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Buildings

Discussion in 'Civ4 - World 2009 Mod' started by Amogos, Jul 24, 2008.

  1. Amogos

    Amogos P.R.A.S.C.O.

    Joined:
    May 4, 2008
    Messages:
    91
    Location:
    No-Nonsenseland
    I don't think we have discussed buildings yet, so I'll start.

    Barracks - New land units receive +4 experience points
    Academy - +4 culture, +50% science, requires University or Laboratory
    Grocer - +25% commerce, Can turn 2 citizens into Merchant, +1 health from Banana, Spices, Sugar, Wine, Required to build Supermarket
    Bank - +50% Gold, Protects city from theft of gold by spies
    Market - +25% Gold, Can turn 2 citizens into merchant, +1 :) from fur, ivory, silk, whale
    Library - +2 Culture, +25% science, Can turn 2 citizens into scientist, Required to build University
    University - +3 Culture, +25% science, Requires School
    School - +2 Culture, +10% science, Required to build University
    Police Station - -50 war mad, Helps thwart rival spies
    Fire Department - Stops fire events
    Hospital - +3 :health:, Heal units extra 10% damage/turn
    Security Bureau - +8 :espionage:, +50% Defense against Espionage, Helps thwart rival spies, Can turn two citizens into a Spy
    Intelligence Agency - +8 :espionage:, +50% :espionage:, Can turn two citizens into a Spy
    Theatre- +3 :culture:, +1 per 10% culture rate, Can turn 2 citizens into artists, +1 :) from dye
    Factory- +1 :yuck:, +25% production, +50% production with Power, Can turn 2 citizens into Engineer, Required to build coal plant, hydro plant, nuclear plant
    Coal Plant - Provides power with Coal, +2 :yuck:
    Nuclear Plant - Small chance of nuclear meltdown, Provides power with Uranium
    Sewer - +50% health
    Studio - +3 culture, +1 commerce
    Embassy - +25% culture
    Courthouse- -50% maintenance
    Casino- +50% gold
    Harbor - +50% trade route yield, +1 health from clam, crab, fish
    Lighthouse - +1 food on water tiles
    Drydock - +1 :yuck: , New water units receive +4 experience points, Builds water units +50% faster
    Airport - +1 :yuck:,Can airlift 1 land unit per turn, +1 trade route
    Broadcast Tower - +50% culture, +1 :) per 10% culture rate, Can turn 2 citizens into artists, +1 :) from hit musicals, hit singles, hit movies
    Bomb Shelters - -75% damages from nukes and missiles
    Bunker - -75% damage from air units
    Stadium - +1 :), +1 :) per 20% culture rate
    Hydro Plant - Provides power
    Jail - -25% war :mad:
    Penitentiary - -2 :mad:
    Laboratory - +1 :yuck:, +25% science, +50% spaceship production, Can turn 1 citizen into scientist
    Observatory - +25% science, Can turn 1 citizen into scientist, Required to build Laboratory
    Recycling Centre - No :yuck: from buildings
    Supermarket - +1 health from cow, deer, pig, sheep
    Monument - +1 culture
    Levee - River tiles: +1 :hammers:
    Industrial Park - +2 :yuck:, Can turn two citizens into an engineer, +1 engineer specialist, +1 :yuck: from Coal and Oil, Requires Factory
    Public Transportation - +1 health, +1 health from Oil, +2 health from Environmentalism
    Park - +1 health, +1 :) with Forest Preserve
    Community Centre - +1 happiness
    Workshop - +20% production, +10% production with power
    Water Works - +2 health, +1 :health: with river
    City Hall - -30% maintenance
    Plaza - +1 culture, +1 Happiness, +15% gold
    Solar Complex - +1 Happiness, +10% production
    Farm Tower - +2 food
    Wind Farm - Generates power with coast

    Western: Church - Spreads Western, +1 culture, +1 :)
    Orthodox: Cathedral - Spreads Orthodox, +2 culture, -1 :mad:
    Amerindian: ? - Spreads Amerindian, ?
    Eastern: Pagoda - +1 culture, +1 research
    Muslim: Mosque - Spreads Islam, +1 culture, +1 :)
    Hindu: Temple - Spreads Hinduism, +3 culture
    Jewish: Synagogue - Spreads Judaism, +1 health, +1 :)

    Juche: Outpost - Spreads Juche, +75% military production
    Neoliberalism: Customs House - Spreads Neoliberalism, +75% intercontinental trade route yield
    Wahhabism: ? - Spreads Wahhabism, ?
    Bolivarianism: Kiosk - Spreads Bolivarianism, +1 :) for every civ with state ideology Bolivarianism
    Progressivism: Research Centre - Spreads Progressivism, +1 :) per 10% research rate
     
  2. Kao'chai

    Kao'chai Newbie in Modding

    Joined:
    May 24, 2007
    Messages:
    481
    Location:
    Manila
    town hall?
     
  3. NikNaks

    NikNaks Chieftain

    Joined:
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    Messages:
    2,972
    Location:
    England
    That looks like a pretty decent list to me :goodjob:
     
  4. hevehoc

    hevehoc Chieftain

    Joined:
    Jun 28, 2008
    Messages:
    105
    Location:
    Sweden, Jämtland
    maybe we should make upgrades for some buildings, like from town hall to city hall (that was acctualy not a very good example but i couldn't figure out anything else).
    EDIT: oh and BTW good list!
     
  5. Amogos

    Amogos P.R.A.S.C.O.

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    Location:
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    Yo, NikNaks, what if political ideologies were to have holy cities and building that would allow places like North Korea to have a realistic bonus: Juche "Temples" would make units less expensive or more experienced. The Juche capital, Pyongyang, would get free units if state ideology is Juche, so on.

    Juche: Pyongyang, North Korea
    Neoliberalism: Lisbon, Portugal (EU or NATO) :confused:
    Wahhabism: Kabul? Baghdad?
    Bolivarianism: Venezuela (Cus the US and Russia have already have an advantage :nuke:)
    Progressivism: Tokyo, Japan
     
  6. NikNaks

    NikNaks Chieftain

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    Location:
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    Yeah, that makes sense. We just need to clear up what we want for the ideologies.
     
  7. Amogos

    Amogos P.R.A.S.C.O.

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    What do you mean by "what we want for the ideologies"?
     
  8. NikNaks

    NikNaks Chieftain

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    Well, I didn't think we'd decided on what they were going to be yet. But I reckon the Political has more support over the Cultural, so that's fine.
     
  9. ianinsane

    ianinsane Chieftain

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    393
    Location:
    Germany, EU
    I'm not sure about that! :)
     
  10. Kao'chai

    Kao'chai Newbie in Modding

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    eastern - pagoda
     
  11. Amogos

    Amogos P.R.A.S.C.O.

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    Thanks Kao'chai :), but I have never been to a Pagoda so if you could give the bonuses... and I've never been to church... or a cathedral... in fact if people would like to change the bonuses for things they know that'd be great.
     
  12. sheep21

    sheep21 Chieftain

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    Surely you mean Synagogue? Im jewish and I dont pray at the cemetary every saterday:confused:
     
  13. Kao'chai

    Kao'chai Newbie in Modding

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    Eastern - Pagoda +1 culture , 1 free specialist or just simply research

    BTW
    Town Square - +1 culture +2 Happiness +15% gold
     
  14. Amogos

    Amogos P.R.A.S.C.O.

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    What is a, so called "Synagogue"? A cemetery is important enough to be a building but too religious to be a standard building so I put it as Jewish.
     
  15. hevehoc

    hevehoc Chieftain

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    A synagogue is the jewish reference to churches and mosques. Their church service premise.
     
  16. Gooblah

    Gooblah Heh...

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    Nuclear Power Plant
    Hydroelectric Dam (requires River)
    Coal Plant
    Natural Gas Plant (?)
    Solar Complex
     
  17. Amogos

    Amogos P.R.A.S.C.O.

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    Gooblah: already had a Hydro Plant, and Nuclear Plant. Gas Plantation would be outside the city, and solar power is for an individual house; unless you com up with proof that a giant solar plant can power a city.
     
  18. hevehoc

    hevehoc Chieftain

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    Good i see you have changed to synagogue
     
  19. sheep21

    sheep21 Chieftain

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    erm...


    a Synagogue, a Jewish House of Worship
    http://en.wikipedia.org/wiki/Synagogue a place of worship for Jews for thousands of years, much like a church
     
  20. sheep21

    sheep21 Chieftain

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