RENAISSANCE
Armoury (Replaceable Parts): +50% military unit production,
+4 espionage,
constructed by Great General
Civic Square (240h / Urban Planning): +2 culture, +2 espionage, +25% culture, +25% GPP, allows 1 spy,
requires Monument
Dinh (Vietnam): +1 free artist
Mall (America): +1 free merchant
Clinic (250h / Biology): +3 health, heals unit extra 10%/turn, allows 2 doctors
Constabulary (200h / Civil Liberties): +25% espionage,
-25% maintenance, +1 happiness per 10% espionage rate,
requires Courthouse
Customs House (180h / Charter): +1 espionage,
+1 health from Crab/Shellfish,
+100% foreign trade yield,
requires Lighthouse
Feitoria (Portugal): +1 free spy
Distillery (180h / Chemistry): +25% wealth, -25% war weariness, +1 unhealthy, +1 happiness from Sugar/
Potato,
allows 1 scientist,
requires Tavern
Fazenda (Brazil): +10% food
Drydock (220h / Hydraulics): +50% naval unit production,
+4XP for Naval units,
+1 unhealthiness,
requires Shipyard
Hospital (Biology):
no unhealthiness from buildings,
stores 25% food after growth,
constructed by Great Doctor
Intelligence Agency (
Nationalism): +50% espionage,
-50% maintenance,
constructed by Great Spy
Levee (160h / Hydraulics): +1 production on river tiles,
allows 1 engineer,
-1 commerce on river tiles
Dike (Netherlands): +1 free engineer
Mill (
Economics):
+20% production with Peat/Timber, +10% production with Horse, +1 trade route, +2XP for Gunpowder units,
constructed by Great Engineer
Museum (Sociology): +50% culture,
+50% GPP,
+1 happiness per 20% science rate,
constructed by Great Artist
Observatory (200h / Optics): +25% research, allows 1 scientist
Gompa (Tibet): +4 culture, +1 free priest
Institute (Russia): +1 free doctor
Sewer (200h / Sanitation):
+2 espionage, +2 health, +1 population, allows 1 spy
University (Humanism):
+4 culture, +50% research,
constructed by Great Scientist
NOTES
- Various Great Person buildings pick up additional bonuses: espionage for the Armory, GPP and happiness for the Museum, maintenance reduction for the Intelligence Agency, and culture for the University. The Intelligence Agency also unlocks sooner. Like I said, the buildings seemed a bit bland, and they need to be stronger to compete with corporations and Golden Ages.
- The Great Doctor and Engineer buildings are redesigned. Clinics and Hospitals swap names, and Hospitals pick up significant bonuses. (The Recycling Centre is also changed to avoid overlap.) I'm not sure on the Mill as a name. Milling is a significant productive enterprise but, of course, there are many different kinds of mills. The current bonuses favour an all-of-the-above approach, representing horse mills, peat mills, paper mills, and powder mills. I prefer it to the generic "Industrial Park." What do you think?
- "Mua Roi Nuoc" is literally water puppetry, a unique Vietnamese art form, but one that is ultimately performed in a theatre. I like the Dinh, or communal house, for the Viet UB instead. It fits the current art just fine.
- I don't like bonuses such as "+10% Great General emergence" on buildings because they scale wildly with game size. I've cut it from the Constabulary and moved it to the Heroic Epic.
- One scientist specialist is moved from the Laboratory to the Distillery, because scientists are otherwise very back-loaded. You could instead move a scientist from the Library here, and keep two at the Laboratory.
- Here's a thought for the Levee: production on river tiles can come at the expense of commerce. This makes a certain amount of sense: in later eras, river transport and irrigation are less important than land reclamation and power generation. More to the point, riverside cities are already very powerful, and a Levee forces players to decide how to specialize them.
- As a fortified monastery often built high in the mountains, the Gompa is a good match for the Observatory.
I don't think we need to be too strict here, but certainly good to spread things out a bit more than they are in 1.20. I think a few Industrial UB are too desirable to avoid (e.g. the American Mall), but definitely no modern era UBs.
It turns out there are only three Industrial UBs: the Shale Plant, the Research Institute, and the Mall. The Shale Plant is cut. The Institute can substitute for the Observatory, particularly given Russian successes in space exploration; and the Mall can replace the Civic Square, given that it's essentially an expanded shopping arcade. The Russian and American UUs don't kick in until the Renaissance, either, so they're already blank slates for half of the game.
Makes sense, though the occasional small bonus as flavour doesn't hurt.
True. I haven't focused on those but there's certainly scope to, for example, restore the Tea bonus to the Public House.
Hmm, not sure about the Hippodrome as a Stable replacement, despite the horse connection. Stadium makes much more sense to me.
My theory is that Hippodromes (essentially racecourses) would always be found with a Stables attached, whereas there would still be Stadiums elsewhere for other sports and combat. Plus, Stadiums are oversubscribed for UBs.
Huwasi maybe, but I prefer the Terrace being a Granary replacement.
Those stelae are very iconic to the Axumite empire, so I'm not too keen to drop them. I would rename them Hawilt/Hawilti though, as that's what they're known as in Amharic.
All right. In that case, how about this?
Granary (60h / Agriculture): stores 25% food after growth, +1 health with Corn/Rice/Wheat
Terrace (Inca): +25% defense
Monument (30h / Carving): +1 culture
Obelisk (Egypt): -25% war weariness
Stele (Ethiopia): +25% culture
Water Well (
40h / Mining): +1 food,
cannot be built in coastal or riverside cities
Bamah (Israel): allows 2 priests, may be built in coastal and riverside cities, increase cost to 60h
Huwasi (Hatti): +1 production, may be built in coastal and riverside cities, increase cost to 60h
Incidentally, would you like me to edit my previous posts with these changes after getting your feedback? That would be easier than putting up new posts but maybe it'll get confusing?
Smoking seafood is a very common practice to this day, so I think it works fine thematically. I neglected to note in my draft that I intend for the Smokehouse to become coastal only (and am pondering the implications of making the Granary inland only). I reckon this works well in terms of the techtree as well, since Fishing was in need of a better bonus, and having both food storage buildings enroute to Property just helped to reinforce the dominance of that path.
Something that isn't obvious from my draft is that I'm proposing making the Custom House available to inland cities as well. So rather than having a bonus to trade route yield, coastal cities' trade advantage is represented by having extra trade routes. Still mulling the concept over though.
Hmm. Very interesting. I'm still not sold on the Smokehouse because, though smoking seafood is common, smoking meat is also very common, and a coastal-only Smokehouse strikes me as weird because it ignores that. Still, it would work well with the new Hospital... And, yes, I completely missed the Customs House change. I'll get back to you on both.
The Tipi feels too generic, and is problematic since so much of the Native American city art consists of tipi anyway. I agree the Totem Pole is inappropriate though, and I have no other suggestions at this time.
Garden is a bit more universal, but Apothecary is more relevant I feel.
I agree that the Tipi is too generic. (It's just a dwelling house, but then, so are the Longhouse and Ger.) We could make the Apothecary the Native American UB, to represent their medicine man traditions. The Amorites can have a Fountain UB instead.
Each commerce type has a total of +100% from regular buildings, so if we did this we'd need to drop the +25% culture from one of the Weaver, Tavern, Civic Square, or Cinema.
Yep. I've cut +25% culture from the Tavern.
I left this at 2 health primarily for the AI, as it doesn't understand the value of the Reservoir until it's placed.
Ah, gotcha. But what about the iAIWeight tag? That seems designed to teach the AI the importance of custom-coded buildings. You might need something similar for the Public Transport building, now that you've stripped it of its resource bonuses...
Ziggurat replacing Jails doesn't feel right to me.
Yeah, that one was hard to place. I don't think Castle is quite right, either. The problem is that so many of these buildings (Bamah, Huwasi, Kiva) are essentially religious sites, but Civ4 has a separate set of religious buildings. What if it replaced the Library? Ziggurats were centers of culture and scholarship, and cuneiform tablets were probably stored there.
What's your rationale for +1 happiness per 20% culture rate, given in BTS has both the Theatre and Colosseum affecting this, while HR has just the Stadium (in the early game). I thought it better to go with the stronger version, to better reward use of the all too neglected culture slider.
Hmm. I think I just reverted to 1.20 without thinking about it. I don't think we should have more than one building at 10%, but you're right: Stadiums can have 10% and Cinemas, 20%.
There was too much war weariness reduction available prior to 1.20, which is why it was removed from the Jail. With the National Monument moving to the early game (which I really like), it felt like too much reduction too soon if restored to the Jail. I don't wish to switch the positions of the Jail and Courthouse as their UBs suit their currently defined eras, and I like the thematic progression. Though both have existed since classical times, the former represents a more primitive form of justice, the latter a more sophisticated one. Ties in well with the Legal civic category.
I get the Jail/Courthouse distinction but I think Constabularies make for a much better maintenance reduction building. I don't see war weariness reduction being plentiful in the Classical Era as too big an issue, since it is pretty expensive in production terms, and Clan Warfare is a natural civic choice for warmongers anyway.
Also, relevent to the Assyrians, I really need to change their terrible UW (the Menagerie).
I'm really out of my depth when it comes to Mesopotamian history but, let's see: what about
Dur-Sharrukin (The Fortress of Sargon) as a Seasonal Palace UW? (I know we don't need more Seasonal Palace UWs, but so it goes.) For art, I like "Alamut" from this set:
http://forums.civfanatics.com/downloads.php?do=file&id=16609.
I don't like the Pavilion much as a UB. I'd like to research other options for the Chinese.
What's not to like about the Pavilion? It's an example of authentic Chinese architecture, originally a watchtower and later a sanctuary. The other iconic Chinese structure is the Pagoda, but that's the Taoist great temple. Anything else would be a variation on the theme: tower, watchtower, courtyard, tomb.