Early Buildings

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.

Actually, I already did this for the majority of older Early Buildings. Check it out! :p
 
Generalstaff, could you put a space between the buildings in your info posts? It is really hard to read.
 
Just reiterating my idea to include the coffee house in the future. Considering the cultural and commercial significance of coffee, this would seem appropriate to add in the future. Generalstaff's reply and modifications on this are welcome too, just thought I'd add flavor in what could be possible.

Coffee House/Cafe

+1 :healthy: with Coffee, Tea, Sugar
+1 :yuck: with Tobacco
+1 :) with Coffee or Tea
+2 :) with Bourgeois
+1 :) with Proletarian

+4-5? :culture:
+1 :) with 20% :culture:
+5% :commerce: with Coffee, Tea
+2 Espionage (gossip and rumors)

This is generalstaff's reinterpretation

-Coffee House
Tech: Humanism (The Coffee House was brought to Europe by the Ottomans)
Req: Tea or Coffee
+1 Commerce
+2 Culture (Obsolete Safe)
+1 Happiness with Coffee, Tea
+1 Commerce with Realism
Obsolete: Globalization (Shopping District buildable; Corporate coffee chains replace the traditional coffee house)


The only thing I'd keep from my original concept is the minor espionage bonus, since places like Coffeehouses, cafes, and brothels were famous as gossip and rumor mills. The health bonus would be too much I admit. Plus, who wants more :yuck: from tobacco?
 
Just reiterating my idea to include the coffee house in the future. Considering the cultural and commercial significance of coffee, this would seem appropriate to add in the future. Generalstaff's reply and modifications on this are welcome too, just thought I'd add flavor in what could be possible.

Coffee House/Cafe

+1 :healthy: with Coffee, Tea, Sugar
+1 :yuck: with Tobacco
+1 :) with Coffee or Tea
+2 :) with Bourgeois
+1 :) with Proletarian

+4-5? :culture:
+1 :) with 20% :culture:
+5% :commerce: with Coffee, Tea
+2 Espionage (gossip and rumors)

Thanks for reposting it.

My original idea was:
-Coffee House
Tech: Humanism (The Coffee House was brought to Europe by the Ottomans)
Req: Tea or Coffee
+1 Commerce
+2 Culture (Obsolete Safe)
+1 Happiness with Coffee, Tea
+1 Commerce with Realism
Obsolete: Globalization (Shopping District buildable; Corporate coffee chains replace the traditional coffee house)

However, upon review I will add the Happiness with Culture rate (1 per 20%), and a Happiness bonus and Health penalty with Sugar and Tobacco. I will also try to add happiness bonus/penalties with civic (my opinion is that there should be a happiness bonus with Bourgeois and penalty with Proletariat).

I did not plan to add an espionage bonus since it can be provided through commerce; the same could be said for any science, gold, and additional culture. However, I will add an obsolete Espionage point due to request.
 
I thought of something else. This would be an auxiliary building for either the Manor or Estate, whichever one seems more appropriate. Considering the unhappiness penalty Slavery gets, I figured a minor happiness bonus would make sense.

Servant's Quarters

Requires Feudalism
Civic Requirement - Nobility and/or Slavery

Obsolete with Marxism or Labor Union?

  • 5% Maintenance Cost
  • +1 :) with Nobility
  • +1 :) with Bourgeois
  • +1 :) with Slavery
  • +1 :mad: with Proletarian
  • +1 :mad: with Liberal
 
I thought of something else. This would be an auxiliary building for either the Manor or Estate, whichever one seems more appropriate. Considering the unhappiness penalty Slavery gets, I figured a minor happiness bonus would make sense.

Servant's Quarters

Requires Feudalism
Civic Requirement - Nobility and/or Slavery

Obsolete with Marxism or Labor Union?

  • 5% Maintenance Cost
  • +1 :) with Nobility
  • +1 :) with Bourgeois
  • +1 :) with Slavery
  • +1 :mad: with Proletarian
  • +1 :mad: with Liberal

Personally, I would have the Servant's Quarters require Castle, which would cause it to fall into Afforess' Castle Mod. Also, its abilities still need to be fleshed out more. Here is my thought on its abilities:

-Servant's Quarters:
+5% Maintenance
+1 Free Citizen Specialist
Req: Castle
Tech: Nobility
Obsolete: Marxism
+1 :) with Nobility
+1 :) with Bourgeois
+1 :) with Slavery
+1 :mad: with Proletarian
+1 :mad: with Liberal
 
I have been working on the Coffee House, and it made me realize that some other buildings could use Civic Bonuses/Penalties. Some ideas I had are:

-Tax Office
-1 Happiness with Patrician, Bourgeois

-Beadmaker's Hut
+1 Happiness with Tribal

-Elder Council
+1 Health with Chiefdom

Comments, additional ideas?
 
First, I do intend to return the Apiary to its long-awaited original form.

Secondly, I am working on adding Textiles (which will use many dependency lines). Here is the plan:
Textiles:
-Provided by Weaver's Hut, Tailor Shop
-Textile Mill (Tech: Assembly Line. -1 Health, Req: Cotton, Sheep, Silk, Factory. +1 Happiness with Cow, Fur. +6% Commerce with Cotton, Sheep, Silk, Dye, Chemicals. +2% Production with Cotton, Sheep, Chemicals. +10% Production with Power. +1 Commerce with Globalization. Provides Textiles.)
+10% Production of Garrison, Police Station (Uniforms)
+25% Production of Actor's School (Costumes)
+50% Production of Paramilitary Corps (Uniforms, Ammunition reduced to +50% Production)
Theater (and Theater UBs), Odeom: +1 Happiness (Costumes)
Opera House: +1 Happiness (Costumes)
Shopping District: +1 Happiness
Chain Store: +5% Commerce

EDIT: I would like to first get that done before expanding. One step at a time.
 
@generalstaff

I have been working on the Coffee House, and it made me realize that some other buildings could use Civic Bonuses/Penalties. Some ideas I had are:

-Tax Office
-1 Happiness with Patrician, Bourgeois

-Beadmaker's Hut
+1 Happiness with Tribal

-Elder Council
+1 Health with Chiefdom

Comments, additional ideas?

Those look good. As for ideas, I think I could come up with a few ...

Apiary (Req Animal Husbandry)
Req Resources: Pottery OR Glassware
Produces "Beeswax" and "Honey"

Butchery (Req Animal Husbandry)
Req Resource: Cow OR Pig OR Sheep OR Deer OR Fur
Produces "Meat" and "Lard"

Furrier(Req Hunting)
Req Resource: Deer OR Fur
Produces "Hide" and "Bone"

Candlemaker's Shop (Req Trade, Priesthood)
No longer Requires Butchery or Apiary
Requires Beeswax OR Lard
Produces "Candles"

Beadmaker's Hut (Req Trade)
+1 :coin: with Bone

Tannery (Req Animal Husbandry)
No longer requires Butchery
Req Resource: Hide AND Salt
Produces "Leather"

Rendering Plant (Req Invention)
Req Resource: Whale AND Glassware
Produces "Lamp Oil"

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

New Resources
- Honey
- Beeswax
- Candles
- Meat
- Lard
- Bone
- Hide
- Leather
- Lamp Oil

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

Jewish Temple, Jewish Monastery, Jewish Synagogue
+1 Unhappy from Shrimp
+1 Unhappy from Pig

Islamic Temple, Islamic Monastery, Islamic Mosque
+1 Unhappy from Shrimp
+1 Unhappy from Pig

Hindu Temple, Hindu Monastery, Hindu Mandir
+1 Unhappy from Cow

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

Textiles:
-Provided by Weaver's Hut, Tailor Shop
-Textile Mill (Tech: Assembly Line. -1 Health, Req: Cotton, Sheep, Silk, Factory. +1 Happiness with Cow, Fur. +6% Commerce with Cotton, Sheep, Silk, Dye, Chemicals. +2% Production with Cotton, Sheep, Chemicals. +10% Production with Power. +1 Commerce with Globalization. Provides Textiles.)
+10% Production of Garrison, Police Station (Uniforms)
+25% Production of Actor's School (Costumes)
+50% Production of Paramilitary Corps (Uniforms, Ammunition reduced to +50% Production)
Theater (and Theater UBs), Odeom: +1 Happiness (Costumes)
Opera House: +1 Happiness (Costumes)
Shopping District: +1 Happiness
Chain Store: +5% Commerce

Ok the Guilds mod added a "Cloth" resource to "A New Dawn". We should try to incorporate it since it would be weird to have 2 textile resources. Or even just have the name of the resource chnaged to "Textiles" Also it should use "Wool" resource not "Sheep".
 
@generalstaff

Those look good. As for ideas, I think I could come up with a few ...

Well, I needed ideas for civics bonuses and penalties for existing buildings (like the previous post). I do think that the meat suggestions are good, but I think they work better in a separate module due to the level of specific detail. I cannot currently commit to it since I still have to finish some Second Revolution work and the additions already planned will take some time.

Ok the Guilds mod added a "Cloth" resource to "A New Dawn". We should try to incorporate it since it would be weird to have 2 textile resources.

OK then, what I will do is renaming "Textiles" to "Clothing" (what I planned to do originally, but another user said that "Textiles" sounded better). I will also add some dependency lines so that if you have the "Cloth" resource, you can build Weaver's Huts, Tailor's Shops. and Textile Mills. Not final, since I have to take a look through Guilds.
 
@generalstaff



Those look good. As for ideas, I think I could come up with a few ...

Apiary (Req Animal Husbandry)
Req Resources: Pottery OR Glassware
Produces "Beeswax" and "Honey"

Butchery (Req Animal Husbandry)
Req Resource: Cow OR Pig OR Sheep OR Deer OR Fur
Produces "Meat" and "Lard"

Furrier(Req Hunting)
Req Resource: Deer OR Fur
Produces "Hide" and "Bone"

Candlemaker's Shop (Req Trade, Priesthood)
No longer Requires Butchery or Apiary
Requires Beeswax OR Lard
Produces "Candles"

Beadmaker's Hut (Req Trade)
+1 :coin: with Bone

Tannery (Req Animal Husbandry)
No longer requires Butchery
Req Resource: Hide AND Salt
Produces "Leather"

Rendering Plant (Req Invention)
Req Resource: Whale AND Glassware
Produces "Lamp Oil"

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

New Resources
- Honey
- Beeswax
- Candles
- Meat
- Lard
- Bone
- Hide
- Leather
- Lamp Oil

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

Jewish Temple, Jewish Monastery, Jewish Synagogue
+1 Unhappy from Shrimp
+1 Unhappy from Pig

Islamic Temple, Islamic Monastery, Islamic Mosque
+1 Unhappy from Shrimp
+1 Unhappy from Pig

Hindu Temple, Hindu Monastery, Hindu Mandir
+1 Unhappy from Cow

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



Ok the Guilds mod added a "Cloth" resource to "A New Dawn". We should try to incorporate it since it would be weird to have 2 textile resources. Or even just have the name of the resource chnaged to "Textiles" Also it should use "Wool" resource not "Sheep".

lolwut WTH? Hindu love REVERE the cow!
 
The new "Guilds Mod" in "A New Dawn" also introduces "Carpentry". I think this is a little weird and should be changed to "Furniture". In addition here are some ideas for wood based techs...

Lumber Camp (Req Stone Tools)
Production: +1
Unhealthy: +2
Produces: "Wood"
+1 Production with Bronze Working
+1 Production with Iron Working
Obsolete: Paper

Papyrus Gatherer (Req Weaving)
Req Location: River
Produces: "Papyrus"
Obsolete: Education

Tablet Maker (Req Pottery)
Req Resource: Pottery OR Stone
Produces: "Tablets"
Obsolete: Paper

Wood Carver's Hut (Req Mysticism)
Gold: +1
Happiness: +1
Req Resource: Wood
+5% Culture with Folklore
Obsolete: Paper

Scroll Maker (Req Alphabet)
Req Resource: Papyrus OR Leather
Produces: "Scrolls"
Obsolete: Education

Carpenter (Req Iron Working)
Gold: +1
Req Resource: Wood
Produces: "Furniture"
+5% Gold with Leather
+5% Gold with Textiles
+5% Gold with Dye
Obsolete: Industrialism

Lumbermill (Req Machinery)
Production: +3
Unhealthy: 2
Produces: "Wood"
+1 Production with Steel
+1 Production with Steam Power
+1 Production with Electricity
+1 Unhappy with Biology
Replaces: Lumber Camp
Obsolete: Industrialism

Paper Maker(Req Paper)
Gold: +1
Req Resource: Wood OR Papyrus
Produces: "Paper"
+5% Gold with Printing Press
+5% Gold with Photography
Obsolete: Industrialism

Book Maker (Req Printing Press)
Gold: +1
Science: +1
Req Resource: Paper
Produces: "Books"
+5% Gold with Photography
+5% Gold with Corporation
Obsolete: Industrialism

Lumber Factory (Req Assembly Line)
Production: +6
Unhealthy: +2
Produces: "Wood"
+1 Production with Manufacturing
+1 Production with Robotics
+1 Production with Androids
+1 Unhappy with Biology
+1 Unhappy with Ecology
+ Unhappy with Ecological Engineering
+5% Gold with Environmental Economics
Replaces: Lumbermill
Obsolete: ?

Furniture Factory(Req Assembly Line)
Gold: +2
Req Resource: Wood OR Plastic OR Aluminum
Produces: "Furniture"
+5% Gold with Leather
+5% Gold with Textiles
+5% Gold with Dye
+5% with Corporations
+5% with Globalization
+5% with Recycling
Replaces: Carpenter

Paper Factory (Req Assembly Line)
Gold: +2
Req Resource: Wood
Produces: "Paper"
+5% Gold with Printing Press
+5% Gold with Photography
+5% Gold with Manufacturing
+5% Gold with Computers
Replaces: Paper Maker

Book Factory (Req Assembly Line)
Gold: +2
Science: +2
Req Resource: Paper
Produces: "Books"
+5% Gold with Photography
+5% Gold with Corporation
+5% Gold with Manufacturing
+5% Gold with Compulsory Education
+5% Gold with Computers
Replaces: Book Maker

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

Added to Exiting Buildings

School of Scribes, Monastery, Church School, Library, Alchemist's Lab, University, Academy, Observatory, School and Laboratory, The Great Library, Copernicus Observatory, Edison's Workshop, Einstein's Lab, Isac Newton's Collage, Leonardo's Workshop, University of Sankore
Req Resource: Tablets OR Scrolls OR Books
+2% Science with Tabets
+4% Science with Scrolls
+8% Science with Books

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

New Resources
- Wood
- Papyrus
- Furniture (Change the name of Carpentry)
- Tablets
- Scrolls
- Paper
- Books
 
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