Domesticated Animals Modmod

Afforess

The White Wizard
Joined
Jul 31, 2007
Messages
12,239
Location
Austin, Texas
HydromancerX wants me to create this huge list of buildings. Frankly, I think it's micromanaging, taken way too extreme. Many of the buildings either already exist as improvements, or should be condensed.

Here's his list, for reference:

Domestic Animal Mod

Horse Farm
Cost: 180
Unhealthiness: +1 (Animal Poop)
Production: +3
Gold: +1 (Cart Horse)

Requires: Charioty, Stable, Horse Resource

Obsolete: Machine Tools

Special Abilities
  • +10% hammers for Horse Units
  • +1 Espionage after discovery of Marxism Tech. (Police Animal)
  • +1 Production with Construction
  • +1 Production with Stirrup
  • +1 Gold with Motion Pictures (Animal Actor)

----

Cow Farm
Cost: 180
Unhealthiness: +1 (Animal Poop)
Food: +2 (Milk, Meat)

Requires: Animal Husbandry, Cow Resource

Obsolete: Cloning

Cheaper Unique Buildings: India Empire

Special Abilities
  • +1 Food with Corn (Fatten them Up)
  • +1 Food with Assembly Line (Mechanical Slaughter House)
  • +1 Food with Refrigeration (Keeps Meet Cold)
  • +1 Gold, +1 Food, +1 Unhealthiness with Corporation (Fast Food)
  • +1 Food, +1 Unhealthiness with Medicine (Growth Hormones)

----

Cow Shrine
Cost: 50
Happiness: +1

Requires: Cow Farm, Hinduism

Obsolete: Cloning

Special Abilities
  • +5% culture
  • +1 Gold with Tourism

----

Sheep Farm
Cost 160
Unhealthiness: +1 (Animal Poop)
Food: +1 (Meat)

Requires: Animal Husbandry, Weaving, Sheep Resource

Obsolete: Cloning

Cheaper Unique Buildings: Celtic Empire

Special Abilities
  • Produces Wool Resource
  • +1 Food with Corn (Fatten them Up)
  • +1 Gold with Replaceable Parts (Quicker Sheering)
  • +1 Food with Assembly Line (Mechanical Slaughter House)
  • +1 Food with Refrigeration (Keeps Meet Cold)
  • +1 Food, +1 Unhealthiness with Medicine (Growth Hormones)

----

Pig Farm
Cost 160
Unhealthiness: +1 (Animal Poop)
Food: +1 (Meat)

Requires: Animal Husbandry, Pig Resource

Obsolete: Cloning

Special Abilities
  • +1 Unhappiness with Judaism Religion
  • +1 Unhappiness with Islam Religion
  • +1 Food with Corn (Fatten them Up)
  • +1 Food with Assembly Line (Mechanical Slaughter House)
  • +1 Food with Refrigeration (Keeps Meet Cold)
  • +1 Gold, +1 Food, +1 Unhealthiness with Corporation (Fast Food)
  • +1 Food, +1 Unhealthiness with Medicine (Growth Hormones)

----

Elephant Trainer
Cost: 200
Unhealthiness: +1 (Animal Poop)
Production: +4
Happiness: +1 (Entertainment)

Requires: Elephant Riding, Ivory Resource

Obsolete: Ecology

Cheaper Unique Buildings: Khmer Empire, India Empire

Special Abilities
  • +10% Prodution for Elephant Units
  • +1 Production with Construction
  • +1 happy with Biology
  • +1 Gold with Motion Pictures (Animal Actor)
  • +1 Gold with Tourism

----

Elephant Shrine
Cost: 50
Happiness: +1

Requires: Hinduism, Elephant Trainer

Obsolete: Ecology

Special Abilities
  • +5% Culture
  • +1 Gold with Tourism

----

Falconer
Cost: 130
Espionage: +1 (Can Send Messages)
Food: +1 (Help with Hunting)

Requires: Animal Husbandry, Aristocracy

Obsolete:Telegraph

Special Abilities
  • +1 happy with Nobility.
  • Double production speed for Nomad leaders.

----

Donkey Farm
Cost: 180
Unhealthiness: +1 (Animal Poop)
Production: +3 (Work Donkey)
Gold: +1 (Cart Donkey)

Requires: Horse Breeding, Stable, Horse Resource

Obsolete: Machine Tools

Special Abilities
  • +1 Production with Stone (Mining Donkey)
  • +1 Production with Marble (Mining Donkey)
  • +1 Production with Iron (Mining Donkey)
  • +1 Production with Copper (Mining Donkey)
  • +1 Production with Lead (Mining Donkey)
  • +1 Production with Silver (Mining Donkey)
  • +1 Production with Gold (Mining Donkey)
  • +1 Production with Gems (Mining Donkey)
  • +1 Production with Aluminum (Mining Donkey)
  • +1 Production with Coal (Mining Donkey)
  • +1 Production with Bauxite Ore (Mining Donkey)

----

Camel Farm
Cost: 180
Unhealthiness: +1 (Animal Poop)
Gold: +2 (Caravan Camels)

Requires: Trade, Bazaar

Obsolete: Motorized Transportation

Cheaper Unique Buildings: Arabian Empire

Special Abilities
  • +10% Production for Camel Archer.
  • +1 Gold with Gold
  • +1 Gold with Silver
  • +1 Gold with Gems
  • +1 Gold with Salt
  • +1 Gold with Incense
  • +1 Gold with Spices
  • +1 Gold with Ivory
  • +1 happy with Biology
  • +1 Gold with Tourism

----

Llama and Alpaca Farm
Cost: 180
Unhealthiness: +1 (Animal Poop)
Gold: +2 (Caravan Llamas)

Requires: Animal Husbandry, Construction

Obsolete: Plastics

Cheaper Unique Buildings: Inca Empire

Special Abilities
  • Produces Wool Resource.
  • +1 Gold with Gold
  • +1 Gold with Silver
  • +1 Gold with Corn
  • +1 Gold with Potatoes
  • +1 Gold with Coffee
  • +1 Gold with Tobacco
  • +1 Gold with Obsidian
  • +1 Gold with Replaceable Parts (Quicker Sheering)
  • +1 happy with Biology
  • +1 Gold with Tourism

----

Yak Farm
Cost: 180
Food: +1 (Milk)
Unhealthiness: +1 (Animal Poop)
Gold: +1 (Trade Yak)

Requires: Animal Husbandry, Weaving, Mountaineering, Cow Resource

Obsolete: Motorized Transportation

Cheaper Unique Buildings: Mongol Empire, Chinese Empire

Special Abilities
  • Produces Wool Resource
  • +1 Gold with Gold
  • +1 Gold with Silver
  • +1 Gold with Gems
  • +1 Gold with Silk
  • +1 Gold with Rice
  • +1 Gold with Spices
  • +1 Gold with Tea
  • +1 Gold with Replaceable Parts (Quicker Sheering)
  • +1 happy with Biology
  • +1 Gold with Tourism

----

Reindeer Farm
Cost: 180
Unhealthiness: +1 (Animal Poop)
Food: +2 (Meat and Milk)
Gold: +2 (Antlers and Hide)

Requires: Hunting, Deer Resource

Obsolete: Ecology

Cheaper Unique Buildings: Viking Empire, Russian Empire

Special Abilities
  • +1 Gold with Fur
  • Only 40' Latitude and Above
  • +1 happy with Biology
  • +1 Gold with Tourism

----

Oxen Farm
Cost: 180
Unhealthiness: +1 (Animal Poop)
Food: +1 (Milk)
Production: +1 (Cart and Plow)
Gold: +1 (Cart Oxen)

Requires: Trade, Cow Resource

Obsolete: Agricultural Engineering

Special Abilities
  • Double production speed for Agricultural leaders.
  • +1 Food from Rice.
  • +1 Food from Wheat.
  • +1 Gold with Gold.
  • +1 Gold with Silver.
  • +1 Gold with Wheat.
  • +1 Gold with Olives.
  • +1 Gold with Wine.
  • +1 Gold with Apple.

----

Goat Farm
Cost 160
Unhealthiness: +1 (Animal Poop)
Food: +2 (Milk and Meat)

Requires: Weaving, Animal Husbandry, Sheep Resource

Obsolete: Plastics

Cheaper Unique Buildings: Babylonian Empire, Sumerian Empire

Special Abilities
  • Produces Wool Resource
  • +1 happy with Divine Cult
  • +1 Gold with Replaceable Parts (Quicker Sheering)

----

Cat Breeder
Cost: 150
Unhealthiness: +1 (Animal Poop)
Happiness: +1 (Pet)
Health: +1 (Removing Vermin)
Culture: +1 (Show Cats)

Requires: Animal Husbandry, Ceremonial Burial

Obsolete: Artificial Evolution

Cheaper Unique Buildings: Egyptian Empire

Special Abilities
  • +1 Gold with Motion Pictures (Animal Actor)


----

Cat Shrine
Cost: 50
Happiness: +1

Requires: Kemetism, Cat Breeder

Obsolete: Artificial Evolution

Special Abilities
  • +5% culture
  • +1 happy with Divine Cult


----

Chicken Coop
Cost: 130
Unhealthiness: +1 (Animal Poop)
Food: +2 (Meat and Eggs)

Requires: Animal Husbandry

Obsolete: Cloning

Cheaper Unique Buildings: India Empire

Special Abilities
  • +1 Food with Corn (Fatten them Up)
  • +1 Food with Assembly Line (Mechanical Slaughter House)
  • +1 Food with Refrigeration (Keeps Meet Cold)
  • +1 Gold, +1 Food, +1 Unhealthiness with Corporation (Fast Food)
  • +1 Food, +1 Unhealthiness with Medicine (Growth Hormones)

----

Homing Pigeon Coop
Cost: 130
Unhealthiness: +1 (Animal Poop)
Espionage: +5 (Sending Messages)

Requires: Animal Husbandry, Writing

Obsolete: Telegraph

Special Abilities
  • Can turn 1 Citizen into Spy.

----

Parrot Aviary
Cost: 130
Unhealthiness: +1 (Animal Poop)
Happiness: +1 (Pet)
Gold: +1 (Feathers)

Requires: Trade

Obsolete: Ecology

Cheaper Unique Buildings: Aztec Empire, Maya Empire

Special Abilities
  • +1 happy with Writing (Talking Parrots)
  • +1 happy with Biology
  • +1 Gold with Tourism

----

Turkey Farm
Cost: 130
Unhealthiness: +1 (Animal Poop)
Food: +1 (Meat)
Gold: +1 (Feathers)

Requires: Trade

Obsolete: Cloning

Cheaper Unique Buildings: Aztec Empire, Maya Empire, Native American Empire, Iroquois Empire, American Empire

Special Abilities
  • +1 Food with Corn (Fatten them Up)
  • +1 Food with Assembly Line (Mechanical Slaughter House)
  • +1 Food with Refrigeration (Keeps Meet Cold)
  • +1 Gold, +1 Food, +1 Unhealthiness with Corporation (Fast Food)
  • +1 Food, +1 Unhealthiness with Medicine (Growth Hormones)

----

Duck and Goose Farm
Cost: 130
Unhealthiness: +1 (Animal Poop)
Food: +2 (Meat and Eggs)
Gold: +1 (Feathers)

Requires: Animal Husbandry, River City

Obsolete: Agricultural Engineering

Special Abilities
  • +1 Food with Corn (Fatten them Up)
  • +1 Food with Assembly Line (Mechanical Slaughter House)
  • +1 Food with Refrigeration (Keeps Meet Cold)
  • +1 Food, +1 Unhealthiness with Medicine (Growth Hormones)

----

Cormorant Trainer
Cost: 130
Unhealthiness: +1 (Animal Poop)
Food: +2 Food

Requires: Animal Husbandry, Fishing, Coastal City

Obsolete: Screw Propeller

Cheaper Unique Buildings: China Empire, Japan Empire

Special Abilities
  • +5% Food with Fish.
  • +1 Gold with Tourism

----

Rabbit Hutch
Cost: 130
Unhealthiness: +1 (Animal Poop)
Happiness: +1 (Pet)
Food: +1 (Yes you can eat them too)

Requires: Biology

Obsolete: Gene Manipulation

Special Abilities
  • Produces Wool Resource. (Angora Rabbits)
  • +5% Science with Modern Physics

----

Rodent Breeder (Mice, Rats, Hamster and Gerbils)
Cost: 130
Unhealthiness: +1 (Animal Poop)
Happiness: +1 (Pet)

Requires: Biology

Obsolete: Gene Manipulation

Special Abilities
  • +5% science with Modern Physics

----

Rat Shrine
Cost: 50
Happiness: +1

Requires: Hinduism, Rodent Breeder

Obsolete: Gene Manipulation

Special Abilities
  • +5% culture
  • +1 Gold with Tourism

----

Guinea Pig Farm
Cost: 130
Unhealthiness: +1 (Animal Poop)
Happiness: +1 (Pet)
Food: +1 (The Inca originally ate them for food, not pets)

Requires: Animal Husbandry

Obsolete: Gene Manipulation

Cheaper Unique Buildings: Inca Empire

Special Abilities
  • +5% Science with Modern Physics
  • +1 Food with Corn (Fatten them Up)

----

Koi Pond
Cost: 100
Happiness: +1
Culture: +1

Requires: Fishing, Animal Husbandry, Buddhism

Obsolete: Aquaculture

Cheaper Unique Buildings: Japanese Empire

Special Abilities
  • + happy with Pacifism
  • +1 Gold with Tourism

----

Bear Trainer
Cost: 200
Unhealthiness: +1 (Animal Poop)
Happiness: +1
Culture: +1

Requires: Animal Husbandry, Music

Obsolete: Ecology

Cheaper Unique Buildings: German Empire, Russian Empire

Special Abilities
  • +5% Gold
  • +1 happy with Biology
  • +1 Gold with Motion Pictures (Animal Actor)

----

Snake Charmer
Cost: 200
Unhealthiness: +1 (Animal Poop)
Happiness: +1
Culture: +1

Requires: Animal Husbandry, Music

Obsolete: Motion Pictures

Cheaper Unique Buildings: Egypt Empire, Persian Empire, India Empire

Special Abilities
  • +5% Gold
  • +1 happy with Biology

----

Snake Shrine
Cost: 50
Happiness: +1

Requires: Kemetism, Snake Charmer

Obsolete: Motion Pictures

Special Abilities
  • +5% Culture

----

Dog Breeder
Cost: 200
Unhealthiness: +1 (Animal Poop)
Happiness: +1 (Pets)
Production: +1 (Work Dogs)
Health: +1 (Removing Vermin)
Culture: +1 (Show Dogs)
Espionage: +1 (Guard Dogs)

Requires: Animal Husbandry

Obsolete: Artificial Evolution

Special Abilities
  • +1 Production with Sheep (Sheep Dogs)
  • +1 Production with Cows (Cattle Dogs)
  • +1 Food with Deer (Hunting Dogs)
  • +1 Gold (Sled Dogs)
  • +1 Health with Medicine (Seeing Eye Dog / Assistant Dog)
  • +10% Production for Dog Units
  • +1 Espionage after discovery of Marxism Tech. (Police Animal)
  • +1 Gold with Motion Pictures (Animal Actor)

----

Monkey Breeder
Cost: 500
Unhealthiness: +1 (Animal Poop)
Happiness: +1
Culture: +1
Commerce: +1

Requires: Animal Husbandry, Music

Obsolete: Ecological Engineering

Special Abilities
  • +5% gold with Biology (Organ Grinder Monkey, Circus Monkey and Zoo Monkey)
  • +5% health with Medicine (Assistant Monkey)
  • +5% science with Modern Physics (Lab Monkey)
  • +5% Production Speed for Stasis Chamber (Space Monkey)
  • +1 happy with Biology
  • +1 Gold with Motion Pictures (Animal Actor)
  • +1 Gold with Tourism

----

Monkey Shrine
Cost: 50
Happiness: +1

Requires: Hinduism, Monkey Breeder

Obsolete: Ecological Engineering

Special Abilities
  • +5% culture
  • +1 Gold with Tourism

----

Many of these buildings are very redundant. Often times, farms had more than one of these animals at a time. Chicken coops were common on many farms, as were cows and pigs. Of course, modern farms are much different, but they aren't even represented here. I think the list here should be greatly condensed, and here's my idea's:

Small Farm:
Cost: 120
Requires: Agriculture
Employs 1 Citizen
+2 :food:
+1 :gold:
+25% Trade Route Yield
+1:food: with Animal Husbandry
Obsolete with Aristocracy
Upgrade to Pasture
Built 50% Faster with Slavery

Pasture:
Cost: 235
Requires: Calendar
Employs 2 Citizens
Requires Cow, or Sheep, or Pig in City Vicinity
+1 :yuck:
+4:food:
+1 :gold:
+35% Trade Route Yield
+1:food: with Canal Systems
+1:food: with Weather Lore
+1 :health: with Sanitation
Obsolete With Education
Upgrades to Plantation
Built 50% Faster with Slavery

Plantation:
Requires: 400
Requires: Guilds, Agricultural Tools
Employs 4 Citizens
Requires Corn, or Wheat, or Rice, or Banana, or Wine, or Sugar, or Dye in City Vicinity
+1 Free Noble Specialist
+1 Unhappiness
+2 :yuck:
+8 :food:
+3:gold:
+50% Trade Route Yield
+1:food: with Weather Forecasts
+1:gold: with Banking
+1:hammers: with Algebra
+1:health: with Education
Upgrades to Corporate Farm
Obsolete With Realism
Built 50% Faster with Slavery
Built 25% Faster if the City has an Estate

Corporate Farm:
Requires 675
Requires: Corporation, Biology
Employs 4 Citizens
+1 Free Merchant
+2 unhappiness
+3:yuck:
+12:food:
+6:gold:
+3:hammers:
+1:health: with Medicine
+1:food: with Medicine
+1:food: with Agricultural Engineering
+1:food: with Refrigeration
+1:gold: with Refrigeration
Built 50% Faster with Corporate
Built 10% Faster with Free Market
Upgrades to Vertical Farm I
+1 happy with Corporate
+4 unhappiness with Communist
+1 :hammers: with Machine Tools
+1 :food: with Machine Tools
+1:gold: with Computers

I rather like the Pet and RePet shops, so I will keep them as is. The rest are just too redundant.

Pet Shop
Cost: 500
Happiness: +1
Culture: +1
Commerce: +1

Requires: Biology

Obsolete: Cloning

Special Abilities
  • +5% Gold with Fish Resource.
  • Upgrades to RePet Store.

----

RePet Store
Cost: 1000
Happiness: +2
Culture: +2
Commerce: +2

Requires: Cloning Laboratory

Special Abilities
  • Upgrades Pet Shop.

Also note, when I say a building "employs" X amount of citizens, it means those citizens can no longer work tiles, they are used up in running the building. It's a new modifier Dom Pedro II added, that I plan on stealin..erm..borrowing.
 
I like your buildings Afforess. I think HydromancerX's list is a little overkill.;)
Also note, when I say a building "employs" X amount of citizens, it means those citizens can no longer work tiles, they are used up in running the building. It's a new modifier Dom Pedro II added, that I plan on stealin..erm..borrowing.
This is cool, it helps balance the buildings.
 
Also note, when I say a building "employs" X amount of citizens, it means those citizens can no longer work tiles, they are used up in running the building. It's a new modifier Dom Pedro II added, that I plan on stealin..erm..borrowing.

It's not stealing, and borrowing suggests you will give it back. Reusing is the current technical term and it is environmentally friendly too. :)

There are a couple of buildings in HydromancerX that I could build as part of my subdue animals mod, which is on hold. Which will mean that they become special buildings and should not overwhelm the player. IE they will only be able to be built by captured animals. So HydromancerX may get the buildings yet just not where he thought they would be :)
 
It's not stealing, and borrowing suggests you will give it back. Reusing is the current technical term and it is environmentally friendly too. :)

Lol. If Dom Pedro II ever sees my sources... :lol:

I've changed his code so much, he might hardly recognize some of it.

Recycling code is easier... ;)
 
Lol. If Dom Pedro II ever sees my sources... :lol:

I've changed his code so much, he might hardly recognize some of it.

Recycling code is easier... ;)

Yea, I made a couple of minor speed improvements to the WarriorsOfGod mod before coffee this morning. They only work because it is modular.
 
Well dont you think the "needs x pop" settings are kind of extreme ?
The huge farm requires 4 pop but only gives 10 - 13 food and like no hammers or commerce. By the time you can get a building for 600 hammers, all your tiles will likely give 5 food or 5 hammers plus commerce EACH.
So basicly, you are trading 15 units (food, hammer, commerce) for a potential of about 25 units if those workers would actually work a tile. This is excluding boni.

In my opinion, most buildings, and that includes those you did add in your dawn mod, should get less static but more percentage-based modifiers. That way they will be useful for small cities (fixed boni) but be useful for huge cities (percentage adds) as well.


For example, your tier 4 farm should probably add a fixed 2 food per worker requirement (i.e. 8 if you want it to take 4 workers), 1 hammer per worker AND THEN on top of it a 10 % food bonus in total. After all, you will invest a bunch of turns construction it, even a huge city will take like 8+ turns, less if you have the corporate, but still a long time.

Unless these 4 get a huge boost (like i suggested, or something else) i wouldnt bother building them. Not for 600 hammers and decreased city effience.

?
 
Well dont you think the "needs x pop" settings are kind of extreme ?

I rather like them, otherwise the buildings become way too extreme. The Future-era buildings don't require any population.

The huge farm requires 4 pop but only gives 10 - 13 food and like no hammers or commerce. By the time you can get a building for 600 hammers, all your tiles will likely give 5 food or 5 hammers plus commerce EACH.

True. I boosted the last two buildings. The Plantation gives 1 more food than before, the Corporate Farm 3 more food, one more hammer, and one more commerce.

So basicly, you are trading 15 units (food, hammer, commerce) for a potential of about 25 units if those workers would actually work a tile. This is excluding boni.

Your assuming that the city hasn't used up all the tiles. If the city is already full, these buildings would help them grow even bigger.


In my opinion, most buildings, and that includes those you did add in your dawn mod, should get less static but more percentage-based modifiers. That way they will be useful for small cities (fixed boni) but be useful for huge cities (percentage adds) as well.

I try to use dynamic modifiers when I think they are needed. In this case, it doesn't make sense. Why would a farm in a large city produce more food than a farm in a smaller city?


For example, your tier 4 farm should probably add a fixed 2 food per worker requirement (i.e. 8 if you want it to take 4 workers), 1 hammer per worker AND THEN on top of it a 10 % food bonus in total. After all, you will invest a bunch of turns construction it, even a huge city will take like 8+ turns, less if you have the corporate, but still a long time.

If you're running Free Market, the hammer price is reduced by 10%, and 50% if you're using Corporate.

Unless these 4 get a huge boost (like i suggested, or something else) i wouldnt bother building them. Not for 600 hammers and decreased city effience.
I'm sure the AI wouldn't mind you taking a hit like that. ;)

In all honesty though, I appreciate the criticism. I re-looked over the buildings, and I do tend to put buildings on the weak side. I boosted them some. If you have ideas for other techs or civics that should modify the buildings, I'm open to suggestions.
 
What i did not take into consideration is indeed the fact that, once all tiles are worked, these buildings can be worked using citizen. Im unsure if it would actually be better to have 4 priests than have them work the tier 4 farm, since basicly you would be trading hammers for food. Each priest would do 2 hammers and some gold, so probably you would have a bit more "effiency" if working the farm instead of using priests (if food and hammers are weighted alike).

However, i still see a small problem with that logic.
I agree to some extend as that above, but on the other hand, your dawn mod incorporates the increased city radius and that way even cities with a pop of 30 will not run out of tiles to work on.
Basicly, even my city with 30 pop is LIKELY better off working on ocean tiles (i.e. no improvements) than working the tier 4 farm. The most basic problem is the amount of hammers your farm gives. Lets be honest, tier 4 gives 3 hammers, perhaps 4 hammers. Now, what are 4 hammers ? Thats like nothing. 4 hammers is definitly useless. I can get 4 hammers just by having a single engineer or by working a hill. Giving this building 3-4 hammers looks something like "well lets beef it up with lots of abilities, even though even the sum of them dont matter, just to make it look 1337".
I would suggest cutting the hammers entirely and beefing up some other bonus, likely even more food. That, or make them require 1/1/2/3 citizen per tier.
Then again, i would as well suggest altering the fixed food bonus to more a refinery bonus, i.e. + x % food per fruit you have in your pool, but then it would be too similar to the Cannery (which is godly, and costs only 400!).


Of course im just theorizing, it may well be possibly that those farms work really well in actual gameplay. What i like most is the increased trade yield. Hope you mind me caring about this.

Have your tried your tier 1/2 farm in actual gameplay yet, or is it brainstorming only ?


btw. I love RoM and i even more love your dawn beta.
 
However, i still see a small problem with that logic.
I agree to some extend as that above, but on the other hand, your dawn mod incorporates the increased city radius and that way even cities with a pop of 30 will not run out of tiles to work on.
Basicly, even my city with 30 pop is LIKELY better off working on ocean tiles (i.e. no improvements) than working the tier 4 farm.

Ocean tiles give what, +3 food and + 3 gold, right? Let's do the math, shall we?

Stacked Up Yield to Yield:
Code:
                   [B][U] Ocean :[/U]                                 [U]Corporate Farm[/U][/B]
[B]Food: [/B]             12                         ==                     12
[B]Gold: [/B]             [COLOR=Lime]12 [/COLOR]                         >                      9
[B]Production:[/B]        0                         <                       [COLOR=Lime]3[/COLOR]
[COLOR=Red][B]Cost: [/B]            [COLOR=Lime] 0[/COLOR]                         <<                      675[/COLOR]
[COLOR=Red][B]unhealthiness[/B]     [COLOR=Lime] 0 [/COLOR]                         <                       3
[B]unhappiness  [/B]      [COLOR=Lime]0[/COLOR]                         <                        2[/COLOR]
So yes, initially, the Corporate Farm is worse than the ocean tiles. But Early Adopters always get shafted, eh? Let's compare them later in the game, assuming you're in the modern era now:
Code:
                   [B][U] Ocean :[/U]                                 [U]Corporate  Farm[/U][/B]
[B]Food: [/B]             12                         <                       [COLOR=Lime]16[/COLOR]
[B]Gold: [/B]             [COLOR=Lime]12 [/COLOR]                          >                     11
[B]Production:[/B]        0                         <                        [COLOR=Lime]4[/COLOR]
[COLOR=Red][B]Cost: [/B]            [COLOR=Lime] 0[/COLOR]                          <<                      675[/COLOR]
[COLOR=Red][B]unhealthiness[/B]     [COLOR=Lime] 0 [/COLOR]                          <                       2
[B]unhappiness  [/B]      [COLOR=Lime]0[/COLOR]                          <                        2[/COLOR]
Now the Corporate Farm is better with food, has one more hammer, almost as good with gold, and slightly healthier.

It's still an iffy buy, but if you switch to corporate, it becomes much cheaper.

The most basic problem is the amount of hammers your farm gives. Lets be honest, tier 4 gives 3 hammers, perhaps 4 hammers. Now, what are 4 hammers ? Thats like nothing. 4 hammers is definitly useless. I can get 4 hammers just by having a single engineer or by working a hill. Giving this building 3-4 hammers looks something like "well lets beef it up with lots of abilities, even though even the sum of them dont matter, just to make it look 1337".

Lol. I think that 4 hammers in the late game ends up usually being more like 10 hammers because of all the buildings that boost hammer yields. 10 Hammers is a few turns shaved off builds, no quibbling matter.


the Cannery...which is godly

Which I tried to avoid doing. Making buildings that are uber-powerful is just unbalances the game.

Have your tried your tier 1/2 farm in actual gameplay yet, or is it brainstorming only ?

This is all brainstorming.
 
Also you said once I fixed it that it was more interesting ...

That doesn't mean it's not complete overkill. 50 buildings is a extreme, especially since they all occur around the same time. I'd get complaints about them, believe me.

Just pleeese pleeeese pleeese make this mod the way I asked! :please::bowdown::worship::eek2:

Perfection is achieved, not when there is nothing more to add, but when there is nothing left to take away.
 
EDIT: This one means the most to me out of all the other mod because I took lots of time and effort to get it just right. Unlike most mods I suggested I do not really care too much about what the stats are from them and usually do not have a problem when you or other modders change them. However in this case I really do want to have it made the way I posted. Its the closest I can get to saying "this is my mod". Please do not take that privilege away from me after saying you would. :(

I'm glad you edited your post, because I wasn't even going to give it a response otherwise.

I do this out of the kindness of my heart. I am not paid by Firaxis, or any other company. I have a life, am a student, and have other things I can be doing. Trying to guilt me into things I don't want to do is not appreciated. I can do whatever I please, TYVM.


That said, I think I'll include these buildings into the Farming Mod, not the Domesticated Animals mod.
 
Talk about techs...

Please be very sslllllllooowwwww about adding techs. I just wasted a complete day on Snail autoplay to make new turn incrememnts. If you add in more techs, it potentially can distort my new turn increment mod :). It is now in Industrial Era (Autoplay game). The new turn increments I have so far looks a lot better! I suspect the reason the old system fail is because of new Transhuman techs or new techs you added in :).
 
But perhaps I have been getting to involved in this modding community.

It's not that. Often times, you're suggestions are valuable, and motivate most of us to create new buildings. I'm sure you've noticed, but your "touch" can be seen on almost every RoM modmoder's work.

However, demands cross a sacred line. This community is built on sharing ideas and work, but the chief problem here is that there is about 100-200 people here that do work, and 1000's that share ideas. We generally don't mind creating and turning your ideas into reality, but when you demand that we make something, it's more than likely we'll just ignore you.

If you want something done right do it yourself.
 
1) production boni stack for these buildings right?
2) I noticed they increase trade route yields EXCEPT corporate farm

I look forward to testing this, zaijian (see you again)
 
Nevermind, please ignore this post... Wish there was a delete button! :crazyeye:
 
Great ideas from both Hydromancerx and Afforess (IMHO)! Domesticated animals are great and reducing the buildings to numbers I can handle is even better.

Please continue with your excellent work, both of you! Life is about compromises, isn´t it?
 
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