Science Mod

Hydromancerx

C2C Modder
Joined
Feb 27, 2008
Messages
16,281
Location
California, USA
So I am going to be making a science building based mod. However I would like some feed back before I start making the buildings. Here are some ideas.

-----

Mathematics Academy (Requires: Mathematics)
Cost: 250

Require: -
Obsolete: -

Special Abilities
  • 5% Science
  • Can turn 1 Citizen into a Scientist
  • 5% Science with Algebra
  • 5% Science with Compulsory Education

-----

Cartographer's Shop (Requires: Cartography)
Cost: 360

Require: -
Obsolete: Satellites

Special Abilities
  • 5% Science
  • Can turn 1 Citizen into a Scientist
  • Free Mobility Promotion

-----

Anthropology Lab (Requires: Anatomy)
Cost: 300

Require: University
Obsolete: -

Special Abilities
  • 5% Science
  • Can turn 1 Citizen into a Scientist
  • 5% Science with Psychology
  • 5% Science with Genetics
  • 5% Science with Homo Superior

-----

Physics Lab (Requires: Physics)
Cost: 250

Require: University
Obsolete: -

Special Abilities
  • 5% Science
  • Can turn 1 Citizen into a Scientist
  • 5% Science with Quantum Physics
  • 5% Science with Modern Physics

-----

Chemistry Lab (Requires: Chemistry)
Cost: 250

Require: University
Obsolete: -

Special Abilities
  • 5% Science
  • Can turn 1 Citizen into a Scientist
  • 5% Science with Organic Chemistry
  • 5% Science with Chemicals

-----

National Science Foundation (Requires: Scientific Method) [National Wonder]
Cost: 600

Require: -
Obsolete: -

Special Abilities
  • 50% Science
  • 1 FREE Technology
  • Can turn 3 Citizen into a Scientist
  • City More likely to Generate Great Scientist

-----

Archaeology Lab (Requires: Scientific Method)
Cost: 250

Require: University
Obsolete: -

Special Abilities
  • 5% Science
  • Can turn 1 Citizen into a Scientist
  • 5% Science with Modern Seismology
  • 5% Science with Ancient Temple

-----

Geology Lab (Requires: Scientific Method)
Cost: 400

Require: University
Obsolete: -

Special Abilities
  • 5% Science
  • Can turn 1 Citizen into a Scientist
  • 5% Science with Stone
  • 5% Science with Marble
  • 5% Science with Obsidian
  • 5% Science with Gems
  • 5% Science with Modern Seismology

-----

Biology Lab (Requires: Biology)
Cost: 250

Require: University
Obsolete: -

Special Abilities
  • 5% Science
  • Can turn 1 Citizen into a Scientist
  • 5% Science with Ecology
  • 5% Science with Genetics

-----

Paleontology Lab (Requires: Biology)
Cost: 350

Require: University
Obsolete: -

Special Abilities
  • 5% Science
  • Can turn 1 Citizen into a Scientist
  • 5% Science with Stone
  • 5% Science with Coal
  • 5% Science with Modern Seismology
  • 5% Science with Genetics

-----

Feel free to post ideas for new buildings or how to adjust the stats for the ones shown.
 
Umm...Astrologer???? Astrology isn't science, it's people who claim, your birth month determines the things that happen to you, like if your cancer or sagittarius.

I would get rid of astrologer, and add in astronomer, physicist, and possibly another kind of biologist, like marine, or a zoologist.

EDIT: I think mathematician shouldn't go obsolete with computers. I mean they still have to monitor the computers while they are computing information, and they still work in ways that computers can't.
 
Another question, will these be units or buildings? Because if they're going to be buildings the names should be changed around a little to be like geology lab or something.
 
If these are going to be buidings, may I sugest slightly different names? Nothing fancy, maybe Carthographer's Shop or similar?

Some of the later stuff could perhaps be "additions" to a university, i.e Paleontology Departement.

soup: Back then astrology was considered a fact, and it reqired it's practitioners to carefully map the sky and to predict the motions of celestial bodies. That data, in turn, would lead to the development of astronomy. In my opinion, it definatly belongs here.
 
Umm...Astrologer???? Astrology isn't science, it's people who claim, your birth month determines the things that happen to you, like if your cancer or sagittarius.

I would get rid of astrologer, and add in astronomer, physicist, and possibly another kind of biologist, like marine, or a zoologist.

EDIT: I think mathematician shouldn't go obsolete with computers. I mean they still have to monitor the computers while they are computing information, and they still work in ways that computers can't.

I wanted to get the Astrologer in a mod some how since Accent of Mankind was canceled. If you note it give no science bonus but gives culture and happiness.

We already have an Observatory, Zoo, and Aquarium so I did not want to make another building for those.

When do you think the mathematician should go obsolete then?

If these are going to be buidings, may I sugest slightly different names? Nothing fancy, maybe Carthographer's Shop or similar?

Some of the later stuff could perhaps be "additions" to a university, i.e Paleontology Departement.

soup: Back then astrology was considered a fact, and it reqired it's practitioners to carefully map the sky and to predict the motions of celestial bodies. That data, in turn, would lead to the development of astronomy. In my opinion, it definatly belongs here.

As for the names I changed them to sound more like buildings. What do you guys think?
 
When do you think the mathematician should go obsolete then?


As for the names I changed them to sound more like buildings. What do you guys think?

When we have computers and mathematicians today, and the mathematicians still do a lot of work that the computers can't do, but idk, maybe they should go obsoloete.

and the new names are good.
 
nice, but I think the astrologers thing should add 5% maintenance (bad decisions)
and the labs should be university additions, with laboratory being a university addition (how many important labs aren't with a university?)
 
nice, but I think the astrologers thing should add 5% maintenance (bad decisions)
and the labs should be university additions, with laboratory being a university addition (how many important labs aren't with a university?)

1. Hmm maybe. Or maybe even negative science or production. Hmm. Its hard to balance this once since if its too negative then no one will build one.

2. The university is already very powerful. I was trying to have something added to the museum so there would be more need to build one.
 
the university in contrast to RL is very underwhelming
 
Archaeology commonly has two As. I'll let the 'a' in palaeonology go though :)
 
Does that mean you'll add in some new things to replace them? If so; I'd suggest an anthropologist lab and possibly a structural engineer work station.
 
Maybe. I want to keep it around 10 buildings. I was also thinking about an Anthropologist lab, however I was wondering if it was too much like an Archeology Lab. My other ideas include Microbiology Lab, Marine Biology Lab, Astrophysics Lab, or National Science Foundation [National Wonder]. However I do not know if they overlap too much which what I have or is in AND already.
 
Your other ideas sound good. Anthropology is different from archaeology though. Anthropology is more or less the study of the human body, and human evolution. Archaeology is more or less the study of human settlements, and ancient buildings and pottery and such. So it wouldn't matter if you added both.
 
Those look great!!! Can't wait till I can download them. :D

EDIT: Does the National Science Foundation national wonder function as a museum? Because all those sciences generally have exhibits in museums.
 
Ok I think I got my 10 buildings. What do you think?

It all looks good to me. I would only make one minor change, which is to the Archaeology Lab. I know that work is done in buildings "back home", but the main focus is the work done in the field. Maybe a term like Archaeology Foundation if more like a national wonder, or Archaeology Department, where the department is adjunct to a university as someone suggested with math above.
 
Back
Top Bottom