Water Mod

Hydromancerx

C2C Modder
Joined
Feb 27, 2008
Messages
16,281
Location
California, USA
Re-posted here so both discussion and files can be posted where they can be found.

Water Pack

* = New Building

*Town Well
Cost: 50
Health: +1

Requires: Pottery, Masonry

Obsolete: Invention

Special Abilities
  • 5% Maintenance
  • +1 Health with Public Works.
  • Double production speed for Agricultural leaders.
  • Upgraded by Artesian Well
  • Provides Fresh Water

-------

*Water Pipes
Cost: -
Health: +1

Requires: Canal System, Metal Casting

Obsolete: -

Special Abilities
  • 5% Maintenance
  • +1 Health with Public Works.
  • Provides Fresh Water
  • Given for FREE by "Department of Water"
  • +1 Unhealthy with Lead Resource
  • +1 Health with Copper Resource
  • +1 Unhealthy with Iron Resource
  • +1 Health with Aluminum Resource
  • +1 Health with Steel Resource
  • +1 Health with Cement Resource
  • +1 Health with Plastics Tech
  • +1 Health with Nanotubes Resource

-------

*Department of Water [National Project]
Cost: 600

Requires: Canal System, Metal Casting

Obsolete: -

Special Abilities
  • 25% Maintenance
  • Double production speed for Agricultural leaders.
  • Gives FREE "Water Pipes" to every city.

-------

Aqueduct
Cost: 100
Health: +2

Requires: Canal System

Obsolete: -

Special Abilities
  • 5% Maintenance
  • +1 Health with Public Works.
  • Required to build Bath House.
  • Double production for Expansive Leaders.
  • Available for free on Renaissance and later starts.
  • Unique Building: Hammam, Baray
  • Provides Fresh Water

-------

*Cistern
Cost: 105
Food: +1
Unhealthiness: +1

Requires: Sanitation

Obsolete: Steam Power

Special Abilities
  • 5% Maintenance
  • +1 Health with Public Works
  • Double production speed for Agricultural leaders.
  • Upgraded by Reservoir
  • Provides Fresh Water

-------

Sewer System
Cost: 495
Health: +2

Requires: Sanitation, Water Pipes

Obsolete: -

Special Abilities
  • 10% Maintenance
  • -20% Defense against Espionage
  • Required to Build Water Treatment Plant
  • Available for free on Modern or later starts
  • Builds 20% Faster with Lead

-------

Artesian Well
Cost: 110
Food: +1
Health: +1

Requires: Invention

Obsolete: Civil Engineering

Special Abilities
  • +15% Food with Rice
  • Double production speed for Agricultural leaders.
  • Upgraded by Cannery
  • Provides Fresh Water

-------

*Water Tower
Cost: 150
Food: +1
Health: +1

Requires: Physics, Water Pipes

Obsolete: -

Special Abilities
  • 10% Maintenance
  • +1 Health with Public Works
  • Double production speed for Agricultural leaders.

-------

*Hand Water Pump
Cost: 250
Food: +1
Health: +1

Requires: Scientific Method, Water Tower

Obsolete: Replaceable Parts

Special Abilities
  • +1 Health with Public Works
  • Double production speed for Agricultural leaders.
  • Upgraded by Wind Water Pump

-------

*Wind Water Pump
Cost: 350
Food: +2
Health: +2

Requires: Replaceable Parts, Water Tower

Obsolete: Screw Propeller

Special Abilities
  • 10% Maintenance
  • +1 Health with Public Works
  • Double production speed for Agricultural leaders.
  • Upgraded by Water Pumping Station

-------

*Reservoir
Cost: 450
Food: +2
Unhealthiness: +1

Requires: Steam Power

Obsolete: -

Special Abilities
  • 10% Maintenance
  • +1 Health with Public Works
  • Double production speed for Agricultural leaders.
  • Provides Fresh Water

-------

*Water Pumping Station
Cost: 550
Food: +3
Health: +3

Requires: Screw Propeller, Water Tower

Obsolete:

Special Abilities
  • 10% Maintenance
  • +1 Health with Public Works
  • Double production speed for Agricultural leaders.

-------

Water Treatment Plant
Cost: 585
Health: +2

Requires: Modern Sanitation, Sewer System

Obsolete: -

Special Abilities
  • +10% Maintenance
  • +1 Health with Public Works

-------

*Desalination Plant
Cost: 600
Health: +3

Required: Industrialism, Coastal City, Water Pipes

Obsolete: -

Special Abilities
  • +15% Maintenance
  • +1 Health with Public Works
  • Produces Salt Resource.

---------

*Fire Hydrants
Cost: 400
Health: +1

Req Techs: Fire Fighting, Modern Sanitation

Req Buildings: Fire Station, Water Pipes

Obsolete: -

Special Abilities
  • 10% Maintenance
  • +1 Health with Public Works

-------

*Fire Airport
Cost: 600
Health: +1

Req Techs: Fire Fighting, Flight

Req Buildings: Airport, Reservoir

Obsolete: -

Special Abilities
  • 15% Maintenance
  • +1 Health with Green Civic

Info: Used for putting out fires from the air.

-------
 
Aqueduct
Cost: 100
Health: +2

Requires: Canal System

Obsolete: -

Special Abilities
  • 5% Maintenance
  • +1 Health with Public Works.
  • Required to build Bath House.
  • Double production for Expansive Leaders.
  • Available for free on Renaissance and later starts.
  • Unique Building: Hammam, Baray
  • +10% City Growth Rate

-------

*Cistern
Cost: 105
Food: +1
Health: +1

Requires: Sanitation

Obsolete: Steam Power

Special Abilities
  • 5% Maintenance
  • +1 Health with Public Works
  • Double production speed for Agricultural leaders.
  • Upgraded by Reservoir
    +5% City Growth Rate

-------

Sewer System
Cost: 495
Health: +2

Requires: Sanitation

Obsolete: -

Special Abilities
  • 10% Maintenance
  • -20% Defense against Espionage
  • Required to Build Water Treatment Plant
  • Available for free on Modern or later starts
  • Builds 20% Faster with Lead
    +10% City Growth Rate

-------

Artesian Well
Cost: 110
Food: +1
Health: +1

Requires: Invention

Obsolete: Civil Engineering

Special Abilities
  • +15% Food with Rice
  • Double production speed for Agricultural leaders.
  • Upgraded by Cannery
    +5% City Growth Rate

-------

*Water Tower
Cost: 150
Food: +1
Health: +1

Requires: Physics

Obsolete: -

Special Abilities
  • 10% Maintenance
  • +1 Health with Public Works
  • Double production speed for Agricultural leaders.
    +5% City Growth Rate

-------

*Hand Water Pump
Cost: 250
Food: +1
Health: +1

Requires: Scientific Method, Water Tower

Obsolete: Replaceable Parts

Special Abilities
  • +1 Health with Public Works
  • Double production speed for Agricultural leaders.
  • Upgraded by Wind Water Pump
    +5% City Growth Rate

-------

*Wind Water Pump
Cost: 350
Food: +2
Health: +2

Requires: Replaceable Parts, Water Tower

Obsolete: Screw Propeller

Special Abilities
  • 10% Maintenance
  • +1 Health with Public Works
  • Double production speed for Agricultural leaders.
  • Upgraded by Water Pumping Station
    +10% City Growth Rate

-------

*Reservoir
Cost: 450
Food: +2
Health: +2

Requires: Steam Power

Obsolete: -

Special Abilities
  • 10% Maintenance
  • +1 Health with Public Works
  • Double production speed for Agricultural leaders.
    +10% City Growth Rate

-------

*Water Pumping Station
Cost: 550
Food: +3
Health: +3

Requires: Screw Propeller, Water Tower

Obsolete:

Special Abilities
  • 10% Maintenance
  • +1 Health with Public Works
  • Double production speed for Agricultural leaders.
    +15% City Growth Rate

-------

Water Treatment Plant
Cost: 585
Health: +2

Requires: Modern Sanitation, Sewer System

Obsolete: -

Special Abilities
  • +10% Maintenance
  • +1 Health with Public Works
    +10% City Growth Rate

-------

*Desalination Plant
Cost: 600
Health: +3

Required: Industrialism, Coastal City

Obsolete: -

Special Abilities
  • +15% Maintenance
  • +1 Health with Public Works
  • Produces Salt Resource.
    +15% City Growth Rate

---------

Okay, several problems here. First off, most of these buildings already give healthiness, which increase a cities growth rate, albeit in a different way. These modifiers are going to make cities grow out of control IMO. I'd rather you made up a new modifier for me than over-use this one.

How about a new modifier "Provides Fresh Water" which gives all tiles in the city vicinity fresh water? Of course, that ability might be OP too.

Regardless, some of these buildings, especially the cistern and resoivor should be giving UNhealthiness. Sitting water attracts insects, which carry diseases and bacteria festers in them.

Also, I'd rename Hand Pump to Communal Well, or something of the like.
 
Okay, several problems here. First off, most of these buildings already give healthiness, which increase a cities growth rate, albeit in a different way. These modifiers are going to make cities grow out of control IMO. I'd rather you made up a new modifier for me than over-use this one.

How about a new modifier "Provides Fresh Water" which gives all tiles in the city vicinity fresh water? Of course, that ability might be OP too.

Regardless, some of these buildings, especially the cistern and resoivor should be giving UNhealthiness. Sitting water attracts insects, which carry diseases and bacteria festers in them.

Also, I'd rename Hand Pump to Communal Well, or something of the like.

Give them bigger maintenance costs like 15-25 gpt (gold per turn) instead of the percents.
 
Okay, several problems here. First off, most of these buildings already give healthiness, which increase a cities growth rate, albeit in a different way. These modifiers are going to make cities grow out of control IMO. I'd rather you made up a new modifier for me than over-use this one.

How about a new modifier "Provides Fresh Water" which gives all tiles in the city vicinity fresh water? Of course, that ability might be OP too.

Regardless, some of these buildings, especially the cistern and resoivor should be giving UNhealthiness. Sitting water attracts insects, which carry diseases and bacteria festers in them.

Also, I'd rename Hand Pump to Communal Well, or something of the like.

Ok i updated the list in the original post and changed them all to give fresh water.

I also added 3 new buildings, Town Well, Water Pipes and Department of Water [National Project].

See attachment for the additional icons.

- Town Well
- Water Pipes
- Department of Water
- Cistern
- Water Tower
- Hand Water Pump
- Wind Water Pump
- Reservoir
- Water Pumping Station
- Desalination Plant

I also added unhealthiness Cistern and Reservoir.

I am leaving the Hand Pump the way it is now that I have a Town Well building. And renaming it "Communal Well" might be confusing.

Give them bigger maintenance costs like 15-25 gpt (gold per turn) instead of the percents.

I disagree wit this since i was basing it off the Aqueduct who had a % maintenance.

EDIT: Attachments Removed.
 
Ok i updated the list in the orginal post and chnaged them all to give fresh water.

Did you read my whole post? Making them all give fresh water is just as bad as they way they were before. You need a mix of the two.

Also, I said that some of these buildings should cause :yuck: not :health:
 
Did you read my whole post? Making them all give fresh water is just as bad as they way they were before. You need a mix of the two.

Ok I think i got it fixed now.

The following buildings give fresh water ....

- Town Well
- Water Pipes
- Aqueduct
- Cistern
- Artesian Well
- Reservoir

Nore that a few are upgrades so its not as much as you think ...

Town Well -> Artesian Well

Cistern -> Reservoir

Also, I said that some of these buildings should cause :yuck: not :health:

Um I don't understand. I gave Cistern and Reservoir :yuck: like you said.
 
Um I don't understand. I gave Cistern and Reservoir :yuck: like you said.

I must have missed them.

Do you really mean to give all those healthiness from the metals for the Water Pipes? It's a bit extreme and does nothing to solve the health/happy overbalance RoM has ATM.
 
*Water Pipes
Cost: -
Health: +1

Requires: Canal System, Metal Casting

Obsolete: -

Special Abilities
  • 5% Maintenance
  • +1 Health with Public Works.
  • Provides Fresh Water
  • Given for FREE by "Department of Water"
  • +1 Unhealthy with Lead Resource
  • +1 Health with Copper Resource
  • +1 Unhealthy with Iron Resource
  • +1 Health with Aluminum Resource
  • +1 Health with Steel Resource
  • +1 Health with Cement Resource
  • +1 Health with Plastics Tech
  • +1 Health with Nanotubes Resource

copper pipes are best! why does cement and plastics give health?
 
I must have missed them.

Do you really mean to give all those healthiness from the metals for the Water Pipes? It's a bit extreme and does nothing to solve the health/happy overbalance RoM has ATM.

Well let me explain the resoning ...

The first base health is to represent the first pipes which were made of clay or wood. Then lead pipes which gives +1 :yuck: . Then copper pipes gives +1 :health: So at this point we are up to only +1 :health: in the say Bronze age.

Then once the Iron Age comes around you get +1 :yuck: from Iron (rusty pipes) and your back down to +2 :yuck: + +2 :health: making overall 0 :health:.

Now for the start of the industrial revolution you have Aluminum, then Steel giving +2 :health:. Then by modern times you get Cement and Plastics making it +4 :health:.

And then finally in the trans-human age you get one more boost to +5 :health: from Nanotubes.

Now your saying wait what about "Public Works"? And yes that would be added too if you were using it however it probably would only be used around early or mid game and then people would move on to better civics by the industrial revolution.

In addition this mod also allows for more NIMBY buildings to be created.

I was also thinking should we have a crossover building such as "Fire Hydrants" for the "Fire Storm" mod?

*Fire Hydrants
Cost: 400
Health: +1

Req Techs: Fire Fighting, Modern Sanitation

Req Buildings: Fire Station, Water Pipes

Obsolete: -

Special Abilities
  • 10% Maintenance
  • +1 Health with Public Works

-------

*Firefighting Aircraft
Cost: 600
Health: +1

Req Techs: Fire Fighting, Flight

Req Buildings: Airport, Reservoir

Obsolete: -

Special Abilities
  • 15% Maintenance
  • +1 Health with Green Civic

-------

copper pipes are best! why does cement and plastics give health?

Because you can have cement and plastic pipes.
 
I must have missed them.

Do you really mean to give all those healthiness from the metals for the Water Pipes? It's a bit extreme and does nothing to solve the health/happy overbalance RoM has ATM.

Also if paired up with say the NIMBY mod and the Domestic Animal Mod they sure have a lot of unhealthiness. These buildings can help counter them.
 
@Afforess

Rather than health do you think a similar thing should be done as what is being planed for power? But rather than megawatts it should be like gallons of water? If so how should such a system work?

Hmm. I like the idea of it being similar to power, but I think we should wait and see how the Power mod goes before planning on it.
 
@Afforess

Rather than health do you think a similar thing should be done as what is being planed for power? But rather than megawatts it should be like gallons of water? If so how should such a system work?

a big variable is on how much water conservation is being enforce and you need to factor in rivers too... farms would consume water too, YIKES! :eek:
 
Then there is climate. It takes two, three or more years of below average rain for a drought to be even thought of in parts of Australia where as in England it may be only weeks before effects are seen in water supply levels because England has more rain and catchment is based on a this steady inflow.
 
Then there is climate. It takes two, three or more years of below average rain for a drought to be even thought of in parts of Australia where as in England it may be only weeks before effects are seen in water supply levels because England has more rain and catchment is based on a this steady inflow.

Well in general Civ 4 biomes are kind of out of wack. They have tundra, desert, plains, grassland, bog, coast and ocean. As well as jungle, forest, pine forest, snow forest, flood plains and ice. But if i was making it i would have at least for land biomes polar, temperate, tropical and mountain land types. And then over the top have desert, grassland, scrubland, woodland, rainforest, wetlands and beach. Thus combining the 2 could make the following biomes ...
Spoiler :

Polar
Coast = Polar Coast
Beach = Polar Beach
Wetland = Bog
Rainforest = Taiga
Woodland = N/A
Scrubland = Polar Scrub
Grassland = N/A
Desert = Tundra

Temperate
Coast = Temperate Coast
Beach = Temperate Beach
Wetland = Marsh
Rainforest = Temperate Rainforest
Woodland = Temperate Woodland
Scrubland = Chaparral
Grassland = Plains
Desert = Desert

Tropical
Coast = Tropical Coast
Beach = Tropical Beach
Wetland = Swamp
Rainforest = Tropical Rainforest
Woodland = Tropical Woodland
Scrubland = Tropcial Scrub
Grassland = Savanna
Desert = Dune

Mountain
Coast = N/A
Beach = N/A
Wetland = N/A
Rainforest = Alpine
Woodland = Boreal
Scrubland = Rocky
Grassland = High Grassland
Desert = High Desert

I would also throw in a Glacier, Volcanic and Salt Flats biomes for good measure.
 
Just a thought, if your making this feasible. Put next to the feature what % is done of EACH addition your making that way people will know what to think about even more for those that need it more, like i said, just a thought.

*Town Well - 50% done
*Water Pipes - 0 % done, etc
 
I think the desalination plant should probably be moved to require electronics. I could start on this project but I'd need the graphics (if desired) up front. Also, I would prefer a general consensus on balance and cost issues as well as removing certain OPing features. I have ADD at the moment so I can't look over all the details on what should be changed. Also, If I build this, it will be a modmod-mod (did I get that right?) and if I do it, it will more than likely be found in the A NeD wawn section.
 
I think the desalination plant should probably be moved to require electronics. I could start on this project but I'd need the graphics (if desired) up front. Also, I would prefer a general consensus on balance and cost issues as well as removing certain OPing features. I have ADD at the moment so I can't look over all the details on what should be changed. Also, If I build this, it will be a modmod-mod (did I get that right?) and if I do it, it will more than likely be found in the A NeD wawn section.

Okay.

Modmod-mod, I suppose is technically correct. I'd just call it a Modmod of AND though.

Oh, and I never added that "Provides Fresh Water" feature, I should probably do that, eh?
 
Back
Top Bottom