Early Buildings

I like the retro "Age of Empire 2" icons for the Fish Traps and Town Watch. They are also nice buildings. It made me want to look through the old tech trees of not ony AOE2 but the original AEO1. So here are some ideas taken from them ...

Walls

Palisade Wall (Req None) - Can upgrade to Stone Wall

Stone Wall (New Name for Wall) - Can Upgrade to Fortified Wall

Fortified Wall (New Name for High Wall) - Can Upgrade to

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Towers

Outpost (Req None [Already In Mod]) - Can Upgrade to Watch Tower

Watch Tower (Req Masonry) - Can Upgrade to Guard Tower

Guard Tower (Req Siege Warfare) - Can Upgrade to Keep Tower

Keep Tower (Req Engineering) - Can Upgrade to Bombard Tower

Bombard Tower (Req Gunpowder)

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Other Defenses

Murder Holes

Requires: Engineering [Requires City Gatehouse]

Obsolete: Explosives

Special Abilities
  • +1 Defense with Stone (Boulders)
  • +1 Defense with Lead (Molten Lead)
  • +1 Defense with Oil (Boiling Oil)

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Traps

Pit Traps (Req Mining) - Upgrades to Spike Traps

Spike Traps (Req Mathematics) - Upgrades to Mechanical Traps

Mechanical Traps (Req Machinery) - Upgrades to Timed Traps

Timed Traps (Req Clockworks) - Upgrades to Landmines

Landmines (Req Explosives)

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Building Tools

Wheelwright's Workshop
Cost: ?
Production: +1
Commerce: +1

Requires: The Wheel (Wheelbarrow)

Obsolete: Motorized Transpiration

Special Abilities
  • +1 :hammers:, +1 :commerce: with Trade (Hand Cart)
  • +1 :hammers:, +1 :commerce: with Chariotry (Wagon)

Treadmill Crane
Cost: ?
Production: +2

Requires: Machinery

Obsolete: Motorized Transpiration

Special Abilities
  • +1 :hammers: with Stone
  • +1 :hammers: with Marble

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As you can see i added to it a bit.

So i went and grabbed some graphics from Age of Empires to help out. In the attachment I have ...

- Palisade Wall
- Outpost (To replace yours)
- Watch Tower
- Guard Tower
- Keep Tower
- Bombard Tower
- Murder Holes
- Wheelwright
- Treadmill Crane
- Storage Pit

They probably have to be re-sized but hopefully this will help you.
 
OK, few items I have to mention.

-I do not want to mess with upgrades since the python file which has the code in it is overwritten by the megaciv pack.

-Towers and Traps. I think Afforess' Castle mod (and Outpost through Military Civics) handles them well. Although, I agree that Murder Holes are missing; I will be happy to add them if Afforess does not want them in his castle mod. My idea for them is a simple +10% Defense which is cheap to build and requires Castle and Engineering.

-Wheelwright, I like. My idea for it (Req: Wheel tech, +1 Production, +5% Production and Commerce with Horse, +5% Production with Cow (Ox). Obsolete: Motorized Transportation)

-Treadmill Crane: The code is not available for what would like with it, which would be a production bonus for buildings. It should not give production bonuses for military units. Unfortunately, that means that we will not be seeing the treadmill crane.

-From playing a current Snail game as Akbar, I have noticed that a building type is missing: A early cheap building which adds Beakers. By that I means something available with a starting tech (i.e. Ritualism) and adds a small amount of beakers (2 or 3); such a building would have to obsolete with Literature due to the Library. On a similar note, I also need to make a modern or future building which gives a bonus with Gems; late game, if you do not have the Jeweler's Corp, it is a useless resource.
 
OK, few items I have to mention.

-I do not want to mess with upgrades since the python file which has the code in it is overwritten by the megaciv pack.

-Towers and Traps. I think Afforess' Castle mod (and Outpost through Military Civics) handles them well. Although, I agree that Murder Holes are missing; I will be happy to add them if Afforess does not want them in his castle mod. My idea for them is a simple +10% Defense which is cheap to build and requires Castle and Engineering.

-Wheelwright, I like. My idea for it (Req: Wheel tech, +1 Production, +5% Production and Commerce with Horse, +5% Production with Cow (Ox). Obsolete: Motorized Transportation)

-Treadmill Crane: The code is not available for what would like with it, which would be a production bonus for buildings. It should not give production bonuses for military units. Unfortunately, that means that we will not be seeing the treadmill crane.

-From playing a current Snail game as Akbar, I have noticed that a building type is missing: A early cheap building which adds Beakers. By that I means something available with a starting tech (i.e. Ritualism) and adds a small amount of beakers (2 or 3); such a building would have to obsolete with Literature due to the Library. On a similar note, I also need to make a modern or future building which gives a bonus with Gems; late game, if you do not have the Jeweler's Corp, it is a useless resource.

- Towers and Traps - Would you mind if I gave the suggestion over to Afforess then?

-Wheelwright - Just make sure it represents wheelbarrows, cars and wagons over time as the technology increases.

-Treadmill Crane - Is it possible to make it give general production and then minus production to military units to cancel out the positive effects?

- Beakers - Well I have noticed you can get around the lack of beakers by making your science production at 100% and compensate by building lots of gold producing (basketmaker, bazaar, jeweler, potter, etc) buildings. However I will see what I can come up with.

- Late Era Gems - You could make an "Engagement Ring Store" or maybe some sort of "Bling Store" for the rappers. :P
 
OK, few items I have to mention.

-I do not want to mess with upgrades since the python file which has the code in it is overwritten by the megaciv pack.

I added upgrade ability to XML, if you want to look at the way I do it in my beta2. Look in the Required/Building Upgrades folder.
 
- Towers and Traps - Would you mind if I gave the suggestion over to Afforess then?

Since I found out (look below) that Afforess added easy upgrades, I will include Towers and Traps, but as a separate module. I think you should suggest Murder Holes to Afforess since they are a better fit to his Castle Mod (Highly recommend with or without Early Buildings).

-Wheelwright - Just make sure it represents wheelbarrows, cars and wagons over time as the technology increases.

I cannot add production for buildings with techs (unless Afforess added some more nifty XML code I can use), which means I will have to compensate for that with beasts of burden. Wheels are much more useful if you have a horse or ox.

-Treadmill Crane - Is it possible to make it give general production and then minus production to military units to cancel out the positive effects?

I'll test that. I forgot about negative military production. I am 95% sure it should work, and will be adding it. I blame starting my Akbar game as a distraction.

- Beakers - Well I have noticed you can get around the lack of beakers by making your science production at 100% and compensate by building lots of gold producing (basketmaker, bazaar, jeweler, potter, etc) buildings. However I will see what I can come up with.

...or I could add another +1 Gold building to go with your suggestion. Either way, early Snail science needs a boost

- Late Era Gems - You could make an "Engagement Ring Store" or maybe some sort of "Bling Store" for the rappers. :P



I added upgrade ability to XML, if you want to look at the way I do it in my beta2. Look in the Required/Building Upgrades folder.

Thanks, I just downloaded it. I thinks this means that early buildings will have an "upgrade" in the near future. Towers and Traps will be in the works as soon as I improve the quality of buttons.
 
Since I found out (look below) that Afforess added easy upgrades, I will include Towers and Traps, but as a separate module. I think you should suggest Murder Holes to Afforess since they are a better fit to his Castle Mod (Highly recommend with or without Early Buildings).

I cannot add production for buildings with techs (unless Afforess added some more nifty XML code I can use), which means I will have to compensate for that with beasts of burden. Wheels are much more useful if you have a horse or ox.

Hmm. Perhaps we should wrap up this mod and move on to another one. That way it can be added to Afforess's "A New Dawn" mod just like he added your "Civic Building" Mod.

Then we could have him add the "nifty XML" code to the Wheelwright once its merged.

In short I agree the "murder holes" should be part of the castle mod. And think either the new buildings I suggested or after that have the "Early Buildings" mod be especially finished and added to A.N.D. so we can move on to other building mods that might or might not be related to early eras.
 
Hmm. Perhaps we should wrap up this mod and move on to another one.

Well, you can always release it as a "modmodmod", when I get my own subforum. ;)

There's no way I can ever include every modmod, as I have space and time constraints.
 
Hmm. Perhaps we should wrap up this mod and move on to another one. That way it can be added to Afforess's "A New Dawn" mod just like he added your "Civic Building" Mod.

Two things would have to be done before that, solving the early slow science issue (new building/buildings) and improving the buttons (a matter of adding an alpha layer and reformating or atlasing; the latter being the better option). Not forgetting to add the Treadmill Crane, of course.

Of course, I do not mind doing the XML grunt work for adding a Towers and Traps module for Afforess as part of A New Dawn.
 
...or I could add another +1 Gold building to go with your suggestion. Either way, early Snail science needs a boost

Well here are first ideas for more gold ...

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Boneworker's Hut
+1 Happiness
+1 Culture
+2% :commerce: with Ivory, Deer
+1 Happiness with Folklore
Req Tech: Hunting, Ritualism
Obsolete: Guilds

This is to represent bone carving such as idols, harpoons, fishing hooks and even needles.

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Woodworker's Hut
+1 Happiness
+1 Culture
+1 Happiness with Folklore
+4% :commerce:
Req Tech: Stone Tools, Ritualism
Obsolete: Guilds

This is to represent wood carving such as idols, tikis, totempoles, or even building decorations. This is NOT a carpenter.

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Furrier
+5% :commerce: with Fur, Deer
+5% Food with Fur, Deer
Req Resource: Fur
Req Tech: Hunting
Obsolete: Biology

This is to represent fur trappers be it from prehistoric man all the way up to Russian fur trappers in colonial North America.

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Taylor
+2 Happiness
+2 Culture
+5% :commerce: with Wool, Hemp, Fur, Silk, Cotton, Dye, Fur, Deer
Double Production Speed for Creative Leaders.
Req Tech: Weaving, Aesthetics
Req Buildings: Weaver's Hut, Tannery and Furrier
Obsolete: Assembly Line

This is to represent making clothing such as togas. This is NOT a weaver.

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Poacher's Camp
+2 Unhappiness
+15% :commerce: with Fur, Deer, Ivory
Req Tech: Trapping, Biology
Obsolete: Artificial Evolution

This is to represent the illegal hunting of wild animals in the modern era.

-------------------

This is what my "Storage Pit" button icon was for ...

Storage Pit
Store 25% Food after Growth
+1 Happiness with Charity
Double Production for Agricultural Leaders.
Req Tech: Agriculture
Obsolete: Refrigeration

This is to represent storing food and other items in the ground. This is NOT a granary.

-------------------

I have some other ideas but tell me what you think of these.
 
A lot of what is suggested is commerce, not gold (still useful, but things that add a flat amount of Gold or Beakers would ideal to fill that niche). With that said, I think the Tailor Shop (I would change the secondary tech to Guilds rather than Aethetics) should be an upgrade to Weavers, the Furrier to be upgraded by Tannery, and Storage Pit to be upgraded by Granary. I guess I could make a New Dawn add on to include these (as well as T&T, although I extended the plan for it into the Future Era); this would mean that there would be Early Buildings Part 1 and Part 2. Of course, I am getting ahead of myself.

A comment about the Poacher's camp, if there were a "Crime" stat., like in FFH, it would be interesting, but without it, it just would fall flat, like adding a Gambling Hall (its gold bonus would be negated by its maintenance in half of a civs cities) building.
 
A lot of what is suggested is commerce, not gold (still useful, but things that add a flat amount of Gold or Beakers would ideal to fill that niche).

- I was trying to keep it within the same theme as say the weavers hut giving commerce.

With that said, I think the Tailor Shop (I would change the secondary tech to Guilds rather than Aethetics) should be an upgrade to Weavers,

- The reason for the taylor being earlier is because then it also can fit with the "Vincentz's Guild Mod" which has ...

Spoiler :

Guilds of Victuallers
- Fishmongers Guild
- Mercers Guild
- Butchers Guild
- Grocers Guild

Guilds of Crafts
- Carpenters Guild
- Masons Guild
- Blacksmiths Guild
- Glassblowers Guild
- Goldsmiths Guild

Guilds of Servants
- Drapers Guild
- Artists Guild
- Apothecaries Guild
- Equestrians Guild
- Clerks Guild


Which in particular has the "Drapers Guild" which I would assume would deal with an assortment of textiles. Which is why i was trying to make it in the Classical Era rather than the Medieval Era.

A lot of what is suggested is commerce, not gold (still useful, but things that add a flat amount of Gold or Beakers would ideal to fill that niche). With that said, I think the Tailor Shop (I would change the secondary tech to Guilds rather than Aethetics) should be an upgrade to Weavers, the Furrier to be upgraded by Tannery, and Storage Pit to be upgraded by Granary.

How/What do you mean upgrade?

I guess I could make a New Dawn add on to include these (as well as T&T, although I extended the plan for it into the Future Era); this would mean that there would be Early Buildings Part 1 and Part 2. Of course, I am getting ahead of myself.

Well I was hoping in the future both the "RoM in Space" could add a "Galactic Era" after the Trans-Human Era and the also have a mod that added a "Prehistoric Era" before the Ancient Era.

A comment about the Poacher's camp, if there were a "Crime" stat., like in FFH, it would be interesting, but without it, it just would fall flat, like adding a Gambling Hall (its gold bonus would be negated by its maintenance in half of a civs cities) building.

So do you like or dislike it?
 
@HydromancerX
You do realize that its spelled 't-a-i-l-o-r' right? The way you are spelling it is a person's name.

@GeneralStaff
Have you found a city building for your apiary yet? I'm going to try to start making building graphics for the modmodders here in the RoM section. Let me know if you need that apiary as I'm going to attempt to make it now.
 
@HydromancerX
You do realize that its spelled 't-a-i-l-o-r' right? The way you are spelling it is a person's name.

@GeneralStaff
Have you found a city building for your apiary yet? I'm going to try to start making building graphics for the modmodders here in the RoM section. Let me know if you need that apiary as I'm going to attempt to make it now.

1. Oops!

2. I believe it has the bee hive building that was made for a resource.
 
- I was trying to keep it within the same theme as say the weavers hut giving commerce.

I get it, but flat amounts of gold (like Basketweavers) or beakers (like Alchemist Lab) would have been helpful in my Akbar game was my point.

- The reason for the taylor being earlier is because then it also can fit with the "Vincentz's Guild Mod" which has ...

Spoiler :

Guilds of Victuallers
- Fishmongers Guild
- Mercers Guild
- Butchers Guild
- Grocers Guild

Guilds of Crafts
- Carpenters Guild
- Masons Guild
- Blacksmiths Guild
- Glassblowers Guild
- Goldsmiths Guild

Guilds of Servants
- Drapers Guild
- Artists Guild
- Apothecaries Guild
- Equestrians Guild
- Clerks Guild


Which in particular has the "Drapers Guild" which I would assume would deal with an assortment of textiles. Which is why i was trying to make it in the Classical Era rather than the Medieval Era.

I get it, will leave it as is. Compatibility is good.

How/What do you mean upgrade?

i.e. Stable -> Knight Stable, Granary -> Modern Granary, etc.

The buildings I mentioned fit better as upgrades (except furrier, more thought revealed it is a better as a singular building). Due to Afforess making upgrades easier in a New Dawn, buildings like the Storage Pit and Tailor's Shop fit in easier due to a combination of reduced clutter and overlap.

Well I was hoping in the future both the "RoM in Space" could add a "Galactic Era" after the Trans-Human Era and the also have a mod that added a "Prehistoric Era" before the Ancient Era.

Sounds like fun, but also require Early Buildings changes in the case of Prehistoric Era. The changes are easy enough if a someone makes a tech tree screenshot, but that would be months away if modding began on the project when the thread was posted.

Anyways, the reference to extending in into the future era was reference to a few more "towers" to be added (Artillery Battery, Missile Battery, Laser Battery). The Tower project would require a New Dawn's easy upgrade code. Also on the that topic, I plan to add an Industrial Era building to Early Buildings, the Construction Firm, which functions like the Treadmill Crane so that those building hammers are not "lost" upon the Treadmill Crane's obsolescence. A lot of the other buildings do not have this issue since the obsolete tech allows replacement building or fill a needed niche in a Snail game.

So do you like or dislike it?

I dislike in Rise of Mankind, but like it in FFH due to the Crime Rate mechanic. Illegal hunting is likely to have little impact, unless there is a crime is a game factor. With the number of "major" projects going right now, and adding resource issue (for coca and opium resources), a crime mod is unlikely to happen.

2. I believe it has the bee hive building that was made for a resource.

You are correct; the beehive building was made by woodelf.

@TechXLtd
If you want to make building graphics for this mod, I would like something for Firepit and Town Watch. Any "specialized" huts for Pottery, Stoneworking, etc. are also appreciated. However, I would like a camera pole for my Modular Civics Buildings (AI Surveillance).
 
Anyways, the reference to extending in into the future era was reference to a few more "towers" to be added (Artillery Battery, Missile Battery, Laser Battery). The Tower project would require a New Dawn's easy upgrade code. Also on the that topic, I plan to add an Industrial Era building to Early Buildings, the Construction Firm, which functions like the Treadmill Crane so that those building hammers are not "lost" upon the Treadmill Crane's obsolescence. A lot of the other buildings do not have this issue since the obsolete tech allows replacement building or fill a needed niche in a Snail game.

I like it. I could totally see both the towers and Treadmill Crane getting upgraded. So like ...

Towers

Outpost (Req None [Already In Mod]) - Can Upgrade to Watch Tower

Watch Tower (Req Masonry) - Can Upgrade to Guard Tower

Guard Tower (Req Siege Warfare) - Can Upgrade to Keep Tower

Keep Tower (Req Engineering) - Can Upgrade to Bombard Tower

Bombard Tower (Req Gunpowder) - Can Upgrade to Artillery Tower

Artillery Tower (Req Artillery) - Can Upgrade to Missile Tower

Missile Tower (Req Rocketry) - Can Upgrade to Plasma Tower

Plasma Tower (Req Railgun, Controlled Plasma)

I left out the laser tower since it is around the same time as missiles. Plus a plasma cannon is much cooler than a laser turret. I would have put it in but i cannot find a place that would not have it where the laser tower would exist before the missile tower or vice-versa.

Construction Machines

Treadmill Crane (Req Machinery) - Can Upgrade to Steam Crane

Steam Crane (Req Steam Power) - Can Upgrade to Modern Crane

Modern Crane (Machine Tools) - Can Upgrade to High-Tech

High-Tech Crane (Megastructure Engineering)
 
I like it. I could totally see both the towers and Treadmill Crane getting upgraded. So like ...

Towers

Outpost (Req None [Already In Mod]) - Can Upgrade to Watch Tower

Watch Tower (Req Masonry) - Can Upgrade to Guard Tower

Guard Tower (Req Siege Warfare) - Can Upgrade to Keep Tower

Keep Tower (Req Engineering) - Can Upgrade to Bombard Tower

Bombard Tower (Req Gunpowder) - Can Upgrade to Artillery Tower

Artillery Tower (Req Artillery) - Can Upgrade to Missile Tower

Missile Tower (Req Rocketry) - Can Upgrade to Plasma Tower

Plasma Tower (Req Railgun, Controlled Plasma)

I left out the laser tower since it is around the same time as missiles. Plus a plasma cannon is much cooler than a laser turret. I would have put it in but i cannot find a place that would not have it where the laser tower would exist before the missile tower or vice-versa.

Construction Machines

Treadmill Crane (Req Machinery) - Can Upgrade to Steam Crane

Steam Crane (Req Steam Power) - Can Upgrade to Modern Crane

Modern Crane (Machine Tools) - Can Upgrade to High-Tech

High-Tech Crane (Megastructure Engineering)

At this point, I think this totally falls outside the purview of this thread. Perhaps a new modmod is in order?
 
At this point, I think this totally falls outside the purview of this thread. Perhaps a new modmod is in order?

For Towers, yes. For consturction machines, no. I think I represent the latter well in the upcoming version. Also, I solved to problem of the lack Gold and Science early buildings.
 
Uploaded Version 1.92. Includes Construction Buildings, Furrier, and Elder Council.

Unless niche buildings are missing or an error needs to be fixed, I do not plan to update until the next version of Rise of Mankind (either 2.81 or 2.9 depending on Zappara). That does not mean that I am not open to adding more buildings; I just do not want to break Snail games.
 
Unless niche buildings are missing or an error needs to be fixed, I do not plan to update until the next version of Rise of Mankind (either 2.81 or 2.9 depending on Zappara). That does not mean that I am not open to adding more buildings; I just do not want to break Snail games.

I believe that's my cue to swoop in.
Spoiler :

4847018_gal.jpg


I'm going to add these excellent modmods to A New Dawn. ;)
 
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