Early Buildings

A couple of balance issue with the Early Buildings Mod ...

1. I think the Apiary should be a little cheaper. Maybe like 75% cheaper. It always seems so expensive compared to all the other early buildings.

2. The Beadmaker's Hut seems not to give any gold from clams even though it says it does. Where it says like "actual" nothing comes up for me. However it gives happiness just fine.

I posted these things in the original thread and the "A New Dawn" section.
 
A couple of balance issue with the Early Buildings Mod ...

1. I think the Apiary should be a little cheaper. Maybe like 75% cheaper. It always seems so expensive compared to all the other early buildings.

2. The Beadmaker's Hut seems not to give any gold from clams even though it says it does. Where it says like "actual" nothing comes up for me. However it gives happiness just fine.

I posted these things in the original thread and the "A New Dawn" section.

OK, I will reduce the Apiary's cost by about half and add an additional food. That should be good enough, but it will revert when/if the resource issue is fixed.

The Beadmaker's Hut does give commerce, but it usually requires another minor commerce building (Idol Shrine, Baazar, etc.) or a high commerce city (i.e. 2 Fur Camps). The issue is that you are likely not going to gain actual commerce if it is the only commerce building in an average city, which is intended. So in short, the building is working, or at least the last time I check (before it was added to A New Dawn).
 
OK, I will reduce the Apiary's cost by about half and add an additional food. That should be good enough, but it will revert when/if the resource issue is fixed.

The Beadmaker's Hut does give commerce, but it usually requires another minor commerce building (Idol Shrine, Baazar, etc.) or a high commerce city (i.e. 2 Fur Camps). The issue is that you are likely not going to gain actual commerce if it is the only commerce building in an average city, which is intended. So in short, the building is working, or at least the last time I check (before it was added to A New Dawn).

IMHO the Apiary is just fine the way ot is because it comes at a relatively early tech and NEVER expires, so just food for thought
 
IMHO the Apiary is just fine the way ot is because it comes at a relatively early tech and NEVER expires, so just food for thought

OK, that was my initial thought. However if other players complain about its cost, I will reduce its cost about 5 points and leave its abilities alone.

I haven't played in a while so it is hard for me to get it right in theory alone.
 
OK, that was my initial thought. However if other players complain about its cost, I will reduce its cost about 5 points and leave its abilities alone.

I haven't played in a while so it is hard for me to get it right in theory alone.

I think it is only slightly expensive, but as you say if we could have the resource also then it would be fine :)
 
OK, that was my initial thought. However if other players complain about its cost, I will reduce its cost about 5 points and leave its abilities alone.

I haven't played in a while so it is hard for me to get it right in theory alone.

i find the apiary well balanced as it is. it seems quite expensive when you unlock it, but your greater cities will finish it quicky (though they don't benefit that much from that +1 food; at least they've something to build for a while) while the smaller cities depend on trade caravans to collect that many hammers to complete it - making trade caravans more important.

i have to say that implementig these buildings really makes the beginning phase much more interesting. the static (not procentual bonuses) on food and production are a great help for newly founded cityies. the only problem seems to be that the player benefits much more than the AI does through the excessive usage of caravans: i usually push the production of all food related buildings first (so i normally have lighting house, fisher's huts, apiary and granary before the town reaches size 2) and then focus on production buildings. so my towns develop much faster then the AIs rendering it even easier for me to dominate the game....
 
I am releasing A New Dawn version of Early Buildings. It has more content. Download link is in OP.

Buildings:
-Basketweaver's Hut
+1 Gold
+5% Food with Hemp
+1 Happiness with Nomad Trait
Tech: Weaving
Obsolete: Guilds
-Weaver's Hut
+4% Commerce Bonus with Hemp, Sheep, Silk, Cotton
+1 Happiness: Fur, Dye
Req: Hemp, Sheep, Silk, or Cotton
Tech: Weaving
Obsolete: Assembly Line
-Tailor Shop
+5% Commerce Bonus with Fur, Sheep, Silk, Cotton
+1 Happiness: Cow, Dye
Req: Fur, Sheep, Silk, or Cotton
Reqplaces Weaver's Hut
Tech: Aesthetics, Weaving
Obsolete: Globalization
-Potter's Hut
Provides pottery resource (+1 Happiness, Obsolete: Plastics)
+5% Commerce with Copper
+10% Commerce with Lead
-1 Health with Lead
Can only be built by rivers
Tech: Pottery
Obsolete: Plastics
-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
+1 Health
Tech: Animal Husbandry
-Graveyard
+1 Culture
+1 Happiness
+15% Maintenance
+1 Happiness: Incense
Double Production with Spiritual Trait
+10% Production with Marble, Stone, Pottery
Tech: Ceremonial Burial, Masonry
Obsolete: Ecological Engineering
-Stoneworker's Hut
+5% Production with Stone, Obsidian
+5% Production, +5% Commerce with Marble
+1 Happiness: Gems
Double Production for Industrious Leaders
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
+1 Culture with Aesthetics, Free Artistry
Req: Stone or Marble
Tech: Sculpture
Obsolete: Realism
-Firepit
10% Culture
Tech: None (Can be built anytime as long as it is not obsolete)
Obsolete: Monotheism
-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 Trade Route
+30% Trade Route Yield
+30% Foreign Trade Route Yield
Req: Gatehouse, Iron.
Tech: Machinery
Obsolete: Rifling
-Beadmaker's Hut
+1 Happiness with Ivory, Gems, Glassware, Pottery, Clams, Pearls
+2% Commerce with Ivory, Pearls
+5% Commerce with Gems, Clams
+30% Production speed for Nomad leaders.
Tech: Trade
Obsolete: Guilds
-River Authority
+1 Happiness
+15% Maintenance
River Tiles: +1 Production, +1 Commerce
Req: Courthouse
Tech: Currency
-Candlemaker's Shop
+1 Commerce
+5% Production
+50% Production speed for Spiritual leaders.
Req: Butchery, Apiary
Tech: Priesthood, Trade
Obsolete: Optics
-Fish Traps
+6% Food from Fish
+2% Food from Crab
+2% Commerce from Pearls
Req: Fish
Tech: Fishing
Obsolete: Biology
-Timekeeper's Workshop
+1 Happiness
+1 Production
+1 Commerce
+5% Production with Glassware, Pottery
Tech: Sculpture, Writing
Obsolete: Clockworks
-Town Watch
+1 Espionage
+5% Maintenance
+5% Defense (Except vs. Units with high explosives)
+10% Spy Defense
-5% Revolution
+1 Espionage: Divine Right
Tech: Monarchy
Obsolete: Nationalism (Except Defense Bonus)
-Treadmill Crane
+15% Production
-15% Military Production
+50% Construction of Castle
Tech: Machinery
Obsolete: Steam Power
-Construction Firm
+20% Production
-20% Military Production
Specialists: 1 Engineer
+50% Construction of Skyscraper
Tech: Civil Engineering
-Furrier
+1 Gold
+5% Commerce with Fur
Req: Fur or Deer
Tech: Hunting, Trade
Obsolete: Plastics
-Elder Council
+1 Science
+1 Science with Priesthood
Tech: Ritualism
Obsolete: Writing
-Wheelwright
+5% Production
+1 Production: Chariotry, Trade
+1 Commerce: Chariotry
+25% Production of Chariot, Trade Caravan
Tech: The Wheel
Obsolete: Motorized Transportation
-Storage Pit
Stores 20% of Food
+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: Refridgeration
-Poacher's Camp
+3 Gold
+2% Food with Fur, Deer
+10% Revolution
Tech: Monarchy
Obsolete: Biology
-Gambling Hall
+3 Gold
+20% Revolution
Tech: Usury
Obsolete: Legalized Gambling
-Tax Office
-25% Maintenance
+5% Revolution
+10% Production for Financial leaders
Tech: Social Contract
 
Awesome! Merging/Updating Now.

Cool. Also please note that Modular Civics Buildings and Wonders have some new constructions sounds and minor balancing (Imperial Mint has -10% Commerce).

I am also including Towers and Wilderness in the pack (I will update the appropriate threads).

Finally, I will release a new version Leaderhead Pack 2 very soon; just keeping you up to date due to Advanced Diplomacy.
 
Cool. Also please note that Modular Civics Buildings and Wonders have some new constructions sounds and minor balancing (Imperial Mint has -10% Commerce).

I am also including Towers and Wilderness in the pack (I will update the appropriate threads).

Finally, I will release a new version Leaderhead Pack 2 very soon; just keeping you up to date due to Advanced Diplomacy.

I'll be sure to check carefully. I see that you used the New Revolutions tag prolifically. Interesting. :p
 
I see that you used the New Revolutions tag prolifically. Interesting. :p

It is a good way of simulating crime. It sure better than having to make a "Crime Mod." I am tempted to make a module which edits existing buildings to make them have effects on Revolutions (i.e. Jail, AI Surveillance, Gladiator School); first I have to see how Revolutions players think of these minor additions, not to mention how the AI deals with them.
 
It is a good way of simulating crime. It sure better than having to make a "Crime Mod." I am tempted to make a module which edits existing buildings to make them have effects on Revolutions (i.e. Jail, AI Surveillance, Gladiator School); first I have to see how Revolutions players think of these minor additions, not to mention how the AI deals with them.

That reminds me, I don't think the AI are aware of the Revolutions effect for buildings, I'm off to double check, and if not, write some code. :p

Just finished merging your new buildings. How would you like them broken down in the installer's component screen? Lumping them all together doesn't feel right.
 
Just finished merging your new buildings. How would you like them broken down in the installer's component screen? Lumping them all together doesn't feel right.

-Modular Civics Buildings (The Buildings and Units, self explanatory)
-Modular Wonders (self explanatory)
-Early Buildings (Early Buildings: A New Dawn Expansion, Liquor Store, Radio Show, Wilderness, and whatever minor projects you want to include)
-Towers (self explanatory, may need to be renamed since I modified and added some walls)

I hope that is clear.
-The option name (features included)
 
-Modular Civics Buildings (The Buildings and Units, self explanatory)
-Modular Wonders (self explanatory)
-Early Buildings (Early Buildings: A New Dawn Expansion, Liquor Store, Radio Show, Wilderness, and whatever minor projects you want to include)
-Towers (self explanatory, may need to be renamed since I modified and added some walls)

I hope that is clear.
-The option name (features included)

Fortifications?
 
Looks very cool. this will really make the beginning of a snail game fun!

one little thing though: Afforess changed most of the +x% food boni into static gains (+1 food per resouce or so) to prevent unreasonable growth of large cities. you might consider to change this for AND for 'basketweavers hut', 'fish traps' and 'poachers hut'. a maximum of +17% can be quite a lot if you have a city with 60 food yield.
 
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