Thunderbrd
C2C War Dog
I've just completed the first portion of step 1 of a massive Building Re-Costing Project.
The goal of this project is to get our building costs to follow some rational rulesets to being established.
To do so, I'm taking the following steps, and I'm asking for help and feedback with steps beyond this first one.
Step 1
To generate the base costs of the buildings, I've established this chart, found also in the Modder's Documentation thread:
Column|Base Production Cost|+|Increments|Era Gateway
0|5|5|5 for 10|Prehistoric
1|10|5||
2|15|5||
3|20|5||
4|25|5||
5|30|5||
6|35|5||
7|40|5||
8|45|5||
9|50|5||
10|56|6|6 for 9|
11|62|6||
12|68|6||
13|74|6||
14|80|6||
15|86|6||
16|92|6||
17|98|6||
18|104|6||
19|111|7|7 for 8|Ancient
20|118|7||
21|125|7||
22|132|7||
23|139|7||
24|146|7||
25|153|7||
26|160|7||
27|168|8|8 for 7|
28|176|8||
29|184|8||
30|192|8||Classical
31|200|8||
32|208|8||
33|216|8||
34|225|9|9 for 6|
35|234|9||
36|243|9||
37|252|9||
38|261|9||
39|270|9||
40|280|10|10 for 5|
41|290|10||Medieval
42|300|10||
43|310|10||
44|320|10||
45|332|12|12 for 5|
46|344|12||
47|356|12||
48|368|12||
49|380|12||
50|395|15|15 for 5|Renaissance
51|410|15||
52|425|15||
53|440|15||
54|455|15||
55|475|20|20 for 5|
56|495|20||
57|515|20||
58|535|20||
59|555|20||
60|580|25|25 for 5|
61|605|25||Industrial
62|630|25||
63|655|25||
64|680|25||
65|710|30|30 for 5|
66|740|30||
67|770|30||
68|800|30||
69|830|30||
70|870|40|40 for 5|
71|910|40||Modern
72|950|40||
73|990|40||
74|1030|40||
75|1080|50|50 for 5|
76|1130|50||
77|1180|50||
78|1230|50||
79|1280|50||
80|1345|65|65 for 5|
81|1410|65||
82|1475|65||
83|1540|65||
84|1605|65||
85|1685|80|80 for 5|Information
86|1765|80||
87|1845|80||
88|1925|80||
89|2005|80||
90|2105|100|100 for 5|
91|2205|100||
92|2305|100||
93|2405|100||
94|2505|100||
95|2625|120|120 for 5|
96|2745|120||
97|2865|120||
98|2985|120||
99|3105|120||Nanotech
100|3245|140|140 for 5|
101|3385|140||
102|3525|140||
103|3665|140||
104|3805|140||
105|3975|170|170 for 5|
106|4145|170||
107|4315|170||
108|4485|170||
109|4655|170||
110|4855|200|200 for 5|Transhuman
111|5055|200||
112|5255|200||
113|5455|200||
114|5655|200||
115|5905|250|250 for 5|
116|6155|250||
117|6405|250||
118|6655|250||
119|6905|250||
120|7205|300|300 for 5|
121|7505|300||
122|7805|300||
123|8105|300||Galactic
124|8405|300||
125|8755|350|350 for 5|
126|9105|350||
127|9455|350||
128|9805|350||
129|10155|350||
130|10555|400|400 for 5|
131|10955|400||
132|11355|400||
133|11755|400||
134|12155|400||
135|12655|500|500 for 5|
136|13155|500||
137|13655|500||Cosmic
138|14155|500||
139|14655|500||
140|15255|600|600 for 5|
141|15855|600||
142|16455|600||
143|17055|600||
144|17655|600||
145|18355|700|700 for 5|
146|19055|700||
147|19755|700||
148|20455|700||Transcendent
149|21155|700||
150|21955|800|800 for 5|
151|22755|800||
152|23555|800||
153|24355|800||
154|25155|800||
155|26055|900|900 for 5|
156|26955|900||
157|27855|900||
158|28755|900||
159|29655|900||
160|30655|1000|1000|FutureNational Wonders are x4
Group Wonders are x6
World Wonders are x8
Team Projects are x12
As of this point, I've used this chart to establish, in the xml for all core NORMAL, non-wonder buildings, the cost of each building. There are still numerous modules and, of course, Wonders of all types.
Along the way, I have also established categories for each building. Each building currently only has one category right now but as I've gone, I can clearly see some buildings should qualify for more than one category. These categories are a first loose attempt at organizing these buildings. I'm still unsure as to whether or not they should be embedded in the xml for these buildings and played on for larger effects in the code. For now, it just helps to sort them by these categories, and possibly more for steps to come. See below.
I have 2 documents that are in place/coming together that can help with further steps and as I've gone here, I've been fleshing out both.
The first is the The C2C Buildings spreadsheet. This one arranges all buildings into a sortable, filterable standard spreadsheet. It has the benefit of connecting the <Type> tag with the <Description> tag (what you see in game) for the modder who gets frustrated with those two tags sometimes having a disconnect.
The second is an Excel spreadsheet I've been working on at home here, a Building Evaluation Document, which I've attached. This document has the benefit of displaying all buildings, by their primary category, and within a column devoted to their tech x grid, so that you can trace, by category, building progressions.
One upcoming step here is to audit the building categories but I'm not sure yet if on this document, I'm going to allow for a building to be listed in more than one category or if I'm going to get much more specific with categories. Still debating on this. The first document allows for buildings to have 2nd and 3rd and so on categories but I'm even finding that some buildings may need to progress from one category to the next as they upgrade and one of the purposes of categorizing was to track, specifically, upgrading building chains.
It's possible, too, that I might find that there are differing categories of categories themselves. For example, I might need to recast these building categories on another page of the document, for Cost adjustment categories, which these main 'profession' categories don't really cover very well. A building may be categorized by its size, complexity, and difficulty in construction, in other words, rather than by the groupings it has been handed into here. Differing categorizations for differing purposes.
Anyhow, the point is, these are coming together and they are extremely useful for gaining numerous insights and overviews. Again, this first categorical grouping is an initial effort to taxonomize the buildings we have and it's still a little flawed, showing some interesting splits and divisions, some of which evolved as the list was evaluated further during the process. So not only can it still use some auditing, I've gotta figure out how to clear up some fuzzy spots in the logic.
None of that is too game specific in effect, but when evaluating the progression of some tag values on buildings, these documents will become priceless tools for guaging balanced assignments of those values.
Step 2
Completion of Step 1 now delves beyond the core generic buildings document. However, concurrently Step 2 may begin.
That's what this thread is really about. I need a community discussion here. I need to identify factors that could and should modify these base costs. The costs are now going up on the SVN and from this point, I need feedback from players. If you find a particular building costs too much or too little for your sensibilities, I need to know why. What building is it? What makes it feel like it costs too much or too little - what are the reasons that building seems high or low in cost?
I'm looking to identify these factors in wide parameters. In other words, I need to be able to identify, ok, that's a Passive Defense building (a wall basically) so it should cost 50% more because such buildings require tougher, heavier materials that take more effort to move around. Or is it so easily applied to ALL Passive Defense buildings? A fence is also a passive defense building, and the materials, while sometimes to be handled with care, are not nearly so heavy as a stone wall. So what's really the factor that a building can be categorized by that will lead to such a cost adjustment?
These are the discussions we need to start having, and you can start with any building that seems out of logic on it's cost.
Please also read the comments of others and offer your opinions on those as well. If you disagree or agree or have a differing take, I need to know! This thread should get lots of discussion.
I'd ask that we start looking at the buildings from the beginning of the game and move forward from there. I'll be looking to create cost adjustment categories and adjustment rules from these discussions. If we can try to frame the discussion points in a manner that assists as much as possible with that goal, that would be awesome!
Part of this also plays into Joseph's large scale balancing. If a whole era is too expensive or too cheap, I believe he has some tools to work with to adjust that. If ALL buildings seem too expensive or too cheap, he can definitely modify things by gamespeeds, globally. That's a HUGE part of what the feedback for this step is for suggesting.
Step 3
Then I'll be looking at stat evaluations, building upgrade chains, zoning, and more. This is going to open up the ease of implementing quite a bit to come here. I have a project plan in mind for fully evaluating supply chains, clarifying those buildings that represent the gathering of raw materials, the conversion of those materials to goods(processing/manufacturing), and THEN the application of those to economy in commercial shops and so on. Earlier buildings might combine roles but later buildings would become more distinct. Separating buildings into zone categories. Requiring zoning be constructed to open up access to constructing buildings that require specific zone slots, thus creating limits to how much a city can provide the nation in manufactured resources and creating some strategic value in your zoning decisions and enhancing city specialization.
Equipment plans hinge on some of this supply line evaluation so with these steps, we're rapidly advancing towards the Equipment side of the combat mod. I'm also likely to start really looking much closer still at volumetric resources and the trade changes that Spirictum is working on will be a huge factor in making the whole system even more spot on.
I've got a number of new property plans that will also fall into place with this kind of building evaluation. This is not the thread to discuss these but Energy, Radiation, Entertainment are the three that mostly come to mind.
Point is, step 3 is the pearl in this oyster of mass categorization efforts. The ease of implementation of huge project concepts is being built here.
But as it stands, we're still on Step I and II here.
So I need your feedback in this thread. To keep this succinct, please provide feedback in the following manner:
1) Provide the building you're finding too cheap or too expensive
2) Give your impression as to why. What factors do you think should be what makes this buildng more or less costly.
3) By how much? Try to talk in terms of %s if possible. Thus, I feel building x should be about 20% less costly because it is such a small building to construct and it's made with light materials... etc...
4) Should this apply, categorically, to other buildings that have similar factors and what other buildings, or at least a sampling of them, should be included in such a cost affecting category?
Sidenote: Please do not directly modify the online document unless you have been requested to take part in the project in some manner or have requested to and been approved to do so. And the Excell document is for reference. If you'd like to provide feedback on that document and the categorizations there and whether a building seems in the right category or not, go ahead, but if you make edits to that document locally and try to send it to me, it'd be too much to try to sort through so better to post suggested adjustments here.
Ok, let the doors open for feedback. Thanks in advance!
The goal of this project is to get our building costs to follow some rational rulesets to being established.
To do so, I'm taking the following steps, and I'm asking for help and feedback with steps beyond this first one.
Step 1
To generate the base costs of the buildings, I've established this chart, found also in the Modder's Documentation thread:
Base Production Costs by Tech X Grid
(of the latest prereq tech to unlock the building or unit)
4/13/2017(est. during v38 design cycle)
(of the latest prereq tech to unlock the building or unit)
4/13/2017(est. during v38 design cycle)
0|5|5|5 for 10|Prehistoric
1|10|5||
2|15|5||
3|20|5||
4|25|5||
5|30|5||
6|35|5||
7|40|5||
8|45|5||
9|50|5||
10|56|6|6 for 9|
11|62|6||
12|68|6||
13|74|6||
14|80|6||
15|86|6||
16|92|6||
17|98|6||
18|104|6||
19|111|7|7 for 8|Ancient
20|118|7||
21|125|7||
22|132|7||
23|139|7||
24|146|7||
25|153|7||
26|160|7||
27|168|8|8 for 7|
28|176|8||
29|184|8||
30|192|8||Classical
31|200|8||
32|208|8||
33|216|8||
34|225|9|9 for 6|
35|234|9||
36|243|9||
37|252|9||
38|261|9||
39|270|9||
40|280|10|10 for 5|
41|290|10||Medieval
42|300|10||
43|310|10||
44|320|10||
45|332|12|12 for 5|
46|344|12||
47|356|12||
48|368|12||
49|380|12||
50|395|15|15 for 5|Renaissance
51|410|15||
52|425|15||
53|440|15||
54|455|15||
55|475|20|20 for 5|
56|495|20||
57|515|20||
58|535|20||
59|555|20||
60|580|25|25 for 5|
61|605|25||Industrial
62|630|25||
63|655|25||
64|680|25||
65|710|30|30 for 5|
66|740|30||
67|770|30||
68|800|30||
69|830|30||
70|870|40|40 for 5|
71|910|40||Modern
72|950|40||
73|990|40||
74|1030|40||
75|1080|50|50 for 5|
76|1130|50||
77|1180|50||
78|1230|50||
79|1280|50||
80|1345|65|65 for 5|
81|1410|65||
82|1475|65||
83|1540|65||
84|1605|65||
85|1685|80|80 for 5|Information
86|1765|80||
87|1845|80||
88|1925|80||
89|2005|80||
90|2105|100|100 for 5|
91|2205|100||
92|2305|100||
93|2405|100||
94|2505|100||
95|2625|120|120 for 5|
96|2745|120||
97|2865|120||
98|2985|120||
99|3105|120||Nanotech
100|3245|140|140 for 5|
101|3385|140||
102|3525|140||
103|3665|140||
104|3805|140||
105|3975|170|170 for 5|
106|4145|170||
107|4315|170||
108|4485|170||
109|4655|170||
110|4855|200|200 for 5|Transhuman
111|5055|200||
112|5255|200||
113|5455|200||
114|5655|200||
115|5905|250|250 for 5|
116|6155|250||
117|6405|250||
118|6655|250||
119|6905|250||
120|7205|300|300 for 5|
121|7505|300||
122|7805|300||
123|8105|300||Galactic
124|8405|300||
125|8755|350|350 for 5|
126|9105|350||
127|9455|350||
128|9805|350||
129|10155|350||
130|10555|400|400 for 5|
131|10955|400||
132|11355|400||
133|11755|400||
134|12155|400||
135|12655|500|500 for 5|
136|13155|500||
137|13655|500||Cosmic
138|14155|500||
139|14655|500||
140|15255|600|600 for 5|
141|15855|600||
142|16455|600||
143|17055|600||
144|17655|600||
145|18355|700|700 for 5|
146|19055|700||
147|19755|700||
148|20455|700||Transcendent
149|21155|700||
150|21955|800|800 for 5|
151|22755|800||
152|23555|800||
153|24355|800||
154|25155|800||
155|26055|900|900 for 5|
156|26955|900||
157|27855|900||
158|28755|900||
159|29655|900||
160|30655|1000|1000|Future
Group Wonders are x6
World Wonders are x8
Team Projects are x12
As of this point, I've used this chart to establish, in the xml for all core NORMAL, non-wonder buildings, the cost of each building. There are still numerous modules and, of course, Wonders of all types.
Along the way, I have also established categories for each building. Each building currently only has one category right now but as I've gone, I can clearly see some buildings should qualify for more than one category. These categories are a first loose attempt at organizing these buildings. I'm still unsure as to whether or not they should be embedded in the xml for these buildings and played on for larger effects in the code. For now, it just helps to sort them by these categories, and possibly more for steps to come. See below.
I have 2 documents that are in place/coming together that can help with further steps and as I've gone here, I've been fleshing out both.
The first is the The C2C Buildings spreadsheet. This one arranges all buildings into a sortable, filterable standard spreadsheet. It has the benefit of connecting the <Type> tag with the <Description> tag (what you see in game) for the modder who gets frustrated with those two tags sometimes having a disconnect.
The second is an Excel spreadsheet I've been working on at home here, a Building Evaluation Document, which I've attached. This document has the benefit of displaying all buildings, by their primary category, and within a column devoted to their tech x grid, so that you can trace, by category, building progressions.
One upcoming step here is to audit the building categories but I'm not sure yet if on this document, I'm going to allow for a building to be listed in more than one category or if I'm going to get much more specific with categories. Still debating on this. The first document allows for buildings to have 2nd and 3rd and so on categories but I'm even finding that some buildings may need to progress from one category to the next as they upgrade and one of the purposes of categorizing was to track, specifically, upgrading building chains.
It's possible, too, that I might find that there are differing categories of categories themselves. For example, I might need to recast these building categories on another page of the document, for Cost adjustment categories, which these main 'profession' categories don't really cover very well. A building may be categorized by its size, complexity, and difficulty in construction, in other words, rather than by the groupings it has been handed into here. Differing categorizations for differing purposes.
Anyhow, the point is, these are coming together and they are extremely useful for gaining numerous insights and overviews. Again, this first categorical grouping is an initial effort to taxonomize the buildings we have and it's still a little flawed, showing some interesting splits and divisions, some of which evolved as the list was evaluated further during the process. So not only can it still use some auditing, I've gotta figure out how to clear up some fuzzy spots in the logic.
None of that is too game specific in effect, but when evaluating the progression of some tag values on buildings, these documents will become priceless tools for guaging balanced assignments of those values.
Step 2
Completion of Step 1 now delves beyond the core generic buildings document. However, concurrently Step 2 may begin.
That's what this thread is really about. I need a community discussion here. I need to identify factors that could and should modify these base costs. The costs are now going up on the SVN and from this point, I need feedback from players. If you find a particular building costs too much or too little for your sensibilities, I need to know why. What building is it? What makes it feel like it costs too much or too little - what are the reasons that building seems high or low in cost?
I'm looking to identify these factors in wide parameters. In other words, I need to be able to identify, ok, that's a Passive Defense building (a wall basically) so it should cost 50% more because such buildings require tougher, heavier materials that take more effort to move around. Or is it so easily applied to ALL Passive Defense buildings? A fence is also a passive defense building, and the materials, while sometimes to be handled with care, are not nearly so heavy as a stone wall. So what's really the factor that a building can be categorized by that will lead to such a cost adjustment?
These are the discussions we need to start having, and you can start with any building that seems out of logic on it's cost.
Please also read the comments of others and offer your opinions on those as well. If you disagree or agree or have a differing take, I need to know! This thread should get lots of discussion.
I'd ask that we start looking at the buildings from the beginning of the game and move forward from there. I'll be looking to create cost adjustment categories and adjustment rules from these discussions. If we can try to frame the discussion points in a manner that assists as much as possible with that goal, that would be awesome!
Part of this also plays into Joseph's large scale balancing. If a whole era is too expensive or too cheap, I believe he has some tools to work with to adjust that. If ALL buildings seem too expensive or too cheap, he can definitely modify things by gamespeeds, globally. That's a HUGE part of what the feedback for this step is for suggesting.
Step 3
Then I'll be looking at stat evaluations, building upgrade chains, zoning, and more. This is going to open up the ease of implementing quite a bit to come here. I have a project plan in mind for fully evaluating supply chains, clarifying those buildings that represent the gathering of raw materials, the conversion of those materials to goods(processing/manufacturing), and THEN the application of those to economy in commercial shops and so on. Earlier buildings might combine roles but later buildings would become more distinct. Separating buildings into zone categories. Requiring zoning be constructed to open up access to constructing buildings that require specific zone slots, thus creating limits to how much a city can provide the nation in manufactured resources and creating some strategic value in your zoning decisions and enhancing city specialization.
Equipment plans hinge on some of this supply line evaluation so with these steps, we're rapidly advancing towards the Equipment side of the combat mod. I'm also likely to start really looking much closer still at volumetric resources and the trade changes that Spirictum is working on will be a huge factor in making the whole system even more spot on.
I've got a number of new property plans that will also fall into place with this kind of building evaluation. This is not the thread to discuss these but Energy, Radiation, Entertainment are the three that mostly come to mind.
Point is, step 3 is the pearl in this oyster of mass categorization efforts. The ease of implementation of huge project concepts is being built here.
But as it stands, we're still on Step I and II here.
So I need your feedback in this thread. To keep this succinct, please provide feedback in the following manner:
1) Provide the building you're finding too cheap or too expensive
2) Give your impression as to why. What factors do you think should be what makes this buildng more or less costly.
3) By how much? Try to talk in terms of %s if possible. Thus, I feel building x should be about 20% less costly because it is such a small building to construct and it's made with light materials... etc...
4) Should this apply, categorically, to other buildings that have similar factors and what other buildings, or at least a sampling of them, should be included in such a cost affecting category?
Sidenote: Please do not directly modify the online document unless you have been requested to take part in the project in some manner or have requested to and been approved to do so. And the Excell document is for reference. If you'd like to provide feedback on that document and the categorizations there and whether a building seems in the right category or not, go ahead, but if you make edits to that document locally and try to send it to me, it'd be too much to try to sort through so better to post suggested adjustments here.
Ok, let the doors open for feedback. Thanks in advance!