[Extension] Hokath's Proposals

Updated OP with fixed version.
This also includes the following changes I was making
-- Refinery is now +3 Prod to Factories, up from +2
-- Cinema has new icon and is moved to Plastics
1761494651777.png

-- Stock Exchanges are moved to Corporations tech
-- Yields on Lakes removed from the Sewer
-- The following new buildings have been added

Orphanage (Industrialization)
requires Public School
-- 1 GAP
-- 25% Faith from Birth
-- 3 Production to Factory, Agribusiness, and Seaport and Manufactory
-- 4 Food to Towns
-- 2 Gold from Buildings that must be purchased with Faith and Academies

Park (Fertilizer)
requires Garden
uses old Garden icon
-- 1 GAP, 1 Tourism, 1 Culture, 5% Food
-- 1 Urbanization reduction
-- +1 Food and Tourism on Lakes
-- 1 Tourism and GAP from Zoo, Hotel, Museum
-- 100 GAP from WLTKD start
placeholder 50% GAP rate in City while waiting for 5.0
-- 2 Culture per Golden Age

------ Three mutually exclusive buildings -----
Geological Survey (Electricity)
-- Requires a Museum
-- Science to Mines and Quarries and Wells
-- 4 BGP, 2 Sci
-- Claims all Oil in range
-- Food for every 5 tiles
-- +33% Scientist Rate and 3 Points
-- Global Science to Refinery

Switchyard (Electricity)
-- Requires a Factory
-- 3 Gold/Production
-- 5 Gold/Production for passing TR
-- -1% GlobalBuildingGoldMaintenanceMod
-- 25 Production to next build on construction of Building
-- +33% Engineer Rate and 3 Points
-- Global Gold to Coaling Stations

Newsroom (Electricity)
uses old mass media icon
1761494693164.png

-- Requires a Public School and an Industrial City Connection
-- 2 Tourism, 1 Culture, 1 Gold per 4 Citizens
-- 50/100/20 Culture from Spy Identify, (and also) Spy Kill, and Election Rig
-- 10 Culture on Kills (global) and Deaths
-- 1 Paper
-- +33% Merchant Rate and 3 Points
-- Global Tourism to Wire Services
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Here are the new icons. I tried out Putmalk's tutorial to using chatGPT to generate reference images, it's quite fun.
1761494643995.png


The New Buildings project is nearing completion, with around 20 late game buildings added. We need to fill out the very last techs, I have in mind
Doppler Station (Radar)
Net Café (The Internet)
Amusement Park (Robotics)
Laser Clinic (Lasers)
Noise Barriers (Stealth)
Synchrotron (Particle Physics)
Data Center (Globalization)
Desalination Plant (Nanotechnology)

It would be cool to have a Tokamak at Nuclear Fusion, but given how Power Plants work, the AI would have to understand it should sell it's existing one (if it had one already) and then make the superior Fusion version. I don't think it understands exclusive buildings well enough to do that yet, but perhaps in the future we can have a go.
 
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Me again. We've been working hard in the modmod laboratory to finalize the New Buildings mentioned previously.
Of course, we are getting to that point in the game where there's not long left, and so the effects have to get a bit wacky to be meaningful.
So, most of this is for fun. But still, if you're someone who plays with Domination-only, or you just want one... more... turn... then these Information Era buildings might be for you!
1762018835702.png

1762018845614.png

1762018852846.png

Spoiler :
Code:
  Doppler Station (Radar)
  -- Requires Research Lab
  -- 3 Food, 3 Production, 2 Science
  -- 2 XP to Air Units global
  -- Air Units created in this City +20% CS in Friendly and +2 Vision
  -- 15 Damage to Air
   removed from Military Base
  -- +1 Science from Sea tiles
  -- +3 Food and Production from every 2 Mountains worked

  Net Café (The Internet)
  -- Requires Arcade
  -- Science from Spy Attack
  [-- Spy points in Subterfuge]
  -- +1 All Yields per Franchise
  -- No Unhappiness from Boredom
    intended to be a building that lets Science civs delay Cultural Dominance over themselves

  Amusement Park (Robotics)
  -- Requires Mass Transit (which costs 2 Iron)
  -- 1 Culture, 10 Tourism
  -- Completing Public Works triggers 10 turns of Building_WLTKDFromProject
  -- 10% Tourism during WLTKD
  -- 1 Gold per 4 pop

  Radiation Clinic (Lasers)
  -- Requires Medical Lab and 1 Uranium
  -- FoodKept
  -- 3 Civil Servant points and +67% rate
  -- When a Great Person is born receive Food based on Empire Science
  -- Gold and Tourism CS yields
  -- No Unhappiness from Urbanization

  Noise Barriers (Stealth)
  -- Requires Police Station and Industrial Connection
  -- Civil Servant Slot
  -- -50 TRTurnModLocal
  -- Building_YieldChangesPerLocalTheme
  -- Building_YieldChangeWorldWonder
  -- +20% Culture Processes

  Synchrotron (Particle Physics)
  -- Requires Research Lab and 1 Aluminium
  -- 5 Science
  -- Scientist slot
  -- 3 Scientist points and +67% rate
  -- 1 Science and Prod to all Scientists
  -- +20% Research Process

  Data Center (Globalization)
  -- Requires Industrial Estate and 2 Aluminium
  -- 5 Gold
  -- Merchant slot
  -- 3 Merchant points and +67% rate
  -- +20% Gold Processes
  -- +1 GlobalCityAutomatonWorkersChange
    This gives a free citizen that doesn't count toward total population

  Electrolyser (Nanotechnology)
  -- Requires Recycling Center (so capped at 5)
  -- 5 Production
  -- Engineer slot
  -- 3 Engineer points and +67% rate
  -- AddsFreshWater
  -- 4% Gold from Aqueducts in Empire
  -- 5 Production from Watermills in Empire
  -- 5 Food from Wells in Empire
  -- +20% Food Process

  Tokamak (Nuclear Fusion)
  -- National Wonder
  -- Requires Electrolyser
  -- 25% Production, Gold, and Science in the City
  -- Free Electrolyser in all Cities
    Overcoming the cap and sending your yields to the ~~moon~~ sun.

Testing happening right now to make sure everything works, then will release an update and edit this post.
EDIT: updated OP

This update also includes NW_specialize.sql which has the National Wonder "specialization" changes that I was outlining on discord recently
Code:
National Wonders
  Changes to encourage `specialization'
 
  National Epic
  -- No longer boosts GP rate to GEMS

  Circus Maximus
  -- 1 Merchant Point and +25% Merchant Rate
  -- No Longer boosts Culture during WLTKD

  Grand Temple
  -- 10% Culture during WLTKD
  -- 1 Culture and GAP from Holy Site
    encourages Holy Site here, though spreading Holy Site can be better for Happiness

  Imperial College
  -- 1 Faith and Tourism from Academies worked by the City
    encourages Academies to be placed here
  -- Cannot be built in the Capital (City with a Palace)
    creating tension with Capital which usually has National College % boost

  School of Philosophy
  -- 1 Scientist Point and +25% Scientist Rate
 
  Scrivener's Office
  -- 25% Civil Servant Rate

  Master Shipwright (Mathematics)
  -- Icon by Putmalk
  -- Requires Lighthouse and Coastal City
    encourage having at least one Coastal City
  -- 2 Prod, 2 Science, 1 Culture
  -- 1 Engineer Point and +25% to Engineers
  -- +15% Prod to Naval Units in City
  -- Nearby Fishing Boats +1 Prod
 
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Data Center (Globalization)
-- Requires Industrial Estate and 2 Aluminium
-- 5 Gold
-- Merchant slot
-- 3 Merchant points and +67% rate
-- +20% Gold Processes
-- +1 GlobalCityAutomatonWorkersChange
This gives a free citizen that doesn't count toward total population
Just a bit of head's up that the automaton mechanic can have issues when on something that can be destroyed like buildings. Adding them works fine, but I noticed previously in the Civics and Reform mod that the DLL doesn't seem to handle removing them very well- as long as all "workers" in the city are assigned to a tile/specialist slot, the automatons don't get removed even when their source disappears.
 
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Always enjoying your proposals but
Imperial College -- 1 Faith and Tourism from Academies worked by the City encourages Academies to be placed here -- Cannot be built in the Capital (City with a Palace) creating tension with Capital which usually has National College % boost
I don't like the palace exclusion for two reasons:
  • Gameplay reason: It's unbuidable for Venice and OCC games, moreover in every game the science hub is pretty much always the capital due to the Palace scaling effect.
  • Fluff reason: An imperial College built outside the Capital city make no sense. (same can be told to a lesser degree for other NWs but it feels worse for this one)
 
Me again. We've been working hard in the modmod laboratory to finalize the New Buildings mentioned previously.
Of course, we are getting to that point in the game where there's not long left, and so the effects have to get a bit wacky to be meaningful.
So, most of this is for fun. But still, if you're someone who plays with Domination-only, or you just want one... more... turn... then these Information Era buildings might be for you!
View attachment 746458
View attachment 746459
View attachment 746460
Spoiler :
Code:
  Doppler Station (Radar)
  -- Requires Research Lab
  -- 3 Food, 3 Production, 2 Science
  -- 2 XP to Air Units global
  -- Air Units created in this City +20% CS in Friendly and +2 Vision
  -- 15 Damage to Air
   removed from Military Base
  -- +1 Science from Sea tiles
  -- +3 Food and Production from every 2 Mountains worked

  Net Café (The Internet)
  -- Requires Arcade
  -- Science from Spy Attack
  [-- Spy points in Subterfuge]
  -- +1 All Yields per Franchise
  -- No Unhappiness from Boredom
    intended to be a building that lets Science civs delay Cultural Dominance over themselves

  Amusement Park (Robotics)
  -- Requires Mass Transit (which costs 2 Iron)
  -- 1 Culture, 10 Tourism
  -- Completing Public Works triggers 10 turns of Building_WLTKDFromProject
  -- 10% Tourism during WLTKD
  -- 1 Gold per 4 pop

  Radiation Clinic (Lasers)
  -- Requires Medical Lab and 1 Uranium
  -- FoodKept
  -- 3 Civil Servant points and +67% rate
  -- When a Great Person is born receive Food based on Empire Science
  -- Gold and Tourism CS yields
  -- No Unhappiness from Urbanization

  Noise Barriers (Stealth)
  -- Requires Police Station and Industrial Connection
  -- Civil Servant Slot
  -- -50 TRTurnModLocal
  -- Building_YieldChangesPerLocalTheme
  -- Building_YieldChangeWorldWonder
  -- +20% Culture Processes

  Synchrotron (Particle Physics)
  -- Requires Research Lab and 1 Aluminium
  -- 5 Science
  -- Scientist slot
  -- 3 Scientist points and +67% rate
  -- 1 Science and Prod to all Scientists
  -- +20% Research Process

  Data Center (Globalization)
  -- Requires Industrial Estate and 2 Aluminium
  -- 5 Gold
  -- Merchant slot
  -- 3 Merchant points and +67% rate
  -- +20% Gold Processes
  -- +1 GlobalCityAutomatonWorkersChange
    This gives a free citizen that doesn't count toward total population

  Electrolyser (Nanotechnology)
  -- Requires Recycling Center (so capped at 5)
  -- 5 Production
  -- Engineer slot
  -- 3 Engineer points and +67% rate
  -- AddsFreshWater
  -- 4% Gold from Aqueducts in Empire
  -- 5 Production from Watermills in Empire
  -- 5 Food from Wells in Empire
  -- +20% Food Process

  Tokamak (Nuclear Fusion)
  -- National Wonder
  -- Requires Electrolyser
  -- 25% Production, Gold, and Science in the City
  -- Free Electrolyser in all Cities
    Overcoming the cap and sending your yields to the ~~moon~~ sun.
I like all the new buildings except Noise Barriers that imho does not qualify as a building, is not that important historically, and it has non-pertinent bonuses.
 
It's unbuidable for Venice and OCC games
Mmmm that is a problemo. I will remove for now while I ponder.
I guess we will still have some pressure because the Capital can't necessarily fit all the Academies and Holy Sites and everything else.

An imperial College built outside the Capital city make no sense.
Yeah it's true. I was thinking more of the medieval universities like Oxford (Bologna, Heidelberg, etc.)

I like all the new buildings except Noise Barriers
I'm sorry, I can't hear you.
The bonuses are appropriate to what they do. And they do have an important role, though I agree they aren't technically a building.
If you can think of some other domestic use of "stealth", broadly understood, then I'm happy to consider.
 
I guess we will still have some pressure because the Capital can't necessarily fit all the Academies and Holy Sites and everything else.
If more space is needeed what about adding an extra workable range bonus either to the Palace or a NW, from my experience 5 tiles range Capital (3 + tradition finisher + 1 extra ) doesn't really impact turn resolution if others cities are still limited to the normal 3 range.

Master Shipwright is really in an awkward position, the techpath neither require Fishing nor Sailing. It should probably be moved somewhere between Sailing and Compass or the required lightouse should be dropped.
 
No, the lack of space is a good thing. The objective is to encourage city specialization.

Master Shipwright is really in an awkward position, the techpath neither require Fishing nor Sailing. It should probably be moved somewhere between Sailing and Compass or the required lightouse should be dropped.
That's the point. It requires both Mathematics and a Lighthouse (Sailing) so it can't be rushed, but still has costs appropriate to the first column of classical era (because we don't want it to be so expensive you can't build it in a later-settled coastal city).
 
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