Modmods Requests Thread

Okay, here's a request for a relatively small minimod. Currently, the Horses resource continues to provide additional production in the modern and transhuman eras with a pasture. I think that there should be a new improvement that shows up around the late industrial period or early modern era that can replace the pasture, much like the safari improvement can be used with elephants. Something like a resort ranch. The same graphics could probably be used, and the ranch would provide just commerce instead of production and commerce. Maybe also have it provide one happiness to the city it's in radius for, much like a forest preserve.
 
After seeing the Zoological and Firefighting Building it has inspired me to think of what other buildings are missing. We need some more negative buildings to balance the good. These are based on Sim City 4 "rewards". The stats are not set in stone. Let me know what you guys think.

Federal Prison (National Wonder)
Cost: 520
Unhappiness: +2 :mad:

Requires: Constitution

Special Abilities
  • 100% :espionage:
  • Can turn 3 citizens into a Spy.


Toxic Waste Dump (National Wonder)
Cost: 350
Unhappiness: +1 :mad:
Unhealthiness: +5 :yuck:

Requires: Nuclear Power Plant

Special Abilities
  • 50% :hammers:
  • 20% Maintenance
  • Small Chance of Leaking (like nuclear melt down)
 
After seeing the Zoological and Firefighting Building it has inspired me to think of what other buildings are missing. We need some more negative buildings to balance the good. These are based on Sim City 4 "rewards". The stats are not set in stone. Let me know what you guys think.


I loved SC4. I played all the SC games, even classic. SC4 and SC2k were the best by far. I wish Will Wright would get around to making SC5, but he's too busy goofing off with other things...

Back to the topic...

Federal Prison (National Wonder)
Cost: 520
Unhappiness: +2 :mad:

Requires: Constitution

Special Abilities
  • 100% :espionage:
  • Can turn 3 citizens into a Spy.


Looks fine.

Toxic Waste Dump (National Wonder)
Cost: 350
Unhappiness: +1 :mad:
Unhealthiness: +5 :yuck:

Requires: Nuclear Power Plant

Special Abilities
  • 50% :hammers:
  • 20% Maintenance
  • Small Chance of Leaking (like nuclear melt down)

Just wondering, but shouldn't the requirement be the other way around? Shouldn't Nuke Plants require a place to dump their waste before they can set up, not the other way around. Then, just remove the production bonus, and unhealthiness bonus. (Toxic Waste dumps don't actually cause any unhealthiness if their properly maintained. I'll up the leak chance a bit though) Double the unhappiness, Toxic waste dumps are definitely a NIMBY item. Here, let me rewrite it to what I think it should do.

Toxic Waste Dump (National Wonder)
Cost: 350
Unhappiness: +2 :mad:

Nuclear Power Plant require a (only 1 per country) Toxic Waste before they can be built

Special Abilities

  • 25% Maintenance
  • Smallish Chance of Leaking (like nuclear melt down)
 
Nice to see another Sim City fan. It would be nice to eventually convert all the buildings from the Sim City series to RoM. We already have things like the arcologies from Sim City 2000 and now the Police and Fire Departments.

@ Toxic Waste Dump
Ah your right. Yeah I love the idea of NIMBYs for RoM. It should help balance things and make you think twice before adding a building. But yeah i like the idea of making it a req to build Nuclear Power Plants. This defiantly gives it a reason to be. I think we could expand upon this idea for say garbage and industrial waste. For instance a landfill or recycling plant could become a req for other buildings. I am not exactly sure on the details but some sort of way to indirectly note the presence of garbage would be cool.

However the easy way would just be to make one similar to the recycling center like this but early in history since landfills have been around for a long time. Note this would be a NIMBY since no one wants to have a landfill but it is something that needs to be made to increase health. I also think it could be upgraded over time by other techs. Feel free to adjust the stats.

Landfill
Cost: 630
Healthy: +3 :health:
Unhappiness: +1 :mad:

Requires: Sanitation

Special Abilities
  • 10% Maintenance
  • +1 :health: with Agricultural Engineering (Composting)
  • +1 :) with Motorized Transportation (Garbage Trucks)
  • +1 :) with Ecology (Land Reclamation)
  • Power with Recycling (Methane Capturing)
  • +1 :health: with Gene Manipulation (Toxic Chemical Eating Bacteria)
 
However the easy way would just be to make one similar to the recycling center like this but early in history since landfills have been around for a long time. Note this would be a NIMBY since no one wants to have a landfill but it is something that needs to be made to increase health. I also think it could be upgraded over time by other techs. Feel free to adjust the stats.

I think we should have some kind of medieval waste management too. I'm not sure what it should be though, as I couldn't quickly find any info on early history waste management. Perhaps a trash-to-sea pier or wharf of some kind.

Here's my idea of the landfill, feel free to comment and change it.

Landfill
Cost: 550
Healthy: +3 :yuck:
Unhappiness: +2 :mad:

Requires: Sanitation

Special Abilities
  • 10% Maintenance
  • +1 :health: with Agricultural Engineering (Composting)
  • +1 :) with Motorized Transportation (Garbage Trucks)
  • +1 :) with Ecology (Land Reclamation)
  • Power with Recycling (Methane Capturing)
  • +1 :health: with Gene Manipulation (Toxic Chemical Eating Bacteria)

I don't think landfills should ever get a healthiness bonus; unlike the Toxic Waste Dump, they really are nasty.

I'm not sure that buildings can change over time, like you have listed... I'm no building pro, but I think their stats are limited. (But maybe I'm just forgetting something...)
 
I think we should have some kind of medieval waste management too. I'm not sure what it should be though, as I couldn't quickly find any info on early history waste management. Perhaps a trash-to-sea pier or wharf of some kind.

Here's my idea of the landfill, feel free to comment and change it.

Landfill
Cost: 550
Healthy: +3 :yuck:
Unhappiness: +2 :mad:

Requires: Sanitation

Special Abilities
  • 10% Maintenance
  • +1 :health: with Agricultural Engineering (Composting)
  • +1 :) with Motorized Transportation (Garbage Trucks)
  • +1 :) with Ecology (Land Reclamation)
  • Power with Recycling (Methane Capturing)
  • +1 :health: with Gene Manipulation (Toxic Chemical Eating Bacteria)

I don't think landfills should ever get a healthiness bonus; unlike the Toxic Waste Dump, they really are nasty.

I'm not sure that buildings can change over time, like you have listed... I'm no building pro, but I think their stats are limited. (But maybe I'm just forgetting something...)

As you have it now I see no reason to make one when it first becomes available because its stats would be ...

Landfill
Cost: 550
Healthy: +3 :yuck:
Unhappiness: +2 :mad:

Requires: Sanitation

Special Abilities
  • 10% Maintenance

... and who would want to build a building that coast money to maintain, makes people made and unhealthy? And even after all the benifits are in place it would come out to ...

+0 :) (The +2 mad canceling out +2 happy)
+1 :yuck: (The +3 unhealthy canceling out the +2 healthy)
Power

So basically it would even out to a power plant that gave +1 :yuck: . I am not sure if that would be worth it.

What would make it worth it would be if it also gave +3 Health to all cities. And possibly had +6 Unhealthiness (to cancel out the +3 health benefit). That way you are taking trash from one city and moving it to another. However this might need to become a national wonder if it has this effect.
 
As you have it now I see no reason to make one when it first becomes available because its stats would be ...

Heh, I forgot about the good stuff.
:health::mad::mad:
Landfill
Cost: 550
Healthy: +4 :yuck:
Unhappiness: +2 :mad:
Global Healthiness +1

Requires: Sanitation

Special Abilities
  • 10% Maintenance

... and who would want to build a building that coast money to maintain, makes people made and unhealthy? And even after all the benifits are in place it would come out to ...

+0 :) (The +2 mad canceling out +2 happy)
+1 :yuck: (The +3 unhealthy canceling out the +2 healthy)
Power

So basically it would even out to a power plant that gave +1 :yuck: . I am not sure if that would be worth it.

What would make it worth it would be if it also gave +3 Health to all cities. And possibly had +6 Unhealthiness (to cancel out the +3 health benefit). That way you are taking trash from one city and moving it to another. However this might need to become a national wonder if it has this effect.
 
As you have it now I see no reason to make one when it first becomes available because its stats would be ...

Heh, I forgot about the good stuff.

Landfill
Cost: 550
Healthy: +5 :yuck:
Unhappiness: +2 :mad:
Global Healthiness +2:health:

Requires: Sanitation
Skyscraper, (Any other buildings that should require it?) Requires Landfill

Special Abilities
  • 10% Maintenance

Also, I while back I made a new modifier for civics that affected cities growth rate. I could easily clone that over to buildings too, so you could have buildings that affect cities growth. In the real world, some cities (Tokyo) subsidized housing, and others (Phoenix) encouraged the growth of Suburbs.

So, you could have:

Suburbs:
+30% Maintenance
+15 City Growth Rate

Subsidized Apartments:
+20% Maintenance
+1:yuck:
+15 City Growth Rate

Also, not every nation can afford to do this. In India, the population boomed with the growth of Shanty Towns.

Shanty Town:
+2:yuck:
+10% City Growth Rate

Also, if you have other ideas about the growth rate of cities, tell me. The function can work backwards too, so buildings can slow down city growth.

If you're curious the function doesn't alter the cities food output, but changes the base amount of food a city needs to grow.
 
Have you guys tried the Nam mod from this website? It makes Sc4 sooo much beter.:goodjob:

Yes!. I am a big fan of all the Maxis "Sim" games. Be it Sim City, Sim Farm, Sim Life, Sim Earth, The Sims or even Spore (there are tons more but I don't want to list them all). I even tried to make an arcology for Sim City 4, but it did not work out too well.
 
Heh, I forgot about the good stuff.

Landfill
Cost: 550
Healthy: +5 :yuck:
Unhappiness: +2 :mad:
Global Healthiness +2:health:

Requires: Sanitation
Skyscraper, (Any other buildings that should require it?) Requires Landfill

Special Abilities
  • 10% Maintenance

Also, I while back I made a new modifier for civics that affected cities growth rate. I could easily clone that over to buildings too, so you could have buildings that affect cities growth. In the real world, some cities (Tokyo) subsidized housing, and others (Phoenix) encouraged the growth of Suburbs.

So, you could have:

Suburbs:
+30% Maintenance
+15 City Growth Rate

Subsidized Apartments:
+20% Maintenance
+1:yuck:
+15 City Growth Rate

Also, not every nation can afford to do this. In India, the population boomed with the growth of Shanty Towns.

Shanty Town:
+2:yuck:
+10% City Growth Rate

Also, if you have other ideas about the growth rate of cities, tell me. The function can work backwards too, so buildings can slow down city growth.

If you're curious the function doesn't alter the cities food output, but changes the base amount of food a city needs to grow.

Hmm i really liked the other factors so perhaps they could be additional buildings ...


Landfill (Garbage Dump)
Cost: 550
Healthy: +10 :yuck:
Unhappiness: +2 :mad:
Global Healthiness +1:health:

Requires: Sanitation

Special Abilities
  • Only 1 Allowed
  • 10% Maintenance

Landfill (Composting)
Cost: 100
Health: +1 :health:

Requires: Landfill (Garbage Dump) and Agricultural Engineering

Special Abilities
  • Only 1 Allowed (Same City as Garbage Dump)
  • 5% Maintenance

Landfill (Garbage Barge)
Cost: 100
Global Healthiness +1 :health:

Requires: Landfill (Garbage Dump) and Screw Propeller and Coastal City

Special Abilities
  • Only 1 Allowed (Same City as Garbage Dump)
  • 5% Maintenance

Landfill (Waste Management)
Cost: 100
Health: +1 :health:

Requires: Landfill (Garbage Dump) and Civil Engineering

Special Abilities
  • Only 1 Allowed (Same City as Garbage Dump)
  • 5% Maintenance

Landfill (Garbage Processing)
Cost: 100
Health: +1 :health:

Requires: Landfill (Garbage Dump) and Industrialization

Special Abilities
  • Only 1 Allowed (Same City as Garbage Dump)
  • 5% Maintenance

Landfill (Garbage Trucks)
Cost: 100
Global Healthiness +1 :health:

Requires: Landfill (Garbage Dump) and Motorized Transportation

Special Abilities
  • Only 1 Allowed (Same City as Garbage Dump)
  • 5% Maintenance

Landfill (Land Reclamation)
Cost: 100
Health: +1 :health:

Requires: Landfill (Garbage Dump) and Ecology

Special Abilities
  • Only 1 Allowed (Same City as Garbage Dump)
  • 5% Maintenance

Landfill (Methane Capturing)
Cost: 200
Health: +1 :health:

Requires: Landfill (Garbage Dump) and Recycling

Special Abilities
  • Only 1 Allowed (Same City as Garbage Dump)
  • 10% Maintenance
  • Provides Power

Landfill (Garbage Bots)
Cost: 100
Global Healthiness +1 :health:

Requires: Landfill (Garbage Dump) and Androids

Special Abilities
  • Only 1 Allowed (Same City as Garbage Dump)
  • 5% Maintenance

Landfill (Garbage Eating Bacteria)
Cost: 100
Health: +1 :health:

Requires: Landfill (Garbage Dump) and Gene Manipulation

Special Abilities
  • Only 1 Allowed (Same City as Garbage Dump)
  • 5% Maintenance

By then end you end up with the city with the landfill to 0 unhealthy (if a coastal city) but still +2 unhappy. While the global health increases by +4.
 
What I would like to see, because of all the great ModMod's is a seperate selection screen when starting a custom game to allow selecting of different ModMod's. Possibly right after selecting Civ, map and other options.
 
What I would like to see, because of all the great ModMod's is a seperate selection screen when starting a custom game to allow selecting of different ModMod's. Possibly right after selecting Civ, map and other options.

That would be very difficult, if not impossible, to do. I try to, as much as possible, make my modmod's all completely optional, and easy to install, but in game selection will probably never happen. It's hard to explain unless you know anything about programming.
 
Some building ideas for the early techs. Note the stats could be changed.

Basketmaker's Hut
Cost: 150

Requires: Weaving Tech

Special Abilities:
  • +5% :gold:

Boatyard
Cost: 100
Unhealthiness: +1:yuck:

Requires: Fishing Tech

Special Abilities:
  • Requires Coastal City
  • Builds Water Units +25% Faster.
  • Double production for Seafaring leaders.
  • Upgraded by Shipyard (Note: Needs to update shipyard building to account for this building).

Carpenter's Shop
Cost: 150

Requires: Bronze Working Tech

Special Abilities:
  • +5% :gold:

Potter's Hut
Cost: 150

Requires: Pottery Tech

Special Abilities:
  • +5% :gold:

Weaver's Hut
Cost: 150

Requires: Weaving Tech

Special Abilities:
  • +5% :gold:
 
Some building ideas for the early techs. Note the stats could be changed.

Basketmaker's Hut
Cost: 150

Requires: Weaving Tech

Special Abilities:
  • +5% :gold:

Potter's Hut
Cost: 150

Requires: Pottery Tech

Special Abilities:
  • +5% :gold:

Weaver's Hut
Cost: 150

Requires: Weaving Tech

Special Abilities:
  • +5% :gold:

Good idea for early buildings, which would make Snail speed more interesting.

I few adjustments I would make on the ones I quoted.
-Basketweaver
+1 Gold
+5% Food with Hemp (superior material which would help gatherers)
Note: Cheap building (less than Monument with Folklore discount)
Obsolete with early Industrial Tech.
-Pottery
Provides pottery resource (Plenty of available graphics, Obsolete with Plastics), which provides +1 Happiness
+5% commerce with Copper (Bronze)
Note: Slighly more costly than Monument w/o Folkore
-Weavers
+4% Commerce Bonus with Hemp, Sheep (Wool), Silk, Cotton
+1 Happiness: Fur
Requires at least one of these resources to be built
Obsolete with Assembly Line or whatever tech best represents the spinning jenny
Note: Cost about the same as Granary.

I would change the Boatyard Entirely.
Boatyard
1 Free Specialist per Fishing Boats in city radius (likely be Citizens)
Obsolete: Navigation
Note: Cost would be slightly higher than Shipyard, but double production for Seafaring leaders (boost for the trait).

If I were to make such a module (which would be after the 2.8 changes I would have to make for my modules), I would leave off the Carpenters unless/until Zappara adds wood resources.

Sep 23, 2009 at 11:33 AM. Reason: Claiming
EDIT: I will begin work on this one. I should be able finish it by next week since it is a simple addition.
Sep 26, 2009. Reason: Reasing
EDIT: Releasing this one.
 
Good idea for early buildings, which would make Snail speed more interesting.

I few adjustments I would make on the ones I quoted.

-Basketweaver
+1 Gold
+5% Food with Hemp (superior material which would help gatherers)
Note: Cheap building (less than Monument with Folklore discount)
Obsolete with early Industrial Tech.

-Pottery
Provides pottery resource (Plenty of available graphics, Obsolete with Plastics), which provides +1 Happiness
+5% commerce with Copper (Bronze)
Note: Slighly more costly than Monument w/o Folkore

-Weavers
+4% Commerce Bonus with Hemp, Sheep (Wool), Silk, Cotton
+1 Happiness: Fur
Requires at least one of these resources to be built
Obsolete with Assembly Line or whatever tech best represents the spinning jenny
Note: Cost about the same as Granary.

I would change the Boatyard Entirely.
Boatyard
1 Free Specialist per Fishing Boats in city radius (likely be Citizens)
Obsolete: Navigation
Note: Cost would be slightly higher than Shipyard, but double production for Seafaring leaders (boost for the trait).

If I were to make such a module (which would be after the 2.8 changes I would have to make for my modules), I would leave off the Carpenters unless/until Zappara adds wood resources.

EDIT: I will begin work on this one. I should be able finish it by next week since it is a simple addition.

Hmm interesting adjustments. If you are going to change the names to like "Weaver" then "pottery" should probably be changed to just "Potter".

I like the hemp for basketweaver idea I forgot about that resource.

As for the spinning jenny, I am not sure which tech would represent the invention of it.

Interesting take for the boatyard. Rather than making it a pre-shipyard you made it more fishing boat specific. I like that. I could totally see it getting upgraded to say a "Marina" or "Yacht Club" in later eras.

Anywho thanks to doing these! I have some more ideas too ...

Apiary (aka Bee Hive)
Cost: 200
Happiness: +1 :)

Requires: Animal Husbandry

Special Abilities:

  • +1 :health: with Apple, Banana, Coffee, Corn, Cotton, Dye, Hemp, Incense, Lemons, Olives, Potatoes, Rice, Rubber, Spices, Sugar, Tobacco, Wheat or Wine.
  • Farm +1 :food:
  • +1 :gold:
  • Provides Honey Resource
  • Provides Wax Resource


Graveyard
Cost: 100
Happiness: +1 :)
Culture: +1:culture:
Unhealthiness: +1:yuck:

Requires: Ceremonial Burial

Special Abilities:

  • +15% Maintenance
  • Can turn 1 citizen into Priest.
  • +1 :) with Incense.
 
I remember that the first time i played RoM the diferrent civics gave different bonus and penalities for rebelliousness (when using revolution). Now i just noticed that in my new install it don't happen anymore and i only have those in the civics from Afforess mods. What mod was making all civics have bonus/penalities in rebelliousness? Somebody knows?
 
I remember that the first time i played RoM the diferrent civics gave different bonus and penalities for rebelliousness (when using revolution). Now i just noticed that in my new install it don't happen anymore and i only have those in the civics from Afforess mods. What mod was making all civics have bonus/penalities in rebelliousness? Somebody knows?

No modmod should mess that up. It's a gameoption when picking a map. Make sure you selected "Revolutions."
 
No modmod should mess that up. It's a gameoption when picking a map. Make sure you selected "Revolutions."
I have revolution marked, my cities have the revolution bar, there's the revolution button (Che Guevara) on the upper right but still the civics don't increase/decrease rebelliousness.
 
Back
Top Bottom