@DH:
Why do you wish to tie the Trading Post to Village Hall?
@Praetyre
First I wanted to say that since the last time you posted we can do a lot more in the way of code. However it would be good if we did not go overboard either.
I generally try and streamline as much as I can through combinatory resources (the aircraf units are probably the biggest example of this, but you can also find it throughout the Shop and Factory tied buildings. I've no plans to have multiple OR chains either, so rest assured that I won't be fiddling with the more experimental code, at least not yet.
Accelerator
I think the requirements are fine however there is not Computers resource yet or a factory to make computers yet. Perhaps Semiconductors can be a stand in until we have a computer resource.
That's fair enough.
Acupuncturist's Shop
We can do that now. So approved.
Great, I'll get right on it.
Adventure Tours Franchise
I don't deal with corporation buildings so if you want to chnage it then go into the SVN and change the core building. Seems fine. Note I still need to add Offices.
We have Modern Offices already; shouldn't take me too long to fill em in.
Aerospace Complex
Same problem with the computers not being a resource yet. And are nanotubes common yet when the aerospace complex is enabled?
Well, I left it in as a resource because it was in the original requirements; I'm open to removing it if desired.
AI Surveillance
Sounds reasonable.
Will do.
Airport
We don't hve either of those resouces yet except for concrete. I am not sure about this.
Perhaps we should cross this bridge when we come to the units discussion and leave military buildings alone for now.
Alpaca Farm
I disagree with this one. I do not think it needs lumber at all.
Could you elaborate a bit on this one? I'm quite interested in the whole "pit farming" idea somebody (I think it was DH) mentioned that might streamline out resource requirements for this.
Aluminum Co. Research and Development
(See Adventure Tours Franchise)
Gotcha.
Andean Monastery
Any religious buildings are under DH's control. You will have to ask him.
Andean Temple
(See DH)
Will do.
Android Factory
I disagree about the Shopping District. Its not an android store, its a factory. We could make an android store though.
I wasn't suggesting that it require Shopping District, just Factory. I was using Shopping District as an analogy to buildings that require preexisting infrastructure to streamline resource requirements and promote the commonality of structures that should realistically be commonplace.
Animal Hide Tents
Wood resources comes too late. Maybe a Stick Gatherer building instead.
I did consider this one. Sounds like a fair compromise to me.
Animal Snare Traps
Rope comes too late. By the time you can get rope it will be nearly obsolete.
Alright then, we'll leave this one alone, though I wouldn't mind seeing some role for plant fibres in my plan and C2C in general.
Anti-Matter Battery
Rifels have been simplified into just Firearms. I do not think an anti-matter batter would even use firearms anymore and would have their own built in turrets.
My weapons resources cover only the broad type of weaponry, not the calibre, so the guns require themselves, so to speak. I like most of the firearms revision I'm seeing so far; my only issue is that I believe Modern+ firearms, like modern aircraft, are radically different from their predecessors in their mechanical complexity, and so should require Parts while accounting for alternate construction materials (plastic or wood) in the form of Chemicals OR Lumber.
Anti-Missile Battery
Likewise these would be built into the structure you are building.
Alright.
Apartments
I am not sure if we need to go so detailed with the materals of a building in this case.
It's consistent, in my view, with the degree of detail given to prior structures; I'm willing to negotiate on the furniture side of things, though, as that whole resource is an assumption based off the furniture factory and other such buildings.
Apothecary Shop
I agree however its under DH's control.
Alright, I await his input.
Aquarium
I suppose that makes sense.
Cool.
Aqueduct
Already this way.
Currently it requires Cement, not Concrete. See the New Buildings section of my plan for details on expanding that process a little, such as allowing for Chemicals OR Sand OR Stone as reactive agents and requiring fresh water.
Archery Range
Not sure about the tech chnage. Or the building requirement. Fletcher's Hut basically represents the archery equipment. If it made a resource then maybe the resource rather than the building.
I prefer resources to buildings as they tend to make things more dynamic; you can have one big production city pumping out arrows and another city training them up. No need to have all the weapons factories next to the barracks, after all.
Arcology
Wait computers AND semiconductors? This seems redundant.
Semiconductors are an advanced form of computer component, not a system unto themselves. Computers have uses independent of the Transhuman era where semiconductors exist, and so are a seperate resource under my plan.
You know, I just love it when you reference CivCity and old Maxis games. It makes me feel alive again... err, anyway, I'm reminded of the wooden amphitheatres from CivCity Rome, and wonder if they and many fictional "pit fights" might put this in the no requirement or Bricks OR Lumber category.
Art Gallery
I am not sure if we need building materials here.
Probably should have it under Modern Offices OR Shopping District; the galleries that are buildings in their own right tend to be wonder-level.
Artist Guild
I am changing to "Artist Colony" when I add the new Guilds system (so not to have 2 Artist Guilds). Not sure about the bricks part.
See Art Gallery. Even hipsters congregate in buildings us plebs use.
Astrology School
What about scrolls? As for the bricks I don't know.
Good point, I'll add them in the final version as a third OR. I'm willing to put this under Trading Post too; now I'm reminded of an essay on a fantastic city building project site whose name now escapes me talking about the repurposing of civic buildings.
Automobile Factory
I am not 100% sure if the Parts are available before or after Motorized Transportation. This could lead to a problem of parts not invented yet.
Parts come with Advanced Metallurgy, which is concurrent with Motorized Transportation in the tree.
---------------
*Phew*
Ok before we move on to B even that was a bit much to swallow in one sitting. So I suggest you do a few things first ....
1. Make a list of all the new resources you propose. We can go over them and decided which go in and which don't. This should solve a lot of problems if the resources are already in.
Aircraft
Computers
Concrete
Furniture
Hi-Tech Armo(u)r
Lumber
Military Aircraft
Modern Aircraft
Modern Armo(u)r
Modern Military Aircraft
Rifles
2. Make a separate list of religious buildings for DH to review. Its his baby and he can do what he wants for religious buildings.
I'll get on it immediately.
3. Any corporation buildings you can do without me. I do not touch them. Just try to keep them consistent with the other buildings. In short those will be ones you edit.
I'll have em Officed out in no time.
Once all those are worked out we can continue on.
Sounds good to me. Hopefully we'll start getting quicker with implementation and review once we get the basics down through trial and error with the earlier buildings.