Killtech
Discutator
the mod currently contains upgrade trees for production, science, education, trade and religions buildings.
actual version:
Building Upgrade Chains - 28.07.2010
Wonders - 28.07.2010 - (module not complete)
Hydros Extensions - 29.07.2010
latest changes (BuildingUpgradeChains): (28.07.2010)
changed prerequisites of Oxford & Newton Universities and Platos Acadamy. (no dependency on building counts).
University => Oxford Univ/Newton Collage
Academy => Platos Academy
school of scribes gives +1 additional static commerce yield to beat elder council more easily.
industrial production buildings allow to select less engineers (e.g. factory allows only 3 now)
wonder buildings has been exported to an own module.
changed free specialist values for city councils, metropolitan admin, capital admin (do not depend on town improvement anymore).
added wonder for zoroastrian and confucian religion (execpt for movie files. you will need to have the original modules installed for the modules movies to available... which will mostly be the case)
some text changes for french language.
changes from 20.07.2010:
latest changes (HAND conversion): (29.07.2010)
converted over some of Hydromacers HAND mod: his science buildings. they are now available in a separate package. as i adapted them to be compatible with the BUC the extension now explicity requires them i think.
some general description:
the building upgrades have multiple function. first is to prevent the all-at-once obsolation of buildings through discovery of new technologies. the mod gives upgrade possibilities for buildings long before they obsolete. the obsolation techs are also moved to later ages to make the replacement process of buildings smooth and natural.
most buildings have no prerequisite on a lower-tech building but they will build (usually) 15% faster with the building previous in the upgrade chain.
additionally the mod contains balancing changes to buildings that aim to have a much more constant game speed over the ages: the rate at which a civ discovers new techs should be more or less constant over the ages. thus production and science modifiers are tuned down - especially the latter. thus you will have more time to construct the buildings of one age before you progress to the next.
a specific concept is the addition of a downside to important buildings to not make them too overpowered and beneficial-only. e.g. like unhealthiness or maintenance for a factory. this means that there are situations in which it is not optimal to build them (e.g. a factory in a very distant city (high base maintenance) with low production (minimal gain from production modifier) is not the optimal choice)
more details:
usually only the stats of the buildings last in a chain are described in detail. all prior buildings usually give similar benefits but at a smaller scale.
(i'm out of icons for the descriptions... so must use text now)
the science/education upgrade tree:
Elder Council => School of Scribes => Monasteryies => Apprentice School => Public School
School of Scribes => Library
School of Scribes => Academy (2 libraries) => University (req. 2 libraries) => Oxford University/Newton Collage
Elder Council => Alchemist Lab => Laboratory => Research Institute => Accelerator Research Complex => Supercollider (NW)
Research Institute => Cloning Lab
Research Institute => Bio Warfare Lab
Research Institute => Quantum Lab
Observatory => Astronomical Interferometer (req. mountain in city vicinity)
Observatory => Radio Telescope (NW)
Observatory => Copernicus Observatory (WW)
University: +35% -10% +30% maintenance, can have 5 scientists +4
Public School: +40% + 20% maintenance +2 XP +10%, +1 per 33% spending
Library: +5 +5% +10% maintenance
Accelerator: +20 -8 +20% maintenance +25% spaceship construction
Quantum Lab: +12 +40% maintenance +50% spaceship construction +6 great scientist
Astronomical Interferometer: +10 +15% +30% maintenance
prior buildings in the chain will have the same stats characteristics but with smaller values.
monasteries however will break this symmetry as they are in some way special:
Monastery: +2 +2 +2 + religion specific boni (the static bonus is due to the fact that you can build multiple monasteries in one city)
more details on the production upgrade chains:
Toolmaker => Forge => Foundry => Steel Mill => Modern Steelworks
Toolmaker => Guild Hall -> Manufactory -> Factory => Manufacturing Plant => Nanofactory
Toolmaker => Armourer => Arsenal => Filling Factory => Armaments Industry
Siege Workshop => Cannon Forge => Armaments Industry
Stoneworkers Hut => Stonemason Workshops => Mason Guild Hall => Construction Firm => Utility Fog
Construction Cranes (renamed Treadmill Crane) => Construction Firm
Coal Power Plant / Oli Power Plant => Nuclear Power Plant => Wind Farm
Modern Steelworks: +6 and +12 from resources +2:yuck +20% maintenance +4 selectable engineer specialists
Nanofactory: +100% with power +1 +45% maintenance +4 selectable engineer specialists
Armaments Industry: +50% for military construction +40% maintenance +1 selectable engineer specialists +1 Ammo resource
Utility Fog: +75% with power -50% construction of military units +2 selectable engineer specialists
Wind Farm : requires wind mill in city vicinity, provides power
Townlock: +5% +1 selectable engineer specialists
trade route buildings:
city trade buildings:
religion buildings:
other buildings:
wonders:
conversions of HAND (originally by Hydromacerx) and extensions for the BUC:
make sure to check out civipedia "Building Upgrades" page after you installed this module. most changes can be viewed directly from there.
coming up next / current ideas:
further changes i consider can be found in this post
later i plan to actualize all the game texts on the buildings at least for the english language (there are some pedia entries missing) and find some nicer graphics for several buildings. however the alternative civics modification comes first.
also i'll try to incorporate parts of the HAND mods as extensions. however this might take a while.
feel free to comment on my ideas. constructive critique is also welcome.
some of the reasoning on the concept:
Credits:
Afforess for the AND mod and his SDK changes for some building tags
Hydromacerx and GeneralStaff for some of their Buildings i re-used in my Mod.
among others os97, dudeSDCA, szemek and climat for testing and constructive feedback
zarappa and all those who had their part in the RoM mod which is the basis of my modification.
if anyone else thinks i've forgot to credit him here, pm me.
actual version:
Building Upgrade Chains - 28.07.2010
Wonders - 28.07.2010 - (module not complete)
Hydros Extensions - 29.07.2010
latest changes (BuildingUpgradeChains): (28.07.2010)
changed prerequisites of Oxford & Newton Universities and Platos Acadamy. (no dependency on building counts).
University => Oxford Univ/Newton Collage
Academy => Platos Academy
school of scribes gives +1 additional static commerce yield to beat elder council more easily.
industrial production buildings allow to select less engineers (e.g. factory allows only 3 now)
wonder buildings has been exported to an own module.
changed free specialist values for city councils, metropolitan admin, capital admin (do not depend on town improvement anymore).
added wonder for zoroastrian and confucian religion (execpt for movie files. you will need to have the original modules installed for the modules movies to available... which will mostly be the case)
some text changes for french language.
changes from 20.07.2010:
- universities require only 2 libraries now but give only +35% science. (similar changes for academy)
- city councils and better give 2 free specialist and +1 per each town improvement in vicinity
- capital administration (unlocks eco 3rd radius) as a national wonder available with easier prerequisites then metropolitan administration.
- metropolitan administration does not require city councils any more but population requirement increased to 22.
- maintenance for village hall/town hall/city council/metropolitan administration increased
- temples cost 10% maintenance, cathedrals 15%
- education chain changes: monasteries upgrade not to public schools and no more to universities. gymnsium was removed and the merchant school was renamed to apprentice schools.
- stonehange/moon observatory are world/national wonders. grant additional sicence, more expensive
- the pyramids/pyramid wonders: WW grants free river regulation in every city and +1 global health. both wonders require a river and give +1 food per river tile in their city of construction.
- oracle of appollon/oracle wonders: grant additional espionage (historically true because priest supported an espionage network for their prophecies to be believable)
- small new food chain: Bakery => Cannery and the Foodscrapers upgrade into each other.
- monasteries give +2 commerce and +2 science instead of the earlier +3 commerce
- tannery: require a animal resource in vicinity. does lo longer require salt. +2 yuck and much higher production bonus.
latest changes (HAND conversion): (29.07.2010)
converted over some of Hydromacers HAND mod: his science buildings. they are now available in a separate package. as i adapted them to be compatible with the BUC the extension now explicity requires them i think.
some general description:
the building upgrades have multiple function. first is to prevent the all-at-once obsolation of buildings through discovery of new technologies. the mod gives upgrade possibilities for buildings long before they obsolete. the obsolation techs are also moved to later ages to make the replacement process of buildings smooth and natural.
most buildings have no prerequisite on a lower-tech building but they will build (usually) 15% faster with the building previous in the upgrade chain.
additionally the mod contains balancing changes to buildings that aim to have a much more constant game speed over the ages: the rate at which a civ discovers new techs should be more or less constant over the ages. thus production and science modifiers are tuned down - especially the latter. thus you will have more time to construct the buildings of one age before you progress to the next.
a specific concept is the addition of a downside to important buildings to not make them too overpowered and beneficial-only. e.g. like unhealthiness or maintenance for a factory. this means that there are situations in which it is not optimal to build them (e.g. a factory in a very distant city (high base maintenance) with low production (minimal gain from production modifier) is not the optimal choice)
more details:
usually only the stats of the buildings last in a chain are described in detail. all prior buildings usually give similar benefits but at a smaller scale.
(i'm out of icons for the descriptions... so must use text now)
the science/education upgrade tree:
Spoiler :
Elder Council => School of Scribes => Monasteryies => Apprentice School => Public School
School of Scribes => Library
School of Scribes => Academy (2 libraries) => University (req. 2 libraries) => Oxford University/Newton Collage
Elder Council => Alchemist Lab => Laboratory => Research Institute => Accelerator Research Complex => Supercollider (NW)
Research Institute => Cloning Lab
Research Institute => Bio Warfare Lab
Research Institute => Quantum Lab
Observatory => Astronomical Interferometer (req. mountain in city vicinity)
Observatory => Radio Telescope (NW)
Observatory => Copernicus Observatory (WW)
University: +35% -10% +30% maintenance, can have 5 scientists +4
Public School: +40% + 20% maintenance +2 XP +10%, +1 per 33% spending
Library: +5 +5% +10% maintenance
Accelerator: +20 -8 +20% maintenance +25% spaceship construction
Quantum Lab: +12 +40% maintenance +50% spaceship construction +6 great scientist
Astronomical Interferometer: +10 +15% +30% maintenance
prior buildings in the chain will have the same stats characteristics but with smaller values.
monasteries however will break this symmetry as they are in some way special:
Monastery: +2 +2 +2 + religion specific boni (the static bonus is due to the fact that you can build multiple monasteries in one city)
Spoiler :
Toolmaker => Forge => Foundry => Steel Mill => Modern Steelworks
Toolmaker => Guild Hall -> Manufactory -> Factory => Manufacturing Plant => Nanofactory
Toolmaker => Armourer => Arsenal => Filling Factory => Armaments Industry
Siege Workshop => Cannon Forge => Armaments Industry
Stoneworkers Hut => Stonemason Workshops => Mason Guild Hall => Construction Firm => Utility Fog
Construction Cranes (renamed Treadmill Crane) => Construction Firm
Coal Power Plant / Oli Power Plant => Nuclear Power Plant => Wind Farm
Modern Steelworks: +6 and +12 from resources +2:yuck +20% maintenance +4 selectable engineer specialists
Nanofactory: +100% with power +1 +45% maintenance +4 selectable engineer specialists
Armaments Industry: +50% for military construction +40% maintenance +1 selectable engineer specialists +1 Ammo resource
Utility Fog: +75% with power -50% construction of military units +2 selectable engineer specialists
Wind Farm : requires wind mill in city vicinity, provides power
Townlock: +5% +1 selectable engineer specialists
Spoiler :
River Regulation (instead of River Authority) => Levee
Fishers Huts => Fishing Harbor (req. coast) => Trading Port (req. coast) => Commercial Port (req. coast) => Container Harbor (req. coast)=> Jumplane Portal
Piers => Fishing Harbor
Piers => Inland Port (req. River Regulation or Levee) => Domestic Cargo Port (req. coast, River Regulation or Levee) => Jumplane Portal
Paved Roads => Train Yard => Maglev Yard=> Jumplane Portal
Airport => International Airport => Jumplane Portal
Wheelwright => Train Yard
Post Office => Telephone Network => Computer Network
Jumplane Portal: +18 and +20% with power +1 +1 on water tiles +2 +3 airlifts per turn +5 trade routes +125% TR yield +75 foreign TR yield
Computer Network: +20% commerce +30% maintenance +1 yuck +30% TR yield +10% foreign TR yield
Customs House: -25% TR yield, -50% foreign TR yield +12
Marina: +2 free specialists (requires sea resource in vicinity)
Fish Market: +2 +1:food +3 per sea food resource in vicinity (req. any port and sea food resource in vicinity)
Fishers Huts => Fishing Harbor (req. coast) => Trading Port (req. coast) => Commercial Port (req. coast) => Container Harbor (req. coast)=> Jumplane Portal
Piers => Fishing Harbor
Piers => Inland Port (req. River Regulation or Levee) => Domestic Cargo Port (req. coast, River Regulation or Levee) => Jumplane Portal
Paved Roads => Train Yard => Maglev Yard=> Jumplane Portal
Airport => International Airport => Jumplane Portal
Wheelwright => Train Yard
Post Office => Telephone Network => Computer Network
Jumplane Portal: +18 and +20% with power +1 +1 on water tiles +2 +3 airlifts per turn +5 trade routes +125% TR yield +75 foreign TR yield
Computer Network: +20% commerce +30% maintenance +1 yuck +30% TR yield +10% foreign TR yield
Customs House: -25% TR yield, -50% foreign TR yield +12
Marina: +2 free specialists (requires sea resource in vicinity)
Fish Market: +2 +1:food +3 per sea food resource in vicinity (req. any port and sea food resource in vicinity)
Spoiler :
Market => Grocer => Supermarket => Hypermarket
Bazaar => Shopping District => Hypermarket
Moneylender => Bank => Investment Bank (former Skyskraper) => Financial Nexus or World Bank or Central Bank
Gambling Hall => Casino
Village Hall => Town Hall => City Council => Metropolitan Administration / Capital Administration
Hypermarket: +25% War Weariness +3 health +12 & +25% gold +40% Trade Route Yield +17 commerce from resources and further (Un)healthiness & Happiness form resources
Financial Nexus: +65% gold +15% Trade Route Yield +2 unhappy (+4 for investment bank)
Casino: +5 gold +10% gold -15% hammers +1 unhappy
Metropolitan Administration: +3 free Specialists +75% Maintenance, unlocks 3rd economy ring
Jewelery: (requires resource in vicinity) +6 gold +15% Trade Route Yield +2 happy
Furier: (requires resource in vicinity) +4 gold +5% Trade Route Yield +1 happy
Bazaar => Shopping District => Hypermarket
Moneylender => Bank => Investment Bank (former Skyskraper) => Financial Nexus or World Bank or Central Bank
Gambling Hall => Casino
Village Hall => Town Hall => City Council => Metropolitan Administration / Capital Administration
Hypermarket: +25% War Weariness +3 health +12 & +25% gold +40% Trade Route Yield +17 commerce from resources and further (Un)healthiness & Happiness form resources
Financial Nexus: +65% gold +15% Trade Route Yield +2 unhappy (+4 for investment bank)
Casino: +5 gold +10% gold -15% hammers +1 unhappy
Metropolitan Administration: +3 free Specialists +75% Maintenance, unlocks 3rd economy ring
Jewelery: (requires resource in vicinity) +6 gold +15% Trade Route Yield +2 happy
Furier: (requires resource in vicinity) +4 gold +5% Trade Route Yield +1 happy
Spoiler :
Sanctuary => Temples => Cathedrals => Religion specific Wonders
average Cathedral: +4 happy from StateReligion +1 happy +2, +50% culture +5 selectable priest specialists +4% gold form incense, spreads StateReligion, +15% maintenance
note that the cathedrals for different religions slightly vary in their stats.
the religions specific wonders keep their stats + cathedral stats as they replace them.
average Cathedral: +4 happy from StateReligion +1 happy +2, +50% culture +5 selectable priest specialists +4% gold form incense, spreads StateReligion, +15% maintenance
note that the cathedrals for different religions slightly vary in their stats.
the religions specific wonders keep their stats + cathedral stats as they replace them.
Spoiler :
Bakery => Cannery
Farmscraper I => Farmscraper II => Farmscraper III (very creative buildings idea btw)
Cannery +7 food and +1 commerce per each food resource
Farmscraper III +18 food.
Farmscraper I => Farmscraper II => Farmscraper III (very creative buildings idea btw)
Cannery +7 food and +1 commerce per each food resource
Farmscraper III +18 food.
Spoiler :
so far the package contains following great/national wonders:
Stonehenge / Moon Observatory - additional science
Great Pyramids / Pyramid - free river regulation+global health / +1 on river tiles in city
Oracle of Apollon / Oracle - free tech / additional espionage
Oxford University / National University - great person bonus / no maintenance cost (replaces university)
additionally some Wonders can be build with a great person only:
Platos Academy, Sun Tsus Art of War, Newtons Collage
more wonders will come later...
Stonehenge / Moon Observatory - additional science
Great Pyramids / Pyramid - free river regulation+global health / +1 on river tiles in city
Oracle of Apollon / Oracle - free tech / additional espionage
Oxford University / National University - great person bonus / no maintenance cost (replaces university)
additionally some Wonders can be build with a great person only:
Platos Academy, Sun Tsus Art of War, Newtons Collage
more wonders will come later...
Spoiler :
so far only the science mod is available:
Science Extension:
adds different departments (math, physics, archeology, ...) to universities as new buildings (which require the university) and extend the universities research capacities but also its costs.
the mod also contains a cartography office which gives additional experience to recon units.
further info on the original mod you can find here.
Science Extension:
adds different departments (math, physics, archeology, ...) to universities as new buildings (which require the university) and extend the universities research capacities but also its costs.
the mod also contains a cartography office which gives additional experience to recon units.
further info on the original mod you can find here.
coming up next / current ideas:
further changes i consider can be found in this post
later i plan to actualize all the game texts on the buildings at least for the english language (there are some pedia entries missing) and find some nicer graphics for several buildings. however the alternative civics modification comes first.
also i'll try to incorporate parts of the HAND mods as extensions. however this might take a while.
feel free to comment on my ideas. constructive critique is also welcome.
some of the reasoning on the concept:
Spoiler :
as for all the building changes... i guess big changes come with big discussions. i understand that many people got used to the default game RoM buildings and theirs stats and thus dislike to learn the new building changes. however, if you summed up all the old RoM buildings boni the total bonus for production, commerce, science, gold and trade routes was quite excessive (e.g. over +400% modifier for production in future era; if you applied them on the already high tile yields, static boni and finally 3 tile economy radius cities you got just too much of all). that is why i needed to make big changes to get them sum of all more balanced.
for those to which many changes seem arbitrary:
well, when i went through the original buildings i got the impression that most stats were chosen arbitrarily there. e.g. for the banks the original +50% gold seemes more arbitrarily to me then the +30% it is now. i originally considering a value between 30 and 40% and decided for the lower bound due to that several buildings give now a static gold bonus instead of a commerce bonus. however this value is still a beta test and it might rise or fall a bit when it is more tested.
Banks and their unhappiness:
and a reasoning for the banks unhappiness: independently of how banks may improve the economy you can expect that there will be a few people that will be dissatisfied and unhappy. e.g. those debtors that can't pay back the loan and their property is impounded or people who really need a credit but don't get one. there might also be some unhappiness because of high interest rates if there aren't many competing banks. at the other hand people who were able to pay back their credits won't be over-joyful but rather content as they paid for the service with the interests after all. however i do not state that the majority of your population will be unhappy about banks, but surely there will be those few that are. and compared to the >20 happy one normally has in a well developed city in the game the unhappiness penalty appears rather insignificant (like the minority of people discontent about banks...).
on the city council/town halls:
this one addition made a special building class to represent the civilizations step of settling down in permanent escapements which soon developed into first towns. the reorganization of society in such town allowed people to specialize and become first craftsman as they could count on others for food acquisition. so my idea is the following line:
Village Hall => Town Hall => City Council => Metropolitan Administration.
all the buildings only grant free specialists (so not peasants that work the tiles). if Afforess introduces this possibility they will have a city size prerequisite. i also plan to add another more advanced line of such buildings (which will need a certain amount of city administrations before they can be build - like cathedrals need temples) that unlock the 3rd economy radius for cities (3rd ring of workable tiles) and represent the growth of a city into a metropolis.
about science and education buildings:
the reasoning behind the education chain is following: the later greek gymnasion taught writing among others so it's obviously should replace the scribes school. here some quite from wiki: "Most parents, even the poor, sent their sons to schools for at least a few years, and if they could afford it from around the age of seven until fourteen, learning gymnastics (including athletics, sport and wrestling), music (including poetry, drama and history) and literacy". similar monasteries were the only possibility in the middle ages to get some education (for the poorer people) which of course included reading & writing. in the later ages after the medieval education became independent of religion. " [...] monasteries became universities after the first millennium [...]".
the concept is that if a city builds either a academy or a gymnasium the costs for a monastery rise drastically. if you build the monastery you won't be able to build an academy or gymnasium anymore and each further monastery will need quite some time to be finished. thus it's very hard to build up a classic/medieval city that produces excess of commerce.
as for stats for the buildings i will balance them following way: research is expensive. however from my experience from the university i know that many experiments do not only cost money but also require huge amounts of construction. thus i decided to trade a science for production. for the final buildings this means:
note that the buildings form the research line (university) and education (public school) will be the only buildings that give a modifier to these yields. also note that commerce is more general then science. usually one commerce is converted to more then one science because of modifiers. however it can also be used gold or culture.
also note that although a -40% production seems harsh it stands against a maximum of +115% production for military production and +150% production from civilian construction which means that you still will have a huge positive production modifier unless you'd place an university into a city without any production facilities. also there is quite a static production bonus that comes form buildings so even a city specialized in research will still have a high productivity. in contrast to this the +50% science modifier from universities should be the only modifier for science thus the gain is quite enormous especially if combined with a commerce modifier from schools (calculation: 1.5*1.4=2.1 so it's effectively +110% science at max science spending!!).
for those to which many changes seem arbitrary:
well, when i went through the original buildings i got the impression that most stats were chosen arbitrarily there. e.g. for the banks the original +50% gold seemes more arbitrarily to me then the +30% it is now. i originally considering a value between 30 and 40% and decided for the lower bound due to that several buildings give now a static gold bonus instead of a commerce bonus. however this value is still a beta test and it might rise or fall a bit when it is more tested.
Banks and their unhappiness:
and a reasoning for the banks unhappiness: independently of how banks may improve the economy you can expect that there will be a few people that will be dissatisfied and unhappy. e.g. those debtors that can't pay back the loan and their property is impounded or people who really need a credit but don't get one. there might also be some unhappiness because of high interest rates if there aren't many competing banks. at the other hand people who were able to pay back their credits won't be over-joyful but rather content as they paid for the service with the interests after all. however i do not state that the majority of your population will be unhappy about banks, but surely there will be those few that are. and compared to the >20 happy one normally has in a well developed city in the game the unhappiness penalty appears rather insignificant (like the minority of people discontent about banks...).
on the city council/town halls:
this one addition made a special building class to represent the civilizations step of settling down in permanent escapements which soon developed into first towns. the reorganization of society in such town allowed people to specialize and become first craftsman as they could count on others for food acquisition. so my idea is the following line:
Village Hall => Town Hall => City Council => Metropolitan Administration.
all the buildings only grant free specialists (so not peasants that work the tiles). if Afforess introduces this possibility they will have a city size prerequisite. i also plan to add another more advanced line of such buildings (which will need a certain amount of city administrations before they can be build - like cathedrals need temples) that unlock the 3rd economy radius for cities (3rd ring of workable tiles) and represent the growth of a city into a metropolis.
about science and education buildings:
the reasoning behind the education chain is following: the later greek gymnasion taught writing among others so it's obviously should replace the scribes school. here some quite from wiki: "Most parents, even the poor, sent their sons to schools for at least a few years, and if they could afford it from around the age of seven until fourteen, learning gymnastics (including athletics, sport and wrestling), music (including poetry, drama and history) and literacy". similar monasteries were the only possibility in the middle ages to get some education (for the poorer people) which of course included reading & writing. in the later ages after the medieval education became independent of religion. " [...] monasteries became universities after the first millennium [...]".
the concept is that if a city builds either a academy or a gymnasium the costs for a monastery rise drastically. if you build the monastery you won't be able to build an academy or gymnasium anymore and each further monastery will need quite some time to be finished. thus it's very hard to build up a classic/medieval city that produces excess of commerce.
as for stats for the buildings i will balance them following way: research is expensive. however from my experience from the university i know that many experiments do not only cost money but also require huge amounts of construction. thus i decided to trade a science for production. for the final buildings this means:
note that the buildings form the research line (university) and education (public school) will be the only buildings that give a modifier to these yields. also note that commerce is more general then science. usually one commerce is converted to more then one science because of modifiers. however it can also be used gold or culture.
also note that although a -40% production seems harsh it stands against a maximum of +115% production for military production and +150% production from civilian construction which means that you still will have a huge positive production modifier unless you'd place an university into a city without any production facilities. also there is quite a static production bonus that comes form buildings so even a city specialized in research will still have a high productivity. in contrast to this the +50% science modifier from universities should be the only modifier for science thus the gain is quite enormous especially if combined with a commerce modifier from schools (calculation: 1.5*1.4=2.1 so it's effectively +110% science at max science spending!!).
Credits:
Afforess for the AND mod and his SDK changes for some building tags
Hydromacerx and GeneralStaff for some of their Buildings i re-used in my Mod.
among others os97, dudeSDCA, szemek and climat for testing and constructive feedback
zarappa and all those who had their part in the RoM mod which is the basis of my modification.
if anyone else thinks i've forgot to credit him here, pm me.
Attachments
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BuildingUpgradeChains 1.06.2010.rar99.4 KB · Views: 142
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BuildingUpgradeChains 20.06.2010.rar847.1 KB · Views: 171
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BuildingUpgradeChains 28.07.2010.rar1.1 MB · Views: 240
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Hydros Extensions - 29.07.2010.rar59.1 KB · Views: 187