Existing Buildings Discussion

Status
Not open for further replies.
what about the farmscraper now. could it provide resources, it bugged me that you lose every berry, weed, fruit, vegetable ore nut resource when i research vertical farming
 
Quick question - what buildings store food after growth? I've found Storage Pit, Shaman's Hut, Granary, and Modern Granary, but was wondering if there are any more. Alternatively, if there is a quick way I can search this kind of thing myself, please let me know. :)
 
Quick question - what buildings store food after growth? I've found Storage Pit, Shaman's Hut, Granary, and Modern Granary, but was wondering if there are any more. Alternatively, if there is a quick way I can search this kind of thing myself, please let me know. :)

There is a bit of code (exe) that could be used to looks at all buildings and get the information you want but it is not documented fully. See here - I have updated the link in the Modders Guide also.
 
Why do the Balloon Festival, Balloon Rides etc, provide a commerce bonus instead of gold? Makes these rather powerful. Also, not sure why a Balloon Festival would increase your science output.
 
There is a bit of code (exe) that could be used to looks at all buildings and get the information you want but it is not documented fully. See here - I have updated the link in the Modders Guide also.

It's worth mentioning though that the filters in the city screens have no selection to pull these up. We're also missing a 'trade' benefiting building filter. I LOVE this filtering feature but those are 2 areas overlooked currently that make it tough to use optimally. I'm wondering if the AI overlooks those areas too as a result - do those kinds of buildings show up on ai priorities at all? They are pretty important. The food storage buildings used to seem to be designated as 'food' buildings for the ai so perhaps the filtering works different for players than it does for establishing ai priorities.

The only other issue with it is that filters sometimes overlooks buildings that are clearly of their particular filtertype... I'm wondering how it manages to do this but I haven't looked at the method AIAndy has employed there enough to get an understanding of the issue.
 
It's worth mentioning though that the filters in the city screens have no selection to pull these up. We're also missing a 'trade' benefiting building filter. I LOVE this filtering feature but those are 2 areas overlooked currently that make it tough to use optimally. I'm wondering if the AI overlooks those areas too as a result - do those kinds of buildings show up on ai priorities at all? They are pretty important. The food storage buildings used to seem to be designated as 'food' buildings for the ai so perhaps the filtering works different for players than it does for establishing ai priorities.

The only other issue with it is that filters sometimes overlooks buildings that are clearly of their particular filtertype... I'm wondering how it manages to do this but I haven't looked at the method AIAndy has employed there enough to get an understanding of the issue.

These filters are not used at all by the AI. It has its own way of prioritising, and it does take accoutn of trade benefits when evaluating gold, production, etc.
 
It's worth mentioning though that the filters in the city screens have no selection to pull these up. We're also missing a 'trade' benefiting building filter. I LOVE this filtering feature but those are 2 areas overlooked currently that make it tough to use optimally. I'm wondering if the AI overlooks those areas too as a result - do those kinds of buildings show up on ai priorities at all? They are pretty important. The food storage buildings used to seem to be designated as 'food' buildings for the ai so perhaps the filtering works different for players than it does for establishing ai priorities.

The only other issue with it is that filters sometimes overlooks buildings that are clearly of their particular filtertype... I'm wondering how it manages to do this but I haven't looked at the method AIAndy has employed there enough to get an understanding of the issue.
As Koshling mentioned this is entirely separate code from the AI.
Check CvBuildingFilters/CvUnitFilters in the DLL code. You can easily add more filters (or refine the functions that determine if something is to be filtered or not) by adding another filter class there and then also adding a button for it in the main interface python file.
 
just a quick question, why do the adminstration buildings ie village hall create crime???? is it because of curroption??? but the whole point of adminstration is to make laws not break'em :crazyeye::lol:
 
just a quick question, why do the adminstration buildings ie village hall create crime???? is it because of curroption??? but the whole point of adminstration is to make laws not break'em :crazyeye::lol:

As far as I can tell it is because they make existing crime visible. Which means that Newspaper, radio and TV buildings should also create crime.
 
As far as I can tell it is because they make existing crime visible. Which means that Newspaper, radio and TV buildings should also create crime.

ROFL, so because they make crime visible, they make people commit more crimes????
if that would be the case then it means that:
1)the media is run by anarchists
2)every one who reads newspaper is a criminal, because after reading the newspaper you apperantly feel like commiting crimes :rolleyes:
 
I agree with anunknownman that crime from administration buildings is just counterintuitive...
 
I agree with anunknownman that crime from administration buildings is just counterintuitive...

Not only counterintuitive but am I the only one who thinks we currently don't have too few crime buildings? Because added on top of the crime from population there aren't that many ways to deal with crime currently because I think some civics and certain techs lack increased -crime to crime fighting buildings.

Also why do barracks and garrison increase crime? If you argue that way even the police station should increase crime.

I think we should not so much design the crime system as a critical comment on society but more as something that works in a game.

Have crime as a penalty on building that are directly related to the crimes in the game , and increase the amount of crime they cause by them instead of putting +crime on everything because everything somehow causes or can be victim to crime (every store could be robbed, should be +crime, right? Telephone network enables phreaking and scamming, should be +crime, right?).

For example, the bandit hideout style buildings (that late you build crime units) obviously cause crime. That's okay because they give a good gold bonus and some +exp or free promotions, so put some good crime on them. And if balance requires it, add some +crime to certain techs (like gunpowder or other military techs). Cities will inevidable grow and increase crime naturally that way, always keep that in mind.
 
&Samin
I believe the crime system is looked at entirely wrong. First and foremost each building should be weighted for crime and anti-crime possibilities and given a percentage modifier appropriately. Then give the city population the base integer crime sum. Then after all that math should come the direct crime-oriented buildings which give + or - integer modifiers to the max crime.

This way the game can (more accurately) simulate crime amounts in a city. For example, take Gothum city from Batman. Gothum would be a city size 54 with a base population crime of 13.5 (quarter of the population) with hundreds of buildings it's brought up to say - 35.1 (260% net crime allowance) then take into consideration of the police which is a fixed value of -5 crime. 30.1 crime sum. Turn this into a ratio with the population and you have a corrupted city of a 55.7% crime rate. Convert this number into something usable in a turn-based game and poof! There is a 55.7% chance of a crime event happening every turn in that city. Now let's say you build a high security prison in Gothum which gives a -20 crime sum BUT requires a 40gold/turn maintenance, you now have an 18.7% crime rate.
 
I have found some issues with buildings in the current SVN, please excuse if that has been mentioned before:

  • Furniture Factory is worse than the building it replaces.
  • Leather Factory is also worse (production bonus).
  • Supermarket is worse than the building it replaces.
  • The Montreal Biodome is said to "span an animal every 5 turns" but nothing happens.
  • The Capital Administration comes later than the Metropolitan Administration, that means that the capital reaches radius 3 later than other cities - doesn´t make sense to me.
  • The Landfill is just not worth it: Its downsides are so strong (+1 :mad: , -5 :gold: , flammability, air and water pollution malus) that its boni are way too small. It should have at least 10 :health: and probably a gold bonus, too.
 
@Snofru1

Furniture Factory is worse than the building it replaces.

Worse in what way? It gives more money as time goes on. However it will give pollution since its a factory. Also the Furniture Workshop eventually goes obsolete. So replacing it before it goes obsolete would save you a loss of money by not having one.

Leather Factory is also worse (production bonus).

This is because its not used as much as it was in ancient times. Newer materials have replaced them.

Supermarket is worse than the building it replaces.

What do you mean? It can do everything the Market and Grocer can do combined plus additional benefits. except for I think 1 :) from a civic.

The Landfill is just not worth it: Its downsides are so strong (+1 , -5 , flammability, air and water pollution malus) that its boni are way too small. It should have at least 10 and probably a gold bonus, too.

Over time the negatives get canceled out. Such as +1 :) from Androids. It should give +4 :health: later. However I could always add some more :health: from techs.
 
The Montreal Biodome is said to "span an animal every 5 turns" but nothing happens.

It is supposed to be producing tamed animals I will look into it again. Unfortunately I can't test it fully as I don't get that far in the game so need to put it on an earlier tect to test.

The Capital Administration comes later than the Metropolitan Administration, that means that the capital reaches radius 3 later than other cities - doesn´t make sense to me.

It is supposed to come at the same time as metropolitan admin. I will have an in depth look at these.

The Landfill is just not worth it: Its downsides are so strong (+1 :mad: , -5 :gold: , flammability, air and water pollution malus) that its boni are way too small. It should have at least 10 :health: and probably a gold bonus, too.

I agree, they become available in the renaissance but are worse than useless until the post modern.

@Hydro please remove your force over write on the Pharmacy or get it to match what is in Orion Veteran's Health care Mod.
 
@Hydro please remove your force over write on the Pharmacy or get it to match what is in Orion Veteran's Health care Mod.

What were the differences? Civpedia say ...

Pharmacy
Cost: 180
Req Resources: Drugs OR Chemicals OR Smart Medicine
Req Techs: Battlefield Medicine
Replaces: Apothecary Shop
Req City Size: 6

Special Abilities
  • +2 :health:
  • -2 :gold:
  • +1% :gold: with Hemp
  • +1% :gold: with Opium
  • +1 :health: with Drugs, Chemicals, Smart Medicine

What needs to be added/changed?

EDIT: I see. You need Peyote and Cocoa added.
 
Status
Not open for further replies.
Back
Top Bottom