Palace Mod

Hydromancerx

C2C Modder
Joined
Feb 27, 2008
Messages
16,281
Location
California, USA
The planning thread for the palace mod.

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Palace Walls (Req Masonry)
Cost: 50
Requires: Palace
Obsolete: Riffling (Except Defense Bonus)

Special Abilities
  • +1 Culture
  • 30% Defense (Except for Units with High Explosives)
  • -20% Damage from Bombardment (Except for Units with High Explosives)
  • Double Production Speed for Productive Leaders
  • Double Production with Stone

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Guard House (Req Military Training)
Cost: 25
Requires: Palace
Obsolete: Nationalism (Except Defense Bonus)

Special Abilities
  • +1 Espionage
  • 5% Maintenance
  • 5% Defense (Except for Units with High Explosives)
  • 10% Espionage

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Throne Room (Req Aesthetics)
Cost: 180
Requires: Palace
Obsolete: Mass Media

Special Abilities
  • +5 Culture
  • 5% Maintenance
  • Can turn 2 Citizens into a Noble
  • +1 Happy with Gold
  • +1 Happy with Silver
  • +1 Happy with Gems
  • +1 Happy with Ivory
  • +1 Happy with Pearls
  • +1 Happy with Incense
  • +1 Happy with Marble
  • +1 Happy with Silk

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Ballroom (Req Music)
Cost: 50
Requires: Palace
Obsolete: Mass Media

Special Abilities
  • +2 Culture
  • +1 Happy
  • 5% Maintenance
  • Can turn 1 Citizen into an Artist

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Servant's Quarters (Req Civil Service)
Cost: 60
Requires: Palace
Obsolete: Labor Union

Special Abilities
  • +1 Health
  • +2 Production
  • 5% Maintenance
  • Can turn 1 Citizen into a Noble

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Palace Garden (Req Perspective)
Cost: 150
Requires: Palace
Obsolete: Flintlock

Special Abilities
  • +2 Culture
  • +2 Health
  • 10% Maintenance
  • Can turn 1 Citizen into a Noble
  • 50% Production Speed for Humanitarian Leaders

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Feel free to make your own suggestions.
 
the palace guards -5% revolution is pretty useless because you can only build these buildings in the capital city and I never saw a capital to revolt
 
Actually, In my game, The Sumerians had Babylonian Rebels that started rebellions in Kish and Uruk, which is their capital.
 
Hi Hydro,

Here is the XML for the palace and forbidden palace gardens I did. They are currently in my version of Shinto but they will not be in the next release.
 
Ok I will add it to this when I get around to working on this one. I have like 3 diffrent projects part done but none fully. I am not sure what to do since I do not want them to have to little in them. But I don't want to wait so long its not put into an update. Anywho this contribution should help speed up this release.

Thanks!
 
i like the ideas of palace specific upgrades. however it sounds a bit strange to build people.

so what about changing things like the 'palace artists' into a more buildable thing. what do you think about 'royal (art) collection' or a 'palace gallery' as alternative names?

and what about a big and representative 'audience hall'/'throne room'? each empire had impressive location to welcome foreign envoys and impress them with the shire size of the audience hall to reflect the empires greatness. thus a magnificent audience hall could give some trade benefits.

entertainers? palaces have big festival and ballrooms for royal celebrations... or a 'palace harem' for the oriental civs ;)

as for the 'servants' i prefer 'servant quarters'. the "Can turn 1 Citizen into a Noble" bonus fits better to this building since it'll allow you to have more nobleman at the court. the gardens can have some happiness instead (the nobleman will certainly be very happy).


but that's all just all imho of course.
 
I wrote this in another topic - maybe make palace upgrades for certain civics which should be active only for those civics?
 
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