A Not So Modest Proposal Regarding Buildings, Resources and Units

I've learned the hard way about trying to continue a game after "changes" are made. Even seemingly simple ones like this can have a major effect.

Oh well, my Island had a ton of rabbits but not much else. The only mounted units I could get were bear and deer. And I researched and founded Tengrii 1st too. :p

JosEPh

Edit: Okay I've just diScovered I Have to Have Barter Or Trade Post to build Rope maker and Shipwright and Sail maker! That's just Plain Wrong! I'm now Forced to build yet another +5 Crime bldg to get Galleys. :mad:

I'm now gonna start lobbying for Crime to be an Option. Or the crime per Pop and City Tile needs cut in half! As does the Crime most bldgs give. :P
 
This means that after a certain tech the Barter or trading Post should be free in new cities. This should be the case for any of these choke point buildings. My current game is unplayable if I can't build those first two buildings in new cities. Similarly appropriate housing should be free to new cities at some point. have I said how much I hate SimCity, I much prefer the City Builder series (Pharaoh, Caesar and Zeus and Children of the Nile) although the latter lost the plot as far as history is concerned.
 
It's not just you DH.
Can't get War Dogs after you build Barracks and War dog building. Fletcher's Hut has disappeared too. I had Rope builder after getting Sailing tech and was getting set up for Shipwrights and Sail Maker for getting galleys. Now Shipwright, and Sail maker has disappeared too. So @1020 BC I'm still just building Canoes. Not good for a water dominate map where sailing techs and upgrade to boats are essential.

There are more but this is all I hurriedly wrote down.

This current game is rapidly become a fubared mess.

JosEPh

The Dogs of War building was not changed. I am not sure what the problem is. As for the Shipwright and Sail Maker you need Storage Pit OR Barter Post OR Trading Post.

This means that after a certain tech the Barter or trading Post should be free in new cities. This should be the case for any of these choke point buildings. My current game is unplayable if I can't build those first two buildings in new cities. Similarly appropriate housing should be free to new cities at some point. have I said how much I hate SimCity, I much prefer the City Builder series (Pharaoh, Caesar and Zeus and Children of the Nile) although the latter lost the plot as far as history is concerned.

You should be able to build a Barter Post or Trading Post when you build a new city since they have no city size requirements.
 
@Praetyre

1. Tweaked Slaughterhouse, Stoneworker's Hut, Stone Tool Maker, Intelligence Agency, Sheriff's Office, Surveyor's Office, Telephone Network, Wig Shop, Mattress Store, Gunsmith, Tailor Shop, Furniture Workshop, Paper Maker and Bead Maker.

2. I think these are in the core so you will have to tweak them; Customs Office, Social Services, Tax Office and Welfare Office.
 
Done and done.

I think having settler units give a set of base buildings could be a good idea, though balancing and resource placement would have to come into it too; my current setup forces desert civilizations to rely on nomadry and animal skins, while more temperate climes get the choice of brick and mortar or lumber. There's a reason the Egyptians lived in mud huts, after all.
 
We have something similar going on with the Colonist and Pioneer units (they are supposed to found cities with certain buildings already constructed). Maybe we need something between the Settler and the Colonist? The Colonist doesn't show up until Navigation.
 
Oh, by the way: Does the Aircraft Factory only provide 1 Aircraft resource? I'll modify Willow Run so it produces at least 3. It is a giant aircraft factory, after all.
 
You should be able to build a Barter Post or Trading Post when you build a new city since they have no city size requirements.

But not when I build the city. On snail the early merchant will build the Rope maker or the Clay Pit in one turn, the trade caravan will build the bone carver or charcol burner in one turn. Therefore when I prepare to settle a city the settler goes out with one early merchant, one trade caravan, 4 story tellers (to get second ring of plots), a defensive unit, and one missionary for each religion. I thn settle the city and quick build the rope and charcol buildings with the wood cutter as the first building in the queue giving my new city a quick production boost so I can ignore it until it reaches size 6.

Done and done.

I think having settler units give a set of base buildings could be a good idea, though balancing and resource placement would have to come into it too; my current setup forces desert civilizations to rely on nomadry and animal skins, while more temperate climes get the choice of brick and mortar or lumber. There's a reason the Egyptians lived in mud huts, after all.

We have something similar going on with the Colonist and Pioneer units (they are supposed to found cities with certain buildings already constructed). Maybe we need something between the Settler and the Colonist? The Colonist doesn't show up until Navigation.

We should remove the buildings from the units and just leave them with the extra population and make the whole free buildings scale with technology.

We already have a tag, NewCityFree, for this it gives your new city the building if you have the tech and access to the appropriate resources and terrain features.

So we could make Trading Posts free with Currency for example. If the new city is not connected to the trade network it would not get the building since the city would not have access to bricks or wood.
 
@Dancing Hoskuld

Well one good thing I see coming out of all this is that it should be relatively easy to limit buildings for space colonies without having to mark every building "earth" or something. If they are depending upon key buildings and/or city vicinity then all we need to do is set the limitations to a few buildings rather than all of them. Thus if say a space colony can support a Shopping District for instance than everything that depends upon it would not need to have limitations written for them.
 
The Dogs of War building was not changed. I am not sure what the problem is. As for the Shipwright and Sail Maker you need Storage Pit OR Barter Post OR Trading Post.



You should be able to build a Barter Post or Trading Post when you build a new city since they have no city size requirements.

1. I had storage pits. But it wasn't until I built a T or B post that I got my buildings back, even the War Dog. Fletchers Hut never has come back. Is it now Obsolete at Barracks?

2. Why do I "have to build" a T or B Post in every new city? Which Immediately causes me to have to counter the +5 Crime. :sad: And in a new city I generally can not afford to spend the 5-10 turns to build a B or T Post in it's early development especially border and frontier cities.

JosEPh
 
@JosEPh_II

1. The stats for the Fletcher ...

Fletcher
Req Tech: Shelter Building AND Archery
Req Buildings: Storage Pit OR Barter Post OR Trading Post
Req Resources: Wood AND (Bone OR Stone OR Obsidian OR Copper OR Iron)
Obsolete Tech: Rifling

2. I have been actually think about reducing the cost of them now that they are required. As for why, as I understand it Praetyre wanted to make them a "commerce center" for the story reason and for the game mechanics reason to reduce having extensive building requirements on every building. In other words if you can have building A with x, y, z then if building B and C require buildings A then they also will requires x, y, z without having to code for it. But Praetyre could probably explain it better than me.
 
Alright, marked em down.

I'm willing to hold off on a fuller debate on the shipwright until we get to the units, but what was wrong with Stable? Do you see it as more of a symbolic than an actual building? Since that's what I figured the trainer/stable distinction was; trainers representing the domestication of these animals in the abstract and stables the actual physical infrastructure (placed in the appropriate infrastructure, of course, hence the trading post) for these animals and their riders to rest and train in. It also shows that the earliest applications of these creatures were as beasts of burden for Chacolithic trade, not the later Bronze Age usage of them in warfare.

Anyway;
Ball Court: Requires Bricks AND Rubber. Bricks are for the court itself, Rubber is what the balls are made of.
Barbwire Fence: Requires Steel. Don't think I need to explain this one, unless some folks have suggestions for alternative materials.
Barracks: Requires Bricks AND Furniture. I'm willing to drop the Bricks requirement for an implicit lumber with Furniture, but you are going to need some place for the men to sleep, after all.
Basketball Court: Requires Lumber AND Nets AND Rubber AND Steel. Like a more modern ball court, the lumber's for the court itself, the rubber for the balls and steel and nets is the hoop. Alternate materials are, as always, welcome; concrete as an OR material, for example.
Basketweaver's Hut: Requires Storage Pit OR Barter Post OR Trading Post. One of the Prehistoric buildings.
Bath House: Requires Bricks OR Concrete OR Marble OR Stone. A similar edit to that done to the Aqueduct, as cement is a seperate resource under my plan.
Battlebot Arena: Requires Bricks AND Computers AND Glassware AND Parts. Bricks are for the physical structure (willing to have it as an OR require with Concrete, but lumber is probably too dangerous), glassware is all but mandatory for such a dangerous event to keep the bots away from the spectators, and the computers and parts go for the bots themselves, as any prospective robot resources would likely come too late for usage in this building's requirements.
Bioenhancement Center: Requires Computers AND Glassware AND Bricks OR Concrete. The first is the enhancements themselves, the last three are just requisite modern building materials. Willing to having this one under an unusual Garrison OR Laboratory OR Offices OR Shopping District requirement if preferred.
Boatyard: Requires Lumber. Don't need much else for the kind of Egyptian barges this building's pumping out, and even using plant fibres you need solid lumber for the dock itself. Willing to OR to Prime Timber.
Bomb Shelters: Requires Concrete.
Bombard Tower: Requires Cannon.
Boneworker's Hut: Requires Storage Pit OR Barter Post OR Trading Post.
Booby Traps: Requires Ammunition AND Parts and doesn't go obsolete. They're still in usage today, after all, and the basic concept is easily scalable to galactic-level warfare. Decided to drop the Factory requirement as African guerillas seem to make them quite easily without an industrial base.
Boondocks: Requires Furniture AND Concrete OR Lumber OR Steel. Just the various types of things you can build shacks out of, really. I'm thinking of the neighbourhood in the Goonies mixed with the sort of places Cletus and Willie from the Simpsons live in.
Bowling Alley: Requires Chemicals AND Furniture AND Glassware AND Lumber. Chemicals, for future reference, usually refers to plastics in my plan, and I don't really see a need for a seperate plastics resource. Furniture is for the seating and some of the equipment, glassware is standard issue for Modern and lumber is for the lanes themselves, though I'm willing to take Steel as an OR.
Brahmin Library: Requires School of Scribes. This one is per suggestion from DH, so thanks to him from this front.
Brick Mason: Requires Common Clay OR Fine Clay OR Limestone OR Obsidian OR Stone. This is going to be an extremely important building, so I might as well cover all the bases (no pun intended).
Broadcast Tower: Requires Steel AND Copper Wires OR Fiber Optic Cables.
Bronzesmith: Gives Bronze Equipment. Part of my units plan; willing to hold this one till later.
Bunker: Requires Concrete.
Bus Station: Requires Automobiles AND Biofuels OR Oil Products.
 
Ball Court: Requires Bricks AND Rubber. Bricks are for the court itself, Rubber is what the balls are made of.

The first thing that springs to mind here is that the Ball Court already is a UB for the Mayan Culture. If getting said culture and still being unable to build ones UB is a bit over the top in my opinion.

The second thing is that Bricks probably should be replaced by Stone, or be an OR with Stone. Mayan architecture was done by well fitted carved stones and not bricks.

The third thing is that Rubber does not come until Invention so even though Mayan ball Games used rubber balls the timing of when Rubber arrives and when the Ball Courts existed is way off. Either Rubber needs to come a lot earlier or be removed as prerequisite for the Ball Court.

In my opinion, Cheers
 
The Street Cleaner seems a bit out of place in terms of its cost: it takes 2-3 times the time to build than nearly anything else once it becomes available, and stays very expensive for a good while. It really stands out.

I suggest that either its build time requirements are lowered to match the other buildings of the era or that it's moved up the tech tree.
 
To some extent, I stand corrected. However, one unmentioned aspect that I observed on a documentary on the subject was that once the leader of the losing team was decapitated, they would play the game with the head rather than the ball afterwards. I had believed this was 'the ball' for the next game but apparently not according to that reference.

Perhaps rubber needs to be made visible and specially accessible to the Mayans somehow? At least for this specific purpose as it seems it was all it was utilized for at the time.
 
Perhaps rubber needs to be made visible and specially accessible to the Mayans somehow? At least for this specific purpose as it seems it was all it was utilized for at the time.

Rubber, as well asa weather proofing for material, for them was used to paint on thelegs/feet so that the hydroponic work they did not produce water borne disease effect that other hydroponic civilizations had to suffer from, this was not a small advantage.
 
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