Existing Buildings Discussion

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I agree. But if DH was set with auto buildings then that would be where you would do it, since it makes no sense to have a Copper Mine in a city that had no copper resource nearby.

Doesn't autobuild (rather than free at tech) still respect other conditions (such as vicinity bonuses)?
 
Doesn't autobuild (rather than free at tech) still respect other conditions (such as vicinity bonuses)?

I would certainly hope so, taht was the original intent of the system, to make sure that you only got free stuff if you met all requirements.
 
Doesn't autobuild (rather than free at tech) still respect other conditions (such as vicinity bonuses)?

Yes it does. I have tested it. However as I asked before - is it possible to have the auto build at a later tech than the one that opens up the building? For example I would want the "Copper Mine" building to auto build at a tech somewhere in the late Classic early Medieval period. Simply because it seems more realistic that at first you have to build the buildings yourself but latter your enterprising populace would see it as just one of those things that a reasonable village would have.
 
Yes it does. I have tested it. However as I asked before - is it possible to have the auto build at a later tech than the one that opens up the building? For example I would want the "Copper Mine" building to auto build at a tech somewhere in the late Classic early Medieval period. Simply because it seems more realistic that at first you have to build the buildings yourself but latter your enterprising populace would see it as just one of those things that a reasonable village would have.
It could be turned into a boolean expression tag to allow such things. That would make the calculation of the proper value of that building harder for the AI though.
 
MKe two buildings. One at the first tech which is build able. Be at the second tech which is free and obsoletes the first.

But then wouldn't anything that requires the first building would need to require the 2nd building too? Or I should say building 1 OR building 2?

This is going to make building require even more complex than they already are. :crazyeye:
 
I know this has been mentioned before, but I think it bears repeating. The -1 to Espionage on crime buildings not only doesn't make sense, it's inconsistently applied. All of the crime buildings give a penalty to Espionage, except for the Brothel, which gives a huge Espionage boost of 25%.

I don't think Espionage should have such a black/white relationship with Crime. Buildings that reduce crime shouldn't automatically give Espionage, and buildings that give crime shouldn't automatically reduce Espionage.

I think a more sensible mechanic is to give the "10% vulnerability to spy activity" property that the Barber Shop building has to the Bandit's Camp, Mercenary Camp, Mercenary Stables, Highwayman's Outpost, Assassin's Den, Terrorist Camp, etc. This represents the fact that these buildings give hidey-holes to enemy spies, without having these buildings somehow managing to reduce your ability to know what is going on in other civs due to the espionage reduction.

Also, I don't particularly understand why Barber Shops make your cities more vulnerable to enemy spy activity.
 
I agree with almost all that sentiment but would like to add that state backed criminal activity would certainly benefit from increased espionage rather than the opposite. And it would also leave some vulnerability as well, as suggested.
 
With all ressource; Jewelery Store is +19% :gold: and +4 :gold: for only +5 criminality. I think it's far too much

It's not write than Angora * breeder building allow Shearing Barn. MaybeAI will understimate it so?

Barracks give +2 EXP to animals, but when i move my mouse on Wardogs, he have no free XP from barracks (and really dont gains from it)

Farmer's Market only give gold bonus from some "old" ressource, all new one are forgot. But if they are added, the building will give too much gold... Cant give some +0,5% :gold:?

Apprentice worshop donc cost enough, I still gain money from building it. And the 1 free priesis not normal, there are no priest guild...

Some Civics building, like Church of State are not "Requires <civic> to be active".

All Native Culture replace Native Culture (human), but I never see this building

Art gallery give you Culture bonus from Technology you must have ti build it

With the cost in Pollution from Garbage dock, you have a chance to win more than 6 unhealthy...
 
@LumenAngel

For the Jewelery Store it depends upon what resources you have. If you only have a few its not that much but if you have some of the more wealthy gems then you can get a good haul.

It's not write than Angora * breeder building allow Shearing Barn. MaybeAI will understimate it so?

Those animals come later on the tree and are specifically bred to give wool. I am not sure your question.

Barracks give +2 EXP to animals, but when i move my mouse on Wardogs, he have no free XP from barracks (and really dont gains from it)

Hmm This is a hard once since indirectly you need a Barracks to build a War Dog Trainer and in turn to build a War Dog. Thus all War Dogs would get extra XP.

Farmer's Market only give gold bonus from some "old" ressource, all new one are forgot. But if they are added, the building will give too much gold.

Thanks for pointing that out. I suspect other buildings will need some of the new resources added too.

Apprentice worshop donc cost enough, I still gain money from building it. And the 1 free priesis not normal, there are no priest guild...

Some Civics building, like Church of State are not "Requires <civic> to be active".

These would be CIVPlayer8's buildings. He will need to check them.

All Native Culture replace Native Culture (human), but I never see this building

Which building don't you see? Native Culture (Human)? That's because its the default building. No civ gets this unless they are not from one of the main cultures. Thus a fictional civ might get this.

Art gallery give you Culture bonus from Technology you must have ti build it

Art Gallery has lots of bonuses from techs that come before it. The point is listing all the types of art forms.

With the cost in Pollution from Garbage dock, you have a chance to win more than 6 unhealthy...

Win?
 
Those animals come later on the tree and are specifically bred to give wool. I am not sure your question.
These building allow the construction of Shearing Barn. But this is not in the descriptions of these building, only in the description of Shearing Barn.


Hmm This is a hard once since indirectly you need a Barracks to build a War Dog Trainer and in turn to build a War Dog. Thus all War Dogs would get extra XP.
It was just an example of a genral case : all "Free XP for Animals Units" dont give XP to dogs units : Enclosure, Carnival, Master Hunters...

Sorry, bad words... In french, gain and win are the same word ^^'
You will gain more unhealthy than this building give you Health because of pollution (unless bad calcul, it will happen with more than 300 water pollution without this building)

For the Jewelery Store it depends upon what resources you have. If you only have a few its not that much but if you have some of the more wealthy gems then you can get a good haul.
I have all, and I dont know how to lower my money...
Some building giving bonus in % with som ressource need a maximum bonus. With a base gold of 384, my capital have a +80% from bonus and +152%from buildings... My second city "only" have +102% from buildings...
I think these little 1% :gold: from <ressource> are part of gold problem in medieval era
 
These building allow the construction of Shearing Barn. But this is not in the descriptions of these building, only in the description of Shearing Barn

That's because you need the Barn to shear the wool.

It was just an example of a genral case : all "Free XP for Animals Units" dont give XP to dogs units : Enclosure, Carnival, Master Hunters...

I am not sure what animal units we have left. Seems like the only animal units are the subdued animals and you can't produce them (except with the biodome).

Sorry, bad words... In french, gain and win are the same word ^^'
You will gain more unhealthy than this building give you Health because of pollution (unless bad calcul, it will happen with more than 300 water pollution without this building)
I will check it over again. But it could be the changes that CIVPlayer8 made to them.

I have all, and I dont know how to lower my money...
Some building giving bonus in % with som ressource need a maximum bonus. With a base gold of 384, my capital have a +80% from bonus and +152%from buildings... My second city "only" have +102% from buildings...
I think these little 1% from <ressource> are part of gold problem in medieval era

You should use the money to buy things like quick build buildings or support expensive buildings. Consider yourself very lucky.
 
It was just an example of a genral case : all "Free XP for Animals Units" dont give XP to dogs units : Enclosure, Carnival, Master Hunters...

The only building that gives exp to animals also gives them to canines. This is the Dog Kennels. Enclosure, Carnival, Master Hunters... don't give exp to animals or canines just hunters and recon.
 
The only building that gives exp to animals also gives them to canines. This is the Dog Kennels. Enclosure, Carnival, Master Hunters... don't give exp to animals or canines just hunters and recon.

Barracks are supposed to give +2XP to Animals too, but it dont give them to Canine
But yes, my bad for Enclosure and Carnival, I forgot Pack Mule is not Animals...

That's because you need the Barn to shear the wool.
What I mean is : the fact that these building allow the construction of Shearing Barn is totally hidden. Yes, they allow it, but it's notre written in the Sevopedia or when you build them.
Normaly, when a building allow he construction of another building, it have in the description "Required to Build X, Y, Z". e.g. Shaman Temple or Sewer System
Here, nothing like this
So, when you look at your list of building, you dont know that building this will allw you to build the Shearing Barn.
And maybe, the AI dont know it too...
 
Barracks are supposed to give +2XP to Animals too, but it dont give them to Canine
But yes, my bad for Enclosure and Carnival, I forgot Pack Mule is not Animals...


What I mean is : the fact that these building allow the construction of Shearing Barn is totally hidden. Yes, they allow it, but it's notre written in the Sevopedia or when you build them.
Normaly, when a building allow he construction of another building, it have in the description "Required to Build X, Y, Z". e.g. Shaman Temple or Sewer System
Here, nothing like this
So, when you look at your list of building, you dont know that building this will allw you to build the Shearing Barn.
And maybe, the AI dont know it too...
I'm pretty sure Koshling has the AI well trained here. But we need a text display line for the prereq resources that works like the prereq buildings as you explain there.
 
So the Research bldgs all got the Maint Costs jacked up again eXcept School of Scribes? :p

Math Academies was the cheapest at 3 gold for 4 beakers, but now it's 5 gold for 4 beakers. Libraries are still over priced too. So I guess we reverted back to version 22 then. Time to stop building Math Acads and Libraries in every city eXcept when it's Must have. Now only 2 or 3 in the whole empire, what a waste.

Couldn't you just leave it alone? You keep going around in circles with these things.

JosEPh :(
 
So the Research bldgs all got the Maint Costs jacked up again eXcept School of Scribes? :p

Math Academies was the cheapest at 3 gold for 4 beakers, but now it's 5 gold for 4 beakers. Libraries are still over priced too. So I guess we reverted back to version 22 then. Time to stop building Math Acads and Libraries in every city eXcept when it's Must have. Now only 2 or 3 in the whole empire, what a waste.

Couldn't you just leave it alone? You keep going around in circles with these things.

JosEPh :(

The math academy gets better as you get new techs (for instance, Algebra) so by the end of the Medieval Era you get 10 science for 5 gold.
 
The math academy gets better as you get new techs (for instance, Algebra) so by the end of the Medieval Era you get 10 science for 5 gold.

I know that, but you have to bear the weight up front. So what I said Still applies. Libraries don't get upgrades, neither do School of scribes so what's the upside there?

JosEPh
 
I know that, but you have to bear the weight up front. So what I said Still applies. Libraries don't get upgrades, neither do School of scribes so what's the upside there?

JosEPh

Perhaps they should get upgrades. I am open to idea. Probably Poetry should be one for either one of those. Or both. Name some literature related techs.
 
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