Buildings and Wonder Design

Duke van Frost

Lunatic Killer Robot
Joined
Jan 24, 2006
Messages
770
Location
Darmstadt, Germany
First, the list for Buildings:


Academy:

+4 Culture
+50% Research
Great Scientist action


Alchemist Laboratory:

cost 150
Tech Alchemy
requires Library
+25% Research
can turn 1 Citizen into Scientist


Aqueduct:

cost 100
Tech Mathematics, Masonry
+2 Health
required to build "The Floating Gardens of Lost Xholankha"


Bank:

cost 200
Tech Banking
+50% commerce
required to build "Wallstreet"


Barracks:

cost 60
new Land Units + 4 Exp.
can turn 2 citizens into Soldiers
required to build "Heroic Epic", "Military Academy"


Blood Bowl Stadium:

cost 120
Tech Construction
+1 Happiness
+1 Happiness per 20% Culture Rate


Castle:

cost 100
Tech Engineering
requires Walls
+1 Culture
50% Defense Bonus (except vs. Gunpowder-based Units)
can turn 1 Citizen into Soldier
Double Production Speed with Stone


Courthouse:

cost 120
Tech Code of Laws
-50% Maintenance
required to build "DragonThrone"


Drydock:

cost 120
Tech Steel
+1 Unhealthiness
Water Units + 4 Exp.
builds Water Units 50% faster


Forge:

cost 120
Tech Metal Casting
+25% Production
+1 Unhealthiness
+1 Happiness from Gems, Gold, Silver
can turn 1 Citizen into Engineer
required to build "Magic Forge", "The Colossus", "Ironworks"


Granary:

cost 60
Tech Pottery
+1 Health from Corn, Rice, Wheat
stores 50% of Food after Citygrowth


Grocer:

cost 150
Tech Guilds, Currency
+25% Commerce
+1 Health from Banana, Spices, Sugar Grapes
can turn 2 Citizens into Merchant
required to build "Slaughterhouse"


Harbor:

cost 80
Tech Compass
+50% from Traderoutes
+1 Health from Clam, Crab, Fish


Hospital:

cost 200
Tech Alchemy
+3 Health
heals Units extra 10% Damage per Turn


Jail:

cost 120
Tech Constitution
-25% War Weariness


Library:

cost 90
Tech Writing
+2 Culture
+25% Research
can turn 2 Citizens into Scientist
required to build "Alchemist Laboratory", "University", "The Great Library", "National Epic"


Lighthouse:

cost 60
Tech Sailing
+1 Food from Water Tiles
required to build "The Great Lighthouse"


Magic Forge:

cost 120
Tech Magic Forging
requires Forge
+25% Production
+1 Unhealthiness
+1 Happiness from Gromril, Ithilmar
can turn 1 Citizen into Engineer


Market:

cost 150
Tech Currency
+25% Commerce
+1 Happiness from Fur, Ivory, Silk, Whale
can turn 2 Citizens into Merchant


Military Academy:

Great General Action
requires Barracks
New Units +3 Exp.
+25% Military Production


Observatory:

cost 150
Tech Astronomy
+25% Research
can turn 1 Citizen into Scientist


Siegeweapons Workshop:

cost 100
Tech Construction
New Siege Weapons +4 Exp.


Slaughterhouse:

cost 150
Tech Animal Husbandry
requires Grocer
+1 Health from Cow, Deer, Pig, Sheep


Tavern:

cost 100
Tech Brewing
+10% Commerce
+1 Happiness from Barley, Grapes
can turn 1 Citizen into Merchant


Theatre:

cost 50
Tech drama
+3 Culture
+1 Happiness from Dye
+1 Happiness per 10% Culture Rate
can turn 2 Citizens into Artists
required to build "Globe Theatre"


University:

cost 200
Tech Education
requires Library
+3 Culture
+25% Research
required to build "Oxford University"


Walls:

cost 50
Tech Masonry
50% Defense Bonus (except vs. Gunpowder-based Units)
double Production Speed with Stone
required to build "Castle"


Watchstone:

cost 30
Tech Mysticism
+1 Culture
required to buil "Isle of the Dead"



Religious Buildings:


Shrines:

cost 80
requires Religion in the City
+1 Culture
+1 Happiness
can turn 1 Citizen into Priest
required to build "Temples"
required to train various Religious Units


Temples:

cost 150
Tech Construction
requires Shrine
requires Religion in the City
+2 Culture
can turn 1 Citizen into Priest
required to train various Religious Units


Cathedrals:

cost 300
requires Religion in the City
requires total of 2 Temples of same Religion in Civ
+50% Culture
+2 Happiness if State Religion
+1 Happiness from Incense
can turn 2 Citizens into Priests
required to buil various Religious Units
 
The list for the Wonders (most of them still need a new name):


Bugmans Brewery:

cost 300
Tech Brewing
requires Barley
+4 Culture
+2 points for Great Merchant
provides 5 Resources Premium Beer (+1 Happiness)
Double Production Speed with Copper


Griffon Gate:

cost 500
Tech Code of Laws
+6 Culture
+2 points for Great Artist
25% Defense Bonus in all Cities
Double Production Speed with Marble


Hermitage:

cost 300
Tech Nationalism
+1 point for Great Artist
+100% Culture
Double Production Speed with Marble


Heroic Epic:

cost 200
Tech Literature
requires Barracks
requires a Unit of Lvl 4
+4 Culture
+1 point for Great General
+100% Military Unit Production
double Production Speed with Marble


The Great Forge:

cost 700
Tech Steel
+2 Unhealthiness
+1 point for Great Engineer
+50% Production with Coal
+50% Production with Iron
can turn 3 Citizens into Engineer


Isle of the Dead:

cost 120
Tech Elder Magic
+1 point for Great Scientist
can turn 3 Citizens into Scientists
Double Production Speed with Stone


Mark of the Old Ones:

cost 500
Tech Philosophy
+8 Culture
+2 points for Great Prophet
+1 Production from Priests in all Cities
can turn 3 Citizens into Priest
Double Production Speed with Stone


National Epic:

cost 250
Tech Literature
requires Library
+4 Culture
+1 pont for Great Artist
+100% Great People Points
Double Production speed with Marble


Shrine of the Holy Grail:

cost 650
Tech Music
+10 Culture
+2 points for Great Artist
+1 Happiness in all Cities on same Continent
Double Production Speed with Stone


The 8 Colleges of Magic:

cost 400
Tech Education
+4 Culture
+1 point for Great Scientist
+100% Research
can turn 3 Citizens into Scientists
Double Production Speed with Stone


Palace:

cost 160
requires at least 4 Cities
+2 Culture
+1 Happiness
Makes the City the Capital
Reduces Maintenance in nearby Cities


Standing Stones:

cost 120
Tech Default Tech
obsolete with Calendar
+8 Culture
+2 points for Great Prophet
Free Watchstone in every City
Centers World Map
Double Production Speed with Stone


The Black Pyramid:

cost 450
Tech Necromancy
+6 Culture
+2 points for Great Engineer
Double Production Speed with Stone


The Colossus:

cost 250
Tech Metal Casting
requires Forge
obsolete with Astronomy
+6 Culture
+2 points for Great Merchant
All Cities Water Tiles +1 Commerce
Double Production Speed with Copper


The Dragon Throne:

cost 200
requires at least 8 Cities
+4 Culture
+1 point for Great General
Reduces Maintenance in nearby Cities


The Floating Gardens of Lost Xholankha:

cost 300
Tech Mathematics
requires Aqueduct
+6 Culture
+2 points for Great Engineer
+1 Health in all Cities
+1 Population in all Cities
Double Production Speed with Stone


The Great Bastion:

cost 350
Tech Construction
+4 Culture
+2 points for Great Engineer
Free Walls in every City
Double Production Speed with Stone


The Black Library:

cost 350
Tech Literature
requires Library
+8 Culture
+2 points for Great Scientist
+2 Free Scientists
Double Production Speed with Marble


Glittering Tower Lighthouse:

cost 200
Tech Masonry
requires Lighthouse
obsolete with Corporation
+6 Culture
+2 points for Great Merchant
+2 Trade Routes in all Coastal Cities


The Hagia Sophia:

cost 550
Tech Engineering
obsolete with Steam Power
+8 Culture
+2 points for Great Engineer
Workers build Improvements 50% faster
Double Production Speed with Marble


The Grand Cathedral:

cost 400
Tech Polytheism
obsolete with Chemistry
+10 Culture
+2 points for Great Artist
+50% Great People Points in all Cities
Double Production Speed with Marble


The Shrine of Asuryan:

cost 150
Tech Polytheism
+8 Culture
+2 points for Great Prophet
1 Free Technology
Double Production Speed with Marble


Hall of Kings:

cost 600
Tech Elemental Magic
+10 Culture
+2 points for Great Artist
+2 Culture per Specialist in all Cities
Double Production Speed with Marble


The White Tower:

cost 550
Tech Winds of Magic
+8 Culture
+2 points for Great Prophet
+1 Gold from all State Religion Buildings
double Production Speed with Stone


Palace of the Wizard Caliph:

cost 700
Tech Nationalism
+10 Culture
+2 points for Great Artist
starts a Golden Age
double Production Speed with Marble


The Throne of Power:

cost 800
Tech Winds of Magic
+10 Culture
+2 points for Great General
reduces Maintenance in nearby Cities
double Production Speed with Marble


Tristans Theatre:

cost 300
Tech Drama
requires Theatre
requires a total of 4 Theatres in Civ
+6 Culture
+1 point for Great Artist
No Unhappy Citizens in City
can turn 3 Citizens into Artists


Great Bazaar:

cost 600
Tech Corporation
+1 point for Great Merchant
can turn 3 Citizens into Merchants
+100% Gold


Tilean War Academy:

cost 800
Tech Military Tradition
requires a Unit with Lvl 5
+1 point for Great General
New Units +4 Exp.
double Production Speed with Stone


Great Temple of Tlazcotl

cost 800
Tech: Civil Service
+2 points for Great Engineer
-33% Hurry Cost Reduction
double Production Speed with Stone


Bloodweiser Stadium

cost 1200
Tech: Currency
+6 Culture
+5 Gold
+1 point for Great Merchant
provides 3 Resources BloodBowl Tickets (+1 Happiness)
double Production Speed with Stone





Religious Wonders:



Artifacts:

Great Priest Action
requires Holy City
+4 Culture
+1 point for Great Prophet
+1 Gold per City with Religion
spreads Religion
can turn 3 Citizens into Priest
required to train various Religious Units
 
Here I´ll collect Ideas for renaming the existing Wonders (and buildings maybe also)


These have already been renamed and updated:

Spiral Minaret -> The White Tower
The Great Lighthouse -> Glittering Tower Lighthouse
Oxford University -> 8 Colleges of Magic
Angkor Wat -> Mark of the Old Ones
Globe Theatre -> Tristan's Theatre
Notre Dame -> Shrine of the Holy Grail
The Great Library -> The Black Library
Wall Street -> Great Bazaar
West Point -> The Tilean War Academy
Taj Mahal -> Palace of the Wizard Caliph
Stonehenge -> Standing Stones
The Sistine Chapel -> Hall of the Kings (now uses Parthenon art)
Ironworks -> The Great Forge
The Parthenon -> The Grand Cathedral (now uses Sistine Chapel art)


I still need names for the remaining three:

The Colossus
The Hagia Sophia
Hermitage
 
And here will be the place for Wonders and Buildings that perhaps will be added to the game.

If you want something to be added to the game please give a description of what it should do (have a look at the two first posts).
 
i was doing some reading of my wood elf book and came across these things that would make good wonders. (all found in Athel Loren)

~The tower of the Eternal Wood: (an ecentric spellweaver of the woodelves built it and seeld himself inside. it remains as a mistery.) probably good for science and magic??
~The Oak of Ages: (The giant tree that Ariel and Orion are reborn in ever spring) Extra science and Could make Spellweavers get the imortality promotion from FfH?
~Waterfall Palace: Special wood elf wonder, replaced forbidden palace?
~The Wildwood: builds a dryad every 10 turns?
~Tears of Isha: Units built in this city get the blessed promotion from FfH?
~The Tree of Woe: Makes Drycha (dryad Hero) avaliable. (when heros are implemented)
~The Wild Heath: gives +50% defence to the city, and increases magic use?
~The Vaults of Winter: Lost elven Artifacts (buildings like national wonders) become avaliable to be built in the city?
~The Crystal Mere: not too sure, its a major magic area in Athel loren...


Some other elven wonders i can think of are:
The Underways. free sewer in every city? +1 trade route?
Vauls anvil
the isle of the dead
Shrine of asuryan
Shrine of khaine
The white tower
Glittering ower lighthouse

And other wonder ideas:
The 8 colleges of magic
Spoiler :
the 8 colleges of magic n Altdorf:
"There are eight colleges of magic, one for each of the ‘colours’ of the winds of magic: Amber (beasts), Amethyst (death), Bright (fire), Celestial (heavens), Gold (metal), Grey (shadow), Jade (life), and Light (light). The three most spectacular college buildings - the flame-topped towers of the Bright college, the lofty spires of the Celestial college and the mystic pyramid of the Light college – are magically concealed so that few residents of Altdorf are even aware of their presence. The Jade college, a thing formed from living trees, is hidden behind high stone walls. The Grey college is a run-down building located in the city’s poorest slums, and allegedly connects to many secret tunnels. The college of the Amethyst order overlooks the infamous haunted cemetery of Old Altdorf, the resting place of the plague victims, and few dare go near it. The Alchemists of the Gold college maintain a vast, smoke-billowing forge complex, and pollute the river Reik with their arcane chemicals. Only the Amber order has no college within the city, preferring instead the caves of the Amber Hills, away from the civilisation that is the antipathy of their magic."

The great bastion
the great maw
the moot
 
For Tombkings:

unique wonders:

Pyramid of Eternal Life:
(prereq: like vannila pyramid, buildable only in capital-requires palace):
normal pyramid art but we should find different effects, should be less strong maybe only the boni not the civics

Black Pyramid:
should also be made Tombkingspecific(requires tech necromancy and can only be build in the city where is the Pyramid of Eternal life)
 
Ploeperpengel said:
For Tombkings:

unique wonders:

Pyramid of Eternal Life:
(prereq: like vannila pyramid, buildable only in capital-requires palace):
normal pyramid art but we should find different effects, should be less strong maybe only the boni not the civics

Black Pyramid:
should also be made Tombkingspecific(requires tech necromancy and can only be build in the city where is the Pyramid of Eternal life)

OK, but if we start doing unique wonders, at least halöve of the civs should have some, or those with unique ones lose the ability to build some others.

But the whole thing with unique wonders would eliminate the wonder race effect of the game (so maybe make for example the pyramids available to all undead civs?).
 
To take up some of the ideas P.L. posted:

the isle of the dead -> already in the game

shrine of asuryan -> already in the game

the white tower -> maybe a good name for the spiral minaret we have now?

Glittering ower lighthouse -> maybe name for the great lighthouse?

8 colleges of magic -> oxford university?

the great bastion -> already in the game


Don´t know anything about the other wonders (if they could be used to rename vanilla ones, or what effects they should have as completely new ones)

thx for the input P.L. i hate the wonders having the names of vanilla ones.


@Civmansam: as soon as you read this, please tell me if you´re going to do the xmls, now that the new SW is out (I think I´ll have a little Sci-Fi game tonight).
 
Do you want me to do some civ specific buildings? It would be pretty easy with python I think. I wouldn't create a new tag, I'd just have a check to see if the what civ it is and then make a prereq for the building
 
would be a good thing, we´ll need this sooner or later, but not for the next release. Data should be ready on friday, and I don´t think we´ll get gfx for civspecific buildings. but If you mean only different gfx for each civ for the same building, there is, I think, already the ArtStyle tag in the L-systems.
 
In my opinion the Cauldron of blood is an must have building for the Dark Elves. I tried figuring to fit the cauldron in as a unit .. but it's better t make it a building.

It should give the surrounding tiles an extra strength bonus or something like that. You can compare the cauldron of Blood with the potion in the asterix and obelix comics :)
 
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