@Thunderbrd
How is this?
Public Utilities (-
%)
- Biofuel Power Plant
- Biomass Power Plant
- Bus Station
- Cistern
- Desalination Plant
- Fire Brigade
- Fire Dock
- Fire Hangar
- Fire Hydrants
- Fire Station
- Garbage Collection Agency
- Geothermal Power Plant
- Graveyard
- High Tech Coal Power Plant
- Methane Power Plant
- Microwave Power Plant
- Natural Gas Powerplant
- Paved Roads
- Personal Rapid Train
- Power Lines
- Public Transportation
- Recycling Center
- Reservoir
- Sewer System
- Solar Mirror Array
- Solar Photovoltaic Power Plant
- Solar Photovoltaic Roofs
- Solar Power Satellite
- Super Coal Power Plant
- Telephone Network
- Tidal Farm
- Town Well
- Waste Incinerator Power Plant
- Water Pipes
- Water Pumping Station
- Water Tower
- Water Treatment Plant
- Wave Farm
- Wind Farm
- Wind Water Pump
- Retirement Home
- Farm Supply
- Greenhouse
- Townclock
- Weather Station
Any public school building should probably be included in this category, in short, anything that requires some staffing or consistent work to upkeep that builds in demand as the city grows...
Leisure (+ Maintenance % penalty)
- Aquarium
- Arena
- Ballroom
- Battlebot Arena
- Cruise Ship Port
- Drama School
- Fairgrounds
- Ice Rink
- Major League Stadium
- Minor League Stadium
- Music School
- Petting Zoo
- Public Pool
- Recreation Center
- Ski Resort
- Speedway
- Vacation Resort
- Water Raceway
- Zero G Sports Arena
- Zoo
- Theater
- Saloon
Probably more could apply here... I suggest adding anything that could feasibly increase the crime rate/societal slack to this list, such as even Bandit Camps and such.
Defense (-
)
- Airfield
- Booby Traps
- Castle
- Citadel
- City Gatehouse
- Fencing Academy
- Fighting Pit
- Gladiatorial School
- Jousting Tournament
- Landmines
- Mechanical Traps
- Pit Traps
- Robotic Traps
- Security Center
- Town Watch
I'd include barracks and their ilk in this category... would make you think twice about including them in EVERY city! And the current method of AI determinations would harmonize for them nicely I think.
Bureaucracy (-1/2
-1/2 Maintenance %
)(I would have beuraucratic buildings cost a % gold but reduce maintenance... see how that works! This would reflect the expanding need for staffing and upkeep but the effective reduction of crime/slack in society as they bring more order to the civilization.)
- City Council
- Guild Hall
- Metropolitan Administration
- Social Services
- Town Hall
- Village Hall
- Welfare Office
- Ranger Station
- State Park
- Police Station
- Insane Assylum
- Manor
- Servant's Quarter (I'd probably consider this more like a military building as its to staff government paid help that wouldn't grow far beyond the basic demand of the leader.)
- Throne Room
-Jail
-Maximum Security Prison
-Courthouse
-Chief's Hut
Possibly some of the espionage agency style buildings should be included here as well.
etc...
Should not have any maintenance as it is a private enterprise that wouldn't impact crime/slack.
- Florist
I don't know either...
- Hammam (Unsure... can't remember the purpose of the building too well...)
What do you think?
Ok, so I took liberties to adjust a bit and highlighted the suggested adustments (blue is a move from one category to another and green is a prev unmentioned building)
[quote="DH]Actually that is the bit of code I thought I fixed but what you pasted is not what my code I posted looks like. Anyway, don't worry, my fix did not work either. As far as I can tell what is happening is that somewhere we have forgotten to "provide" or "tell where" help text of some kind is for all the new improvements probably including Vincentz industry stuff. This means that someone needs to look at the C++ and try and figure out what is missing. Thunderbrd? The code is not handling a None type passed correctly. If we new where the CyInterface was looking for the help text that may help.[/quote]
I'll look into it... this is an area I'm really lost in but I'll take some time to try and sort it out. Sounds like a step was overlooked and if I can trace some of the steps taken by some of the portions that are working I might be able to figure out what was overlooked by the portions that aren't. But this might take a while to work out.
General notes on the mod so far:
1) My wife's 1 player game found that she couldn't place a city on a desert tile? Is this intentional? Tell that to a couple that lives in Vegas
2) A lot of strange little things going on... the 2 population starts for player 1 cities on a 2 player team game (it started giving 1 pop cities after a while making it even odder.)
3) Love how the Great Farmer works (I noticed in v8 but never mentioned it...) Unlike the previous animal placement, he definately seems to be unable to place where other hidden resources exist. He does take a heck of a long time to place though... about twice as long as I would suggest.
4) AI still lags after you hit classical era... we're rocketing ahead and leaving them in our dust. They tend to overbuild military which is probably something I need to look into myself.
5) Everybody is doing great work!
6) DH, we need to have a serious talk about the strength and capabilities given to various animals... Deer are 3 pts? cummon! And Penguins 2? Sheesh. I have a list of suggestions but I want to be able to include some new promotions first. That might conflict with your ideal for keeping the animals compatable with standard RoM however. So we'll discuss that at a later time.
7) Love the improved game balance, especially where military units are concerned, a nice harmony has settled in where the Thief/Rogue style units are considered. Looking forward to some of the proposed Recon unit chain adjustments and new units there.
8) The new crocs are great... static but they do look just right, rather intimidating in fact.
9) I'm sure there's more notes to come.