[Extension] Jarcast's Cities of Marble for VP

jarcast2

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Heavily inspired by this old work by Machiavelli, I conceived this mod as its spiritual heir to be played in a Vox Populi setting.

It adds 13 new National Wonders and takes from the old mod the gimmick of granting a specific building to newly founded cities.

➡️ It is compatible with civilization modmods featuring unique national wonders.

NEW
JarCoM_IconForum.png
National WonderPrereq. TechRequired Building in CityBuilding granted to newly founded CitiesCivilopediaIcon Artist
Dur UntashAgricultureShrine-Sukritact
WaterworksPotteryGranary-Jarcast
Grand WaystationCurrrencyCaravansaryCaravansaryLeugi
National JoustSteelArmoryArmoryJanboruta
Diplomatic MissionBankingConstabularyConstabularyJanboruta
National TheaterPrinting PressTheaterTheaterJanboruta
Central BankEconomicsBankBankDarthKyofu
Grand Concert HallAcousticsOpera HouseOpera HouseJanboruta
National AquariumScientific TheoryZooCircusRawSasquatch
Polytechnic InstituteScientific TheoryPublic SchoolPublic SchoolDarthKyofu
State ArchivesArchaeologyMuseumMuseumJanboruta
Confederation of IndustryCorporationsFactoryFactoryDarthKyofu
Olympic StadiumRefrigerationStadiumZooGrant

EXISTING
The bonuses stay the same.

National WonderBuilding granted to newly founded Cities
Heroic EpicBarracks
National MonumentMonument
School of PhilosophyLibrary
Scrivener's OfficeWalls
Circus MaximusArena
Chartered CompanyCustoms House
Grand TempleTemple
IronworksWorkshop (Windmill w/ Hokath's EE swap)
Imperial CollegeUniversity
Printing PressChancery
Royal CollectionGallery
Foreign BureauWire Service
National Intelligence AgencyPolice Station

OTHERS
If you have enabled the following 2 mods: Bare Necessities for VP, framedarchitecture's National Wonder Collection, there are 3 more compatible National Wonders.

National WonderBuilding granted to newly founded Cities
Central Bank (Removed)Bank
National Military AcademyCastle
National Naval AcademyHarbor (only coastal)
National Air Force AcademyMilitary Academy
 
Last edited:
New version online.

Changelog:
- SQL triggers ensures compatibility of unique national wonders from existing and future custom civs;
- inserted exception for Israel civ for VP (trait forbids construction of Temples so unique Grand Temple won't give a Temple in newly founded cities);
- Building_FreeBuildingClassFoundedCity table now defined in SQL instead of XML.
 
Can you make it so after completion of a wonder, assigned buildings would be built in every existing city as well, not only new-founded?
Though on second though it must be too op
 
Can you make it so after completion of a wonder, assigned buildings would be built in every existing city as well, not only new-founded?
Though on second though it must be too op
Not only it is OP, there's also the matter of logic. In my opinion, having free buildings in a new city came not just from the fact that you've gained so much technical expertise from building a wonder (so you can build the normal version of it with little to no efforts). But also from the materials, experts and well drawn plans pre-packed into the settler caravan. Since existing cities didn't have the latter, you wouldn't be able to plopped those buildings right away, even if you have the experiences.
 
Update online.

Now when Enlightenment Era for VP is active:
  • Polytechnic Institute changes name to National Academy due to new Polytechnic building;
  • Ironworks gives a free Windmill to new Cities instead of Workshop due to Workshop/Windmill swap.
 
Update again.

Changed free buildings for the following NW:
  • School of Philosophy -> Library (was Council)
  • Imperial College -> University (was Library)
  • Polytechnic Institute -> Public School (was University)
  • Chartered Company -> Customs House (was Caravansary)
 
Currently enabling the mod breaks Monopoly Buildings for VP, it doesn't even show in the tech tree or in civilopedia. Chosing between one or the other would be a nightmare.
 
Currently enabling the mod breaks Monopoly Buildings for VP, it doesn't even show in the tech tree or in civilopedia. Chosing between one or the other would be a nightmare.
That's weird because they just add different buildings, hence they should be compatible.
Recreate the problem and provide the following files from the logs folder: database, stopwatch, lua.
But enable logging first.
 
Hey, they started working together after last update of your mod, and I shuffled even mroe resources mods too. They are displayed in a different order after loading mdos, can it affect something, that I had some loaded after monopoly/cities of marble, and now new version is after?
 
The displayed order is not the load order.
 
Big update online. Last in terms of new content.

Changelog:
- added 5 new National Wonders (see first post for details).
- National Acquarium: +2 Science from Zoos (was +1); added +1 Science, +3 Tourism.
- Polytechnic Institute: +2 Production from Universities (was +1).
- Olympic Stadium: added +3 Tourism.
 
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Hey Jarcast, I appreciate how this mod somewhat limits the micro burden, but it definitely tilts things even further in the Wide direction and away from Tall being viable. Do you agree? And if so, is there anything that can be added/changed in this mod to help Tall play? Basically, the AI already spams cities everywhere, I don't want to empower them to make things even worse
 
You can remove the free building gimmick from the files, that's lines 359-391 in JarCoM_GameDefines.sql file.
 
Update 3.1.
Fixed a bug of Concert Hall.
 
Are the costs for Dur Untash and the Waterworks as intended? They've a cost between the Heroic Epic and the Circus Maximus, Classical T1/T2 NWs, despite being Ancient era NWs.

Which isn't to say they're necessarily weak, but the numbers can feel a bit off.
 
Thanks for notice. I balanced them on the cost of Shrine and Granary but it seems national wonders have different costs because they increase with number of cities.

Update 3.2 online.
Adjusted costs of Dur Untash and Waterworks (70 => 20 :c5production: ).
 
Why such a dramatic drop in production cost? Doesn't that majorly affect balance? Especially Dur-Untash's +4 or 6 faith (I forget and can't check at work) being available so easily near the start of the game.
 
Why such a dramatic drop in production cost? Doesn't that majorly affect balance? Especially Dur-Untash's +4 or 6 faith (I forget and can't check at work) being available so easily near the start of the game.
It's the projected cost taking into consideration the other national wonders.
 
Update 3.3.
Increased their cost to 60 (70 => 20 => 60).
 
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