C2C Group Wonders

Whisperr

Warlord
Joined
Oct 15, 2011
Messages
226
Group Wonders

We've always had World Wonders, National Wonders and Team Projects. We now also have Group Wonders.

Currently, this has been implemented for a special set of educational buildings, Elite Universities.

The rule for Group Wonders is that not only may each wonder in the set be built only once in a game, a given player may only build one of the wonders among the set.

This leaves other players to select the wonder they prefer to build among that set of wonders and keeps one player from hogging all the wonders, while also making them unique so that not all players end up with the same thing as they do with a national wonder.

They are meant to be designed on similar base principles of modifiers with unique specializations that can guide which one you may favor based on your play style preferences.

Thus, if you build the Oxford University, which is specialized in enhancing commerce for your city, you may not also build the Montpellier University, which is specialized in medicine. The color of the background on the icon for these buildings helps to indicate their specializations.

More Group Wonder collections are planned.

In the pedia, they fall under the category of Great Wonders.
 
I have created an Elite Military Academies Group, like the Elite Universities group. This new group is based around West Point.

There are now 6 Military Academies, 2 Land Units, 2 Sea Units, and 2 Air Units. A unit level requirement of 12 (at the moment this is any unit, it will eventually be of the domain of the military academy and a population of 15. These are the main changes.

Land Units: City more likely to generate Great General. Requires Military Tradition Tech

West Point +6 Experience Points to land units and +4:gp: and
Evelpidon +6:gp: and +4 Experience Points to land units

Sea Units: City more likely to generate Great Admiral. Requires Grand War Tech

Republic of China Naval Academy +6 Experience Points to Sea Units and +4:gp: and the
Imperial Japaneses Naval Academy +4:gp: and +6 Experience Points to Sea Units

Air Units: City more likely to generate Great General (until I can get a Great Aviator). Requires Aviation Tech

Accademia Aeronautica +6 Experience Points to Air Units and +4:gp: and
Royal Air Force Academy +4 Experience Points to Air Units and +6:gp:
 
Just so the team knows... I've given my wife, Whisperr, here, access to SVN commit because she's working on this stuff all on her system. Of course, she has me here to help her sort out any issues and avoid them before they get to the SVN so I'm sure you can assume she's got some great access to modding training. This is her pet project (and it's likely to branch into some other much needed help territory) and by all rights, she's really joining the team with this latest project. Please give her the same respect and consideration (and honest feedback) you would any other team member. This is pretty cool for her to be taking this step - these are not my ideas... I've only made little suggestions and comments as anyone on the forum may.

She's long been a bit intimidated by the idea of doing her own modding but she's really grown some courage here to get in and do this and I'm really proud of her for overcoming the fear we all had before taking our first steps into learning how to get things done.
 
Just so the team knows... I've given my wife, Whisperr, here, access to SVN commit because she's working on this stuff all on her system. Of course, she has me here to help her sort out any issues and avoid them before they get to the SVN so I'm sure you can assume she's got some great access to modding training. This is her pet project (and it's likely to branch into some other much needed help territory) and by all rights, she's really joining the team with this latest project. Please give her the same respect and consideration (and honest feedback) you would any other team member. This is pretty cool for her to be taking this step - these are not my ideas... I've only made little suggestions and comments as anyone on the forum may.

She's long been a bit intimidated by the idea of doing her own modding but she's really grown some courage here to get in and do this and I'm really proud of her for overcoming the fear we all had before taking our first steps into learning how to get things done.

I, for one, welcome the more of the royal family to engage in the family business.
Welcome Whisperr, the main thing here is persistence ( I did mod other projects, never really extensively ), and to -take breaks- if you feel you're starting to burn out. Its VERY easy to lose interest if all you see is <XXX> for hours on end.
 
Welcome Whisperr. Good to have you on board. :)
 
I would at least suggest lesser (national wonder) buildings for all the service accademies as well. Living near Annapolis, I know lots of naval officers who would scoff at the idea of West Point grads being supperior.

If you want to go by history, I could argue that West Point was in its heyday during the the 19th century, but that German high ranking army officers (as a whole) were supperior during ww2. Conversely, US admirals were the world elite during ww2, and English admirals prior to that.
 
@Whisperr: You might have made an unintentional change in the SVN.

You turned off multithreading in A_New_Dawn_GlobalDefines.xml.
Code:
    <Define>
        <DefineName>USE_MULTIPLE_THREADS_SPAWNING</DefineName>
        <bDefineBoolVal>1</bDefineBoolVal> → <bDefineBoolVal>0</bDefineBoolVal>
    </Define>
    <Define>
        <DefineName>USE_MULTIPLE_THREADS_PROPERTY_SOLVER</DefineName>
        <bDefineBoolVal>1</bDefineBoolVal> → <bDefineBoolVal>0</bDefineBoolVal>
    </Define>
    <Define>
        <DefineName>NUM_CITY_PIPELINE_THREADS</DefineName>
        <iDefineIntVal>4</iDefineIntVal> → <iDefineIntVal>1</iDefineIntVal>
    </Define>

Edit: Forgot to say, great job on those group wonders, this is something we really need more of. :clap:
 
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@Whisperr: You might have made an unintentionally change in the SVN.

You turned off multithreading in A_New_Dawn_GlobalDefines.xml.
Code:
    <Define>
        <DefineName>USE_MULTIPLE_THREADS_SPAWNING</DefineName>
        <bDefineBoolVal>1</bDefineBoolVal> → <bDefineBoolVal>0</bDefineBoolVal>
    </Define>
    <Define>
        <DefineName>USE_MULTIPLE_THREADS_PROPERTY_SOLVER</DefineName>
        <bDefineBoolVal>1</bDefineBoolVal> → <bDefineBoolVal>0</bDefineBoolVal>
    </Define>
    <Define>
        <DefineName>NUM_CITY_PIPELINE_THREADS</DefineName>
        <iDefineIntVal>4</iDefineIntVal> → <iDefineIntVal>1</iDefineIntVal>
    </Define>

Edit: Forgot to say, great job on those group wonders, this is something we really need more of. :clap:
I'll take the blame on that. Did you already fix it on the last commit?
 
As a gentle suggestion from someone outside of the team regarding naming conventions of these great wonders, you may want to consider trying to utilize less nation specific names for wonders and try to go with more generic ones ( ex: Imperial Japanese military wonder ) so that when, say, the Aborginals build it, it doesn't look odd.
 
I think the odd impression would be lessened if/when generic civs get implemented.
 
I think the odd impression would be lessened if/when generic civs get implemented.

The problem with generic civs is that each civ currently has a specific "flavor" to their units. making them generic will either cause us to abandoned all the art that was done to achieve that or each generic civ will have units that still look like the original culture it was.

This is the main issue when it comes to generic civs to me. And I am not sure what would even be a good solution since I know a lot of hard work was put into those "flavor units". No to mention many people still want to play with actual named civs. And then all the city names that are linked to that civ.

So yeah a lot to work out. And i guess this is not even the right topic to discuss it. Sorry back on topic ...

I do agree that Republic of China Naval Academy and Imperial Japaneses Naval Academy are too specific. Having like West Point or Cambridge are a bit less specific since you could have say the same named city in another nation, but named after a nation will get confusing. Perhaps something like ...

Etajima Naval Academy or Nagasaki Naval Academy

and

Dalian Naval Academy or Zuoyin Naval Academy
 
The problem with generic civs is that each civ currently has a specific "flavor" to their units. making them generic will either cause us to abandoned all the art that was done to achieve that or each generic civ will have units that still look like the original culture it was.

This is the main issue when it comes to generic civs to me. And I am not sure what would even be a good solution since I know a lot of hard work was put into those "flavor units". No to mention many people still want to play with actual named civs. And then all the city names that are linked to that civ.
I plan to make it possible to adopt cultures (as Civics) through some Ideas Project rules to guide whether it's possible or not to adopt a given culture. Once you adopt a culture, the units take on the flavor of the Civilization definition attached to the culture. Thus, there will be a Civilization, Bonus, Civic AND world wonder all assigned to defining each Culture. That said, based then on game options, a player can select either only from a small set of generic player civs (like Red Player, Blue Player, etc) or pick a Civilization that gets automatic access to the corresponding culture/civic as long as they tech qualify for it. Til then, they would be able to be whoever they declare themselves to be. Players will play more than one civilization, then, basically, throughout their time in the game.

This is all doable and I'm just letting more thoughts coalesce around the Ideas project before diving in there.


As for the naming issue, I would've mentioned it myself, but what about those establishments where they don't HAVE such a generic name but are still historically noteworthy enough to be a member of the set?
 
The names have been finally changed to:
Imperial Naval Academy and,
Republic Naval Academy.
 
Ancient Ways - Group Wonder Set

This is a set of 10 buildings. They become active at Sedentary Lifestyle and obsolete at Classical Lifestyle.

Having crime problems, Ancient Way of the Fist will help. Health a problem, Ancient Way of the Leech will give a one era boost to help. Have an annoying neighbour that you would like to wipe off the face of the Earth? A one era boost of 1 Strength to your Melee or Mounted might help. That annoying neighbour attacking you? A one era boost of 1 Strength to your Archer or Throwing units might help.

Remember you can only build ONE, and each one can only be built once, so choose wisely. These benefits all disappear when you research the Classical Lifestyle tech, make the most of them while you have them.

The set introduces the concept of Civilization Traits. These traits cannot be selected as Leader Traits on Developing Leaders.

Each building focuses on a different unit type, and gives
  • a 20% bonus to production of that unit type,
  • a Civilization Trait and
  • 3 Education property
Each Civilization Trait focuses on a different unit type, and gives
  • a promotion to all units of that type, and
  • 3:culture:
Ancient Way of the Fist – Law Enforcement
Tech Prereq - Sedentary LIfestyle and Community
Ancient Way of the Fist civilization trait.
Way of the Fist promotion
1.5% Investigation (To find local criminals),
-4 Crime Turn/City and
-2 Crime Turn/Plot.
Ancient Way of the Centaur – Mounted
Tech Prereq - Animal Riding and Sedentary Lifestyle
Ancient Way of the Centaur civilization trait.
Way of the Centaur promotion
+ 1 Strength​

Ancient Way of the Wild – Explorer
Tech Prereq - Sedentary Lifestyle
Ancient Way of the Wild civilization trait.
Way of the Wild promotion
+1 Movement,
-1 Mobility Cost and,
+1 Visibility Range
Ancient Way of the Waves – Naval Combatants
Tech Prereq - Sailing and Sedentary LIfestyle
Ancient Way of the Waves civilization trait
Way of the Waves promotion
+1 Strength​

Ancient Way of the Wind – Throwing
Tech Prereq - Harpoon Marking and Sedentary Lifestyle
Ancient Way of the Wind civilization trait
Way of the Wind promotion
+1 Strength​

Ancient Way of the Warrior – Melee
Tech Prereq - Obsidian Weapons and Sedentary Lifestyle
Ancient Way of the Warrior civilization trait
Way of the Warrior promotion
+1 Strength​

Ancient Way of the Feather – Archer
Tech Prereq - Sedentary Lifestyle and Archery
Ancient Way of the Feather civilization trait
Way of the Feather promotion
+1 Strength​

Ancient Way of the Leech – Health Care
Tech Prereq - Sedentary Lifestyle
Ancient Way of the Leech civilization trait
Way of the Leech promotion
Units heal in Same tile Extra 8% Damage/turn,
-4 Disease Turn/City and
-2 Disease Turn/Plot.​

Ancient Way of the Shadows – Criminal, Ruffian, and Strike Teams
Tech Prereq - Sedentary LIfestyle and Consciousness
Ancient Way of the Shadows civilization trait
Way of the Shadows promotion
+1 Strength​

Ancient Way of the Wolf – Canine
Tech Prereq - Sedentary Lifestyle
Ancient Way of the Wolf civilization trait
Way of the Wolf promotion
+1 Movement,
-1 Mobility Cost and
+1 Visibility Range​
 
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