C2C - Buildings Discussion

Yeh, now it actually calculates correctly it'll be really slow at the beginning since several of the initial civics give you significant modifiers to the required food to grow threshold. I don't really see this as a bad thing though - much more realistic.

It will be good to see how it plays out over a longer game.
 
Hydro, could you please make a list of vicinity buildings requiring new features?
 
Hydro, could you please make a list of vicinity buildings requiring new features?

So far its only ...

Bamboo = Bamboo Grove
Coconut Palms = Coconut Grove
Date Palms = Date Plantation
Prickly Pear = Cactus Plantation
Barrel Cactus = Peyote Plantation

Fossils + Fish = Dig Site (Shark Teeth)
Fossils + Prime Timber = Dig Site (Petrified Forest)
Fossils + Elephant = Dig Site (Mammoth Bones) [Should Probably be Changed]
Fossils + Whale = Dig Site (Plesiosaur Fossils)
Fossils + Clam = Dig Site (Ammonite Fossils)
Fossils + Horse = Dig Site (Velociraptor Fossils)
Fossils + Gems = Dig Site (Amber)
Fossils + Crab = Dig Site (Trilobite)

I still have yet to do ...

Kelp = Kelp Farm
Tar Pit = ?
Volcano = Volcanology Lab
Crater = ?
More Fossil Combos
 
Kelp = Kelp Farm
Tar Pit = ?
Volcano = Volcanology Lab
Crater = ?
More Fossil Combos

Tar Pit = Tar Pit:
+1 :yuck: +1 :gold: Provides free Good (Tar)
Used in combination with:
Tar Refinery: +1:hammers:
Tech: Pottery
Requires Oil or Good (Tar)
+10% to build wooden ships, +20% to build Paved Roads / Expressway
Ancient people used tar (aka bitumen) to waterproof ships, houses, baskets, or other items and as mortar in masonry.

Crater = Meteorite Lab
 
I had an idea about the scaling health buildings and +food% buildings...

I'm not sure if this is modded in or if it's vanilla civ5, but there were buildings that provided happiness, say +3 temple and +4 from a colosseum etc. But they only provided as many happiness as the city had population, so if you had both of those in a size 5 city you would only get 5 happy not 7.
I'm wondering if you could get the scaling health buildings to have limits, and each new one builds on the previous limit. eg aqueduct giving +0.5 health per pop to a limit of 10, and sewer system doing the same. If you had a size 30 city you'd get the full 10 health from the aqueduct but only 5 from the sewer system, but as your city grew you'd get the full +10 from the sewer system at size 40.

I was also thinking +food% buildings may also be turned into a scaling bonus like the health thing? So like +1 food per pop until +10 food total, and having each additional one build on the previous limit...
 
I had an idea about the scaling health buildings and +food% buildings...

I'm not sure if this is modded in or if it's vanilla civ5, but there were buildings that provided happiness, say +3 temple and +4 from a colosseum etc. But they only provided as many happiness as the city had population, so if you had both of those in a size 5 city you would only get 5 happy not 7.
I'm wondering if you could get the scaling health buildings to have limits, and each new one builds on the previous limit. eg aqueduct giving +0.5 health per pop to a limit of 10, and sewer system doing the same. If you had a size 30 city you'd get the full 10 health from the aqueduct but only 5 from the sewer system, but as your city grew you'd get the full +10 from the sewer system at size 40.

I was also thinking +food% buildings may also be turned into a scaling bonus like the health thing? So like +1 food per pop until +10 food total, and having each additional one build on the previous limit...

For health I think adding a limit (see my post last week) will work (if we decide its still needed after food changes)

For food I plan to have the wasteage sysytem in place no later than tomorrow, which will have a similar effect to what you suggest, but a but more gradual.
 
The Steel Mill gives +15% production and another 10% with electricity. But it replaces the forge that already gives +25%. So before you have electricity it in fact reduces the production, even later on you get nothing than steel as a ressource and additional unhealthiness from a very expensive to build building.

My sugestion would be: Change it to +30% production (at least +25%) and additonal +10% with electricity.


Another point: Paved Roads are way too expensive to build for what you get from them. And +10% maintenance can really kill you later in the game when maintenance goes heavily up due to corporations and many other maintenance buildings summing up.

My suggestion: Reduce the cost to 300 and/or give it additional benefits, what about a happy face? People really approve of paved roads compared to dirt...
 
@Hydro

Do you have some kind of spreadsheet for the buildings in C2C that shows the maximum (approximately) :food:, :culture:, :gold:, :espionage:, :hammers:, :science: etc a city can produce at any given point in time?

I know that availability of buildings is dependent on techs discovered, but it seems we need some kind of approximate guide to help determine costs and maintain a better balance throughout the game's progress.
 
@Hydro

Do you have some kind of spreadsheet for the buildings in C2C that shows the maximum (approximately) :food:, :culture:, :gold:, :espionage:, :hammers:, :science: etc a city can produce at any given point in time?

I know that availability of buildings is dependent on techs discovered, but it seems we need some kind of approximate guide to help determine costs and maintain a better balance throughout the game's progress.

LOL. Sorry no. If I did I probably would not have gotten anything done but that. It seems like a very difficult request. If you want to tackle it be my guest.
 
LOL. Sorry no. If I did I probably would not have gotten anything done but that. It seems like a very difficult request. If you want to tackle it be my guest.

Oh. I had hoped you built it as you went along to help keep track of those levels with each of the buildings and things you're adding.

Maybe someone out there in the wild is interested in making such a thing :D
 
Oh. I had hoped you built it as you went along to help keep track of those levels with each of the buildings and things you're adding.

Maybe someone out there in the wild is interested in making such a thing :D

Thunderbrd was doing this (using the tool that I provided him which parses the XML and spits ou CSV files). I don't know how far he got in the end though, but you could try sending him a private message...
 
Thunderbrd was doing this (using the tool that I provided him which parses the XML and spits ou CSV files). I don't know how far he got in the end though, but you could try sending him a private message...

Er... well maybe after I've completed my Civics project. :mischief:

On another note, I think it would be funny if a Neanderthal unit could be used to create a "Lucy Exhibit" once your city has a Museum. I've kept one or two of them around in previous games and thought that would be funny.
 
A suggestion: Maybe change the Ancient Embalmer from requiring the Weaver's Hut to instead requiring Good (Cloth). In my last few games Weaver's huts came fairly late since sheep & cotton seem to be rare, so I've always had to use a silk/cannabis/etc. farm. This way you only need one weaver's hut to get the embalmer everywhere. Think of the poor mummies!
 
Thunderbrd was doing this (using the tool that I provided him which parses the XML and spits ou CSV files). I don't know how far he got in the end though, but you could try sending him a private message...

Could you please post this tool for me Koshling? I could really use this for my own C2C running reference, and if I have the time I could post it for everyone else;).
 
could you please explain how to add more items to the parser? I read your instructions to Thunderbird, but they didn't seem very user-friendly. Could I just copy/paste a schema from the files? Thanks.

No sorry, we never developed any schemas for the tool. Its just a quick-and-dirty tool I'm afraid. If you know what columns you want in the CSV file it outputs I can probabl work one up for you when I have time, or at least give you mor detailed pointers...
 
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