Auto-Build, Luxury Resources, and Quality of Life

Is it even possible for a building to boost yields on plots? What happens when the plots are in the vicinity of two or three cities - do they get the boost from every city?

I was more thinking of using the Expression system to add yields to the city based on the number of something in city vicinity (which I think we can do).
 
Is it even possible for a building to boost yields on plots? What happens when the plots are in the vicinity of two or three cities - do they get the boost from every city?

Should be doable. There already is an effect that does this for traits and buildings by domain so now its just a matter of doing it for buildings on a local level for bonuses, terrains, features and builds.

Actually shouldn't be too hard.

Doing it the other way ls612 suggested is doable sure but then it doesn't require the plot to be worked to get the benefit which is what I'm thinking would make it more interesting.

As for overlaps, it might even be better if it DID work to compile the two - might make it worth more to crowd your cities which would be a very interesting counterbalance to the larger city radius we have over vanilla.
 
As for overlaps, it might even be better if it DID work to compile the two - might make it worth more to crowd your cities which would be a very interesting counterbalance to the larger city radius we have over vanilla.

But only one city can work the plot so it would get the benefit from the other city building the building. That other city may be you neighbour's city not yours.:p
 
Well... how does it work with the garbage docks taking away food from water tiles? Does it take from a city that happens to have tiles its working overlapping the vicinity of the city that built the Garbage Docks?

I'd follow the same rules there when setting up such tags.
 
Well... how does it work with the garbage docks taking away food from water tiles? Does it take from a city that happens to have tiles its working overlapping the vicinity of the city that built the Garbage Docks?

I'd follow the same rules there when setting up such tags.

That is terrain not feature, improvement or resource.
 
nope... its domain. I can convert the same method to features, improvements and resources ;)

I still ask why reinvent the wheel here? Just use the Expression System, this is what it was designed for anyways, to avoid the necessity of making multiple new tags like this.
 
I'd love to. Is it possible to apply the Expression System in this manner? How would it work? I still don't think I have a full appreciation of what it can do yet.
 
Tbrd suggestion will show a change on the plots ls suggestion will change the city yields but not plots. It just depends if you want visual feedback or not.
 
The visual feedback sure is nice when you're choosing which plots to work!

You might want to talk with AIAndy about merging the Expression System into the simple Yields and Commerces for tiles. Then you could have on a bonus an Expression saying for which buildings the bonus gets more yields, or you could have buildings give more commerce for specific tiles (or anything else covered by the Expression System).
 
I would want to put the effect under the building info since the building generates the effect.

But a generic building tag that allows the xml programmer to give more or less of a given yield (or set of yield adjustments) on plots in the city working radius that qualify according to domain, bonus, terrain, feature, or improvement ON those plots would be pretty cool.

But to be honest, I can't imagine that I would be able to understand how to set up one of his tags. A bool, as he explained how to go about that pretty point blank... maybe. But a tag like THIS??? Mind boggling! At the moment I'm having a hard enough time getting things to go smoothly where I KNOW I should know what I'm doing.
 
having city-built farms or lumbermills affect tile yields seems even more backwards than the current system, the tiles should already have been improved by the workers.
 
having city-built farms or lumbermills affect tile yields seems even more backwards than the current system, the tiles should already have been improved by the workers.

I'd totally get this comment but I think you missed the origin of concept post. The idea is that the city may build only one of a number of these, giving the player a strategic decision in what way they want to improve their local improvements. Of course, they would require that the city HAS such an improvement already in the city vicinity as well.

Let's take the farm, for example. A city without any planted resources in its vicinity may have the options:
Hay Farms: -1 Food an all Local Farms, Free Support for X# of Units; Requires a Stables,
Hemp Farms: +1 Production on all Local Farms; Requires state access to Hemp, Gives a Hemp Resource.
Cotton Farms: +1 Gold on all Local Farms: Requires state access to Cotton, Gives a Cotton Resource.
Corn, Wheat, Rice, Barley (is this still a resource?) etc... +1 Food on all Farms, Requires state access to denoted Grain resource, Gives an extra such resource.
Then you'd have unique ones:
Pepper Farm: +1 Gold on all Local Farms: Requires either already having access to Pepper, OR the same mix of local access resources as the building that we already have in the game currently that generates Pepper: Adds the Pepper resource.

And this list could go on. This is ONLY thinking in terms of Farms and only scratching the surface of what could be possible. Many of our current buildings already match up with improvements (You have a (Resource X) Mine available to build as a building in the city if Resource X is available in the city vicinity.) If we simply make a set of options and limit every city to only selecting one, we deepen our already amazing Manufactured Resource methods, and give a lot more strategy and a few less builds to pick overall.

As for being stuck with your choice as new options may emerge, a building can always be sold to pave the way for another and events could cause one to be swapped out for another if there's a far superior one available that the player may not have realized as it wasn't when they made their choice initially. (ex: Local Farmers have determined this soil is amazingly fertile ground for Peppers and in recognition of our need to increase our Pepper supply, they've begun to use Pepper Farms rather than Wheat Farms.)
 
I am curious, under the system of having most of the buildings auto-build what are we left to do with our cities. In the current hotseat game I am playing I have already built all the buildings in my capital, excluding about 6 that I won't build. Financially I am unable to plant more cities or build more troops, so my city sits and builds wealth or science. And in less than 10 rounds my 2nd city will be the same way.

So could I expect this to be even worse with buildings being auto built?
 
This new idea is based on the Quality of Life that your citizens enjoy in your civ. This is based on simple things like how much they have to eat and drink, as well as more abstract things like how much stuff they have. So what I propose to do is have Quality of Life be an invisible (AIAndy said that would be easy to make possible) property that is calculated through complex rules linked to luxury buildings and resources, farms and mines, food surpluses/deficits, and other game factors. I then would suggest that all Luxury resource buildings require certain map resources, and be made to Auto-Build. This would greatly change the game dynamic in what I feel would be a positive manner.
[...]

I like this. :goodjob:

Both the FreeStartEra and FreeNewCity may be better. The last in particular since it builds the buildings in new cities only after the tech has been discovered.

That seems like a lame way of doing it if it is applied to many buildings.
 
I am curious, under the system of having most of the buildings auto-build what are we left to do with our cities. In the current hotseat game I am playing I have already built all the buildings in my capital, excluding about 6 that I won't build. Financially I am unable to plant more cities or build more troops, so my city sits and builds wealth or science. And in less than 10 rounds my 2nd city will be the same way.

That's strange. Fully developed (build every interesting building as you say) empire should be able to upkeep itself economically, and allow for expansion or war. Are you perhaps running on 100 % science?
 
I am curious, under the system of having most of the buildings auto-build what are we left to do with our cities. In the current hotseat game I am playing I have already built all the buildings in my capital, excluding about 6 that I won't build. Financially I am unable to plant more cities or build more troops, so my city sits and builds wealth or science. And in less than 10 rounds my 2nd city will be the same way.

So could I expect this to be even worse with buildings being auto built?

What sort of gamespeed and options are you using? Because this doesn't line up with my current game, where even my most developed cities are still racing to keep up with buildings as I discover them. I would however probably increase the building cost modifiers in the gamespeeds if we went this direction to compensate.
 
Autobuilds reduce options.

JosEPh
 
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