Early Buildings

Looks good! Probably will try this if I ever get around to starting that snail game with gigantic map size :D

One question: as I've only played in Marathon speed so far, how big is the idling issue in the beginning of a snail game without this?
 
Some other ideas ...

Sundial
+10% :hammers: (Can keep track of time)
+1 :) (Aesthetically Pleasing)

Tech: Calendar

Obsolete: Clockworks

  • Double Production for Roman Empire.

--------

Root Cellar

Tech: Agriculture

Obsolete: Refrigeration

  • Store 25% :food: after Growth
  • +1 :) with Charity
  • Double Production for Agricultural Leaders.

--------

Fish Traps

Req: River

Tech: Trapping

Obsolete: Biology

[*]+5% :food: with Fish
 
Some other ideas ...

Sundial
+10% :hammers: (Can keep track of time)
+1 :) (Aesthetically Pleasing)

Tech: Calendar

Obsolete: Clockworks

  • Double Production for Roman Empire.

--------

Root Cellar

Tech: Agriculture

Obsolete: Refrigeration

  • Store 25% :food: after Growth
  • +1 :) with Charity
  • Double Production for Agricultural Leaders.

--------

Fish Traps

Req: River

Tech: Trapping

Obsolete: Biology

[*]+5% :food: with Fish

For the next version, the Apiary, Candlemakers, and Stoneworkers are notable cheaper. The Weaver's is staying the same since it requires Calendar to be really useful and the River Authority is designed to be expensive since it is very powerful. Boatyard is staying the same since lower the cost would make it overpowering for cities with more than one Fishing Boats.

I have been planning Fish Traps:
Fish Traps
+6% Food with Fish
+2% Food with Crab (crawfish)
+2% Commerce with Pearls (freshwater pearls)
+50% Production for Seafaring (there, that trait now has use on waterless maps)
Req: River
Tech: Fishing
Obsolete: Biology

I like the Sundial, but I would rename it "Primitive Clock" since water clocks existed. Here is how I picture it.
+2 Production (Reason you gave)
+1 Commerce (Non-laborers also benefit by knowing the time)
+1 Happiness (Reason you gave)
Tech: Calendar
Obsolete: Clockworks

The Root Cellar seems too powerful since the Villa holds 10% food. Pre-Modern cities would be growing like crazy with a Granary, Villa, and Root Cellar (Not to mention the Buddhist Palace, which holds 30%, that city would grow a population every five turns until the food tiles ran out).
 
....
I like the Sundial, but I would rename it "Primitive Clock" since water clocks existed. Here is how I picture it.
+2 Production (Reason you gave)
+1 Commerce (Non-laborers also benefit by knowing the time)
+1 Happiness (Reason you gave)
Tech: Calendar
Obsolete: Clockworks
....

Why would sundial be so late in the tech tree? There are existing examples from Egypt and India that date to the time of the Pyramids.
 
For the next version, the Apiary, Candlemakers, and Stoneworkers are notable cheaper. The Weaver's is staying the same since it requires Calendar to be really useful and the River Authority is designed to be expensive since it is very powerful. Boatyard is staying the same since lower the cost would make it overpowering for cities with more than one Fishing Boats.

I have been planning Fish Traps:
Fish Traps
+6% Food with Fish
+2% Food with Crab (crawfish)
+2% Commerce with Pearls (freshwater pearls)
+50% Production for Seafaring (there, that trait now has use on waterless maps)
Req: River
Tech: Fishing
Obsolete: Biology

I like the Sundial, but I would rename it "Primitive Clock" since water clocks existed. Here is how I picture it.
+2 Production (Reason you gave)
+1 Commerce (Non-laborers also benefit by knowing the time)
+1 Happiness (Reason you gave)
Tech: Calendar
Obsolete: Clockworks

The Root Cellar seems too powerful since the Villa holds 10% food. Pre-Modern cities would be growing like crazy with a Granary, Villa, and Root Cellar (Not to mention the Buddhist Palace, which holds 30%, that city would grow a population every five turns until the food tiles ran out).

1. Cool!

2. Oh that looks good for the Fishing Trap.

3. I think you should keep it as a Sundial and also include other time related objects separately like the "Water Clock" with Pottery tech and The "Hour Glass" with Glassmaking tech. All could give a little boost to production but all become obsolete with Clockworks tech.

4. Hmm then give the root cellar a smaller % of food storage. I really want to get this building in there because many cultures used them for storing food because it is cooler under than ground than storing food in an above ground granary. Please try to get it in somehow.

Why would sundial be so late in the tech tree? There are existing examples from Egypt and India that date to the time of the Pyramids.

That's a good point. Perhaps Mysticism would be a better tech since Stonehenge is made then and its one huge sundial.
 
...

3. I think you should keep it as a Sundial and also include other time related objects separately like the "Water Clock" with Pottery tech and The "Hour Glass" with Glassmaking tech. All could give a little boost to production but all become obsolete with Clockworks tech.

...

That's a good point. Perhaps Mysticism would be a better tech since Stonehenge is made then and its one huge sundial.

I like it! Sundial with mystisim +5%:hammers:, water-clock with pottery +5%:hammers:, hour glass likewise. Or is this too much?
 
OK, I can handle the "primitive clock" with a few comments

Tech: Mysticism and Pottery (Represents both science and crafting necessary for construction)
+5% Production with Glassware (Hourglass)

That should work, right? This building is just to represent time keeping before the Mechanical Clock.
 
OK, I can handle the "primitive clock" with a few comments

Tech: Mysticism and Pottery (Represents both science and crafting necessary for construction)
+5% Production with Glassware (Hourglass)

That should work, right? This building is just to represent time keeping before the Mechanical Clock.

Wait so its one "building" that over time improves it production when techs are discovered?

Because personally i think it should be like this (note each building just represents it the time pieces used within the population) ...

Sundial
+1 Production
+1 Commerce
+1 Happiness
Tech: Mysticism
Obsolete: Clockworks

Clepsydra(Fancy Name for Water Clock)
+1 Production
+1 Commerce
+1 Happiness
Tech: Pottery
Obsolete: Clockworks

Hourglass
+1 Production
+1 Commerce
+1 Happiness
Tech: Glassmaking
Obsolete: Clockworks

This way you have to spend time making them all and might not get them all built since making buildings takes time to do. In short I really think they should be separate since they are such diffrent time keeping technologies.
 
make sure that the MLF_CIV4ModularLoadingControls.xml in the assets/modules file has the following in it
Code:
				<Module>
					<Directory>Custom_Buildings</Directory>
					<bLoad>1</bLoad>
				</Module>

You can edit the file with NotePad or any text editor.
 
Must be something else. I put that in there but still dont see the new buildings. Unless there's no entries for them in civ pedia. I didnt start game just looked in the pedia.

Edit : Had the folder in wrong place. Got the new buildings in the game now. Thank you for the help with the mlf file Dancing Hoskuld. Getting ready to play now after i cut some of the storms out of game.
 
Wait so its one "building" that over time improves it production when techs are discovered?

Because personally i think it should be like this (note each building just represents it the time pieces used within the population) ...

Sundial
+1 Production
+1 Commerce
+1 Happiness
Tech: Mysticism
Obsolete: Clockworks

Clepsydra(Fancy Name for Water Clock)
+1 Production
+1 Commerce
+1 Happiness
Tech: Pottery
Obsolete: Clockworks

Hourglass
+1 Production
+1 Commerce
+1 Happiness
Tech: Glassmaking
Obsolete: Clockworks

This way you have to spend time making them all and might not get them all built since making buildings takes time to do. In short I really think they should be separate since they are such diffrent time keeping technologies.

So generalstaff, are you going to use these? ..... Please?
 
So generalstaff, are you going to use these? ..... Please?

I haven't been online since my last post here. I do not have regular access to the internet.

Anyways, I will just have the "Primitive Clock" building; having three clock buildings is asking for clutter complaints. I am trying to represent pre-mechanical timekeeping, while keeping it simple and balanced.

The buildings I plan to added will take a little while to add. I want to make sure people are able finish their Snail game which they started (I am using mine as a benchmark). When I finish, I plan to pretty quickly do two things, upload a new version of Early Buildings and add Faisal and Nasser LHs (assuming if my minor graphics modifications are suitable) (EDIT: Also modifying Modern Art Theater and Opera House to give bonuses with Hit Plays).
 
Now that i've got the mod working I must say I like it. Having one extra gold and the free specialists speed things up for me very nicely. The fire pit helps get my cities to expand earlier too. Got real lucky having 2 seafood resources in capital city so was able to get a great engineer quickly there with the boatyard. Thank you for the mod generalstaff.
 
Now that i've got the mod working I must say I like it. Having one extra gold and the free specialists speed things up for me very nicely. The fire pit helps get my cities to expand earlier too. Got real lucky having 2 seafood resources in capital city so was able to get a great engineer quickly there with the boatyard. Thank you for the mod generalstaff.

Thank you for trying this module out.

Your experience sounds like my current game (two sea resources). I am glad that this module gets the Great People out in their historic time periods (Imotep finally can build the Pyramids).
 
I haven't been online since my last post here. I do not have regular access to the internet.

Anyways, I will just have the "Primitive Clock" building; having three clock buildings is asking for clutter complaints. I am trying to represent pre-mechanical timekeeping, while keeping it simple and balanced.

The buildings I plan to added will take a little while to add. I want to make sure people are able finish their Snail game which they started (I am using mine as a benchmark). When I finish, I plan to pretty quickly do two things, upload a new version of Early Buildings and add Faisal and Nasser LHs (assuming if my minor graphics modifications are suitable) (EDIT: Also modifying Modern Art Theater and Opera House to give bonuses with Hit Plays).

I thought these would help with the clutter complaint since they are production buildings and you could build more buildings if you make production buildings first.

Also "primitive clock" sounds weird. They really should be separated. Its like saying the airport, seaport and public transportation should all be one building because they are all transportation even though they were invented at diffrent times and use diffrent technology to work.

And I think its a little late to worry about clutter. RoM without any modmods is already cluttered. That's like complaining that there are too many websites on the internet.
 
I am going to agree with generalstaff, there are too many buildings in RoM already.

Lies, despicable lies...

Take it back.

If there was too much already, I should just pack up and leave now.

Although, I think the buildings HydromacerX suggested are a bit strange. How about a watchmaker, or something? A giant sundial doesn't seem realistic.
 
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