C2C - Building Review Thread

Sorry - wrong thread.
 
The very early buildings not. i build the Music Hut I think (around end Ancient Era) because I really like to overexpant (15 cities before Bronze Working...) on deity require a lot of :) and I usually have enough production and my cities can't build anything else usefull then.
 
Salt

I have been irked by the way the new Salt buildings are working. Here is why and some suggestions on how we may fix it.
1) Salt Evaporation Point - this can be built on fresh water lakes and in places where there is not enough sun to make it profitable.

2) The Salt Evaporation Point and Salt Flat Quarry means that Salt will be in the vicinity and you will get Borax and Magnesium also.

3) This means that everyone can get salt and destroys the whole salt trade which historically was important.
Suggestions

1) Rename Salt Mine, Borax Mine, and Magnesium Mine to Salt Merchant, Borax Merchant and Magnesium Merchant.

2) Limit the Salt Evaporation Point to between 35 degrees North and 35 degrees South.

3) Add a new building that requires fire and metal wares to evaporate the water from the salt for the higher latitudes. It should include some pollution and come later in the tech tree or require some organizational building like the Town Hall or the trade centre.

4) Add a new improvement Salt Gatherer for salt flats +1 :hammers: +1 :commerce: with each road type increasing the :commerce: by +1. IE Trail gives +1, Mud Path +2 etc to simulate the extra amount you can move. It should also give pollution with Motorised Transport. It should have no chance of finding anything and it should not upgrade to anything.​

Edit - Guild buildings

I think these are almost right now but that they should give a 25-50% reduction in the cost of their associated buildings simply because the guilds were very interested in spreading their influence.
 
1) Rename Salt Mine, Borax Mine, and Magnesium Mine to Salt Merchant, Borax Merchant and Magnesium Merchant.

We already have a Borax mine though.

2) Limit the Salt Evaporation Point to between 35 degrees North and 35 degrees South.

This seems reasonable.

3) Add a new building that requires fire and metal wares to evaporate the water from the salt for the higher latitudes. It should include some pollution and come later in the tech tree or require some organizational building like the Town Hall or the trade centre.

Hmm. I will have to think about the stats for that.

4) Add a new improvement Salt Gatherer for salt flats +1 +1 with each road type increasing the by +1. IE Trail gives +1, Mud Path +2 etc to simulate the extra amount you can move. It should also give pollution with Motorised Transport. It should have no chance of finding anything and it should not upgrade to anything.

I like this idea.
 
I am saying rename all three from mine to merchant.

I agree but H's original point against this was that some of the mine buildings represent 'mines' that derive resources that aren't on the map.

I think something in between would be Mining Company or Mining Crew. I dunno... Makes more sense as a merchant, company, or crew as a building but it also does disrupt the alternative resource collection terming a bit. Still... very confusing to a player why the city needs to build a copper mine when it has a mine on copper in the city vicinity already.
 
Propsed Changes

The following Technologies modify the following Buildings.

1.Building: Mining Camp
+1 :hammers with Pulley
+1 :hammers with Gears

2.Building: Child Care Hut
+1 :culture with Community

3.Building: Omega Child Crew
+2% hammers with Community

4. Building: Story Tellers Hut
+5% :culture with Community

5. Building: Slaughterhouse
+5% :food with Standardlization

6. Building: Fishing Huts
+5% :food with Standarlization

7. Building: Rope Weaver Huts
+1 :gold with Pulley
+1 :hammers with Standarlization

8. Building:Playing Fields
+1 :) with Community
+1 :) with Leisure

9. Building: Juggler's Booth
+1 :culture with Ornamentation

10. Building: Knowledge Inheritence
+ 1 :health: with Folk Medicine

11. Building: Healers Hut
+ 1 :health: with Folk Medicine

12. Building: Seamstress Hut
+1 :gold with Ornamentation
+1 :hammers with Textile Loom

13. Building:Quilt Maker Hut
+1 :gold with Ornamentation
+1 :hammers with Textile Loom

14. Building: Beadmaker's Hut
+1 :gold with Ornamentation

15. Building: Tannery
+1 :hammers with Standarlization

16. Building: Travious Maker
+1 :hammers with Standarlization

17.Building: Crafts Hut
+1 :culture with Ornamentation


18.Building: Crafts Hut
+1 :culture with Ornamentation


19.Building: Saddler
+1 :gold: with Exploration


20.Building: Riding School
+1 :culture: with Ceremony

21.Wheelwright
+5% :gold with Pulley
+5% :culture with Exploration
+5% :hammers: with Gears

22.Building: Maket Scales
+10% :gold: with Exploration


23.Building: Shrine
+5% :culture: at Ornamentation


24.Building: Dance Hall
+1 :) with Conciousness


25.Building: Serpent Mound
+ 5% :culture: with Conciousness
 
Holy crap! MrAzure is back!! :eek:

I thought you died man. Where the heck have you been?!? :run:

1. Approve
2. Approve
3. Approve (Could you possibly rename it to "Child Labor Camp"? I noticed a lot of people have been confused on what it is)
4. Could you explain the reasoning? Also why %?
5. Approve
6. Approve
7. Approve
8. Approve
9. Approve
10. Approve (Interesting twist on this)
11. Approve
12. Approve
13. Approve
14. Approve
15. Approve
16. Approve
17. Approve (I thought this was already so)
18. This is the same as 17
19. Approve
20. Approve
21. Approve
22. Could you explain your reasoning?
23. Approve
24. Approve
25. Approve

Note I approve all the "Approved" only if you do the work of tweaking the files.

Also on a side note could you speak to Thunderbrd about your Transhuman techs? He has had a lot of questions that I could not really answer.

Relevant Threads ...

Naval Units Rework Project (What TB is doing)
http://forums.civfanatics.com/showthread.php?t=525332

C2C - Transhuman Era (all your old posts we have been sorting through to try to find answers)
http://forums.civfanatics.com/showthread.php?t=448582
 
Welcome back Azure! I don't really have questions that I don't think I've figured out the answers to but you should review the naval review thread in full nevertheless. Note... I JUST put all the xml for all new tech adjustments together so I'm REALLY hoping everything seems like it's been sorted out ok to you as well.
 
@ Hydro
Rea life happened and this has been a crazy year both postive and negative. Had family issues, in and out of hospitals, left negative social circles, school, lots of stuff. I really want C2C to be finished, it's a great mod that doesn't deserve to be abondoned.

3. Approve (Could you possibly rename it to "Child Labor Camp"? I noticed a lot of people have been confused on what it is)

It's supposed to be feral children who have been abandoned and are bribed to work by being feed and protected. What do you think about Feral Children Camp?

4. Could you explain the reasoning? Also why %?
In a community, stories and myths are shared faster when people are near each other in a centralized place rather than spread out geographiclly. A similiar case can be said about gossip among neighbors. It doesn't have to be a percentage,but in ancent soceity there was a group of elders who passed down tales of creation, family, and death to the children..usually orally or by reading ideogram tablets.

22. Could you explain your reasoning?
The more the land around you was explored, the more goods and services you can introduce to people geographically. Merchants were encouraged to travel and explore to find new markets to sell things. An example is the Silk Road. I think Market Scales should get a percentage of :gold: to represent new markets that are discovered with exploration.


Note I approve all the "Approved" only if you do the work of tweaking the files.

I can tweak them, its no problem with me if I can edit the relevant files in Modules/Hydro.

Also on a side note could you speak to Thunderbrd about your Transhuman techs? He has had a lot of questions that I could not really answer.

Sure, the good news is I have a fresh sets of eyes since I haven't been on CivFanatics in 10 months. There's lot of great stuff I want to discuss and add to the era. I plan on making detail gudes to get everyone thoughts about the era and create more transparency.

Qualitive vs Quantitive
10 months ago I wanted 1000 Techs and lots of new buidings. Now I feel like only adding things that are unique and enhance the game and are balanced.

This is what I'm going to work on right now:

Milestone One

1: Enhancing the Ancient Era by connectiing buildings to new technolgies just like we discussed posts ago. I see a good number of connections that havent been done before. Possibly "update" some of the buidings and benefits from cetain technologies.

2: Small number of new buidings and Wonders for some Ancient Era empty-ish techs like Consciousness.
 
Welcome back Azure! I don't really have questions that I don't think I've figured out the answers to but you should review the naval review thread in full nevertheless. Note... I JUST put all the xml for all new tech adjustments together so I'm REALLY hoping everything seems like it's been sorted out ok to you as well.

I'm going to have to get up to speed on the new changes in the last 10 months, and its going to take a while to read and comment, but we will get this done!

@Sparth

Hiiiiiiiiiiiiii!:)
 
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