This thread is open to discuss the concept of building construction consuming multiple yields during construction, rather than at the time of completion.
NIghtinggale
That gave me an idea. Currently we use lumber and hammers for all production. What if a building costs X hammers, Y bricks, Z tools and whatever and then we have a profession for applying each to the building. One thing, which bugs me is that the amount of extra yields are all taken at once without anybody applying them. The one building, which shows this in the extreme is the colony council (or whatever the name is) in RaR. It's a stone building and you build it with lumber only. Once it's done, you add 200 tools and some stone, but they didn't need the supply as they were building, they just apply them magically in one go. We use the same vanilla system with this flaw.
Imagine if we did have different professions for each yield, which needs to be applied and we add build icons like we add hammers right now. Carpenters could then automatically switch to bricklayers if no more hammers are needed and such to eliminate micro management, but in essence, you need multiple different experts to build something big as a castle as fast as possible.
Kailric
Fullerene
Lib! (He's so pretty!)
Hopefully, with the AI Transports Overhaul, keeping up with all those yields won't be a problem.
I like both ideas, but I think Kailric's is the easier to implement, because you already have productions that require multiple yields, so it might not be much more to have variable multiple yields for construction depending on the buildings needs.
I do agree that it is strange that you just dump a pile of tools on a building when it is done!
I think the best way to make it would be something like this:
The Ingredient Yields of a Hammer becomes defined by the building xml file.
So you have say a Cathedral that requires Wood, Stone and Tools.
The building Xml would have a tag like:
<BuildYieldsReq>
<Yield>YIELD_WOOD</Yield>
<Yield>YIELD_STONE</Yield>
<Yield>YIELD_TOOLS</Yield>
</BuildYieldsReq>
Then the amount of each could either be equal (Easy) or each yield could have it's own quantity (more complicated).
For the equal version it would be the total amount of hammers. (I prefer this method for it's simplicity)
That way two buildings might require the same amount of hammers, but one would be harder and more complicated to build, because each hammer requires 2 or more resources which would double or triple the total resources needed to build it.
This would also future proof the design as you can put any yield and any number of yields into any building to have it built.
This allows for concepts like steel and glass construction, etc. in mods like WHM.
NIghtinggale
Spoiler :
That gave me an idea. Currently we use lumber and hammers for all production. What if a building costs X hammers, Y bricks, Z tools and whatever and then we have a profession for applying each to the building. One thing, which bugs me is that the amount of extra yields are all taken at once without anybody applying them. The one building, which shows this in the extreme is the colony council (or whatever the name is) in RaR. It's a stone building and you build it with lumber only. Once it's done, you add 200 tools and some stone, but they didn't need the supply as they were building, they just apply them magically in one go. We use the same vanilla system with this flaw.
Imagine if we did have different professions for each yield, which needs to be applied and we add build icons like we add hammers right now. Carpenters could then automatically switch to bricklayers if no more hammers are needed and such to eliminate micro management, but in essence, you need multiple different experts to build something big as a castle as fast as possible.
Kailric
Spoiler :
Let's think through this some more, if we had separate building for each yield it may get a bit tedious to deal with, but if we had say one building that consumed each yield as it was being produced that may work better. You start out with Work Bench/Work Shops that only consume Lumber and Tools. Then instead of a Lumber Mill, we would have a Work Yard, Work Yards are allowed to consume Stone as well. So to build a Cathedral you will need a Work Yard and all the necessary materials on hand. Each turn it takes the needed materials from your stores, if you run out of anyone then production stops. You could go so far as to keep track of each Yields consumption separately but that may be unnecessary.
Fullerene
Spoiler :
I support the multiple yield hammer production idea 100%. It is bit silly that only wood parts are actually build, other materials are just dumbed in.
I don't think that all yields need to be enabled to produce hammer however.
Keeping World History mod dream in mind, maybe we could have 3 types of basic building materials: wood, stone and clay. Some buildings will require for example specially wood, but some could be build from any of these 3 materials.
Hmm, if you build things like cannons, you should also be able to produce hammers from ore.
And one note about tools: I think that the whole purpose that some buildings requires tools should be that people working there needs those tools. For example you need some tools in the weapon's smith shop to produce the swords etc. If it would be like that you could just "dumb in" the tools as they are used in the building not assembled into it during construction.
This easily becomes complicated to implement but I'd like to have various "hammer yields" and then building could also require extra yields that are just taken into building when it's completed.
I don't think that all yields need to be enabled to produce hammer however.
Keeping World History mod dream in mind, maybe we could have 3 types of basic building materials: wood, stone and clay. Some buildings will require for example specially wood, but some could be build from any of these 3 materials.
Hmm, if you build things like cannons, you should also be able to produce hammers from ore.
And one note about tools: I think that the whole purpose that some buildings requires tools should be that people working there needs those tools. For example you need some tools in the weapon's smith shop to produce the swords etc. If it would be like that you could just "dumb in" the tools as they are used in the building not assembled into it during construction.
This easily becomes complicated to implement but I'd like to have various "hammer yields" and then building could also require extra yields that are just taken into building when it's completed.
Code:
<HammerYieldsCosts>
<HammerYieldCostsOr/>
<HammerYieldCostsAnd/>
</HammerYieldsCosts>
<ExtraYieldCosts/>
Lib! (He's so pretty!)
Spoiler :
Hopefully, with the AI Transports Overhaul, keeping up with all those yields won't be a problem.
I like both ideas, but I think Kailric's is the easier to implement, because you already have productions that require multiple yields, so it might not be much more to have variable multiple yields for construction depending on the buildings needs.
I do agree that it is strange that you just dump a pile of tools on a building when it is done!
I think the best way to make it would be something like this:
The Ingredient Yields of a Hammer becomes defined by the building xml file.
So you have say a Cathedral that requires Wood, Stone and Tools.
The building Xml would have a tag like:
<BuildYieldsReq>
<Yield>YIELD_WOOD</Yield>
<Yield>YIELD_STONE</Yield>
<Yield>YIELD_TOOLS</Yield>
</BuildYieldsReq>
Then the amount of each could either be equal (Easy) or each yield could have it's own quantity (more complicated).
For the equal version it would be the total amount of hammers. (I prefer this method for it's simplicity)
That way two buildings might require the same amount of hammers, but one would be harder and more complicated to build, because each hammer requires 2 or more resources which would double or triple the total resources needed to build it.
This would also future proof the design as you can put any yield and any number of yields into any building to have it built.
This allows for concepts like steel and glass construction, etc. in mods like WHM.