
+1 Happiness
+1 Culture
+1 Happiness with Folklore
+4% :commerce:
Req Tech: Stone Tools, Ritualism
Obsolete: Guilds

This is to represent wood carving such as idols, tikis, totempoles, or even building decorations. This is NOT a carpenter.

-----

Taylor
+2 Happiness
+2 Culture
+5% :commerce: with Wool, Hemp, Fur, Silk, Cotton, Dye, Fur, Deer
Double Production Speed for Creative Leaders.
Req Tech: Weaving, Aesthetics
Req Buildings: Weaver's Hut, Tannery and Furrier
Obsolete: Assembly Line

This is to represent making clothing such as togas. This is NOT a weaver.

-----

Poacher's Camp
+2 Unhappiness
+15% :commerce: with Fur, Deer, Ivory
Req Tech: Trapping, Biology
Obsolete: Artificial Evolution

This is to represent the illegal hunting of wild animals in the modern era.

-------------------

This is what my "Storage Pit" button icon was for ...

Storage Pit
Store 25% Food after Growth
+1 Happiness with Charity
Double Production for Agricultural Leaders.
Req Tech: Agriculture
Obsolete: Refrigeration

This is to represent storing food and other items in the ground. This is NOT a granary.

-------------------------------------

Random Sim City Buildings

- Animal Clinic
- Insane Asylum
- Freight Station
- Passenger Train Station
- Hall of Records
- Modeling Agency
- Seamstress
- Textile Factory
- Fountain
- Rock Garden
- Antique Shop
- Army Surplus Store
- Candy Store
- Toy Store
- Car Dealership
- Gas Station
- Children Museum
- Cryogenic Prison
- Department Store
- Diner
- Dive Bar
- Liquor Store
- Fish Market
- Flea Market
- General Store
- Night Club
- Tattoo Parlor
- Tea House
- Video Arcade
- Vocational School
- Water Park
 
OK, that is many ideas. Some of the buildings will be an add-on of Early Buildings (A New Dawn Req.) I am also working on the Towers (which will include a Palisade Wall which upgrades into a regular Wall) and Traps modules currently; I downloaded many graphics for the Towers part. The Towers and Traps also will Require A New Dawn. The Towers module will end up with its own thread (I will start it as soon as I start the XML, right now I am gathering graphics) since I have 10 Buildings, not counting the Palisade Wall, planned for it.
 
OK, that is many ideas. Some of the buildings will be an add-on of Early Buildings (A New Dawn Req.) I am also working on the Towers (which will include a Palisade Wall which upgrades into a regular Wall) and Traps modules currently; I downloaded many graphics for the Towers part. The Towers and Traps also will Require A New Dawn. The Towers module will end up with its own thread (I will start it as soon as I start the XML, right now I am gathering graphics) since I have 10 Buildings, not counting the Palisade Wall, planned for it.

I gave this to Dancing Hoskuld, but you might want to see it too. I made an up-to-date schema with all my changes in it, and a building file to show you how to use everything I added.

I think you might find it...enlightening.

View attachment Example.rar
 
OK, that is many ideas. Some of the buildings will be an add-on of Early Buildings (A New Dawn Req.) I am also working on the Towers (which will include a Palisade Wall which upgrades into a regular Wall) and Traps modules currently; I downloaded many graphics for the Towers part. The Towers and Traps also will Require A New Dawn. The Towers module will end up with its own thread (I will start it as soon as I start the XML, right now I am gathering graphics) since I have 10 Buildings, not counting the Palisade Wall, planned for it.

Awesome. I will be glad to help out with icons if you need help.
 
I gave this to Dancing Hoskuld, but you might want to see it too. I made an up-to-date schema with all my changes in it, and a building file to show you how to use everything I added.

I think you might find it...enlightening.

View attachment 235954

I am going to have some real fun with this...

Awesome. I will be glad to help out with icons if you need help.

Thanks. I am also working on Early Buildings for A New Dawn, here is what is going on with that.
New Buildings:
-Gambling Hall: +3 Gold, +10% Revolution. Tech: Usury. Obsolete: Legalized Gambling
-Wheelwright: +5% Production, +1 Production, +1 Commerce with Chariot, +1% Production with Trade, +25% Production of Chariot, Trade Caravan. Tech: Wheel. Obsolete: Motorized Transportation
-Storage Pit: Stores 20% Food. +1 Health with Architecture. Obsolete: Refridgeration (Replaced by Granary)
-Tailor Shop: +5% Commerce Bonus with Sheep, Silk, Cotton, Fur. +1 Happiness: Cow, Dye. Req: Fur, Sheep, Silk, or Cotton. +1 Gold with Guilds. Tech: Weavings, Aethetics. Obsolete: Globalization. Replaces Weaver's Hut
-Marina: -1 Health. +1 Specialist per Fishing Boats, Whaling Boats. +1 Commerce with Tourism, +1 Health with Ecology. Tech: Navigation. Replaces Boatyard
-Poacher's Camp: +3 Gold, +2% Food with Deer, +2% Food with Fur, +10% Revolution. Tech: Monarchy. Obsolete: Ecology
-Tax Office: +5% Revolution, -25% Maintenance. Tech: Social Contract.
Expanded Existing Buildings:
-Elder Council: +1 Science with Priesthood
-Town Watch: -5% Revolution. +1 Espionage with Divine Right.
-Sculptor's Studio: +1 Culture with Free Artistry, Aethetics. Obsolete: Industrialism
-Treadmill Crane: +50% Production of Castle
-Construction Firm: +50% Production of Skyscraper

If you want to save me some time, I could use pics for the Ranger Station and State Park mini-module. It looks like this:
-Ranger Station: +5% Maintenance, +1 Health. +1 Happiness with Tourism. Tech: Ecology
-State Park: +15% Maintenance, +1 Specialist per Forest Perserve. +1 Health with Ecological Engineering, +2 Culture with Tourism, +1 Happiness with Sentient Earth. Req: Ranger Station. Tech: Ecology.
 
If you want to save me some time, I could use pics for the Ranger Station and State Park mini-module.

I hope by "pics", you meant ".dds buttons", because I went ahead and made some (see attachment).

I made two buttons for the State Park that I thought looked good, choose whichever you think is better. :)
 

Attachments

If you want to save me some time, I could use pics for the Ranger Station and State Park mini-module. It looks like this:
-Ranger Station: +5% Maintenance, +1 Health. +1 Happiness with Tourism. Tech: Ecology
-State Park: +15% Maintenance, +1 Specialist per Forest Perserve. +1 Health with Ecological Engineering, +2 Culture with Tourism, +1 Happiness with Sentient Earth. Req: Ranger Station. Tech: Ecology.

Could you just do those with the Vacation mod i have been planing in the other thread?

In addition i think they should require biology and not ecology since people have been camping much eariler than when ecology is on the tech tree. In addition I think they should give some science too.

I posted my version of them based on yours in my thread tell me what you think.
 
@generalstaff

Are you ever going to do some wood related building such as ...

- Woodworker's Hut (Req Stone Tools)
- Carpenter's Shop (Req Bronze Working)
- Lumberjack Camp (Req Iron Working)
- Cabinet Maker's Shop (Req Aesthetics)
- Sawmill (Req Machinery)
- Architect's Studio (Req Architecture)
- Engineering School (Req Education)
 
@generalstaff

Are you ever going to do some wood related building such as ...

- Woodworker's Hut (Req Stone Tools)
- Carpenter's Shop (Req Bronze Working)
- Lumberjack Camp (Req Iron Working)
- Cabinet Maker's Shop (Req Aesthetics)
- Sawmill (Req Machinery)
- Architect's Studio (Req Architecture)
- Engineering School (Req Education)

I was going to do the Carpenter's Shop, but Early Buildings expanded beyond what I could have imagined it, and time became an issue. Now, I doubt I will have the time for it either since I am helping with the Second Revolution mod and have three active RoM projects I am working on (which are delayed a week due to a new computer).
 
I was going to do the Carpenter's Shop, but Early Buildings expanded beyond what I could have imagined it, and time became an issue. Now, I doubt I will have the time for it either since I am helping with the Second Revolution mod and have three active RoM projects I am working on (which are delayed a week due to a new computer).

Blasphemy! How can you work on a mod not related to RoM?!? :eek:
 
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