Early Buildings

Ok So the only problem is the names. Since we don't want to have 2 things named the same thing if you have both mods. I think the "Gatehouse" should be named "Wall Gatehouse". In addition I think Afforess should change his "Gatehouse" to the name of "Castle Gatehouse". That way the 2 are not confused with each other.

I will be renaming it to "Wall Gatehouse."

Also, thank you Afforess

The % amount is not that important, as long as it gives some commercial benefit. So 2 or 3% is fine with me.

The change is done, Pearls and Ivory give a 2% Commerce bonus

Okay now I can post *scratches her head* Thanks to the mod who fixed the problem :)

Is there a 2.8 beta version or is it the 2.71 version?

Sorry for any confusion. This mod, like my other building mods, is designed for 2.71. I know this module has issues with the 2.8 beta due to font changes. I cannot wait until the official 2.8 release; it will make things easy for us modmodders.

If I remember correctly, the only ones currently included are Basketweaver's Hut, Weaver's Hut, Potter's Hut, Boatyard, Apiary, Graveyard. The rest of the buildings discussed will be available in the RoM official 2.8 update.

Also, I am working on a Carpenter's Shop, it will be available if/when I get the Python to work. Here is the plan:
-Carpenter's Shop
+1 Production on Lumbermills in city radius
Req: Copper, Iron, Lumbermill in city radius
Tech: Bronze Working (long before the Lumbermill is available, but an appropriate tech)
Obsolete: Whatever tech allows Arcologies
Cost: 280

Thoughts?
 
Also, I am working on a Carpenter's Shop, it will be available if/when I get the Python to work. Here is the plan:
-Carpenter's Shop
+1 Production on Lumbermills in city radius
Req: Copper, Iron, Lumbermill in city radius
Tech: Bronze Working (long before the Lumbermill is available, but an appropriate tech)
Obsolete: Whatever tech allows Arcologies
Cost: 280

Thoughts?

If you can't get the Python to work, I think The_J is taking requests for python modcomps. I'm sure he would do it in a snap.

Also, I think it might make Lumbermills too powerful.
 
If you can't get the Python to work, I think The_J is taking requests for python modcomps. I'm sure he would do it in a snap.

Also, I think it might make Lumbermills too powerful.

I can probably handle it. I learned a lot using the Djenne Python as a guide since it appears to be similar in nature. But if I cannot, I will go to the Python subforum and get the help I need, it is a relatively simple project.

Good point on balance, I could change it to Give +1 Prod to Forests in Radius and make the Carpenter's Shop obsolete with Interchangeable Parts (The tech gives a production bonus to Lumbermills). That way, it can be built immediately with Bronze Working (if a forest is nearby) and I do not have to worry about finding the right Future tech to obsolete it.
 
If I remember correctly, the only ones currently included are Basketweaver's Hut, Weaver's Hut, Potter's Hut, Boatyard, Apiary, Graveyard. The rest of the buildings discussed will be available in the RoM official 2.8 update.

Also, I am working on a Carpenter's Shop, it will be available if/when I get the Python to work. Here is the plan:
-Carpenter's Shop
+1 Production on Lumbermills in city radius
Req: Copper, Iron, Lumbermill in city radius
Tech: Bronze Working (long before the Lumbermill is available, but an appropriate tech)
Obsolete: Whatever tech allows Arcologies
Cost: 280

Thoughts?

Is the carpenter's shop going to give wood resource? Or even have a lumber camp building that makes lumber and then the wood resource would be required for the carpenter shop to be built. In addition if you made a "Lumberjack Camp" perhaps it could be used as a required building to make Afforess's new "Lumberjack" worker units.
 
Is the carpenter's shop going to give wood resource? Or even have a lumber camp building that makes lumber and then the wood resource would be required for the carpenter shop to be built. In addition if you made a "Lumberjack Camp" perhaps it could be used as a required building to make Afforess's new "Lumberjack" worker units.

No wood resource is planned. Including such a resource would likely require a Rise of Mankind overhaul due to the ramifications.

As a general note, I looked through the tech tree, and obsoleting the Carpenter's Shop at Ecology seems like the best tech. Also, keeping the production bonus to the Lumbermill is more balanced than to Forests, what was I thinking...Mines, Workshops, Forest Preserves... Increasing the Production cost to 325 should balance it, but this building is still in work.
 
I have just been testing EarlyBuildings 1.11 with RoM 2.8beta and Afforess 1.4beta7, plus some inconsequential ones of mine. The honey resource is still causing font problems (as expected) but the pottery one isn't. Also you have the directory spelt "Early Buildings" not "Early_Buildings" in the bonus art xml file. Fixing that did not fix the font problems unfortunately.

I can no longer play without these buildings :)
 
I have just been testing EarlyBuildings 1.11 with RoM 2.8beta and Afforess 1.4beta7, plus some inconsequential ones of mine. The honey resource is still causing font problems (as expected) but the pottery one isn't. Also you have the directory spelt "Early Buildings" not "Early_Buildings" in the bonus art xml file. Fixing that did not fix the font problems unfortunately.

I can no longer play without these buildings :)

Glad that they are fun to play with. I feel the same way; I could not play a Snail game without them, and after playing Snail games, I cannot play another speed.

Well then, I looked through the current Art XML and it has been fixed. I will have to look through the font file once 2.8 comes out to fix the honey resource font issue.

If you want, I'll upload what I have now (which fixes all but the font problem) and call it a "beta." All the buildings mentioned but the Carpenter's Shop are done. The only thing missing is Pedia Entries for City Gatehouse and City Gate.
 
Yes pleeeeese! :D

1.9 Beta is uploaded. I added Gatehouse and City Gate entries, but I need to fix others. I also know that there are font issues with 2.8 Beta. The readme is designed for the 2.8 release.

I added cuteunit's River Authority, with my changes. Since my other mod uses the Villa, I thought that I might as well support both buildings.

Enjoy.
 
@generalstaff

Are you going to make an update for RoM 2.8? I love this mod to death and really want to play with it in my game.

I will be releasing brand-new 2.8 versions of all my buildings mods in one pack for easy downloading. I also plan to add two stand alone mini-modules: Liquor Store city Improvement and what I will call "Radio_Show," which features one city improvement and one national wonder (Local Radio Station and Recording Studio); both are based off of suggested buildings of yours. You will now when it is done because I will be "bumping" my various threads and updating my modmod post for the announcement (I also plan on changing my av, title, and loc. when I finish as well).

I will work on the buildings before I work on my Leaderhead Pack since I know Early Buildings is popular, Civic Buildings finishes something Zap started, and Modular Wonders was my first project.

I estimate that I will have the work done by Thursday, maybe sooner, Sunday if there is a major issue. I also expect that I will have to do a few updates after the initial release. I have a busy week ahead of me.
 
Another ideas ...

Candlemaker's Hut
Cost 150

Requires: Animal Husbandry, Butchery, Apiary

Obsolete: Optics (Because of Whale Oil Lamps)

Special Abilities
  • +10% :hammers: (Can work in the dark)
  • +1 :) with All Religions. (Because its used in Religious Ceremonies)
  • +2% :commerce: (Because of Apiary Req giving Beeswax)
  • +2% :commerce: with Cow (Animal Fat)
  • +2% :commerce: with Deer (Shells Beads)
  • +2% :commerce: with Pig (Animal Fat)
  • +2% :commerce: with Sheep (Animal Fat)
  • +2% :commerce: with Fur (Animal Fat)
 
I uploaded a new version of Early Buildings. It still needs a font fix, and I cannot figure out the issue with RoM 2.8.

I do not think I will add a Candlemakers since there are enough Commerce bonuses in this module and issues with Religion modules (they could not easily be included in the Candlemakers). I also think it might overpower "fat" resources with the Plague Hospital in Modular Civics Buildings.
 
I uploaded a new version of Early Buildings. It still needs a font fix, and I cannot figure out the issue with RoM 2.8.

I do not think I will add a Candlemakers since there are enough Commerce bonuses in this module and issues with Religion modules (they could not easily be included in the Candlemakers). I also think it might overpower "fat" resources with the Plague Hospital in Modular Civics Buildings.

What's your Plague Hospital do?

Hmm how about this then ....

Candlemaker's Hut
Cost 150

Requires: Animal Husbandry, Butchery, Apiary

Obsolete: Optics (Because of Whale Oil Lamps)

Special Abilities

  • +5% :hammers: (Working in the Dark)
  • +1 :) with State Religion
  • +2% :commerce: (Wax and Animal Fat)

The reason for the change is the butchery already requires the resources mentioned before.

Candles were an important part of life during ancient times which is why I want to make sure it gets in.
 
What's your Plague Hospital do?

Hmm how about this then ....

Candlemaker's Hut
Cost 150

Requires: Animal Husbandry, Butchery, Apiary

Obsolete: Optics (Because of Whale Oil Lamps)

Special Abilities

  • +5% :hammers: (Working in the Dark)
  • +1 :) with State Religion
  • +2% :commerce: (Wax and Animal Fat)

The reason for the change is the butchery already requires the resources mentioned before.

Candles were an important part of life during ancient times which is why I want to make sure it gets in.

The Plague Hospital gives +1 Health, and a Health bonus for each "fat" resource (Domesticated Animals, Whale, Olives) as well as Incense (Tech: Trade, Obsolete: Medicine, Civic: Charity). This building with the Candlemaker's would overpower these resources.

I can, however, I feel good about this for the building:
-Candlemaker's Shop (I did not want to overuse the Hut graphics)
+1 Commerce (Ability to Read at Night)
+5% Production (Working at Night)
+50% production for Spiritual leaders (Religious Importance of Candles)
Req: Apiary, Butchery (Wax and Fat (Butchery requires the "fat" resources to be able to build))
Tech: Priesthood (Religious Importance of Candles), Trade (Priests did not make the Candles themselves)
Obsolete: Optics (Whale Oil)
Cost: Around the production cost of the Granary
 
The Plague Hospital gives +1 Health, and a Health bonus for each "fat" resource (Domesticated Animals, Whale, Olives) as well as Incense (Tech: Trade, Obsolete: Medicine, Civic: Charity). This building with the Candlemaker's would overpower these resources.

I can, however, I feel good about this for the building:

Candlemaker's Shop (I did not want to overuse the Hut graphics)
+1 Commerce (Ability to Read at Night)
+5% Production (Working at Night)
+50% production for Spiritual leaders (Religious Importance of Candles)

Req: Apiary, Butchery (Wax and Fat (Butchery requires the "fat" resources to be able to build))

Tech: Priesthood (Religious Importance of Candles), Trade (Priests did not make the Candles themselves)

Obsolete: Optics (Whale Oil)

Cost: Around the production cost of the Granary

Oh i like the 50% for Spiritual Leaders. That's good. I like this much better.

Also your Plague Hospital was more for soap made of fat. While this Candlemaker's Shop was more for candles made from fat. People are not suppose to be bathing with candles or seeing in the dark with soap. :P
 
I actuallly love these font issues, the smily Faces instead of bullet points Civ4ScreenShot0039.JPG should be part of RoM! I feel happy!
 
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