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Modmods Requests Thread

That sounds reasonable.

I think you made the Department of Energy too complex. Make it a national project instead of a national wonder, and then it can never be captured. ;)

Can a National Project give free buildings to every city?

If so then skip what I said about "Transformer Stations" and just have them give "Power Lines" like I originally proposed.
 
Can a National Project give free buildings to every city?

If so then skip what I said about "Transformer Stations" and just have them give "Power Lines" like I originally proposed.

It would be trivial for me to add that feature, since it already exists elsewhere.
 
Wait what are you saying?

What is the effect of the "Department of Energy" as a National Project?

Projects can not be captured or destroyed. If I build the Internet in a city, or the Encylopedia, and that city is razed, or an enemy captures it, I do not lose the Internet, or the Encylopedia.

Wasn't that the whole reason for the complex system you were working out, if the building was captured?
 
Projects can not be captured or destroyed. If I build the Internet in a city, or the Encylopedia, and that city is razed, or an enemy captures it, I do not lose the Internet, or the Encylopedia.

Wasn't that the whole reason for the complex system you were working out, if the building was captured?

Yes but then there is still the issue about providing "power" (not megawatts).

As I planned it each power plant makes "megawatts" but doesn't mark the city as having "power". Power Lines are the only building that actuality provide the city "power" in the way power plants provide the game power now.

Thus the point of the "Department of Energy" was to give free "Power Line" buildings to every city thus marking every city as "powered"

In short my question is ...

Can a National Project give free buildings to every city?

Note its important that they give this building since its the prerequisite to all the power plants. So it works like this ...

1. Build "Department of Energy" National Projects
2. Thus giving every city a FREE "Power Line" building.
3. The "Power Line" marks the city its in as "Powered"
4. Now that the "Power Line" are built you can now build any type of "Power Plant".
5. The "Power Plants" create "Megawatts".
6. The City consumes those "Megawatts" and any extra get added to the "National Megawatts".
7. Any city without a "Power Plant" still are considered "powered" thanks to the "power lines" in every city however they will not have any "megawatts", thus they will have to take megawatts from the "National Megawatts" at 1/3 the amount available.
8. And if at any point the amount of megawatts consumed exceeds the amount produced then cities will begin to be unhappy and unhealthy.

Meaning "Power" really means your connected to the national power grid. And "Megawatts" means "Electricity", be it consumed or produced.
 
Yes but then there is still the issue about providing "power" (not megawatts).

As I planned it each power plant makes "megawatts" but doesn't mark the city as having "power". Power Lines are the only building that actuality provide the city "power" in the way power plants provide the game power now.

Thus the point of the "Department of Energy" was to give free "Power Line" buildings to every city thus marking every city as "powered"

In short my question is ...

Can a National Project give free buildings to every city?

Note its important that they give this building since its the prerequisite to all the power plants. So it works like this ...

1. Build "Department of Energy" National Projects
2. Thus giving every city a FREE "Power Line" building.
3. The "Power Line" marks the city its in as "Powered"
4. Now that the "Power Line" are built you can now build any type of "Power Plant".
5. The "Power Plants" create "Megawatts".
6. The City consumes those "Megawatts" and any extra get added to the "National Megawatts".
7. Any city without a "Power Plant" still are considered "powered" thanks to the "power lines" in every city however they will not have any "megawatts", thus they will have to take megawatts from the "National Megawatts" at 1/3 the amount available.
8. And if at any point the amount of megawatts consumed exceeds the amount produced then cities will begin to be unhappy and unhealthy.

Meaning "Power" really means your connected to the national power grid. And "Megawatts" means "Electricity", be it consumed or produced.

Theoretically, it's all possible. That would be quite a project though...

In a few weeks, when I'm past my Semester Finals, I'll sit down and see if I can work out how to code this.
 
Theoretically, it's all possible. That would be quite a project though...

In a few weeks, when I'm past my Semester Finals, I'll sit down and see if I can work out how to code this.

Cool! Then I will star mapping out the power plants and stuff...

Power Related Buildings

Biofuel Power Plant
Cost: 1000
Megawatts: 100 MW
Unhealthiness: +1
Req Tech(s): Thermodynamics, Electricity, Assembly Line, Biofuels
Req Building(s): Power Lines, Factory
Req Resource(s): Biofuel

Special Abilities
  • +10% Maintenance
  • + 1 Happiness with Green Civic

-----

Biomass Power Plant
Cost: 1000
Megawatts: 100 MW
Unhealthiness: +1
Req Tech(s): Thermodynamics, Electricity, Assembly Line, Organic Chemistry
Req Building(s): Power Lines, Factory
Req Resource(s): Fertilizers

Special Abilities
  • +10% Maintenance
  • + 1 Happiness with Green Civic

-----

Coal Power Plant
Cost: 585
Megawatts: 600 MW
Unhealthiness: +2
Req Tech(s): Thermodynamics, Electricity, Assembly Line
Req Building(s): Power Lines, Factory
Req Resource(s): Coal

Special Abilities
  • +10% Maintenance
  • +2 Unhealthiness with Coal
  • Upgrades to Super Coal Power Plant
  • Upgrades to High-Tech Power Plant

-----

Department of Energy [National Project]
Cost: 5000
Megawatts: -
Req Tech(s): Electricity
Req Building(s): -
Req Resource(s): -

Special Abilities
  • +10% Maintenance
  • Builds Free Power Lines in Every City.

-----

Fusion Power Plant [National Wonder]
Cost: 9000
Megawatts: 1,000,000 MW
Req Tech(s): Fusion
Req Building(s): Power Lines, Laboratory, International Thermonuclear Experimental Reactor
Req Resource(s): -

Special Abilities
  • +100% Maintenance
  • Limit 3

-----

Geothermal Power Plant
Cost: 1500
Megawatts: 200 MW
Health: +2
Req Tech(s): Modern Seismology, Ecological Engineering
Req Building(s): Power Lines, Factory
Req Resource(s): Geothermal Energy in City Vicinity

Special Abilities
  • +25% Maintenance
  • + 1 Happiness with Green Civic

-----

High-Tech Coal Power Plant
Cost: 1200
Megawatts: 600 MW
Unhealthiness: +1
Req Tech(s): Thermodynamics, Electricity, Assembly Line, Semiconductors
Req Building(s): Power Lines, Factory, Coal Power Plant
Req Resource(s): Coal, Semiconductors

Special Abilities
  • +15% Maintenance
  • +2 Unhealthiness with Coal

-----

Hydroelectric Dam
Cost: 780
Megawatts: 2,000 MW
Req Tech(s): Plastics
Req Building(s): Power Lines, Factory
Req Resource(s): Cement and (Iron or Steel)
Req Location: River City

Special Abilities
  • +10% Maintenance

-----

Major Tidal Farm
Cost: 200
Megawatts: 8 MW
Req Tech(s): Electricity, Assembly Line, Ecological Engineering
Req Building(s): Power Lines, Factory, Minor Tidal Farm
Req Resource(s): Iron or Steel
Req Location: Coastal City

Special Abilities
  • +10% Maintenance
  • + 1 Happiness with Green Civic

-----

Major Wave Farm
Cost: 150
Megawatts: 30 MW
Req Tech(s): Electricity, Assembly Line, Ecological Engineering
Req Building(s): Power Lines, Factory, Minor Wave Farm
Req Resource(s): Iron or Steel
Req Location: Coastal City

Special Abilities
  • +10% Maintenance
  • + 1 Happiness with Green Civic

-----

Major Wind Farm
Cost: 200
Megawatts: 50 MW
Req Tech(s): Electricity, Assembly Line, Ecological Engineering
Req Building(s): Power Lines, Factory, Minor Wind Farm
Req Resource(s): Iron or Steel

Special Abilities
  • +10% Maintenance
  • + 1 Happiness with Green Civic

-----

Minor Tidal Farm
Cost: 100
Megawatts: 4 MW
Req Tech(s): Electricity, Assembly Line, Ecology
Req Building(s): Power Lines, Factory
Req Resource(s): Iron or Steel
Req Location: Coastal City

Special Abilities
  • +10% Maintenance
  • + 1 Happiness with Green Civic

-----

Minor Wave Farm
Cost: 75
Megawatts: 15 MW
Req Tech(s): Electricity, Assembly Line, Ecology
Req Building(s): Power Lines, Factory
Req Resource(s): Iron or Steel
Req Location: Coastal City

Special Abilities
  • +10% Maintenance
  • + 1 Happiness with Green Civic

-----

Minor Wind Farm
Cost: 100
Megawatts: 25 MW
Req Tech(s): Electricity, Assembly Line, Ecology
Req Building(s): Power Lines, Factory
Req Resource(s): Iron or Steel

Special Abilities
  • +10% Maintenance
  • + 1 Happiness with Green Civic

-----

Microwave Power Plant
Cost: 2800
Megawatts: 1,600 MW
Req Tech(s): Space Flight, Nanotechnology
Req Building(s): Power Lines, Factory, Solar Power Satellite
Req Resource(s): Nanotubes, Semiconductors

Special Abilities
  • +25% Maintenance
  • Can build at maximum latitude of 60 degrees.
  • Lowe Risk of meltdown (aka Microwave Disaster)

-----

Methane Power Plant
Cost: 500
Megawatts: 50 MW
Req Tech(s): Modern Seismology, Superstrong Alloys
Req Building(s): Power Lines, Factory
Req Resource(s): Methane Ice

Special Abilities
  • +10% Maintenance
  • +2 Unhealthiness with Methane Ice

-----

Natural Gas Power Plant
Cost: 980
Megawatts: 750 MW
Req Tech(s): Electricity, Combustion, Assembly Line
Req Building(s): Power Lines, Factory
Req Resource(s): Oil

Special Abilities
  • +10% Maintenance
  • +2 Unhealthiness with Oil

-----

Nuclear Power Plant
Cost: 1050
Megawatts: 1,500 MW
Req Tech(s): Nuclear Power
Req Building(s): Power Lines, Factory, Toxic Waste Dump
Req Resource(s): Uranium and Lead

Special Abilities
  • +25% Maintenance
  • Small chance of nuclear meltdown.

-----

Oil Power Plant
Cost: 975
Megawatts: 500 MW
Req Tech(s): Electricity, Combustion, Assembly Line
Req Building(s): Power Lines, Factory
Req Resource(s): Oil

Special Abilities
  • +10% Maintenance
  • +2 Unhealthiness with Oil

-----

Power Collector
Cost: 500
Megawatts: -
Req Tech(s): Electricity, Fuel Cells
Req Building(s): Power Substation
Req Resource(s): -

Special Abilities
  • +10% Maintenance
  • Decreases National Megawatt Power Loss by 50%

-----

Power Lines
Cost: -
Megawatts: -
Unhealthiness: +1
Req Tech(s): Electricity
Req Building(s): -
Req Resource(s): -

Special Abilities
  • +5% Maintenance
  • Build for Free with Department of Energy
  • Provides Power to City.

-----

Power Substation
Cost: 100
Megawatts: -
Req Tech(s): Electricity, Electronics
Req Building(s): Power Lines
Req Resource(s): -

Special Abilities
  • +5% Maintenance
  • Decreases National Megawatt Power Loss by 25%

-----

Shale Power Plant [Japan Unique Building] (Replaces Coal Plant)
Cost: 450
Megawatts: 600 MW
Req Tech(s): Electricity, Combustion, Assembly Line
Req Building(s): Power Lines, Factory
Req Resource(s): Coal

Special Abilities
  • +10% Maintenance
  • +2 Unhealthiness with Coal
  • +10 Production
  • Provides 1 Oil Products

-----

Solar Mirror Array Power Plant
Cost: 1000
Megawatts: 100 MW
Req Tech(s): Thermodynamics, Assembly Line
Req Building(s): Power Lines, Factory
Req Resource(s): Glassware and Silver

Special Abilities
  • +10% Maintenance
  • + 1 Happiness with Green Civic

-----

Solar Photovoltaic Power Plant
Cost: 1500
Megawatts: 150 MW
Req Tech(s): Manufacturing, Semiconductors
Req Building(s): Power Lines, Factory
Req Resource(s): Glassware, Chemicals, Semiconductors

Special Abilities
  • +10% Maintenance
  • + 1 Happiness with Green Civic

-----

Solar Photovoltaic Roofs
Cost: 2000
Megawatts: 5 MW / Per Building
Req Tech(s): Manufacturing, Semiconductors, Ecology
Req Building(s): Power Lines, Factory
Req Resource(s): Glassware, Chemicals, Semiconductors

Special Abilities
  • +10% Maintenance

-----

Solar Power Satellite
Cost: 1500
Megawatts: -
Req Tech(s): Space Flight, Semiconductors
Req Building(s): Factory
Req Resource(s): Glassware, Chemicals, Semiconductors

Special Abilities
  • +25% Maintenance
  • Can build at maximum latitude of 60 degrees.

-----

Solar Updraft Tower [Great Wonder]
Cost: 3600
Megawatts: 200 MW
Great People: +2
Food: +10
Health: +5
Happiness: +2
Req Tech(s): Megastructure Engineering,
Req Building(s): Power Lines, Factory
Req Resource(s): Glassware and Steel

Special Abilities
  • +25% Maintenance
  • + 2 Happiness with Green Civic
  • City more likely to create Great Engineer

-----

Super Coal Power Plant
Cost: 1000
Megawatts: 1,200 MW
Unhealthiness: +4
Req Tech(s): Industrialism
Req Building(s): Power Lines, Factory, Coal Power Plant
Req Resource(s): Coal

Special Abilities
  • +10% Maintenance
  • +2 Unhealthiness with Coal

-----

The Three Gorges Dam [Great Wonder]
Cost: 6825
Megawatts: 25,000 MW
Great People: +2
Req Tech(s): Plastics
Req Building(s): Power Lines
Req Resource(s): Cement and (Iron or Steel)
Location: River City

Special Abilities
  • +25% Maintenance
  • +1 Happiness with Public Works Civic
  • City more likely to create Great Engineer

-----

Waste Incinerator Power Plant
Cost: 1350
Megawatts: 500 MW
Req Tech(s): Applied Economics, Ecology
Req Building(s): Power Lines, Landfill, Recycling Center
Req Resource(s): -
Req Civic: Green

Special Abilities
  • +10% Maintenance
  • +10% Production with Methane Ice
  • +10% Production with Fertilizer

------------------------------------

This took forever to plan out so please do not just dismiss it. I am open to suggestions on making it better though. I tried to get the megawatts accurate as I could but it was very hard to get a clear answer to them.
 
I like them. Can you make the minor buildings all upgraded by the larger versions? A perhaps the cleaner more advanced power plants upgrade the older dirty ones?

Otherwise, it's a good list.
 
I like them. Can you make the minor buildings all upgraded by the larger versions? A perhaps the cleaner more advanced power plants upgrade the older dirty ones?

Otherwise, it's a good list.

Well i tried to do that with some of them...

Upgrades

Coal Power Plant -> Super Coal Power Plant (More Powerful but Dirtier)

Coal Power Plant -> High-Tech Coal Power Plant (Same Power but Cleaner)

Add-On

Minor Wind Farm -> Major Wind Farm (More Power)

Minor Wave Farm -> Major Wave Farm (More Power)

Minor Tide Farm -> Major Tide Farm (More Power)

I wanted the add-on ones to work like the Vertical Farms where your just adding more but not taking away the old building.
 
I am unsure if our made up equation on city megawatts will be too much. For instance I have a level 6 city and it has a population of 150,000 even without calculating in the building stuff and starting out with 2% tech would give me 3,000 MW consumed. Note that a starting coal power plant produces only 600 MW. In short even if I had one city with the power plant it it at the lowest tech rate I would still come up 2,400 MW short.

As you can see people would not use that much power. I mean the average home uses 0.888 mWh/month. So that's not every person because people do live together. But businesses do produce power as well. So say average family of 4 but then double it for work power. So like say population divided in half times the tech percentage.

This would be around 1500 MW consumed. This even though its sounds more reasonable would still give us 900 MW short.

Any ideas of what to do?

 
I am unsure if our made up equation on city megawatts will be too much. For instance I have a level 6 city and it has a population of 150,000 even without calculating in the building stuff and starting out with 2% tech would give me 3,000 MW consumed. Note that a starting coal power plant produces only 600 MW. In short even if I had one city with the power plant it it at the lowest tech rate I would still come up 2,400 MW short.

As you can see people would not use that much power. I mean the average home uses 0.888 mWh/month. So that's not every person because people do live together. But businesses do produce power as well. So say average family of 4 but then double it for work power. So like say population divided in half times the tech percentage.

This would be around 1500 MW consumed. This even though its sounds more reasonable would still give us 900 MW short.

Any ideas of what to do?

The formula needs tweaking then. Perhaps it should be Population / 10, instead of population.
 
Well i tried to do that with some of them...

Upgrades

Coal Power Plant -> Super Coal Power Plant (More Powerful but Dirtier)

Coal Power Plant -> High-Tech Coal Power Plant (Same Power but Cleaner)

Add-On

Minor Wind Farm -> Major Wind Farm (More Power)

Minor Wave Farm -> Major Wave Farm (More Power)

Minor Tide Farm -> Major Tide Farm (More Power)

I wanted the add-on ones to work like the Vertical Farms where your just adding more but not taking away the old building.

Where do the improvements like windmills fit into this? Aren't there some modern and transhuman ones which represent these things but are not linked to power? If there are shouldn't they?

Do the Major Wave/Tide Farm have impacts on food production?
 
Where do the improvements like windmills fit into this? Aren't there some modern and transhuman ones which represent these things but are not linked to power? If there are shouldn't they?

Do the Major Wave/Tide Farm have impacts on food production?

Don't make this more complex than it needs to be. Improvements might be added at a later date, but not until everything else works.
 
sorry guys, i posted this already in the standard RoM thread. maybe this is a better place for my request :mischief:

here we go again:

hi,

as i could read in the 2.9 thread, u won't add new features to 2.9
so instead of posting my request there i opened this thread...

following feature i'm missing:

in the city screen, u can automate ur citizens by using the governor. this option can be specialized with some etra buttons to make the governor focus on production, trade, etc etc. so far..... the feature i want is, to lock one or more specialists (or even field/mine workers in cityscreen), when using the governor. that means, i want to exclude them from automated placement.

the reason for this request is simple: i like the great engineer, because of his ability to rush wonders. but sometimes (especially when angkor wat was built) the governor doesn't like to establish an engineer as specialist. and i (me, the player) don't like to manage every city always by myself, just to verify i have an engineer in the city.

what do u think?

regards
lc
 
The formula needs tweaking then. Perhaps it should be Population / 10, instead of population.

Well the population increases at weird rate ...

Size 1 = 1,000
Size 2 = 6,000
Size 3 = 21,000
Size 4 = 48,000
Size 5 = 90,000
Size 6 = 150,000
Size 7 = 232,000
Size 8 = 337,000
Size 9 = 469,000
Size 10 = 630,000

Anywho so on wiki it says ...


So that's in "kilowatts" and not "megawatts". And 1 megawatt = 1000 kilowatts. So that would be about 0.011 megawatts per person. And in a population of 1000 in a size 1 city that would be only 11 megawatts!! Yay!

But it gets better! This is for 2009 consumption levels which means according to our tech % chart we would be around half way through the techs. Which means consumption at say the beginning of electricity would be half that! So to find out 100% we just double it and it would give us 0.022 megawatts at 100% max tech.

And at 2% we would get .00044 megawatts per person. Then by a level 1 city would give .44 megawatts for a level 1 city! In short the equation would be ...

City Megawatt Consumption = ([population size] * (0.022 * [tech %]))

*phew*

In conclusion even at size 10 city would produce around 275 megawatts at the beginning of the discovery of electricity. Which is still under the 600 megawatts produced by a coal power plant.

Yay! :goodjob:
 
Oh, good, I'm glad we got that cleared up. Do you think you could start a new thread and reserve the first 5-6 posts for information on this modmod, and then post everything we got in those posts? The updated formulas, the buildings, .... etc...

That way I can find it easily? That would make life much better for me.
 
Oh, good, I'm glad we got that cleared up. Do you think you could start a new thread and reserve the first 5-6 posts for information on this modmod, and then post everything we got in those posts? The updated formulas, the buildings, .... etc...

That way I can find it easily? That would make life much better for me.

Sure thing. I will make a new "power mod" thread.

EDIT:

Ok i think post everything is uploaded since some info is obsolete.

Power Mod Thread
http://forums.civfanatics.com/showthread.php?t=343423
 
Would it be possible to add an option when starting a game to disable tech stealing?
I like the espionage aspect of the game, but I also like to play with tech trading, tech brokering and tech diffusion off, so each civ has to do its own research, and tech stealing ”spoils” that.

Alternatively if it's something that can be easily done by changing one of the xml files then I'd be grateful if someone could point me in the right direction. :)
 
Would it be possible to add an option when starting a game to disable tech stealing?
I like the espionage aspect of the game, but I also like to play with tech trading, tech brokering and tech diffusion off, so each civ has to do its own research, and tech stealing ”spoils” that.

Not at the moment, but I can always add a global define for it.
 
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