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C2C - Housing

Discussion in 'Civ4 - Caveman 2 Cosmos' started by Hydromancerx, Apr 28, 2011.

  1. Hydromancerx

    Hydromancerx C2C Modder

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    I have to agree. If health is made so you absolutely need houses to keep from falling into unhealthiness then they will do their job.

    Also as Killtech said in the past, having buildings limit population would cripple the AI if they did not know to build the housing buildings. We could have tons of level 1 cities just because they never built a hut. At least with health we know the AI can build health buildings and respond to that factor.

    In short the core the to housing is really health and the whole concept that houses keep you out of the elements and houses get better over time.
     
  2. Hydromancerx

    Hydromancerx C2C Modder

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    Sounds like civil engineering should have electricity somewhere in its requirement linage. Or a way to make sure you can have power.
     
  3. Dancing Hoskuld

    Dancing Hoskuld Deity

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    Except civil engineering is what lead to electricity :mischief:. Or at least being able to build big buildings like power plants and dams.
     
  4. EldrinFal

    EldrinFal King

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    What about making power available with a gas tech / building? Prior to electricity, gas was the predominant fuel to heat and light homes.
     
  5. Hydromancerx

    Hydromancerx C2C Modder

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    Hmm. The Modern homes do require electricity tech and the medieval building go obsolete at civil engineering. Seem like I just need to make the obsolete tech farther off.
     
  6. BlueGenie

    BlueGenie Emperor

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    Or like I suggested in the buildings thread: Why not NOT make them obsolete and simply replaced by their more modern counterparts?

    Simply put: old houses are still around way after power, or running water, or any other modern amenity, just upgraded to have those amenities when availability and costs allow for it. At least in Europe we still have manors and churches and castles and houses from way back (14th century at least, some are probably older yet) and they are still used, just upgraded with current standard of living.
     
  7. Hydromancerx

    Hydromancerx C2C Modder

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    I understand this but having medieval housing in the galactic era would be weird. I will just push back the tech it goes obsolete at. Because if you have not upgraded your houses by then, your peoples houses probably fell apart by then.

    In fact maybe i should have it increase maintenance or something as time goes on. That way if you keep old houses its harder to maintain them since they are getting so old.= and are falling apart.
     
  8. Dancing Hoskuld

    Dancing Hoskuld Deity

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    Typical of "colonials" don't think a building that is 700 years old is livable. ;) Haven't you heard of renovation.:mischief:
     
  9. Koshling

    Koshling Vorlon

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    The British aristocracy would beg to differ
     
  10. Hydromancerx

    Hydromancerx C2C Modder

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    That's what "maintenance" is for. However if someone is living in a grass hut in the galactic era then there is something wrong (or your on vacation). :p
     
  11. EldrinFal

    EldrinFal King

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    Isn't Maintenance supposed to represent taxes & costs that the city pays? Just remove all the benefits, but add like +1 :culture: so those old houses become like a city heritage.

    Then again, the building roster is awfully dense already.
     
  12. BlueGenie

    BlueGenie Emperor

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    I replied in another thread with:
    Of course something is wrong if someone lives in grass huts in the galactic era, with the nation because it hasn't upgraded all living conditions. Health would be a problem, and I rather like my idea of techs adding unhappiness to outdated housings.
     
  13. Hydromancerx

    Hydromancerx C2C Modder

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    Well I could always have +:culture: -:gold: for older buildings. It would not be too hard to apply that and then take out the obsolete techs.

    Well some people would be happy to live in "antique" houses so perhaps unhappiness would not be good answer.
     
  14. bill2505

    bill2505 King

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    can i ask something . can we make the more population a city has the ore expencive and time consuming(in some extent) will be. this very realistic
     
  15. Koshling

    Koshling Vorlon

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    That would need new mechanics adding to the XML schema and DLL, so while possible it's not as easy (or as easy to have the AI understand what is going on).

    On the original suggestion - I would but modifiers on old buidings as newer tech is discovered as has been suggested, but it doesn't have to be the saem for all types. So:

    High density outdated - +unhappy, +unhealth
    Medium density outdated - +unhappy
    Low density outdated - + culture, + maintenance

    i.e. - being forced to live in outdated slums without modern amenities causes unhappiness, but choosing to live in old mansions and paying to update their facilities makes perfect sense for the ich (aka low density).
     
  16. BlueGenie

    BlueGenie Emperor

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    Nice Koshling. Great idea. Seconded.
     
  17. Hydromancerx

    Hydromancerx C2C Modder

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    I agree. Good solution. :goodjob:

    EDIT: Those changes have been put on the SVN. Enjoy!
     
  18. Koshling

    Koshling Vorlon

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    That can be done with the XML as it is right?
     
  19. Hydromancerx

    Hydromancerx C2C Modder

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    Yup. In fact its already done and put on the SVN. :D
     
  20. Hydromancerx

    Hydromancerx C2C Modder

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    Since I a m going to be adding new prehistoric dwelling I thought I would overhaul this. I have not been happy with the whole replace the old house system. They should work like any other building and have many types of housing. Old existing with the new.

    Thus I am going to the housing system. Houses will not give as many benefits but you can have more types. I would also like to mke some of hem more unique and introduce new types of houses such as Mobile Homes, Frat Houses, etc. Stuf that can still co-exist with other housing.

    I also want to have some houses that go obsolete. Having a grass hut in the galactic era is a bit weird.

    EDIT: Some things I am removing ...

    1. Defense penalty. It doesn't not make any sense that houses would provide less protection than any other building such as a shop or factory. thus I am leaving them at neutral.

    2. Food storage. Things like Storage Pit would be at the house too so no need to count them twice.

    EDIT2: Here is the layout for the obsolete techs.

    - Ancient/Classical Houses = Electricity
    - Medieval/Renaissance = Civil Engineering
    - Industrial/Modern = Megastructure Engineering
    - Trans-Human = Launch Arcology

    3. Tech Era health benefits were removed however the -health from density was kept. This shoud help make health buildings more important.

    Low Density = +0 :yuck:
    Medium Density = +1 :yuck:
    High Density = +2 :yuck:
    Super Density = +3 :yuck:
     

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