Existing Buildings Discussion

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I have two issues so far with the prehistoric era.

1. The Creation Myth and an earlier building (knowledge inheritance?) are exactly the same stat-wise, ie same benefits and cost. This is bad, buildings should be slightly more unique.

2. The Dining hall is OP. +2 Food and +1 Health on one building that early in the prehistoric era is a bit too much, I'd remove the health bonus if it was up to me.
 
I have two issues so far with the prehistoric era.

2. The Dining hall is OP. +2 Food and +1 Health on one building that early in the prehistoric era is a bit too much, I'd remove the health bonus if it was up to me.

Cough cough. Stone tools workshop anyone?
 
Cough cough. Stone tools workshop anyone?

Didn't someone suggest making replacements for this building, like it would be replace d by bronze tool workshop, iron tool workshop, all the way to power tools... We should do this.
 
I thought stone tools workshop was just gonna go obsolete at monolith construction (earlier than it does now), this is a nerf in other words.
 
Cough cough. Stone tools workshop anyone?

I believe that's been nerfed already. At least I'm not getting 10 hammers any more. So something changed.

The only real problem with Dining Hall is that it comes to early. It's shouldn't be a Preh Era Bldg but an Ancient Era.

And the Fisherman's hut, boy is it virtually worthless now, one of those filler +1gold bldgs. It's lost it's original meaning and status.

And why do Bandit Footpads cost 5 Gold/turn And Bandit Riders too?!! No wonder the AI doesn't build them anymore. And I would bet most players now don't either. Not with having to pay 2 Gold for Town Watchmen to keep your Crime levels down.

JosEPh
 
Dancing Hoskuld said in another thread
Not sure what Stoneworker's hut should upgrade to.
I don't know if this has already been covered anywhere else but I suggested the following
Upgrade it to a Stone Mason which should be good up to say the Renaissance period where it could becomes a Stone Workshop that also produces works of art and after that it could then be upgraded to a Stone Artists Studio.
as a possible chain of upgrades for it.
 
Fisherman's Hut was split up into 2 buildings, Fisherman's Hut and Fishmonger.

I know.

I just preferred the old hut as a single building, but able to be built on rivers as well as the coast. One less choice.

JosEPh
 
Is it possible for civics to change the production/culture of a building?
 
After a long broken laptop break I finally got to play again, and noticed, that the vaccine center ( or was it called lab?) got no influence on disease rating.
I think it should have a rather heavy one, since vaccines do a lot more to keep diseases in check then let´s say a dentist.
 
After a long broken laptop break I finally got to play again, and noticed, that the vaccine center ( or was it called lab?) got no influence on disease rating.
I think it should have a rather heavy one, since vaccines do a lot more to keep diseases in check then let´s say a dentist.

The disease system is not finished yet. You can see the rate but there are no Disease in place yet. Once all the +/- disease rates are applied to buildings like the vaccine center then I will add the disease buildings.
 
I knew that, since the SVN log did not mention the implementation of the actual diseases yet. I just assumed you were done with the buildings, sorry.
 
The disease system is not finished yet. You can see the rate but there are no Disease in place yet. Once all the +/- disease rates are applied to buildings like the vaccine center then I will add the disease buildings.
A question about the Disease property: What does it represent compared to unhealthiness? Will it get some epidemic behavior?
 
Well that's one of the reasons why I have not added them yet. I have though about a few ways to implement it. Buildings can do a lot of things such as slow growth, trigger events, unlock units (ex plague victims), provide a resource, provide a free building to each city (ex like the goods system use to be), even prevent a building from being built in a city. They can also replace or be replaced by buildings such a cure for a disease could replace a disease. They could also gives negative promotions to units such as any unit in the city gets X disease. It can also stop resources from being in the city such as a corn disease prevents you from having corn in the city.

There is a lot of potential in how each disease could work. I do not see them all just being :yuck: or :mad:, however certainly the majority of them will have some of that.

Note that I would like to use the disease rate as how contagious/dangerous/rare a disease is. Diseases the common cold would be low on the scale so most every city would have it, but it would do like only -1:yuck:. Things like latitude of your city should play a factor such as diseases that only are in the tropics. Resources in the city vicinity and buildings will also play a factory in what diseases you get. Such as Mad Cow is obviously linked to the Cow resource or bird flu to the poultry resource.

Tech will play another factor such as modern diseases or future diseases. Some diseases will have cures or even cure wonders made such as Cancer. If you guys have ideas too please say so.
I would like to see some wave behavior on the disease property (so it is not the same as crime, which stays somewhat constant when sources and decays balance out).

That could be implemented with an Immunity property that increases more if Disease is high and reduces Disease which then stops Immunity growth and when it has decayed enough the next wave can come. Especially with spreading to trade route cities and some events that cause a strong increase in the Disease property as a kind of outbreak that would result in interesting behavior.
 
I would like to see some wave behavior on the disease property (so it is not the same as crime, which stays somewhat constant when sources and decays balance out).

That could be implemented with an Immunity property that increases more if Disease is high and reduces Disease which then stops Immunity growth and when it has decayed enough the next wave can come. Especially with spreading to trade route cities and some events that cause a strong increase in the Disease property as a kind of outbreak that would result in interesting behavior.

Beware adding too many plot-based property manipulations, as they are time consuming. Perhaps we could have an object type that is city-plot or owned-plot, which includes only those plots within a city cultural radius/worked plots/owned plots or whatever? That way disease etc would still exhibit spread across 'urbanised' areas, but not have to be processed 'in the wilderness' so to speak??

Similarly for crime - if we had game objects that represented well-defiend subsets of the entire set of map plots the system would internally be essentially unchnaged, but would run much faster within a slightly more limitted domain.
 
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