Buildings for Old Resources

Evalis

Prince
Joined
Mar 2, 2009
Messages
507
Should probably read Obsolete.. but i'm lazy ^^

This adds three new buildings that consume iron and horses. They both appear before their obsoletion date, primarily because I had issues coming up with a feasible description and attaching it to an appropriate tech. I'm interested in some feedback on whether or not this is balanced, though I suspect not since russia (and probably patronage greece) will recieve much bigger benefits from this. If anyone wants to use this in one of their mods feel free.

The buildings are as follows:

Steel Constructions:
5% Global Production Modifier, Costs 4 Iron.
350 Hammers Maintenance 2
Max of 4 per player.
Available @ Chemistry*

Burger Barn
10% Food, .34 gold per pop, Costs 2 Horse XD
180 Hammers Maintenance 1
Available @ Refrigeration

Contracting Office
+2 Production, Costs 1 Iron
60 Hammers Maintenance 0
Requires 1 Steel Constructions
Available @ Mass Media**

*
Spoiler :
(I'm pretty sure no one will invest in this when it becomes available since their empire won't be large enough.. i'm open to suggestions on another tech if someone can provide a better description that I have)

**
Spoiler :
This is mostly to give the player time to build the Steel Construction buildings before puppet states plow through all the iron
 
Nm, I found the missing steel building. It is a national wonder, and i was looking among ordinary buildings. I would suggest that you add this to the description of the building, and perhaps a readme.html file with same text, or at least a link to this thread in mod description.
 
*Amused* Anything that has a max number is automatically a national wonder.. however, how would you propose I would have them find the description of the building saying that it's a national wonder if they can't find the building to see the description?
 
*Amused* Anything that has a max number is automatically a national wonder.

How was I supposed to know one of the buildings had special limitations? There where 3 buildings advertised, but only two showed up in the list. One seemed to be missing.

however, how would you propose I would have them find the description of the building saying that it's a national wonder if they can't find the building to see the description?

Do you expect people to read XML files in order to find out what the mod does? There was no link back to this forum, from steam. I found this thread by accident.

Take a look at Thalassicus balance mods. They have readme.html files, with all info one can ask for about the mods, and links to threads on this forum. You will probably get more people using your mods if you copy that nice concept.
 
I'll include a link on the next update. It's unlikely I'll make an html. Thanks for the feedback. Sorry if I sounded hostile.. I just expected people to right click on stuff in the tech trees.
 
I like this, I think ideas of using strategic resources for modern-day buildings or something similar is a good one. It always feels like a waste to see 40 iron at the top of the screen not being used for anything.

Don't really need the complexity of an html file for things, they're a little harder to edit anyway! Plus, some mods are simple enough you don't need lots of details. If you want to experiment though, with a simpler readme.txt, you can add it just by right clicking the project name when open in ModBuddy and click add > new file > name it Readme.txt. You can edit it right in ModBuddy and this is a great way to get around the 1024 character limit for mod descriptions. If you don't feel the need for a readme though that's perfectly alright, all different ways of doing mods and none are right or wrong. :)

Love the concept of this mod, downloaded.
 
Sadly no. The only item that comes close to this is the 'extra luxuries' tag that the bazaar gets. As a side note Thal, I am somewhat curious how you got the icons to show up in your mod description. Does using [ICON_whateverresource] work within the mod description pane?

Edit: Nevermind, I figured it out. Thanks ^^
 
i have an idea for an another one to utilize horses:
estate. reqs 2 horses, gives +2 gold and + 2 culture on tiles with deer, wine, horses or gems resources (need at least one of them in city radius to build, same mechanics as for monastery). maybe +20 xp to mounted also. maintenance 5 gold / turn
 
Wine already gets the bonus from the monastary I think, it wouldn't be wise to double stack them like that, and deer are too plentiful. I could do one with horses and gems though, probably lower maintenance to 3, and make it mutually exclusive with the burger barn.
 
There seems to be a bug somewhere making it impossible to build all 4 steel construction wonders. With 3 built you get 15% production bonus, building a 4th removes the 1st built from the city and you end up with 3 buildings and 15%, not the 4 buildings and 20% that you would expect.

I solved it by removing the limitation of 4, making it possible to build one in every city, but to balance I lowered the size of the global production bonus to 2% each. So for every 4 irons you get 2% global production bonus.
 
Good catch.. I'll see what I can do to fix it.. Not sure why it's hardcoded to do that.
 
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