Early Buildings

generalstaff

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This mod adds four early buildings designed to make Snail games more interesting. Was able to play a Snail game with only needing to idle (OS79 module, much recommended) 2 turns with this and the upcoming version of Modular Civics Buildings.
EDIT (v.1.1 release): With v.1.1 I found myself never needing to Idle.
Buildings:
-Potter's Hut
+1 Culture (Obsolete)
+1 Commerce with Copper
+2 Commerce with Lead
-1 Health with Lead
Req: River
Tech: Pottery
Obsolete: Metallurgy
-Boatyard
-1 Health
1 Free Specialist per Fishing Boats in city radius
Double Production with Seafaring Trait
Req: Coast
Tech: Fishing
Obsolete: Navigation
-Marina
-1 Health
1 Free Specialist per Fishing Boats, Whaling Boats in city radius
Double Production with Seafaring Trait
+1 Health: Ecology
+1 Commerce with Tourism
Req: Coast
Replaces Boatyard
Tech: Navigation
-Apiary
+1 Food
+2 Commerce
+1 Health
Tech: Animal Husbandry
-Graveyard
+1 Culture
+1 Happiness
+1 Health
+15% Maintenance
+25% War Weariness
+1 Happiness: Incense
Double Production with Spiritual Trait
+10% Production with Marble, Stone, Pottery
Tech: Ceremonial Burial, Masonry
Obsolete: Ecological Engineering
-Stoneworker's Hut
+1 Production
+2 Production with Stone, Obsidian
+2 Production, 2 Commerce with Marble
+1 Happiness: Gems
Double Production for Industrious Leaders
Replaced by Construction Firm
Req: Stone, Obsidion, Marble, or Gems in City Radius
Tech: Stone Tools
Obsolete: Architecture
-Sculptor's Workshop
+1 Gold (Not Obsolete Safe)
+2 Commerce (Obsolete Safe)
Specialists: 1 Artist
+1 Happiness with Creative Trait
Req: Stone or Marble in City Radius
Tech: Sculpture
Obsolete: Free Artistry
-City Gatehouse
+5% Maintenance
-1 Trade Routes
-25% Trade Route Yield
-30% Foreign Trade Route Yield
+15% Defense (Except vs. Units with high explosives)
-10% Bombard Damage
+20% Spy Defense
Req: High Walls
Tech: Siege Warfare
+75% Production speed for Protective leaders.
Obsolete: Rifling (Except Defense Bonus)
-City Gate
+1 Culture (Obsolete Safe)
+1 Trade Route
+30% Trade Route Yield
+30% Foreign Trade Route Yield
Req: Gatehouse, Iron.
Tech: Machinery
Obsolete: Rifling
-Beadmaker's Hut
+1 Commerce
+1 Happiness with Glassware
+1 Commerce with Ivory, Pearls, Gems, Clams
Double Production speed for Nomad leaders.
Req: Ivory, Gems, Clam, or Pearls in City Radius
Tech: Trade
Obsolete: Guilds
-River Authority
+10% Trade Route Yield
+15% Maintenance
River Tiles: +1 Commerce
Req: Courthouse
Tech: Currency
-Fish Traps
+1 Food
+1 Food from Fish
+1 Food from Crab
+1 Food from Shrimp
Replaced by Fishery
Req: Fish, Crab, or Shrimp in City Radius
Tech: Fishing
Obsolete: Biology
-Town Watch
+1 Espionage
+1 Espionage with Divine Right
+5% Maintenance
+5% Defense (Except vs. Units with high explosives)
+10% Spy Defense
-5% Revolution
Replaced by Police Station
Tech: Monarchy
Obsolete: Nationalism (Except Defense Bonus)
-Treadmill Crane
+15% Production
-15% Military Production
Replaced by Construction Firm
Tech: Machinery
Obsolete: Steam Power
-Construction Firm
+20% Production
-20% Military Production
Specialists: 1 Engineer
+2 Production with Megastructure Engineering
Tech: Civil Engineering
-Furrier
+1 Gold
+1 Commerce with Fur
Req: Fur or Deer in City Radius
Tech: Hunting, Trade
Obsolete: Plastics
-Elder Council
+1 Science
+1 Science with Priesthood
+1 Health with Chiefdom
Replaced by School of Scribes
Tech: Ritualism
Obsolete: Writing
-Wheelwright
+1 Trade Route
+1 Commerce: Chariotry, Trade
+1 Production: Chariotry
+25% Production of Chariot, Trade Caravan
Tech: The Wheel
Obsolete: Machinery
-Gambling Hall
+3 Gold
-1 Happiness
+10% Revolution
Replaced by Casino
Tech: Usury
Obsolete: Legalized Gambling
-Poacher's Camp
+1 Food
-1 Happiness
+1 Food with Deer
+1 Commerce with Fur, Ivory
+1 Gold with Flintlock, Semi-Automatic Weapons
-1 Happiness with Biology, Tourism
+10% Revolution
Req: Deer, Fur, or Ivory within city radius
Tech: Monarchy
Obsolete: Ecological Engineering
-Storage Pit
+1 Health: Architecture
Double Production for Expansive leaders
Replaced by Granary
Tech: None (Can be built anytime as long as it is not obsolete)
Obsolete: Agricultural Tools
-Tax Office
-25% Maintenance
+5% Revolution
+10% Production for Financial leaders
Tech: Social Contract
-Coffee House
Tech: Humanism (The Coffee House was brought to Europe by the Ottomans)
Req: Tea or Coffee
+1 Happiness
+1 Espionage
+1 Culture
+1 Happiness with Sugar, Tobacco, Wine
-1 Health with Sugar, Tobacco, Wine
+1 Happiness per 25% Culture Rate
-1 Espionage with Globalization
+100% Production Speed for Creative Leaders
-Fishery
+2 Food
+1 Food from Fish
+1 Food from Crab
+1 Food from Shrimp
+2 Food, -1 Health with Gene Manipulation
Req: Fish, Crab, or Shrimp in City Radius
Tech: Biology

Some buildings can only be build on slow game speeds.

These buildings are designed for Snail games in order to make those more interesting. They all become obsolete and produce no culture, which means they should not be unbalance a game.
Be sure to use the Abandon City function to "sell" these buildings when they become obsolete if the clutter bothers you.

Latest Version

Original Download: \/Below\/
 

Attachments

  • Early_Buildings 1.92.rar
    347.5 KB · Views: 200
Yah! I'm glad others do modmoder's suggestions too! I have too many projects to do them myself all the time.
 
Yay! Thanks for doing my suggestions! I am re-posting my earily building ideas here so its all in one place.

Good idea for early buildings, which would make Snail speed more interesting.

I few adjustments I would make on the ones I quoted.

-Basketweaver
+1 Gold
+5% Food with Hemp (superior material which would help gatherers)
Note: Cheap building (less than Monument with Folklore discount)
Obsolete with early Industrial Tech.

-Pottery
Provides pottery resource (Plenty of available graphics, Obsolete with Plastics), which provides +1 Happiness
+5% commerce with Copper (Bronze)
Note: Slighly more costly than Monument w/o Folkore

-Weavers
+4% Commerce Bonus with Hemp, Sheep (Wool), Silk, Cotton
+1 Happiness: Fur
Requires at least one of these resources to be built
Obsolete with Assembly Line or whatever tech best represents the spinning jenny
Note: Cost about the same as Granary.

I would change the Boatyard Entirely.
Boatyard
1 Free Specialist per Fishing Boats in city radius (likely be Citizens)
Obsolete: Navigation
Note: Cost would be slightly higher than Shipyard, but double production for Seafaring leaders (boost for the trait).

If I were to make such a module (which would be after the 2.8 changes I would have to make for my modules), I would leave off the Carpenters unless/until Zappara adds wood resources.

EDIT: I will begin work on this one. I should be able finish it by next week since it is a simple addition.

Hmm interesting adjustments. If you are going to change the names to like "Weaver" then "pottery" should probably be changed to just "Potter".

I like the hemp for basketweaver idea I forgot about that resource.

As for the spinning jenny, I am not sure which tech would represent the invention of it.

Interesting take for the boatyard. Rather than making it a pre-shipyard you made it more fishing boat specific. I like that. I could totally see it getting upgraded to say a "Marina" or "Yacht Club" in later eras.

Anywho thanks to doing these! I have some more ideas too ...

Apiary (aka Bee Hive)
Cost: 200
Happiness: +1 :)

Requires: Animal Husbandry

Special Abilities:

  • +1 :health: with Apple, Banana, Coffee, Corn, Cotton, Dye, Hemp, Incense, Lemons, Olives, Potatoes, Rice, Rubber, Spices, Sugar, Tobacco, Wheat or Wine.
  • Farm +1 :food:
  • +1 :gold:
  • Provides Honey Resource
  • Provides Wax Resource


Graveyard
Cost: 100
Happiness: +1 :)
Culture: +1:culture:
Unhealthiness: +1:yuck:

Requires: Ceremonial Burial

Special Abilities:

  • +15% Maintenance
  • Can turn 1 citizen into Priest.
  • +1 :) with Incense.
 
Thanks Hydromancerx for reposting that reply.

The Apiary increasing farm output would require python work (same with an idea I had later on for the Carpenter's Shop (Lumbermill +1 Production)). Also, the health bonuses are huge.

My plan for the Apiary is:
+1 Food
+1 Commerce
or if I can find Honey Resource graphics
+1 Food
Provides Honey (+1 Health, +1 Happiness)
Tech: Animal Husbandry
I will add it if I find graphics, both resource and building (If anyone finds some).

I like the overall plan for the Graveyard, but here is how my plan would look.
+1 Culture
+1 Happiness
+15% Maintenance
+1 Happiness: Incense
Tech: Ceremonial Burial, Masonry
Obsolete: Appropriate Transhuman Tech (I do not have the part of the tech tree memorized)
I will see if I can use graphics from FFH2
Note: No health penalty since it is a relatively sanitary way of dealing with dead bodies. No priest specialist place to balance it with the Boatyard.

I will start with adding the Graveyard once I finish a test game for the Civics Buildings update.
 
1a. What do you need to make Honey Resource graphic? I would really like to get that resource made and would like to help if I can. Do you need something like this ?

1b. What about the +1 health to all the "flowering" resources?

2. Sounds like reasonable changes to the graveyard. I approve.

In addition I can't seem to make them show up in game. I tried for RoM 2.8 with modmods, RoM 2.8 without and RoM 2.71.
 
1a. What do you need to make Honey Resource graphic? I would really like to get that resource made and would like to help if I can. Do you need something like this ?

1b. What about the +1 health to all the "flowering" resources?

By graphics, I meant city structure graphics (I have no skill in 3D graphics production; the 3D graphic from my modules are 100% from other people here (they are credited in the readmes)) and resource dds (i.e. the picture that shows up in the resources section of the city screen and the button). I would probably have to spend a day getting better at GIMP and going through walkthroughs here to even make a semi-decent dds for that. I will use the image you provide as a button for the building though.
Hurray! I searched through the Resource graphics in the download section and found building graphics. If someone would upload the other graphics and I need (resource button and icon).

EDIT: It must be my luckity-ding-dong day. I found something that could work for the icon, I'll just use Amber from a WoC resource module. This means I can begin work on these two buildings (v.1.1).

As for health bonuses, how about the Apiary itself providing +1 Health? I like the idea of that to represent better pollination. I am just worried about the resource health bonuses overpowering the building (which would cause the building to require a production cost which would make it only practical in the late Ren. Age).

2. Sounds like reasonable changes to the graveyard. I approve.

Very good.

I also found an appropriate obsolete tech (may be based on an older version tech tree): Ecological Engineering. Reason: Allows Soylent Green Facility (SOYLENT GREEN IS PEOPLE!!!)

In addition I can't seem to make them show up in game. I tried for RoM 2.8 with modmods, RoM 2.8 without and RoM 2.71.

GODDAMN INTERNET!!!!!!!!!! It went offline and lost my detailed edit, which do not have the patience to repost.
It has to do with the MLF_LoadingControl files, and the fact that this mod is not in the Universal MLF file (yet, to my knowledge). The instructions on how to deal with this are in the readme, or in this post. I hope that solves the problem.
 
GODDAMN INTERNET!!!!!!!!!! It went offline and lost my detailed edit, which do not have the patience to repost.
It has to do with the MLF_LoadingControl files, and the fact that this mod is not in the Universal MLF file (yet, to my knowledge). The instructions on how to deal with this are in the readme, or in this post. I hope that solves the problem.

Well that was a pain in the butt. But i got it to work once I understood what the read-me was talking about. You guys really need to make a uber combo modmod that has diffrent mods all together in an easy to install auto installer. As well as making sure they don't conflict with each other.

Also i think the Soylent Green Facility is perfect for making the graveyard obsolete! :D
 
Well that was a pain in the butt. But i got it to work once I understood what the read-me was talking about. You guys really need to make a uber combo modmod that has diffrent mods all together in an easy to install auto installer. As well as making sure they don't conflict with each other.

I guess that means I will have to improve the readme to make the installation instruction more clear. As for the ultimate modmod, I believe Afforess is working on that. Conflicts on the other hand, that has to be worked out modder by modder with good communication and checkout eachother's projects, of course when half of the modders do not post here regularly anymore, that will be difficult.
 
I am not sure why but these buildings seem to make the AI better able to keep up with me. Or maybe they slow me down :). I have only played two games with them in so I am not sure yet.
 
I am not sure why but these buildings seem to make the AI better able to keep up with me. Or maybe they slow me down :). I have only played two games with them in so I am not sure yet.

Well I think I have done better with them. Before I would run into a time in which my tech was too slow to add anything but new units which would eventually cause me to become bankrupt, then they would revolt then the units would strike and then the cycle would go all over again until I gained enough economic techs to counter it. Rather than making units, now i can just make buildings. And by the time i make them all I have economic techs to continue without going into the revolt/strike cycle.
 
But Early Buildings aren't in in the MLF inside the Custom Buildings folder. That is the one that needs changing to get them to be included.

Oh. Why doesn't the Download just have a new one that overwrites the one in the custom buildings folder? I mean, who uses the custom buildings folder?
 
Oh. Why doesn't the Download just have a new one that overwrites the one in the custom buildings folder? I mean, who uses the custom buildings folder?

Mostly generalstaff but maybe AAranda also. Perhaps generalstaff could put the Custom Buildings MLF for all his buildings in. Attached is one I prepared earlier but it only contains these Early Buildings plus his extra wonders I and II.
 
Well I think I have done better with them. Before I would run into a time in which my tech was too slow to add anything but new units which would eventually cause me to become bankrupt, then they would revolt then the units would strike and then the cycle would go all over again until I gained enough economic techs to counter it. Rather than making units, now i can just make buildings. And by the time i make them all I have economic techs to continue without going into the revolt/strike cycle.

The reason they make Snail games easier (for players and AI) early on is a few reasons:
1. Basketweavers Hut provides an unconditional, cheap 1 gold. This allows me to on average run 20% more Science on the slider, which ultimately prevents bankruptcy.
2. Boatyard allows coastal cities to be productive early on by providing one or two hammers through free Citizens (or a free Engineer if you beeline to Metal Casting for the Forge).
3. With the upcoming version of Modular Civics Buildings I am testing, I have found the combination of Weaver's Hut, Idol Shrine (check MCB thread), and Potter's Hut can net an extra one or two Commerce per high commerce city, depending on resources.
4. There are buildings that provide the necessary happiness to keep cities stable.
5. If you are not running Idle Cities (os79), these buildings give you something more productive than building unnecessary units or building selling-rebuilding through Abandon City screen.

I am including an up to date MLFControl file which includes my modules and a little played one from someone who has not posted here in a while (I took the Villa in MCB from their module). I will also include that file in the upcoming Modular Civics Buildings.

I am also releasing v.1.1 of this modmod, after I finish this post and updating the OP, which includes the following changes:
-Added Apiary and Graveyard
-Pottery icon improved
-Potter's Hut includes Lead bonuses/penalties (Lead-based paint; I read Zap's pedia entry for lead)
 
@generalstaff

Sounds good. I think the lead paint gives it good balance.

Here are some more ideas I got from looking through book about the ancient world.

--------

Firepit
Cost: 10
Happiness: +1 :) (From being memorized by fire)
Culture: +1:culture: (From People Storytelling Around it.)
Unhealthiness: +1:yuck: (From the Smoke)

Requires: Ritualism

Special Abilities:

  • +5% Maintenance (To Maintain the Fire)
  • +5% Food with Cow, Deer, Pig, Sheep (Cooking Meat over the fire)

Comments
- Possibly uses Lumber resource later.
- Not sure what would be the best tech to make it obsolete.
- Feel free to adjust the stats.

--------

Stoneworker's Hut
Cost: 25

Requires: Stone Working, Access to Stone OR Obsidian

Special Abilities:

  • New Melee Units Receive +1 Experience Point.
  • +5% Production
  • Double production speed for Industrious leaders.


Comments
- Not sure what would be the best tech to make it obsolete.
- Feel free to adjust the stats.

--------

City Gate
Cost: 25

Requires: Masonry, Walls

Special Abilities:

  • +5% Maintenance
  • -1 Trade Routes.
  • +10% Defense (Except vs. Units with High Explosives)
  • +25 production speed for Protective leaders.
  • Obsolete with Riffling (except defensive bonus)

Comments
- Feel free to adjust the stats.

--------

Sculptor's Workshop
Cost: 100
Culture: +1 :culture:

Requires: Sculpture, Access to Stone OR Marble

Special Abilities:

  • Can turn 2 Citizens into an Artist
  • +1 :gold:

Comments
- Not sure what would be the best tech to make it obsolete.
- Feel free to adjust the stats.

-----

That's all for now. I think these would be good additions. Feel free to adjust the stats to make them either more realistic or balanced.
 
The MLF file in 1.1 refers to a folder called Early Buildings but the folder in the archive is called Early_Buildings. Which means you are part way through getting rid of spaces in names :)
 
The MLF file in 1.1 refers to a folder called Early Buildings but the folder in the archive is called Early_Buildings. Which means you are part way through getting rid of spaces in names :)

I realized I made this error a few hours after I logged off. I would have corrected it then, but I have limited internet access. The BULL adjustments really are annoying, but I'm sure it is worth it. Uploading a new version with the fix and a few changes to Weaver's Hut
+4% Commerce Bonus with Hemp, Sheep, Silk, Cotton
+1 Happiness: Fur, Dye (Complete forgot that one)
Req: Hemp, Sheep, Silk, or Cotton (No more access with Fur, the AI was building it for the 1 Happiness, which they did not need (My warmonger neighbor should have spent that time cranking out a few more Spearmen than building it under those circumstances))

Dancing Hoskuld and I keep getting weird font and green happy faces. We thought it was Afforess's beta, but after testing RoM v2.8 with only one or the other modmod its seems your Early Buildings v1.1 is the problem. Check Afforess's Beta thread for details on the problems.

I not running 2.8 beta, but my guess is that it probably has to do with the new resources. As soon as 2.8 is released, I will fix it.

@generalstaff

Sounds good. I think the lead paint gives it good balance.

Here are some more ideas I got from looking through book about the ancient world.

--------

Firepit
Cost: 10
Happiness: +1 :) (From being memorized by fire)
Culture: +1:culture: (From People Storytelling Around it.)
Unhealthiness: +1:yuck: (From the Smoke)

Requires: Ritualism

Special Abilities:

  • +5% Maintenance (To Maintain the Fire)
  • +5% Food with Cow, Deer, Pig, Sheep (Cooking Meat over the fire)

Comments
- Possibly uses Lumber resource later.
- Not sure what would be the best tech to make it obsolete.
- Feel free to adjust the stats.

--------

Stoneworker's Hut
Cost: 25

Requires: Stone Working, Access to Stone OR Obsidian

Special Abilities:

  • New Melee Units Receive +1 Experience Point.
  • +5% Production
  • Double production speed for Industrious leaders.


Comments
- Not sure what would be the best tech to make it obsolete.
- Feel free to adjust the stats.

--------

City Gate
Cost: 25

Requires: Masonry, Walls

Special Abilities:

  • +5% Maintenance
  • -1 Trade Routes.
  • +10% Defense (Except vs. Units with High Explosives)
  • +25 production speed for Protective leaders.
  • Obsolete with Riffling (except defensive bonus)

Comments
- Feel free to adjust the stats.

--------

Sculptor's Workshop
Cost: 100
Culture: +1 :culture:

Requires: Sculpture, Access to Stone OR Marble

Special Abilities:

  • Can turn 2 Citizens into an Artist
  • +1 :gold:

Comments
- Not sure what would be the best tech to make it obsolete.
- Feel free to adjust the stats.

-----

That's all for now. I think these would be good additions. Feel free to adjust the stats to make them either more realistic or balanced.

I like the idea for the Firepit, but my issue is that it seems to be more Stone Age, a little before Rise of Mankind starts. Zappara is aware of the Stone Age mod, but does not want to take Rise of Mankind there since it is too much before civilization. If Rise of Mankind started default in 10,000 BC, I would include it.

I'll include a Stone Worker's Hut, my plan for it.
+5% Production with Stone, Obsidian
+5% Production, +5% Commerce with Marble
+1 Happiness: Gems
Double Production for Industrious Leaders
Tech: Stone Tools
Obsolete: Architecture (when the Sphinx becomes obsolete)
Note: A production building is necessary to balance deal with the more things needed to build. I also feel like I neglected Gems with Modular Civics Buildings.

City Gate.
I would include if walls gave a trading penalties, like the Barbed Wire Fence. Also, there is the issue of dealing the High Walls upgrade.

Sculptor's Workshop I will include.
+1 Gold (Not Obsolete Safe)
+1 Commerce (Obsolete Safe)
Specialists: 1 Artist
+1 Happiness with Creative Trait
Req: Stone or Marble
Tech: Sculpture
Obsolete: Free Artistry (When Art Patronage becomes available in Modular Civics Buildings)
Note: I like an early Artist specialist.

EDIT: These will be included in a post-2.8 release.
 
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