Upgrade chains for most buildings

Killtech

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i have a suggestion on how to simplify things a little and reduce economies overweight. a good thing might be to group all buildings into upgrade chains just like the ports buildings (river port -> harbor -> port -> commercial port).
there are several reasons for why i think this is a good idea:

1. while progressing through in the tech tree tons of new buildings become available and if a player doesn't focus most production on those economic buildings (buildings that grant you additional food, hammer and commerce) he'll have to leave some of them out obviously. but this also means he'll need more time to construct future buildings (compared to players who have maxed heir :hammers:) and since new buildings never stop becoming available he'll never be able to build all the economic buildings he missed. this means that his economy will fall back with each new tech level and there's not much he can do against it.
but if new buildings replace the old ones this effect is greatly reduced since by building the most modern :hammers: building (e.g. factory) your production would jump directly at the same level as a player focusing on economy.

2. the AI would greatly benefit from this. the reason is 1 because the AI does not focus on economy too much. i find this very important so i made it an own point.

3. so a foundry just give me the very same production bonus like a simple ancient forge (or even a factory without electricity)? it would be much better if these buildings would simply upgrade into one another and thus the factory bonuses would be increased (sum of forge + foundry + factory bonuses).

4. this also gives the developer the possibility to check on how great the overall economic bonuses can become since he just need to view the most modern economic buildings.

5. as long as new buildings form modmods include themselves into the upgrade chains they cannot overflow the economy anymore so game balance isn't affected that greatly. same goes for happiness and health bonus buildings (there's still too much of both in pure RoM & anD in later ages). - so i could consider using some of hydros modmods.

6. as new buildings replace old ones the building list left in the city screen will be finite.

7. not trivial decision for city production: should i build the forge now if can get the foundry in a short? tough decisions => strategy => fun.

8. obsoletion of buildings! a very nasty thing. and somewhat strange to try to go around a tech to keep some building bonus longer alive. if buildings upgrade into modern versions they don't need to become obsolete. however most buildings should still become obsolete to clear the available building list clear - but: with a tech long after they can be upgraded!

9. culture bombs. old culture buildings tend to give a lot of culture causing some problems with specific victory conditions. if there's a much better building you could upgrade your old ones you could bring the player willingly to replace this culture bombs by something less cultural. so it's easier for developers to keep the culture levels under control so you cannot win cultural victory too early.

10. civic building exploit. can occur easily in snail games where you have enough time to build all civic specific buildings before switching to the next civic. an example: a city with caravan post + slave market + guild hall + national mint + imperial mint is just too overpowered (this bonuses become too excessive when such a city arrives in the industrial age). easy solution: civic specific buildings (of same civic type) replace each other.


most of the suggested is pure XML changes as i see it. however one detail would require a deeper change: the BUG display shows you the actual benefits of a building (does this come from BUG anyway?) but does not consider the replacement of a prior building although it should display the difference between new building bonuses - replaced building bonuses. i bet it's not a big deal for an SDK modder though.

thoughts?
 
most of the suggested is pure XML changes as i see it. however one detail would require a deeper change: the BUG display shows you the actual benefits of a building (does this come from BUG anyway?) but does not consider the replacement of a prior building although it should display the difference between new building bonuses - replaced building bonuses. i bet it's not a big deal for an SDK modder though.

Yeah, I need to do this.

10. civic building exploit. can occur easily in snail games where you have enough time to build all civic specific buildings before switching to the next civic. an example: a city with caravan post + slave market + guild hall + national mint + imperial mint is just too overpowered (this bonuses become too excessive when such a city arrives in the industrial age). easy solution: civic specific buildings (of same civic type) replace each other.

Actually, I've already fixed this exploit. I have a new tag that forces civic buildings to disable (take no effect) while running the wrong civics, and enable (take effect again) if you switch into the correct civics. Not all civic buildings will use this, but most will.

Anyway, I'm totally open to ideas on what building upgrade paths should be added. ;)
 
actually there are so many buildings in this mod that one can hardly remember them. basic idea would be to group or production buildings together if possible - maybe in two upgrade chains, one for perceptual bonuses one for the static ones, including resource bonuses form buildings. same for food, commerce, science, espionage, gold, military (xp), happiness and health.

ok just went through my Civipedia and collected the production buildings

+2:hammers: Stoneworkers Hut (GSs early buildings mod)
+1:hammers: Timekeepers Workshop (GSs early buildings mod)
+3:hammers: Wheelwright (GSs early buildings mod)
+10% Tannery
+15% Townclock
+20% Workhouse
+15% Trademill crane
+10% Oil Raffinery
+10% Reeducation Center
+20% AI Surveillance
+5:hammers: Orbital Factory

+5% Candle makers shop (GSs early buildings mod)
+15% Forge
+15% Foundry
+50% Factory
+25% Steel Mill
+40% Manufacturing Plant
+20% Construction Firm
+30% Recycling Goods Factory
+25% Nanofactory
+50% Utility Fog
-----------------
+360% in total (and the AI will have only a minority of this most important buildings at the end game.)

i've arranged the second block so that it could be put together into a single upgrade chain. furthermore i think the all early production buildings should give a static :hammers: bonus rather than a percentage increase. with upgrades they should lose the static bonus and gain a percental one where the forge should be the turning point that gives both: a static + percental gain.
the other buildings would require some redesign to better fit in this upgrade chain or make an own upgrade chain for them.

and anyway as you can easily see the total production bonus is just a bit too high. i strongly advice to reduce it a bit. when one additionally consider that cities can reach a 3 tile radius thus have a very high base production. as it is the economic player can build nearly anything on every game speed in a few turns which his not so economic opponents will take ages. in particular he can easily expand his commerce & food income by building the specific city improvements and simultaneously build up a large military while his counterparts are forced to choose.
 
Great idea! Should help get rid of the building bloat.:goodjob:

It would simplify things without making RoM to simple.
 
Just an FYI, I haven't announced it yet, but I've been sorting through buildings, removing redundant or useless ones, and balancing the rest of them. For example, the Wheelwright now gives a trade route and 1 commerce with trade and Chariotry, no hammers. The Stonemason only gives +1 hammer for each resource in the city vicinity, etc. I've removed ~15 buildings from Early Buildings & Civic Buildings combined. I'm going to comb through the other modmods too, and remove useless ones there too.
 
Just an FYI, I haven't announced it yet, but I've been sorting through buildings, removing redundant or useless ones, and balancing the rest of them. For example, the Wheelwright now gives a trade route and 1 commerce with trade and Chariotry, no hammers. The Stonemason only gives +1 hammer for each resource in the city vicinity, etc. I've removed ~15 buildings from Early Buildings & Civic Buildings combined. I'm going to comb through the other modmods too, and remove useless ones there too.

that sounds good.

i've edited my 2nd post with an upgrade chain example, not sure you've seen it since your post appeared after i finished editing

and i've just had another idea: instead of linear upgrade chains one could add alternatives at same tech levels - just like you have different possibilities to produce electricity.

an example could be:
Manufacturing Plant (normal production, no maintenance, some :yuck:)
Recycling Goods Factory (slightly higher production but costs high maintenance and no :yuck: or even :health:)

they'd both replace the previous tech building and additionally would replace each other, so you cannot have both in one city. though it would be logical if they had both upgrade buildings that continue their bonus focus (i.e. polluting production, ecological but costly production)
 
Just an FYI, I haven't announced it yet, but I've been sorting through buildings, removing redundant or useless ones, and balancing the rest of them. For example, the Wheelwright now gives a trade route and 1 commerce with trade and Chariotry, no hammers. The Stonemason only gives +1 hammer for each resource in the city vicinity, etc. I've removed ~15 buildings from Early Buildings & Civic Buildings combined. I'm going to comb through the other modmods too, and remove useless ones there too.
I think we should also comb through the RoM buildings.
 
I think we should also comb through the RoM buildings.

I already did, a few months back, with KonradCabrel. Better RoM fixed most RoM buildings. Why, is there anything specific that bugs you?

that sounds good.

i've edited my 2nd post with an upgrade chain example, not sure you've seen it since your post appeared after i finished editing

and i've just had another idea: instead of linear upgrade chains one could add alternatives at same tech levels - just like you have different possibilities to produce electricity.

an example could be:
Manufacturing Plant (normal production, no maintenance, some :yuck:)
Recycling Goods Factory (slightly higher production but costs high maintenance and no :yuck: or even :health:)

they'd both replace the previous tech building and additionally would replace each other, so you cannot have both in one city. though it would be logical if they had both upgrade buildings that continue their bonus focus (i.e. polluting production, ecological but costly production)

Interesting, diverging paths. Having them replace each other would probably confuse the AI, but I have a tag I hardly used, NotBuildingClassInCity, where you can set a building that must NOT be in the city for this building to be built.

E.g, The Manufacturing plant upgrades the Factory, as does the Recycling Goods Factory. The manufacturing plant can not be in the same city as the Recycling Goods Factory, and vice versa.
 
E.g, The Manufacturing plant upgrades the Factory, as does the Recycling Goods Factory. The manufacturing plant can not be in the same city as the Recycling Goods Factory, and vice versa.

hmm... that's ok for the AI but a player might regret his decision and want the other building - if the upgrades come with different technologies this is likely to happen. so as long as the player has the option to rethink his choice that's okay. is there a possibility to remove a specific building? that'd be enough.
 
I already did, a few months back, with KonradCabrel. Better RoM fixed most RoM buildings. Why, is there anything specific that bugs you?
I was thinking that this is a good way to simplify without losing much.
 
hmm... that's ok for the AI but a player might regret his decision and want the other building - if the upgrades come with different technologies this is likely to happen. so as long as the player has the option to rethink his choice that's okay. is there a possibility to remove a specific building? that'd be enough.

I believe that is where the abandon buildings feature comes into play. If you want, I can always code the AI so they can abandon buildings for these upgrade paths, say if the value of the new building meets a value threshold (like the new building will be 2x more valuable)
 
I believe that is where the abandon buildings feature comes into play. If you want, I can always code the AI so they can abandon buildings for these upgrade paths, say if the value of the new building meets a value threshold (like the new building will be 2x more valuable)

i don't think it's necessary for the AI since these such divided upgrade paths should provide only alternatives with another focus and no 'better' variants (else wise they'd be upgrades). however i though that for the AI this should be rather leader personality related. and anyway at the very next tech level you could choose again (or there's just a building that accumulates all the best things of the buildings it upgrades and the upgrade path closes again to just one choice).
 
Another thing about the upgrade paths : Why not give a bonus for construction if earlier building is in the city. F.ex : The Port gets +25% :hammers: if Harbour is in the city.

i wanted to post this very good suggestion form vincentz here since i bet it'll require a new xml flag and thus some SDK changes. this bonus should be a default for every building replacement and does not need to be listed explicitly in the BUG display (otherwise it could get a bit lengthy. if possible the perceptual production bonus should shrink linearly dependent on how outdated the original building was i.e. how many upgrade steps are there between replaced builing and it's new version.

or just give always a production bonus of 25% as long as the replaced building is not obsolete. otherwise you don't get any bonus. i guess it's easier done.
following example should demonstrate how i imagine a obsoletion system that's not too nasty for players and yet useful for this system:

+15% Forge
+15% Foundry
+50% Factory
+25% Steel Mill - Steel Tech obsoletes Forge
+40% Manufacturing Plant - Manufacturing obsoletes Foundry
+20% Construction Firm - Civil Engineering obsoletes Factory
+30% Recycling Goods Factory - Ecology obsoletes Manufacturing Plant
+25% Nanofactory - Nanobotics obsoletes Construction Firm
+50% Utility Fog

so the tech that unlocks the third upgrade option also obsolates the building.
 
i wanted to post this very good suggestion form vincentz here since i bet it'll require a new xml flag and thus some SDK changes. this bonus should be a default for every building replacement and does not need to be listed explicitly in the BUG display (otherwise it could get a bit lengthy. if possible the perceptual production bonus should shrink linearly dependent on how outdated the original building was i.e. how many upgrade steps are there between replaced builing and it's new version.

Yes and No. It did require SDK changes, but I added functionality for that ages ago. You can just use BuildingClassProductionModifier and set it to whatever value you want for replaced buildings.
 
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