Few More Buildings for VP (@franzacq continuation)

Aahh, that makes sense. Thanks for the info. Honestly though, I've been thinking about it and I've realized that once the novelty of it wears off, the randomness won't actually add that much to the gameplay. Especially if you have 10+ cities all with casinos doing random stuff, it'll be a bother to keep track of. I think I might just switch to the specialist route that msw1 suggested instead.

For the Recruitment office, maybe it could provide a short-term (~10-15 turn) version of Quick Study or another temporary promotion instead of the Skilled chance? It would both help new recruits catch up to veterans and be thematically appropriate as a Boot Camp sort of thing.
I like this idea! I'm worried that it'll run into the same issue that my code just ran into where it'll be an issue keeping track of a timer unless it's saved with SaveUtils. Unless it's different for temporary promotions? I'll need to check how Prisoners of War is applied.
 
Aahh, that makes sense. Thanks for the info. Honestly though, I've been thinking about it and I've realized that once the novelty of it wears off, the randomness won't actually add that much to the gameplay. Especially if you have 10+ cities all with casinos doing random stuff, it'll be a bother to keep track of. I think I might just switch to the specialist route that msw1 suggested instead.


I like this idea! I'm worried that it'll run into the same issue that my code just ran into where it'll be an issue keeping track of a timer unless it's saved with SaveUtils. Unless it's different for temporary promotions? I'll need to check how Prisoners of War is applied.
You could check out Unique City States too, Clermont provides a temporary random promo for most units after their first attack, might be able to build off of it that way. Might actually be best to have the temp promo work the same way instead of having it start counting down the moment they're trained, actually, since that way you won't have to worry as much about wasting Quick Study turns on getting your dudes to the front/building up before war is declared.
 
I'm working on a package of late game buildings to propose at a future congress.
I'd like to include (modified versions of) Casino, Polar Station, Marina&Ski Resort, in addition to the ones I'm making atm.
Does anyone have an objection to this? @gwennog @jarcast2 @adan_eslavo
 
Feel free.
I hope there is a sewer/ water sanitation building among the ones you are cooking. That'd be a nice addition if well concocted. :)
 
I'd thought about water treatment but it's true the absence of a Sewer building is an oddity, it definitely existed in Civ II.
Maybe it slots in at Scientific Theory, between the Grocer and the Hospital? Though that would be 3 Buildings on one Tech...

Edit: Might make sense to put the Zoo down on Rifling since (a) the tech is stacked with Science, (b) this line of Buildings is usually in the lower part of the tree, (c) I need big gun to shoot elephant.
 
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In terms of historical accuracy a Sewer building should unlock at Industrialization.
However, balance-wise techs on the first tier of Industrial such as Scientific Theory are the median spot between Grocery and Hospital.
I don't mind moving the Zoo to Rifling.
 
Go on. Do you plan to include them in one pack maybe?
 
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