LeeS' Buildings Are Fun CFC Resource | Steam Download(none yet) Summer 2017 Patch: Spoiler note about the patch : The summer patch broke the code I was using to hide dummy buildings and otherwise de-kludge the city production panel from showing 8 bajillion buildngs you could not produce at the moment. I have fixes worked out but I am holding off at least for a few days on an update because some people are experiencing certain things that the Summer Patch broke in the base game and this may mean a hotfix will be coming soon to cure the ills introduced into even un-modded games by this most recent patch. Requirements To Use This Mod: This mod now requires that you also download and have enabled a prerequisite mod found here in the CFC Resources system: CFC Resource Download LeeS' Dummy Buildings Systems This is necessary to ensure proper load order of the various files needed by this mod There are no other special requirements such as a DLC. Playing as Cleopatra starting in the Ancient Era, and with the capital city just founded: (note that I am running a mod that gives a bunch of starting gold to expedite testing and getting screenshots) Spoiler : What I can purchase in the same city (just for comparison, to make the icons a little clearer, and showing that all these buildings are also Gold purchasable): Spoiler : Mod Status The Mod is fully functional. The Code is fully functional. The mod is described as WIP because I have not satisfied myself the various effects of the buildings are not imbalancing to too great a degree, or are not worth the hammer investment For example I am not sure the Forestry Service world wonder added by the mod should not give +2 Production on unimproved Forest tiles instead of just the +1 Production. Because +1 is the same as a Sawmill. I feel there might be room for a few more buildings or an additional wonder or two but I am not always "good" at coming up with such. Given the way Steam auto-updates mods when an author makes an update, I want as close as possible to a "complete" mod before releasing on Steam I don't want to drown out every other mod offered that adds buildings to the game so this mod is WIP while I determine if there are any good suggestions for additional buildings without at the same time offering everything and the kitchen sink to the point where no user would see a need to subscribe to any other mod, regardless of how hard the authors of those mods worked on them. LeeS' Buildings Are Fun Adds Multiple Buildings to the Game: Any costs are the # of Cogs (Hammers) required at Standard GameSpeed. Like everything else, this will be modified by your selected game speed. The costs currently being used are based on an attempt to primarily make the cost of the buildings fit to the pre-existing costs for same-era buildings provided by the base game. The Tannery is a specific exception because I want that to be a cheap building available from the start of the game if the correct resources are available. Other than the Tannery building, the Cost for all the buildings added by this mod are greater than the cost of the Monument. This is to ensure that Trajan always gets a monument instead of one of these buildings. World Wonders: Spoiler : Forestry Service: Provides +2 Amenity and +1 Culture in the city. The city that constructs the Forestry Service gains +2 Culture for every unimproved Woods tile it works, and every city in the empire gains +1 Production on every unimproved Woods Tile it works. Prerequisite: Civil Engineering Civic Cost: 1200 Nearby Features Requirement: The city must "own" at least four unimproved Woods tiles before it can construct the Forestry Service. This wonder does not require placement on the map, it is added directly to the city-center. This is primarily because I am no good at all at artwork. Spoiler Forestry Service Civilopedia : National Wonders: Every Player can construct one copy of each National Wonder. However, because of the terrain and World Wonder prerequities for some of the National Wonders, there is no guarrantee that any particular National Wonder will be constructable within a given game. Spoiler : National Museum: Provides +1 Amenity and Housing and +10% Science in the city. The city must have at least one of the following wonders: Stonehenge, Hanging Gardens, Pyramids, Oracle, Great Lighthouse, Colossus, Petra, Great Library, Mahabodhi Temple, Terracotta Army, or Colosseum. Prerequisite: Natural History Civic Cost: 500 Naval Academy: Provides +1 Amenity and Housing and Naval Units trained in the city gain +1 Movement and the city gets +10% Production while the naval unit is being trained in the city. The city must have at least one of the following wonders: Great Lighthouse, Colossus, Venetian Arsenal, or Sydney Opera House, but cannot be built in the same city as the National Military Academy or National Air Academy National Wonders. Prerequisite: Exploration Civic Cost: 350 National Military Academy: Provides +1 Amenity and Housing and Land Units trained in the city gain +1 Movement. The city must have at least one of the following wonders: Terracotta Army, Alhambra, Forbidden City, or Venetian Arsenal, but cannot be built in the same city as the Naval Academy or National Air Academy National Wonders. Prerequisite: Nationalism Civic Cost: 450 National Alpine Academy: Provides +1 Amenity and Housing. Melee, Ranged, and Anti-Cavalry (Spearmen, etc.) units trained in the city gain the Alpine Movement ability. The city must have an Encampment with either a Barracks or a Stable, and the city itself must have four mountain tiles that belong to the city and are within 3-tiles of the city center. (Mountain tiles originally acquired by some other city of the same player do not count toward the 4-mountain-tile requirement). There are no restrictions with having the Alpine Academy in the same city as one of the other military national wonder "national academies". Prerequisite: Feudalism Civic Cost: 225 National Airforce Academy: Provides +1 Amenity and Housing and Air Units trained in the city gain +5 Starting XP, and the city gets +20% Production while the air unit is being trained in the city. The city must have at least one of the Renaissance or Later Era World Wonders. The National Airforce Academy cannot be built in the same city as the Naval Academy or National Military Academy National Wonders. Prerequisite: Mobilization Civic Cost: 525 Grand Temple: Provides +1 Amenity and Housing and +10% Faith in the city. The city must have at least one of the following wonders: Mahabodhi Temple, Hagia Sophia, Mont St. Michel, or Cristo Redentor. Prerequisite: Reformed Church Civic Cost: 500 National Treasury: Provides +1 Amenity and Housing and +15% Gold in the city. Nearby plots with Diamonds, Gypsum, Jade, or Silver yield +1 Gold. The city must have at least one of the following wonders: Petra, Great Zimbabwe, Colossus, or Big Ben. Prerequisite: Guilds Civic Cost: 275 National Arena: Provides +20% Culture in the city, and +2 Amenity and +1 Housing to every city center within 6 tiles. The city must have an Arena (and Entertainment Complex District) and cannot have the Colosseum, the National Theater, or the Estadio do Maracana World Wonders. Prerequisite: Medieval Faires Civic Cost: 275 National Theater: Provides +20% Culture in the city, and +2 Amenity and +1 Housing to every city center within 6 tiles. The city must have an Amphitheatre (and Theater District) and cannot have any of the National Arena, Broadway, Bolshoi Theater, or the Sydney Opera House World Wonders. Prerequisite: Medieval Faires Civic Cost: 275 Resource-Dependant Buildings: Spoiler : Stoneworks: Provides +2 Production in the city center, and +1 Production to every Marble and Stone plot worked by the city. Prerequisite: Masonry Technology Cost: 80 Resource Requirements: The city must have quarry-improved local Marble or Stone. Livestock Exchange: Provides +1 Production and +1 Gold in the city center, and +1 Gold to every Cattle plot worked by the city. Prerequisite: Currency Technology Cost: 90 Resource Requirements: The city must have local improved Cattle. Required Building(s): Market Distillery: Provides +2 Gold in the city center, and +1 Gold to every Wheat, Sugar, and Wine plot worked by the city. Prerequisite: Currency Technology Cost: 90 Resource Requirements: The city must have local improved Wheat, Sugar, or Wine. Tea House: Provides +1 Gold in the city center, and +1 Gold to every Tea plot worked by the city. Prerequisite: Currency Technology Cost: 90 Resource Requirements: The city must have local improved Tea. Coffee House: Provides +1 Gold in the city center, and +1 Gold to every Coffee plot worked by the city. Prerequisite: Currency Technology Cost: 90 Resource Requirements: The city must have local improved Coffee. Tannery: Provides +1 Gold and Production in the city center. Prerequisite: No Technology or Civic Required Cost: 40 Resource Requirements: The city must have local Cattle or Horses. Bakery: Provides +2 Food in the city center and +1 Food for all Wheat tiles owned by the city. Prerequisite: Pottery Technology Resource Requirements: The city must have local improved Wheat. Cost: 80 Required Building(s): Granary Weaver: Provides +2 Production in the city center and +1 Gold to every Cotton and Silk plot worked by the city. Prerequisite: Mathematics Technology Cost: 80 Resource Requirements: The city must have local improved Cotton or Silk. Terrain-Dependant Buildings: Spoiler : City Observatory: Provides +1 Science in the city center, and +10 % Science Yield in the city. The City Center tile must be located adjacent to a mountain, and the city cannot already have a Campus Observatory. Prerequisite: Astronomy Technology Cost: 325 Campus Observatory: Provides +15 % Science Yield in the city. The city must have a Campus district that is adjacent to at least two mountain tiles that are owned by the same city, and the city cannot already have a City Observatory. Prerequisite: Astronomy Technology Cost: 325 Ski Resort: Provides +2 Amenity and +1 Culture in the city. The city must have an Entertainment Complex district that is adjacent to a mountain. Prerequisite: Civil Engineering Civic Cost: 325 Era-Dependant Buildings: Spoiler : The following only applies to the Era-Dependant Buildings, and has no bearing on any building mentioned already Details on the individual Era-Dependant Buildings is found in post #2 The mod introduces seven lines of Era-Dependant Buildings Four of these building-lines are each linked to one of the primary city "yields": Production, Culture, Food, and Science Two of these building-lines are provided for Housing and Amenity The Seventh line is limited to cities that have at least one true sea or sea-coastal tile within their ownership This "Coastal Line" of buildings provides a small production-bump directly to the city, and gives one extra yield to each type of sea animal resource, as well as providing % Production Increases in the city when constructing Naval Combat Units. Each line of Building is constructable in its appropriate game era. Once you progress to a later era, you can no longer build the Ancient-Era set of buildings. You are not punished in any way by missing out on building for example the Ancient Era Science building in a given city. If you found a city in the Medieval Era, for example, you just construct the Medieval-Era Science Building in that city. Each time you progress to a new era you can upgrade your existing "Era-Dependant Buildings" to the level of building correct for that era. Buildings that are "outdated" are never actually "outdated" and never actually disappear from your city list of buildings, nor do their effects expire. Each new era-level of building provides slightly better effects than the version for the previous era A Building must be constructed within its proper era, but if you are "caught" by a sudden unanticipated advance to a new era in most cases the building you were working on will simply be swapped for the new era's building and your progress will be applied to the new era's building. I am handling this mechanic by lua-code, and one of the things WIP about this mod may be a need to rework the code of this mechanic. So far the mechanic seems pretty friendly to the mod-player but I need wider test-subject set to be sure there are not cases where the player gets disadvantaged by era-progressing. FAQ Spoiler : [Q]:Multiplayer Compatibility ? [A]: I have no idea if or how well this mod and its systems will run in Multiplayer. [Q]: Artwork? [A]: The mod includes Icons for all the buildings added, but does not include 3d models for any of these buildings. I am horribly bad at artwork when a mod adds a new 3d-modelled building to a district, the building has to be modelled for all states of the district/building, which is not at all an easy thing to do, especially for art-model makers who are not at the level of a Sukritact or a Deliverator. I am not even in the same universe of art-making as those two, so please do not ask for 3d models for these buildings. The artwork is not really in the "correct" civ6 aesthetic style, however: please read the part where I say I am horribly bad at artwork. [Q]: Mod Compatibility? [A]: UI mods: The mod will at the moment be incompatible to almost all if not all the mods that provide a custom UI, since part of what the required prerequisite mod (LeeS' Dummy Buildings Utilities) does is re-write several of the UI files to hide the dummy builings added by this mod from human-view. [A]: Other types of mods: The mod should not interfer with mods such as Magil's Wondrous Wonders mod for example, since I always add unique initials and the like to the xml-names of buildings or units or what have you that I add to the game. Even if this mod and another mod both add a building that uses an in-game user-visible name of "National Treasury" (for example) these are actually two different buildings in the game's database and they have no effect on one another. They might be a little confusing to look at in the civilopedia because of two identically-named buildings, but this has no actual in-game effect whatever. I have added a reference to make @Magil's Wondrous Wonders mods load 1st if both are present and enabled, but sometimes these references seem to get de-asserted by one mod updating. [Q]: DLC Requirements? [A]: The mod does not depend on you having any DLC. Currently I do not have anything except the Aztec civ "DLC", so I am building the mod to be free of such dependancies. [Q]: Does the AI Build these? [A]: Yes. Whether they most advantageously elect to construct these is another issue entirely and is always a problem for a mod-maker. [Q]: If I am trying to build one of these buildings that requires a resource, and I accidently harvest that resource before I finish the building, what happens? [A]: Once you start a building in a city that has one of these requirements for a local resource, or a specified number of mountain tiles, etc., that individual city is immune to changes on the map for the prerequisite resrouces, features, number of mountain tiles, etc., so long as you do not switch to some other construction project. [Q]: Does the Ai get any "help" with constructing these buildings, especially the ones that are era-linked? [A]: No. Though further testing by a larger audience may indicate they might need to, especially for the buildings that are Era-Linked. There are however immunity mechanics built into the mod as well as updating mechanics to apply your (and the Ai's) progress to the newer better versions of the Era-Linked buildings. [Q]: So, given the previous, what happens when I Era-Advance? [A]: When you Era-Advance your Hammers (or Cogs) toward one of the Era-Linked buildings is applied to the next better version of the building, and the stale version is removed from the city build qeue, unless you are in the process of constructing one of the "upgrade" buildings. If you are constructing one of the "upgrade" buildings, that city is immune to the effect of Era Advancement until that upgrade is completed Otherwise, ff you were in the middle of constructing one of the Era-Linked buildngs, your progress is applied to the next better version of the Era-Linked building, and this new better version will show as a partly-completed building in your city selection-box for what to construct in the city. You will be prompted to select a production item for the city before you can turn progress, and the new better version of the Era-Linked building will be a partly-completed project for the city. I cannot currently directly place production-items into the "current project" slot because the game's lua system does not currently provide for that from the gameplay side of lua, which is wheerein all this "under-the-hood" code is being executed. [Q]: What happens if some other mod over-writes the changes you are making to the UI files? [A]: Then you will be able to see the various dummy buildngs used by this mod to act as unlockers to other buildings, both in the civilopedia and in the various city-views and mouse tool-tips. There is no other actual effect than a bit more clutter in the mouse tips, the civilopedia, etc. [Q]: Do you have screenshots ? [A]: I've added a few already and have grabbed screenshots from a test-game I ran from a premade map that had all the terrain-conditions I needed to be able to test. I just have not had a chance to roll them into an imgur album and add them to the descriptions as yet. [Q]: Will updates to this mod cause my game-in-progress to be ruined? [A]: This will only occur if I decide based on suggestions to add more buildings [Q]: How long have you been working on this mod? [A]: Since the day the game was released. I have been trying different things, testing the limits of what the patches add to the game, and adding to the mod. There are still a couple of things I wish Firaxis would add to the lua implementation of the game that would greatly streamline the code and methods used in this mod.