C2C - Buildings Discussion

Am I right in saying that there is no way to get power in a city apart from a local power station? That's pretty rough pre-fusion isn't it? The vicinity requirements make it such that you typically have quite a few cities (minority but still quite a few) that are unable to get power as far as I can see?

You can get wind power.
 
Thats power lines.

Hmm. I guess I intuitively thought that power lines would provide power to a city :confused: But I guess it's only a pre-req to buildings that DO provide power. :sad: That seems odd to me.
 
Oh cool. What tech is that enabled by?

Ecology.

However when i can get to it I will probably make oil, coal, nuclear, etc require a good instead of a city vicinity resource. Just got to make the new goods.

Hmm. I guess I intuitively thought that power lines would provide power to a city :confused: But I guess it's only a pre-req to buildings that DO provide power. :sad: That seems odd to me.

The problem with having the power lines giving power (which they did at one point) is that with the Department of Power giving free power lines in every city ment that you could have powered cities with no power plants ever built, which is even weirder. So now instead power lines are needed to build a power plant.
 
The problem with having the power lines giving power (which they did at one point) is that with the Department of Power giving free power lines in every city ment that you could have powered cities with no power plants ever built, which is even weirder. So now instead power lines are needed to build a power plant.

I figured that the Dept of Energy would require a power plant of some type that supplies the source of power and creating the DoE spans power lines from that plant to all cities on the continent.

I do see your point though about not needing the other power facilities if the power lines provide power. I guess it's just when I think about power lines being placed, I assume that equals power-- as it used to.
 
Confirming you don't need the building, just the culture level work 3 tiles.

@Koshling

I double-checked this yesterday and I had a city able to work 3 tiles out only having City Council and a high culture level. (Option turned ON in game config for working the extra tiles). So if the expanded tile working is supposed to require BOTH high culture AND Metropolitan Administration (which says expands working radius to 3 tiles) then it isn't working properly.
 
@Koshling

I double-checked this yesterday and I had a city able to work 3 tiles out only having City Council and a high culture level. (Option turned ON in game config for working the extra tiles). So if the expanded tile working is supposed to require BOTH high culture AND Metropolitan Administration (which says expands working radius to 3 tiles) then it isn't working properly.

Ok, I checked what the code actually does and here is the answer:

1) Metropolitan admin ALWAYS gives radius 3 with no other conditions. However, you cannot BUILD it without influential culture

2) Influential culture ALONE gives a radius of 3 IF the large city option is turned on

So, to have it behave as I think it should (large cities with admin building) you need the option turned OFF!! This seems highly counter-intuitive to me.

Also, the AI doesn't take ANY of the above into account, and has absolutely no clue about trying to get radius 3 cities.

My own preference would be to do the following:

i) Re-interpret the game option to mean option OFF = no large cities (full stop), option ON = large cities with enabling buildings (ONLY), and let the building requirements dictate cultural needs.

ii) Make the AI take account of the radius increasing buildings when deciding what to build (if the option is ON). Also probably have the option being ON cause the AI to slightly more favour culture than it otherwise would until such time as it reaches influential.
 
Ok, I checked what the code actually does and here is the answer:

1) Metropolitan admin ALWAYS gives radius 3 with no other conditions. However, you cannot BUILD it without influential culture

2) Influential culture ALONE gives a radius of 3 IF the large city option is turned on

So, to have it behave as I think it should (large cities with admin building) you need the option turned OFF!! This seems highly counter-intuitive to me.

Also, the AI doesn't take ANY of the above into account, and has absolutely no clue about trying to get radius 3 cities.

My own preference would be to do the following:

i) Re-interpret the game option to mean option OFF = no large cities (full stop), option ON = large cities with enabling buildings (ONLY), and let the building requirements dictate cultural needs.

ii) Make the AI take account of the radius increasing buildings when deciding what to build (if the option is ON). Also probably have the option being ON cause the AI to slightly more favour culture than it otherwise would until such time as it reaches influential.

I agree. That seems like the best and most logical fix. And I've always thought the AI didn't develop culture as much as I always do. This should help with that aspect as well.
 
I think something is a bit off about the timing of some of the housing buildings (or possibly their prereqs).

Basically I have found in my current game that researching civil engineering was REALLY painful, because it obsoletes all the slums/shanty town era housing buildings. The problem is that their more modern replacements all require power, but when you are researching civil engineering (it's on the bee line to early tanks) you only have fairly limited options for power, which are all vicinity resource dependent. Net result is that only about 20% of my cities are able to build any sort of power station and hence all their houses gets trashed, which is extremely painful.

It's like the authorities decided to demolish all the slums without having anything better so everyone is homeless now!
 
I think something is a bit off about the timing of some of the housing buildings (or possibly their prereqs).

Basically I have found in my current game that researching civil engineering was REALLY painful, because it obsoletes all the slums/shanty town era housing buildings. The problem is that their more modern replacements all require power, but when you are researching civil engineering (it's on the bee line to early tanks) you only have fairly limited options for power, which are all vicinity resource dependent. Net result is that only about 20% of my cities are able to build any sort of power station and hence all their houses gets trashed, which is extremely painful.

It's like the authorities decided to demolish all the slums without having anything better so everyone is homeless now!
what about making those absolute houses absolute with electricity and not c.e.
 
Why not NOT obsolete them and instead simply have them replaced by their upgraded counterparts?
 
Because having medieval housing in the galactic era would be weird. I can just push it back to another tech after civil engineering.

Well, not really. Just because a world or nation, or even city, has entered the Galactic Era it doesn't necessarily involve the whole populace. I rather think much of the populace would live in squalor, only perchance get some of the benefits the well-to-do citizens reckon is standard. In most cases where nations are highly evolved the cleft between the rich, the well-to-do, and the poor widens. I can very well see a shiny spaceport rise above the city skyline while in it's shadow denizens live with barely running water, no power, and food scrounged from where they can when they can.

In today's modern world there's still people in the "rich" nations that live in bad conditions, no running water, no power, bottom line jobs if any at all. Sure, we're not quite at the Galactic Age yet but if a nation decides it would rather spend it's money elsewhere rather than at increasing living conditions for ALL it's citizens then that's said nations prerogative. You COULD increase maintenance costs for those old shacks but if the nation didn't bother about the people living there it certainly wouldn't bother maintaining it...
What I think could work, as well as being a realistic tactical question, is to add unhappy faces to the run down and outdated housings at the otherwise obsoleting techs (and maybe more on techs further along). That way the nation itself decides where to place it's resources, but at a cost of unhappy and pushed aside citizens who might or might not revolt or riot.
 
The Naval Academy and Water Raceway both give Navigation I promotions. The Academy is cheaper (about 4 times cheaper!), provides XP, and Culture +3 vs the Raceway's Culture +1. The Raceway DOES provide some gold, +1 Happiness, and Unhealthiness, and also +30% maintenance.

Since the Naval Academy never expires, it seems there isn't really a great benefit to building the Raceway at all in a coastal city. Maybe the happiness needs to be improved or raw XP given instead of Navigation I, or a different promotion?
 
The Naval Academy and Water Raceway both give Navigation I promotions. The Academy is cheaper (about 4 times cheaper!), provides XP, and Culture +3 vs the Raceway's Culture +1. The Raceway DOES provide some gold, +1 Happiness, and Unhealthiness, and also +30% maintenance.

Since the Naval Academy never expires, it seems there isn't really a great benefit to building the Raceway at all in a coastal city. Maybe the happiness needs to be improved or raw XP given instead of Navigation I, or a different promotion?

I need to redo the Sports mod building anways. I can tweak that when I get around to fixing them. Thanks for reporting that.
 
Updates
- Reduced food % stored by Colony Arcology and Launch Arcology.
- Reduced food % stored by Storage Pit and Icehouse.
- Reduced food % stored by Warehouse.
- Reduced food % stored by Granary and Modern Granary.
- Removed Free Granary in every city for the Strategic Grain Reserve.

I suppose this is for reducing city sizes?

So what good is SGR anymore? Or Storage pit and Icehouse? They were only 10% anyway. Any lower and why bother building them?

Just wondering why.

JosEPh
 
I suppose this is for reducing city sizes?

So what good is SGR anymore? Or Storage pit and Icehouse? They were only 10% anyway. Any lower and why bother building them?

Just wondering why.

JosEPh

See other thread. Hopefully these will get reversed.
 
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