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Buildings Discussion

Discussion in 'Civ4 Fallout: Tame The Waste (FTTW)' started by Lib.Spi't, Feb 4, 2015.

  1. Lib.Spi't

    Lib.Spi't Overlord of the Wasteland

    Joined:
    Feb 12, 2009
    Messages:
    3,708
    Location:
    UK
    Here is the thread for discussing New Buildings and Modifications to existing buildings.

    Building Entry
    Spoiler :
    Code:
    Full info 
    Values in optional tags are the default that will be applied if the tag is not present
    
    		<BuildingInfo>
    			<BuildingClass>BUILDINGCLASS_XXX</BuildingClass>
    			<Type>BUILDING_XXX</Type>
    			<SpecialBuildingType>NO_SPECIALBUILDING</SpecialBuildingType>
    			<Description>TXT_KEY_BUILDING_XXX</Description>
    			<Civilopedia>TXT_KEY_BUILDING_XXX_PEDIA</Civilopedia>
    			<Strategy>TXT_KEY_BUILDING_XXX_STRATEGY</Strategy>
    			<Advisor>ADVISOR_ECONOMY</Advisor>
    			<ArtDefineTag>ART_DEF_BUILDING_PALACE</ArtDefineTag>
    			<MovieDefineTag>NULL</MovieDefineTag>
    			<HolyCity>NONE</HolyCity>
    			<ReligionType>NONE</ReligionType>
    			<StateReligion>NONE</StateReligion>
    			<bStateReligion>0</bStateReligion>
    			<PrereqReligion>NONE</PrereqReligion>
    			<PrereqCorporation>NONE</PrereqCorporation>
    			<FoundsCorporation>NONE</FoundsCorporation>
    			<PrereqOrCivics>
    				<PrereqCivic>
    					<CivicOption>NO_CIVIC</CivicOption>
    					<bPrereq>0</bPrereq>
    				</PrereqCivic>
    			</PrereqOrCivics>
    			<PrereqAndCivics>
    				<PrereqCivic>
    					<CivicOption>NO_CIVIC</CivicOption>
    					<bPrereq>0</bPrereq>
    				</PrereqCivic>
    			</PrereqAndCivics>
    			<PrereqOrTerrain>
    				<PrereqTerrain>
    					<TerrainType>NO_TERRAIN</TerrainType>
    					<bPrereq>0</bPrereq>
    				</PrereqTerrain>
    			</PrereqOrTerrain>
    			<PrereqAndTerrain>
    				<PrereqTerrain>
    					<TerrainType>NO_TERRAIN</TerrainType>
    					<bPrereq>0</bPrereq>
    				</PrereqTerrain>
    			</PrereqAndTerrain>
    			<PrereqVicinityImprovements>
    				<PrereqImprovement>
    					<ImprovementType>NO_IMPROVEMENT (OR)</ImprovementType>
    					<bPrereq>0</bPrereq>
    				</PrereqImprovement>
    			</PrereqVicinityImprovements>
    			<PrereqVicinityFeatures>
    				<PrereqFeature>
    					<FeatureType>NO_FEATURE (OR)</ImprovementType>
    					<bPrereq>0</bPrereq>
    				</PrereqFeature>
    			</PrereqVicinityFeatures>
    			<PrereqVicinityBonus>NO_BONUS (AND)</PrereqVicinityBonus>
    			<PrereqVicinityBonuses>
    				<VicinityBonus>NO_BONUS (OR)</VicinityBonus>
    			</PrereqVicinityBonuses>
    			<PrereqOrBuildingClasses>
    				<PrereqOrBuildingClass>
    					<BuildingClassType>NO_BUILDINGCLASS</BuildingClassType>
    					<bPrereqBuildingClass>1</bPrereqBuildingClass>
    				</PrereqOrBuildingClass>
    			</PrereqOrBuildingClasses>
    			<PrereqNotBuildingClasses>
    				<PrereqNotBuildingClass>
    					<BuildingClassMustNotHave>NO_BUILDINGCLASS</BuildingClassMustNotHave>
    					<bPrereqNot>1</bPrereqNot>
    				</PrereqNotBuildingClass>
    			</PrereqNotBuildingClasses>
    			<PrereqTrait>NO_TRAIT</PrereqTrait>
    			<GlobalReligionCommerce>NONE</GlobalReligionCommerce>
    			<GlobalCorporationCommerce>NONE</GlobalCorporationCommerce>
    			<VictoryPrereq>NONE</VictoryPrereq>
    			<FreeStartEra>NONE</FreeStartEra>
    			<MaxStartEra>NONE</MaxStartEra>
    			<ObsoleteTech>NONE</ObsoleteTech>
    			<PrereqTech>NONE</PrereqTech>
    			<TechTypes>
    				<PrereqTech>NONE</PrereqTech>
    			</TechTypes>
    			<iPrereqPopulation>0</iPrereqPopulation>
    			<PrereqCultureLevel>NO_CULTURELEVEL</PrereqCultureLevel>
    			<Bonus>NO_BONUS</Bonus>
    			<PrereqBonuses>
    				<Bonus>NO_BONUS</Bonus>
    			</PrereqBonuses>
    			<ProductionTraits>
    				<ProductionTrait>
    					<ProductionTraitType>NO_TRAIT</ProductionTraitType>
    					<iProductionTrait>100</iProductionTrait>
    				</ProductionTrait>
    			</ProductionTraits>
    			<HappinessTraits>
    				<HappinessTrait>
    					<HappinessTraitType>NO_TRAIT</HappinessTraitType>
    					<iHappinessTrait>1</iHappinessTrait>
    				</HappinessTrait>
    			</HappinessTraits>
    			<NoBonus>NO_BONUS</NoBonus>
    			<PowerBonus>NO_BONUS</PowerBonus>
    			<FreeBonus>NO_BONUS</FreeBonus>
    			<iNumFreeBonuses>0</iNumFreeBonuses>
    			<FreeBuilding>NO_BUILDINGCLASS</FreeBuilding>
    			<FreePromotion>NO_PROMOTION</FreePromotion>
    			<CivicOption>NO_CIVICOPTION</CivicOption>
    			<GreatPeopleUnitClass>NO_UNITCLASS</GreatPeopleUnitClass>
    			<iGreatPeopleRateChange>0</iGreatPeopleRateChange>
    			<iHurryAngerModifier>0</iHurryAngerModifier>
    			<bBorderObstacle>0>/bBorderObstacle>
    			<bTeamShare>0</bTeamShare>
    			<bWater>0</bWater>
    			<bRiver>0</bRiver>
    			<bPower>0</bPower>
    			<bDirtyPower>0</bDirtyPower>
    			<bAreaCleanPower>0</bAreaCleanPower>
    			<bPrereqPower>0</bPrereqPower>
    			<DiploVoteType>NO_DIPLOVOTE</DiploVoteType>
    			<bForceTeamVoteEligible>0<bForceTeamVoteEligible>
    			<bCapital>0</bCapital>
    			<bGovernmentCenter>0</bGovernmentCenter>
    			<bGoldenAge>0</bGoldenAge>
    			<bAllowsNukes>0</bAllowsNukes>
    			<bMapCentering>0</bMapCentering>
    			<bNoUnhappiness>0</bNoUnhappiness>
    			<iUnhealthyPopulationModifier>0</iUnhealthyPopulationModifier>
    			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
    			<bNeverCapture>0</bNeverCapture>
    			<bNukeImmune>0</bNukeImmune>
    			<bPrereqReligion>0</bPrereqReligion>
    			<bCenterInCity>0</bCenterInCity>
    			<bSlaveMarket>0</bSlaveMarket>
    			<bPrereqVault>0</bPrereqVault>
    			<bPrereqNoVault>0</bPrereqNoVault>
    			<bPrereqNotVassal>0</bPrereqNotVassal>
    			<bFoundReligion>0</bFoundReligion>
    			<iAIWeight>0</iAIWeight>
    			<iCost>0</iCost>
    			<iHurryCostModifier>0</iHurryCostModifier>
    			<iAdvancedStartCost>0</iAdvancedStartCost>
    			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
    			<iWorkableRadius>0</iWorkableRadius>
    			<iMinAreaSize>-1</iMinAreaSize>
    			<iConquestProb>0</iConquestProb>
    			<iCitiesPrereq>0</iCitiesPrereq>
    			<iTeamsPrereq>0</iTeamsPrereq>
    			<iLevelPrereq>0</iLevelPrereq>
    			<iMinLatitude>0</iMinLatitude>
    			<iMaxLatitude>90</iMaxLatitude>
    			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
    			<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
    			<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
    			<iGlobalGreatPeopleRateModifier>0</iGlobalGreatPeopleRateModifier>
    			<iAnarchyModifier>0</iAnarchyModifier>
    			<iGoldenAgeModifier>0</iGoldenAgeModifier>
    			<iGlobalHurryModifier>0</iGlobalHurryModifier>
    			<iExperience>0</iExperience>
    			<iGlobalExperience>0</iGlobalExperience>
    			<iFoodKept>0</iFoodKept>
    			<iAirlift>0</iAirlift>
    			<iAirModifier>0</iAirModifier>
    			<iAirUnitCapacity>0</iAirUnitCapacity>
    			<iNukeModifier>0</iNukeModifier>
    			<iNukeExplosionRand>0</iNukeExplosionRand>
    			<iFreeSpecialist>0</iFreeSpecialist>
    			<iAreaFreeSpecialist>0</iAreaFreeSpecialist>
    			<iGlobalFreeSpecialist>0</iGlobalFreeSpecialist>
    			<iMaintenanceModifier>0</iMaintenanceModifier>
    			<iWarWearinessModifier>0</iWarWearinessModifier>
    			<iGlobalWarWearinessModifier>0</iGlobalWarWearinessModifier>
    			<iEnemyWarWearinessModifier>0</iEnemyWarWearinessModifier>
    			<iHealRateChange>0</iHealRateChange>
    			<iHealth>0</iHealth>
    			<iAreaHealth>0</iAreaHealth>
    			<iGlobalHealth>0</iGlobalHealth>
    			<iHappiness>0</iHappiness>
    			<iAreaHappiness>0</iAreaHappiness>
    			<iGlobalHappiness>0</iGlobalHappiness>
    			<iStateReligionHappiness>0</iStateReligionHappiness>
    			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
    			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
    			<iSpaceProductionModifier>0</iSpaceProductionModifier>
    			<iGlobalSpaceProductionModifier>0</iGlobalSpaceProductionModifier>
    			<iTradeRoutes>0</iTradeRoutes>
    			<iCoastalTradeRoutes>0</iCoastalTradeRoutes>
    			<iGlobalTradeRoutes>0</iGlobalTradeRoutes>
    			<iTradeRouteModifier>0</iTradeRouteModifier>
    			<iForeignTradeRouteModifier>0</iForeignTradeRouteModifier>
    			<iGlobalPopulationChange>0</iGlobalPopulationChange>
    			<iFreeTechs>0</iFreeTechs>
    			<iDefense>0</iDefense>
    			<iBombardDefense>0</iBombardDefense>
    			<iAllCityDefense>0</iAllCityDefense>
    			<iEspionageDefense>0</iEspionageDefense>
    			<iCultureFlipResistance>0</iCultureFlipResistance>
    			<iAsset>0</iAsset>
    			<iPower>0</iPower>
    			<fVisibilityPriority>1.0</fVisibilityPriority>
    			<GlobalSeaPlotYieldChanges>
    				<iYield>0</iYield>
    				<iYield>0</iYield>
    				<iYield>0</iYield>
    				<iYield>0</iYield>
    				<iYield>0</iYield>
    			</GlobalSeaPlotYieldChanges>
    			<RiverPlotYieldChanges>
    				<iYield>0</iYield>
    				<iYield>0</iYield>
    				<iYield>0</iYield>
    				<iYield>0</iYield>
    				<iYield>0</iYield>
    			</RiverPlotYieldChanges>
    			<GlobalSeaPlotYieldChanges>
    				<iYield>0</iYield>
    				<iYield>0</iYield>
    				<iYield>0</iYield>
    				<iYield>0</iYield>
    				<iYield>0</iYield>
    			</GlobalSeaPlotYieldChanges>
    			<YieldChanges>
    				<iYield>0</iYield>
    				<iYield>0</iYield>
    				<iYield>0</iYield>
    				<iYield>0</iYield>
    				<iYield>0</iYield>
    			</YieldChanges>
    			<YieldModifiers>
    				<iYield>0</iYield>
    				<iYield>0</iYield>
    				<iYield>0</iYield>
    				<iYield>0</iYield>
    				<iYield>0</iYield>
    			</YieldModifiers>
    			<PowerYieldModifiers>
    				<iYield>0</iYield>
    				<iYield>0</iYield>
    				<iYield>0</iYield>
    				<iYield>0</iYield>
    				<iYield>0</iYield>
    			</PowerYieldModifiers>
    			<AreaYieldModifiers>
    				<iYield>0</iYield>
    				<iYield>0</iYield>
    				<iYield>0</iYield>
    				<iYield>0</iYield>
    				<iYield>0</iYield>
    			</AreaYieldModifiers>
    			<GlobalYieldModifiers>
    				<iYield>0</iYield>
    				<iYield>0</iYield>
    				<iYield>0</iYield>
    				<iYield>0</iYield>
    				<iYield>0</iYield>
    			</GlobalYieldModifiers>
    			<CommerceChanges>
    				<iCommerce>0</iCommerce>
    				<iCommerce>0</iCommerce>
    				<iCommerce>0</iCommerce>
    				<iCommerce>0</iCommerce>
    			</CommerceChanges>
    			<ObsoleteSafeCommerceChanges>
    				<iCommerce>0</iCommerce>
    				<iCommerce>0</iCommerce>
    				<iCommerce>0</iCommerce>
    				<iCommerce>0</iCommerce>
    			</ObsoleteSafeCommerceChanges>
    			<CommerceChangeDoubleTimes>
    				<iCommerce>0</iCommerce>
    				<iCommerce>0</iCommerce>
    				<iCommerce>0</iCommerce>
    				<iCommerce>0</iCommerce>
    			</CommerceChangeDoubleTimes>
    			<CommerceModifiers>
    				<iCommerce>0</iCommerce>
    				<iCommerce>0</iCommerce>
    				<iCommerce>0</iCommerce>
    				<iCommerce>0</iCommerce>
    			</CommerceModifiers>
    			<GlobalCommerceModifiers>
    				<iCommerce>0</iCommerce>
    				<iCommerce>0</iCommerce>
    				<iCommerce>0</iCommerce>
    				<iCommerce>0</iCommerce>
    			</GlobalCommerceModifiers>
    			<SpecialistExtraCommerces>
    				<iCommerce>0</iCommerce>
    				<iCommerce>0</iCommerce>
    				<iCommerce>0</iCommerce>
    				<iCommerce>0</iCommerce>
    			</SpecialistExtraCommerces>
    			<StateReligionCommerces>
    				<iCommerce>0</iCommerce>
    				<iCommerce>0</iCommerce>
    				<iCommerce>0</iCommerce>
    				<iCommerce>0</iCommerce>
    			</StateReligionCommerces>
    			<CommerceHappinesses>
    				<iCommerce>0</iCommerce>
    				<iCommerce>0</iCommerce>
    				<iCommerce>0</iCommerce>
    				<iCommerce>0</iCommerce>
    			</CommerceHappinesses>
    			<ReligionChanges>
    				<ReligionChange>
    					<ReligionType>NO_RELIGION</ReligionType>
    					<iReligionChange>1</iReligionChange>
    				</ReligionChange>
    			</ReligionChanges>
    			<SpecialistCounts>
    				<SpecialistCount>
    					<SpecialistType>NO_SPECIALIST</SpecialistType>
    					<iSpecialistCount>1</iSpecialistCount>
    				</SpecialistCount>
    			</SpecialistCounts>
    			<FreeSpecialistCounts>
    				<FreeSpecialistCount>
    					<SpecialistType>NO_SPECIALIST</SpecialistType>
    					<iFreeSpecialistCount>0</iFreeSpecialistCount>
    				</FreeSpecialistCount>
    			</FreeSpecialistCounts>
    			<CommerceFlexibles>
    				<bCommerce>0</bCommerce>
    				<bCommerce>0</bCommerce>
    				<bCommerce>0</bCommerce>
    				<bCommerce>0</bCommerce>
    			</CommerceFlexibles>
    			<CommerceChangeOriginalOwners>
    				<bCommerceChangeOriginalOwner>0</bCommerceChangeOriginalOwner>
    				<bCommerceChangeOriginalOwner>0</bCommerceChangeOriginalOwner>
    				<bCommerceChangeOriginalOwner>0</bCommerceChangeOriginalOwner>
    				<bCommerceChangeOriginalOwner>0</bCommerceChangeOriginalOwner>
    			</CommerceChangeOriginalOwners>
    			<ConstructSound>NO_SOUND</ConstructSound>
    			<BonusHealthChanges>
    				<BonusHealthChange>
    					<BonusType>NO_BONUS</BonusType>
    					<iHealthChange>0</iHealthChange>
    				</BonusHealthChange>
    			</BonusHealthChanges>
    			<BonusHappinessChanges>
    				<BonusHappinessChange>
    					<BonusType>NO_BONUS</BonusType>
    					<iHappinessChange>0</iHappinessChange>
    				</BonusHappinessChange>
    			</BonusHappinessChanges>
    			<BonusProductionModifiers>
    				<BonusProductionModifier>
    					<BonusType>NO_BONUS</BonusType>
    					<iProductonModifier>0</iProductonModifier>
    				</BonusProductionModifier>
    			</BonusProductionModifiers>
    			<UnitCombatFreeExperiences>
    				<UnitCombatFreeExperience>
    					<UnitCombatType>NO_UNITCOMBAT</UnitCombatType>
    					<iExperience>0</iExperience>
    				</UnitCombatFreeExperience>
    			</UnitCombatFreeExperiences>
    			<DomainFreeExperiences>
    				<DomainFreeExperience>
    					<DomainType>NO_DOMAIN</DomainType>
    					<iExperience>0</iExperience>
    				</DomainFreeExperience>
    			</DomainFreeExperiences>
    			<DomainProductionModifiers>
    				<DomainProductionModifier>
    					<DomainType>NO_DOMAIN</DomainType>
    					<iProductionModifier>0</iProductionModifier>
    				</DomainProductionModifier>
    			</DomainProductionModifiers>
    			<BuildingHappinessChanges>
    				<BuildingHappinessChange>
    					<BuildingType>NO_BUILDINGCLASS</BuildingType>
    					<iHappinessChange>0</iHappinessChange>
    				</BuildingHappinessChange>
    			</BuildingHappinessChanges>
    			<PrereqBuildingClasses>
    				<PrereqBuildingClass>
    					<BuildingClassType>NO_BUILDINGCLASS</BuildingClassType>
    					<iNumBuildingNeeded>0</iNumBuildingNeeded>
    				</PrereqBuildingClass>
    			</PrereqBuildingClasses>
    			<BuildingClassNeededs>
    				<BuildingClassNeeded>
    					<BuildingClassType>NO_BUILDINGCLASS</BuildingClassType>
    					<bNeededInCity>0</bNeededInCity>
    				</BuildingClassNeeded>
    			</BuildingClassNeededs>
    			<ReplacementBuildings>
    				<ReplacementBuilding>
    					<BuildingClassType>NO_BUILDINGCLASS</BuildingClassType>
    					<bReplace>0</bReplace>
    				</ReplacementBuilding>
    			</ReplacementBuildings>
    			<SpecialistYieldChanges>
    				<SpecialistYieldChange>
    					<SpecialistType>SPECIALIST_PRIEST</SpecialistType>
    					<YieldChanges>
    						<iYield>0</iYield>
    						<iYield>0</iYield>
    						<iYield>0</iYield>
    						<iYield>0</iYield>
    						<iYield>0</iYield>
    					</YieldChanges>
    				</SpecialistYieldChange>
    			</SpecialistYieldChanges>
    			<BonusCommerceModifiers>
    				<BonusCommerceModifier>
    					<BonusType>NO_BONUS</BonusType>
    					<CommerceModifiers>
    						<iCommerce>0</iCommerce>
    						<iCommerce>0</iCommerce>
    						<iCommerce>0</iCommerce>
    						<iCommerce>0</iCommerce>
    					</CommerceModifiers>
    				</BonusCommerceModifier>
    			</BonusCommerceModifiers>
    			<BonusCommerceChanges>
    				<BonusCommerceChange>
    					<BonusType>NO_BONUS</BonusType>
    					<CommerceChanges>
    						<iCommerce>0</iCommerce>
    						<iCommerce>0</iCommerce>
    						<iCommerce>0</iCommerce>
    						<iCommerce>0</iCommerce>
    					</CommerceChanges>
    				</BonusCommerceChange>
    			</BonusCommerceChanges>
    			<VicinityBonusCommerceChanges>
    				<BonusCommerceChange>
    					<BonusType>NO_BONUS</BonusType>
    					<CommerceChanges>
    						<iCommerce>0</iCommerce>
    						<iCommerce>0</iCommerce>
    						<iCommerce>0</iCommerce>
    						<iCommerce>0</iCommerce>
    					</CommerceChanges>
    				</BonusCommerceChange>
    			</VicinityBonusCommerceChanges>
    			<BonusYieldModifiers>
    				<BonusYieldModifier>
    					<BonusType>NO_BONUS</BonusType>
    					<YieldModifiers>
    						<iYield>0</iYield>
    						<iYield>0</iYield>
    						<iYield>0</iYield>
    						<iYield>0</iYield>
    						<iYield>0</iYield>
    					</YieldModifiers>
    				</BonusYieldModifier>
    			</BonusYieldModifiers>
    			<BonusYieldChanges>
    				<BonusYieldChange>
    					<BonusType>NO_BONUS</BonusType>
    					<YieldChanges>
    						<iYield>0</iYield>
    						<iYield>0</iYield>
    						<iYield>0</iYield>
    						<iYield>0</iYield>
    						<iYield>0</iYield>
    					</YieldChanges>
    				</BonusYieldChange>
    			</BonusYieldChanges>
    			<VicinityBonusYieldChanges>
    				<BonusYieldChange>
    					<BonusType>NO_BONUS</BonusType>
    					<YieldChanges>
    						<iYield>0</iYield>
    						<iYield>0</iYield>
    						<iYield>0</iYield>
    						<iYield>0</iYield>
    						<iYield>0</iYield>
    					</YieldChanges>
    				</BonusYieldChange>
    			</VicinityBonusYieldChanges>
    			<ImprovementFreeSpecialists>
    				<ImprovementFreeSpecialist>
    					<ImprovementType>NO_IMPROVEMENT</ImprovementType>
    					<iFreeSpecialistCount>0</iFreeSpecialistCount>
    				</ImprovementFreeSpecialist>
    			</ImprovementFreeSpecialists>
    			<TechCommerceChanges>
    				<TechCommerceChange>
    				<PrereqTech>NO_TECH</PrereqTech>
    					<TechCommerce>
    						<iCommerce>0</iCommerce>
    						<iCommerce>0</iCommerce>
    						<iCommerce>0</iCommerce>
    						<iCommerce>0</iCommerce>
    					</TechCommerce>
    				</TechCommerceChange>
    			</TechCommerceChanges>
    			<TechYieldChanges>
    				<TechYieldChange>
    					<PrereqTech>NO_TECH</PrereqTech>
    					<TechYield>
    						<iYield>0</iYield>
    						<iYield>0</iYield>
    						<iYield>0</iYield>
    						<iYield>0</iYield>
    						<iYield>0</iYield>
    					</TechYield>
    				</TechYieldChange>
    			</TechYieldChanges>
    			<TechSpecialistChanges>
    				<TechSpecialistChange>
    					<PrereqTech>NO_TECH</PrereqTech>
    					<SpecialistCounts>
    						<SpecialistCount>
    							<SpecialistType>NO_SPECIALIST</SpecialistType>
    							<iSpecialistCount>1</iSpecialistCount>
    						</SpecialistCount>
    					</SpecialistCounts>
    				</TechSpecialistChange>
    			</TechSpecialistChanges>
    			<TechCommerceModifiers>
    				<TechCommerceModifier>
    					<PrereqTech>NO_TECH</PrereqTech>
    					<TechCommerce>
    						<iCommerce>0</iCommerce>
    						<iCommerce>0</iCommerce>
    						<iCommerce>0</iCommerce>
    						<iCommerce>0</iCommerce>
    					</TechCommerce>
    				</TechCommerceModifier>
    			</TechCommerceModifiers>
    			<TechYieldModifiers>
    				<TechYieldModifier>
    					<PrereqTech>NO_TECH</PrereqTech>
    					<TechYield>
    						<iYield>0</iYield>
    						<iYield>0</iYield>
    						<iYield>0</iYield>
    						<iYield>0</iYield>
    						<iYield>0</iYield>
    					</TechYield>
    				</TechYieldModifier>
    			</TechYieldModifiers>
    			<TechHappinessChanges>
    				<TechHappinessChange>
    					<PrereqTech>NO_TECH</PrereqTech>
    					<iHappiness>0</iHappiness>
    				</TechHappinessChange>
    			</TechHappinessChanges>
    			<TechHealthChanges>
    				<TechHealthChange>
    					<PrereqTech>NO_TECH</PrereqTech>
    					<iHealth>0</iHealth>
    				</TechHealthChange>
    			</TechHealthChanges>
    			<Flavors>
    				<Flavor>
    					<FlavorType>NO_FLAVOR</FlavorType>
    					<iFlavor>0</iFlavor>
    				</Flavor>
    			</Flavors>
    			<HotKey>NONE</HotKey>
    			<bAltDown>0</bAltDown>
    			<bShiftDown>0</bShiftDown>
    			<bCtrlDown>0</bCtrlDown>
    			<iHotKeyPriority>0</iHotKeyPriority>
    			<iOrderPriority>0</iOrderPriority>
    			<TraitCounterMods>
    				<TraitCounterMod>
    					<TraitType>NO_TRAIT</TraitType>
    					<iCounterMod>0</iCounterMod>
    				</TraitCounterMod>
    			</TraitCounterMods>
    		</BuildingInfo>
    


    Buildings will be far more reliant on bonus resources, and will work in a similar fashion to corporations in that they will gain yield/commerce increases per resource available in the city, in the following ways.


    1 Building can have X bonus resources adding an amount of yields and commerce for each instance of that bonus available in the city.
    As Well As
    X bonus resources adding a percentage increase in the amount of yields and commerce for each instance of that bonus available in the city.
    As Well As
    Being able to do both of these things with bonuses that are sourced locally only for that city
    (within the cities radius).
    As Well As
    Each Type of Resource can do something different than the other resources in that building.

    Technologies can also change the yield/commerce of buildings.​
     
  2. Lib.Spi't

    Lib.Spi't Overlord of the Wasteland

    Joined:
    Feb 12, 2009
    Messages:
    3,708
    Location:
    UK
    For processes I'd say:
    Spoiler :

    For Money:

    Gathering: 10%

    Local Business: 20%

    Trade Caravans: 30%

    Escorted Caravans: 40%

    Trade Convoys: 50%

    For Research:

    Banding Together: 10%

    Herbal Lore: 20%

    Artifact Studying: 30%

    Nuclear Power: 40%

    Book Publishing: 50%

    And for "Culture":

    New Frontiers: 5%

    Safe Haven: 10%

    Trade Networks: 15%


    If you wanted to make new buildings you could do something like:

    Gathering= Trader/Surveyor's Office(+2$)

    Assigned Tasks= Builders Hut/Landscapers Office(+2$, +1$/Building Materials)

    Animal Labor= Corral/Animal Control department(+2$, +1$/Horses)
     
  3. Lib.Spi't

    Lib.Spi't Overlord of the Wasteland

    Joined:
    Feb 12, 2009
    Messages:
    3,708
    Location:
    UK
    My suggestion is to give the Civilization's HQ +$10.

    Maybe I could add a few more 'administration' buildings to the first era, that like the Mayor/Overseer Office are part of the palace infrastructure. At the moment that gives +5 gold yield.

    Do you think it should be yield gold or commerce gold that is added?

    What kinds of buildings could we add that would represent these things. Anyone have any good naming ideas?

    What tier shuld they be on the tech tree, leadership (Mayor's office) is tier 3 I think of the top of my head. should it be before, after, or tier 3 that we add some more of these sorts of buildings?

    I didn't find the costs to be too harsh, it was a struggle in the beginning, but that felt like a good thing, the right thing, being torn between what to save for and when to spend, also where to spend it. I was playing a vault civ though.
     
  4. LonelyLurker

    LonelyLurker Chieftain

    Joined:
    Sep 19, 2008
    Messages:
    94
    It should be yield gold, otherwise early research costs would need to be raised.

    If you wanted to make new buildings you could do something like:

    Gathering= Trader/Surveyor's Office(+2$)

    Assigned Tasks= Builders Hut/Landscapers Office(+2$, +1$/Building Materials)

    Animal Labor= Corral/Animal Control department(+2$, +1$/Horses)
     
  5. Lib.Spi't

    Lib.Spi't Overlord of the Wasteland

    Joined:
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    UK
    those are some good ideas, but I assume you mean commerce gold, not yield gold. Yield gold can be invested in any of the tax sliders (science, culture, gold, etc.) commerce gold is what goes straight to the bank.
     
  6. LonelyLurker

    LonelyLurker Chieftain

    Joined:
    Sep 19, 2008
    Messages:
    94
    For processes I'd say:

    For Money:

    Gathering: 10%

    Local Business: 20%

    Trade Caravans: 30%

    Escorted Caravans: 40%

    Trade Convoys: 50%

    For Research:

    Banding Together: 10%

    Herbal Lore: 20%

    Artifact Studying: 30%

    Nuclear Power: 40%

    Book Publishing: 50%

    And for "Culture":

    New Frontiers: 5%

    Safe Haven: 10%

    Trade Networks: 15%
     
  7. LonelyLurker

    LonelyLurker Chieftain

    Joined:
    Sep 19, 2008
    Messages:
    94
    Yes, I had them backwards.
     
  8. Lib.Spi't

    Lib.Spi't Overlord of the Wasteland

    Joined:
    Feb 12, 2009
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    3,708
    Location:
    UK
  9. Lib.Spi't

    Lib.Spi't Overlord of the Wasteland

    Joined:
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    one thing we need to do eventually is add some code that obsoletes previous processes.
     
  10. TrentonC

    TrentonC Warlord

    Joined:
    Jul 20, 2012
    Messages:
    176
    I think it would look visually better if we represented vault specific buildings and Steve's event buildings with special symbols preceding them; similar to the Final Frontier mod. Here is an example: https://dl.dropboxusercontent.com/u/18254110/Untitled (2).png

    I think I may have read on this forum somewhere that with DLL work you could define a custom image (like an actual vault icon)
     
  11. Lib.Spi't

    Lib.Spi't Overlord of the Wasteland

    Joined:
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    Yes you are right.

    Did you use ICON_POWER (or whatever the lighting bolt is called) to do that?

    As you say though it takes extra work, .dll work being the hardest of all works...

    This was the quickest and simplest way to make it look different.

    I can't remember if archid did something that puts (V) in automatically if it has the brequiresvault tag set to 1..

    Originally I just added them by hand to the text reference.

    The interface and art as a whole has about a million jobs that need doing, with buttons and everything else. currently I only have about 10 unit buttons that get reused over and over, that I originally decided to represent specific faction units, they all need to have weapon and armour specific variations, etc.

    Virtually all buildings need buttons.

    A lot of commands and improvement build buttons still need making

    and on and on and on.

    (I do have a button making 'tool' that loads in GIMP that is all setup to halp make buttons the right size with border, etc.)

    At the moment they are all just jobs way down my to do list, like WAY down.

    Unless some helpful volunteer comes along who is ready and willing to brave the wastes and make wonderful buttons and other such pretty interface elements.

    At one point I nearly enticed someone to do the whole interface, but unfortunately I(For I read Archid and before that isenchine and others) only got the interface code working right after his free time diminished and he had to move on...

    What it really needs is a brave individual, a Chosen One if you will, who would be willing to take on the quest to gain experience in the hope of reaching the next level, maybe even unlocking a new perk choice!
     
  12. TrentonC

    TrentonC Warlord

    Joined:
    Jul 20, 2012
    Messages:
    176
    Yeah just put brackets around it, in the text files "(V)" and "(SE)" are manually entered.

    Could we try asking for help on ModDB or Reddit?
     
  13. Lib.Spi't

    Lib.Spi't Overlord of the Wasteland

    Joined:
    Feb 12, 2009
    Messages:
    3,708
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    Ok, yeah so if it can be entered manually in the text like ICON_ then we could use any of those.
    The Question is are any of those ICONS more informative or better than the current (V).
    At that point in time I just wanted to something quick that got the job done, this did it.

    Other options are more technical and time consuming.

    I have asked for help on Moddb. I got a few responses, but none have translated to workers yet. (this time around)

    You are more than welcome to go on another recuitment drive.

    It is one of those tasks that requires work again.

    Like I said in my response to you in 'Random ideas' I have spent a fair bit of time recruiting, but often I do that, then spend time teaching them or making tasks for them but then they go silent and I never hear anything from them again.

    I have had a couple of successful recruitment drives in the past, like I said most of the really good workers I had got busy with Real life and had to step down indefinately.

    I would certainly do what I can to welcome any new members to the team!

    I can find a whole bunch of tasks for people of all skill levels!
     

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