Modmods Requests Thread

The Olympics were from the classical era Greece, besides, many arenas were/are prepared for a variety of different games, not just a single arena for only one purpose. However I have a different idea for the Olympics the Olympic Stadium can be a world wonder until a later tech (maybe mass media) then it will become obsolete however it will be handled like the 'world circus' that Afforess has goin on in his mods. only +5:mad: for the city(over crowded) and +5:gold: for the extra revenue.

The game already has an "Ancient Olympics" I was trying to show the "Modern Olympics" which were reinstated in 1896. Unlike the old Olympics the modern Olympics has both Summer and Winter Games. However I like your idea of making it like the World Circus. There could even be a "Summer Olympics" and "Winter Olympics" traveling around.

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Ok I looked buildings from "Sim City Societies" this time. Its a crappy game but has some interesting buildings. See if you like any of them ..

- Chicken Coop
- Elder Council
- Hall of Records
- Modeling Agency
- Recording Studio
- Seamstress
- Textile Factory
- Fountain
- Rock Garden
- Antique Shop
- Army Surplus Store
- Candy Store
- Toy Store
- Car Dealership
- Gas Station
- Children Museum
- Cryogenic Prison
- Department Store
- Diner
- Dive Bar
- Liquor Store
- Fish Market
- Flea Market
- Florist
- General Store
- Night Club
- Pet Shop
- Tattoo Parlor
- Tea House
- Video Arcade
- Vocational Store
- Water Park

In addition I think the Desalination Plant from "Sim City 2000" should be added. It could be only made in coastal cities and help with health like the water treatment plant. Except this is converting sea water into drinkable water.
 
So how do the barbarian horde events happen? They are part of the original events, so I assumed they were XML. Yea, remember some discussion about timed events. But "all" you need do is use a hard coded turn number for each speed (and map size?). All theory since I have never looked into events in much detail. Did read the doco ;)
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Some of the BTS events use python too. A lot of the more advanced ones do.

I am not familiar with the history of Sports however that's what wikipedia is for. So here are some ideas for a "Sports Mod" if you would like to attempt such a mod.

Classical Era

Combat Sports (Req Athletics)
- Gladiator School (Req Combat Sports, Arena)
- Wrestling School (Req Combat Sports, Arena)

Medieval Era

Martial Arts (Req Combat Sports, Feudalism, Buddhism)
- Aikido Dojo (Req Martial Arts)
- Judo Dojo (Req Martial Arts)
- Jujutsu Dojo (Req Martial Arts)
- Kendo Dojo (Req Martial Arts)
- Sumo Wrestling Arena (Req Martial Arts)

Tournaments (Req Combat Spots, Chivalry)
- Jousting Arena (Req Tournaments)

Renaissance Era

Dueling (Req Tournaments, Leadership)
- Fencing Academy (Req Dueling)

Team Sports (Req Tournaments, Humanism)
- Cricket Field (Req Team Sports)
- Rugby Field (Req Team Sports)
- Polo Field (Req Team Sports)

Industrial Era

Lawn Sports (Req Team Sports, Agricultural Engineering)
- Basketball Court (Req Lawn Sports)
- Croquet (Req Lawn Sports)
- Football Field (Req Lawn Sports)
- Golf Course (Req Lawn Sports)
- Hockey Rink (Req Lawn Sports, Refrigeration)
- Softball Field (Req Lawn Sports)
- Soccer Field (Req Lawn Sports)
- Tennis Courts (Req Lawn Sports)

Modern Era

Extreme Sports (Req Modern Sports, Globalization)
- X-Games (Req Extreme Sports)

Modern Sports (Req Lawn Sports, Mass Media)
- Major League Stadium (Req Minor League Stadium)
- Minor League Stadium (Req Modern Sports)
- Modern Olympic Games (Req Modern Sports, Dueling, Martial Arts) [World Wonder]

Motor Sports (Req Modern Sports, Motorized Transportation)
- Racetrack (Req Motor Sports)

Robotic Sports (Req Modern Sports, Robotics)
- Battlebot Arena (Req Robotic Sports)

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Phew! Ok that was hard and I am sure I missed a lot of sports. But i think this gives a good start. Other sports that i was not sure where they fit in were; Swimming, Diving, Surfing, Rowing, Track & Field, Volleyball, Ping Pong, Bowling, etc.

Those look really good. I might tweak a few names, but otherwise, I'll use it.

The Olympics were from the classical era Greece, besides, many arenas were/are prepared for a variety of different games, not just a single arena for only one purpose. However I have a different idea for the Olympics the Olympic Stadium can be a world wonder until a later tech (maybe mass media) then it will become obsolete however it will be handled like the 'world circus' that Afforess has goin on in his mods. only +5:mad: for the city(over crowded) and +5:gold: for the extra revenue.

Great Idea. It would be easy to make another building or two like the World Fair. However, I disagree with your attributes for it. Here's what I think it should have.

Olympics:
+5 :) (Who doesn't like the Olympics?)
+500% City Maintenance (Cities that run the Olympics often have to spend Billions. Luckily, it will only be in your city for a turn or so. 500% Maintenance is approx. equal to 50gold/turn)
+A lot of Great Artist Points
+100% Culture
+100% :gold: (Kind of Contradictory with the maintenance. I know.)


Ok I looked buildings from "Sim City Societies" this time. Its a crappy game but has some interesting buildings. See if you like any of them ..

- Chicken Coop
- Elder Council
- Hall of Records
- Modeling Agency
- Recording Studio
- Seamstress
- Textile Factory
- Fountain
- Rock Garden
- Antique Shop
- Army Surplus Store
- Candy Store
- Toy Store
- Car Dealership
- Gas Station
- Children Museum
- Cryogenic Prison
- Department Store
- Diner
- Dive Bar
- Liquor Store
- Fish Market
- Flea Market
- Florist
- General Store
- Night Club
- Pet Shop
- Tattoo Parlor
- Tea House
- Video Arcade
- Vocational Store
- Water Park

In addition I think the Desalination Plant from "Sim City 2000" should be added. It could be only made in coastal cities and help with health like the water treatment plant. Except this is converting sea water into drinkable water.

Sim City Societies was a terrible idea for a game.

The Desalination plant is a good idea too. Okay, well now I have enough stuff to keep me busy for at least a week.
 
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Those look really good. I might tweak a few names, but otherwise, I'll use it.

Oh also under the "Tournaments" tech there could ba a whole bunch of Medieval style sports like an Archery Contest, Sword Fighting, etc. Howver I could not think of a good name for buildings for them. Or if they should just be combined into like a "Fairground" or "Tourniment Area".

In addition I am unsure how detail you want stats on the buildings. For instance incorporating resources to them such as cow or pig for the leather of balls or even rubber for balls.

.
Sim City Societies was a terrible idea for a game.

The Desalination plant is a good idea too. Okay, well now I have enough stuff to keep me busy for at least a week.

Yay! So of all the stuff i have posted (Sports, Traveling Olympics, Garbage, NIMBY, University Majors, Unit Required Buildings, CivCity Rome Buildings, Sim City 4 Buildings and Sim City Society Building) how much will be actually made into your modmods?
 
Yay! So of all the stuff i have posted (Sports, Traveling Olympics, Garbage, NIMBY, University Majors, Unit Required Buildings, CivCity Rome Buildings, Sim City 4 Buildings and Sim City Society Building) how much will be actually made into your modmods?

All of it, hopefully.
 
Industrial Era

Lawn Sports (Req Team Sports, Agricultural Engineering)
...
- Tennis Courts (Req Lawn Sports)

A minor point but tennis was an indoor sport in the Renaissance.

All I was saying was that a (dog) kennel was not a dog pound they fullfil totally different purposes. AAranda's buildings have a kennel, it is an early building Ancient or Classical. It gives bonus to dog units.
 
A minor point but tennis was an indoor sport in the Renaissance.

All I was saying was that a (dog) kennel was not a dog pound they fullfil totally different purposes. AAranda's buildings have a kennel, it is an early building Ancient or Classical. It gives bonus to dog units.

Dog Pounds serve what purpose? To house stray animals for an allotted time before they are killed?
 
Minor Update:
Some idea for building ideas taken from CivCity Rome ...

Gladiator School
Cost: 105
Culture: +1

Requires: Athletics, Arena

* New Melee Units Receive get +1 Experience Points.
* Double production for Aggressive leaders.


Actors School
Cost: 75
Culture: +1

Requires: Drama, Theater

* Can turn 3 Citizens into Artists
* Double production for Creative leaders.


Musican School
Cost: 75
Culture: +1

Requires: Music, Theater

* Can turn 3 Citizens into Artists
* Double production for Creative leaders.


Barber Shop
Cost: 120
Culture: +1
Health: +1

Requires: Sanitation, Obsidian OR Copper OR Iron OR Steel (Because of Razors)

* -10% Defense against Espionage. (Because of Gossip)
* Double production for Humanitarian leaders.

These 4 buildings are 100% done.
 
Classical Era

Combat Sports (Req Athletics)
- Gladiator School (Req Combat Sports, Arena)
- Wrestling School (Req Combat Sports, Arena)

Minor Update:
Gladiator School
Cost: 105
Culture: +1

Requires: Athletics, Arena

* New Melee Units Receive get +1 Experience Points.
* Double production for Aggressive leaders.

These 4 buildings are 100% done.

If you are choosing to use the "Combat Sports" tech you might want to change the Gladiator School to require it rather than Athletics.

Also whats the difference between a coliseum and an arena?

Dog Pounds serve what purpose? To house stray animals for an allotted time before they are killed?

While I think a dog pound s probably not needed if we have a kennel, I do think there should be a "Pet Store" or "Pet Shop" since that would be a place in which not only dogs are sold but all other pets. Note that it would just be imaginary since each bet would not be a tradeable good. It could give some commerce and happiness.

A minor point but tennis was an indoor sport in the Renaissance.

Where and how should it fit in to the tech tree then?
 
If you are choosing to use the "Combat Sports" tech you might want to change the Gladiator School to require it rather than Athletics.

Can Do.
Also whats the difference between a coliseum and an arena?

Off the top of my head, I... have no idea.

While I think a dog pound s probably not needed if we have a kennel, I do think there should be a "Pet Store" or "Pet Shop" since that would be a place in which not only dogs are sold but all other pets. Note that it would just be imaginary since each bet would not be a tradeable good. It could give some commerce and happiness.

Why can't pets be a resource (A manufactured resource, albeit)?
 
If Gladiator combat and Martial Arts were to be made available, would it make just a little sense that religions (e.g. Hellenism/Judaism and Buddhism/Taoism) be a prerequisite?
 
If Gladiator combat and Martial Arts were to be made available, would it make just a little sense that religions (e.g. Hellenism/Judaism and Buddhism/Taoism) be a prerequisite?

Yes/No.

For some things, like Martial Arts, Buddhism makes sense. Not so much the other religions though.
 
Why can't pets be a resource (A manufactured resource, albeit)?

Well they could. I was actually wondering if we could make diffrent animal breeders. And then have the "Pet Shop" gen commerce from having those resources. Here are some "Pet Resource" ideas. Note this is very detailed and probbly won't work with the whole "Horse Stud" mod.

Equine Breeding (Req Animal Husbandry)

Horse Breeder (Req Equine Breeding, Horse Resource)
Benefit: Domestic Horse Resource.

Donkey Breeder (Req Equine Breeding, Horse Resource)
Benefit: Domestic Donkey Resource.

Camelid Breeding (Req Trade)

Camel Breeder (Req Camelid Breeding, Horse Resource)
Benefit: Domestic Camel Resource

Llama Breeder (Req Camelid Breeding, Sheep Resource)
Benefit: Domestic Llama Resource.

Alpaca Breeder (Req Camelid Breeding, Sheep Resource)
Benefit: Domestic Alpaca Resource.

Bovine Breeding (Req Animal Husbandry)

Cow Breeder (Req Bovine Breeding, Cow Resource)
Benefit: Domestic Cow Resource.

Oxen Breeder (Req Bovine Breeding, Cow Resource)
Benefit: Domestic Oxen Resource.

Yak Breeder (Req Bovine Breeding, Deer)
Benefit: Domestic Yak Resource

Goat Breeder (Req Bovine Breeding, Sheep Resource)
Benefit: Domestic Goat Resource.

Sheep Breeder (Req Bovine Breeding, Sheep Resource)
Benefit: Domestic Sheep Resource.

Swine Breeding (Req Animal Husbandry)

Pig Breeder (Req Swine Breeding, Pig Resource)
Benefit: Domestic Pig Resource.

Canine Breeding (Req Animal Husbandry)

Dog Breeder (Req Canine Breeding)
Benefit: Dog Resource.

Feline Breeding (Req Animal Husbandry)

Cat Breeder (Req Canine Breeding)
Benefit: Domestic Cat Resource.

Poultry Breeding (Req Animal Husbandry)

Chicken Breeder (Req Poultry Breeding)
Benefit: Domestic Chicken Resource.

Turkey Breeder (Req Poultry Breeding)
Benefit: Domestic Turkey Resource.

Duck Breeder (Req Poultry Breeding)
Benefit: Domestic Duck Resource.

Goose Breeder (Req Poultry Breeding)
Benefit: Domestic Turkey Resource.

Lagomorph Breeding (Req Animal Husbandry)

Rabbit Breeder (Req Lagomorph Breeding)
Benefit: Domestic Rabbit Resource.

Rodent Breeding (Req Animal Husbandry)

Hamster Breeder (Req Rodent Breeding, Fur Resource)
Benefit: Domestic Hamster Resource.

Guinea Pig Breeder (Req Rodent Breeding, Fur Resource)
Benefit: Domestic Guinea Pig Resource.

Rat Breeder (Req Rodent Breeding, Fur Resource)
Benefit: Domestic Rat Resource.

Mouse Breeder (Req Rodent Breeding, Fur Resource)
Benefit: Domestic Mouse Resource.

Gerbil Breeder (Req Rodent Breeding, Fur Resource)
Benefit: Domestic Gerbil Resource.

New Units

Oxen (Req Oxen Breeder)
Benefit: Can Make Farms

Donkey (Req Donkey Breeder)
Benefit: Can Make Mines and Chop Trees

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There is a lot more i want to put but i want to explain why I set it up like this. You see Resources like Horse or Cow or Sheep are to be treated like the wild versions. The breeders turn the wild stock into domesticated stock. Thus making many more resources. Such as Domestic Horses, Domestic Camels and Domestic Donkeys all from the Horse Resource.

In addation some old buildings and some new buildings will need to be updated to these new resources. Such as the Butcher would not use the wild resource of say Pigs or Cows but that of Domestic Pigs and Domestic Cows as well as adding new ones like Domestic Chickens, Domestic Turkeys, etc.

Likewise there could be a building to convert wool producing creatures like Domestic Sheep, Domestic Goats, Domestic Llamas, Domestic Alpacas, Domestic Yaks and Domestic Rabbits into the existing Wool Resource.

Also there could be new resources such as "Milk" that can be produced by a dary building if it has access to milk producing animals like Domestic Cows, Domestic Yaks, or Domestic Goats.

Then other pets such as Domestic Cats, Domestic Dogs, Domestic Rabbit, Domestic Hamsters, etc could be used for a Pet Shop and get extra money for them being there.

Or even have a Test Lab in which they would use Domestic Guinea Pigs, Domestic Rat, Domestic Mice, etc to advance science.

I see many ways to have new types of building that depend upon these breeders.

In addition I think "Equine Breeding" should be required for Chariotry Tech. And "Pachyderm Breeding" required for Elephant Riding tech.

Also Camels should be required to make a "Camel Archer" and "Trade Caravans" units.

What do you guys think? If you like it I will continue making a list for other more exotic pets like parrots, reptiles & amphibians and fish.
 
A minor point but tennis was an indoor sport in the Renaissance.

Yes, I discovered it another day watching "The Tudors". King Henry VIII playing against his friends in the 1500s.

Quote:
Also whats the difference between a coliseum and an arena?

Off the top of my head, I... have no idea.

Colosseum should be a Wonder, the biggest (or more important one) arena of all. Same as Great Library / Library, Great Lighthouse / Lighthouse.

The original name of the Colosseum is Flavian Amphitheater, because it was constructed under the Flavian Imperators. It has received this nickname because there was an "colossal" statue of Nero (or Caligula, don't remember) in front of it.
 
I was not sure if you could edit existing buildings. If you can use existing ones I am all for it! :D

Here are some idea based upon existing buildings.

* = New Building

* War Hut (Stone Tools)
- Warrior
- Javaleneer

*Fletcher (Archery)
- Archer
- Horse Archer (+ Stable)

* Elephant Trainer (Elephant Riding)
- Elephant Rider
- War Elephant

Forge (Metal Casting)
- Spearman
- Axeman
- Light Swordsman

Stable (Chariotry)
- Chariot
- Horseman
- Mounted Infantry
- Horse Archer (+ Fletcher)
- Light Calvary
- Heavy Calvary
- Cuirassier (+ Garrison)
- Calvary (+ Garrison)

Barracks (Military Training)
- Warlord Chief
- Pikeman
- Swordsman

Armourer (Smithing)
- Warlord Captain
- Maceman
- Heavy Swordsman
- Heavy Pikeman

Siege Weapon Workshop (Siege Warfare)
- Crossbowman

Archery Range (Feudalism)
- Longbowman

Knights Stable (Stirrup)
- Knight
- Mailed Knight

Cannon Forge (Gunpowder)
- Arquebuster

Garrison (Leadership)
- Warlord Privateer
- Musketman
- Cuirassier (+ Stables)
- Rifleman
- Calvary (+ Stables)

I am not sure after that since things get a lot more complex.



If it can be done then I am all for it.

This is 100% done, except for units that required two buildings. The XML lets you only pick one, so I tried to pick the most appropriate. (I'm not in the mood to make SDK changes for an extra prereq. Even thought that's completely hypocritical, as I made even more changes than this would require to give my Weather Station 3 Free Promotions, instead of the usual. Whatever.)

Edit: I should mention this, or you will be surprised later. I didn't make these:

* War Hut (Stone Tools)
- Warrior
- Javaleneer

*Fletcher (Archery)
- Archer
- Horse Archer (+ Stable)

* Elephant Trainer (Elephant Riding)
- Elephant Rider
- War Elephant

I felt that the early units should be readily available. The Horse Archer requires the stable, however. And the Elephants, well, they are so rare already, I didn't want to further hamper them.

University:
With Biology, Can turn 2 Citizens into Scientist, +1 :science:
With Free Artistry, Can turn 2 Citizens into Artist. +1 :culture:
With Economics, Can turn 2 Citizens into Merchant. + 1 :gold:
With Printing Press, Can turn 2 Citizens into Artist. +1 :culture:
With Physics, Can turn 2 Citizens into Scientist, +1 :science:
With Divine Right, Can turn 2 Citizens into Priest. +1 :culture:
With Civil Engineering, Can turn 2 Citizens into Engineer + 1 :hammers:
With Psychology, Can turn 2 citizens into Scientist, +1 :science:

Also, this is completely done, except I did't want Universities to completely unbalance Specialist counts, so I made each tech only add 1 instead of 2.
 
This is 100% done, except for units that required two buildings. The XML lets you only pick one, so I tried to pick the most appropriate. (I'm not in the mood to make SDK changes for an extra prereq. Even thought that's completely hypocritical, as I made even more changes than this would require to give my Weather Station 3 Free Promotions, instead of the usual. Whatever.)

Edit: I should mention this, or you will be surprised later. I didn't make these:

* War Hut (Stone Tools)
- Warrior
- Javaleneer

*Fletcher (Archery)
- Archer
- Horse Archer (+ Stable)

* Elephant Trainer (Elephant Riding)
- Elephant Rider
- War Elephant

I felt that the early units should be readily available. The Horse Archer requires the stable, however. And the Elephants, well, they are so rare already, I didn't want to further hamper them.

So if i understand you right Warrior, Javanleer, Archer, Elephant Rider and War Elephant require no buildings to make? Hmm. I don't know about the elephants. I find that horses are more rare than elephants in the games I play. You sure you can't add a elephant trainer building to be available when elephant riding is discovered?

In addition are you accounting for all the civ specific units (up to what I listed)?

Also, this is completely done, except I did't want Universities to completely unbalance Specialist counts, so I made each tech only add 1 instead of 2.

I agree. Without having to make a building and having maintenance it would be too powerful. The only reason I have it 2 specialists was because you not only had to build the buildings but each building gave maintenance cost. Perhaps you should add like a 1% or 2% maintenance cost each time once of those techs is discovered to balance out the specialist benefit.
 
So if i understand you right Warrior, Javanleer, Archer, Elephant Rider and War Elephant require no buildings to make? Hmm. I don't know about the elephants. I find that horses are more rare than elephants in the games I play. You sure you can't add a elephant trainer building to be available when elephant riding is discovered?
Really? I suppose I can.

In addition are you accounting for all the civ specific units (up to what I listed)?

Of Course. I made sure to get all the UU's too.

I agree. Without having to make a building and having maintenance it would be too powerful. The only reason I have it 2 specialists was because you not only had to build the buildings but each building gave maintenance cost. Perhaps you should add like a 1% or 2% maintenance cost each time once of those techs is discovered to balance out the specialist benefit.
The fact that you need to research a tech to unlock it's potiental seems like a big enough negative to me, but I may increase Universities build cost a bit.
 
Afforess what do you think of the Pet stuff i posted?

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Ok lets see if i can fill out some more for the building required for units. Note I will only list one building this time since you said there cannot be 2.

Boatyard (Fishing) [Made By General Staff]
- Fishing Boat

Lighthouse (Sailing)
- Galley
- War Galley

Harbor (Seafaring)
- Trireme
- Siege Quinquereme

Shipyard (Ship Building)
- Caravel
- Fluyt
- Sloop
- Brigantine
- Galleon
- Frigate

Naval Academy (Naval Tactics)
- Man 'O' War
- Ship of the Line
- Iron Frigate

Doctor's Office (Anatomy)
- Medic

Filling Factory (Explosives)
- Grenader
- Modern Grenader
- Machine Gun

Recruitment Center (Military Tradition)
- Infantry
- Guerrilla
- Marine
- Flamethrower

Dry Dock (Steel)
- Modern Workboat
- Iron Clad
- Early Destroyer
- Pre-Dreadnought
- Tropedoboat
- Battlecruser
- Dreadnought
- Transport
- Submarine
- Offshore Platform
- Destroyer
- Cruiser
- Heavy Cruiser
- Modern Destroyer
- Battleship

Factory (Assembly Line)
- Motorcycle
- Freight
- Jeep
- Armored Car
- Early Tank
- Anti-Air Halftrack
- BTR80
- UN APC
- Light Tank
- Tank
- Heavy Tank

Airport (Flight)
- Airship
- Early Fighter

Military Airbase (Aviation)
- Fighter
- IL2

I am stopping here for now. It would be nice to have say a Tank Factory for the tanks or a Naval Yard for everything from the submarine on. Also should we do stuff for the Spies (and upgrades)?

I put the freight under factory but do you think the trade caravan needs a building? Like a stable or bazaar or something?

Also i know some siege units already require buildings. But do later ones like the artillery an ani-aircraft guns? Also what should we do about missile units?
 
Afforess what do you think of the Pet stuff i posted?

Honestly, I think it's too much. We have plenty of Resources as it is, and the screen is already cluttered with them.
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Boatyard (Fishing) [Made By General Staff]
- Fishing Boat

Do you mean workboat?

Lighthouse (Sailing)
- Galley
- War Galley

Harbor (Seafaring)
- Trireme
- Siege Quinquereme

Shipyard (Ship Building)
- Caravel
- Fluyt
- Sloop
- Brigantine
- Galleon
- Frigate

Naval Academy (Naval Tactics)
- Man 'O' War
- Ship of the Line
- Iron Frigate

Doctor's Office (Anatomy)
- Medic

Filling Factory (Explosives)
- Grenader
- Modern Grenader
- Machine Gun

Recruitment Center (Military Tradition)
- Infantry
- Guerrilla
- Marine
- Flamethrower

Dry Dock (Steel)
- Modern Workboat
- Iron Clad
- Early Destroyer
- Pre-Dreadnought
- Tropedoboat
- Battlecruser
- Dreadnought
- Transport
- Submarine
- Offshore Platform
- Destroyer
- Cruiser
- Heavy Cruiser
- Modern Destroyer
- Battleship

Factory (Assembly Line)
- Motorcycle
- Freight
- Jeep
- Armored Car
- Early Tank
- Anti-Air Halftrack
- BTR80
- UN APC
- Light Tank
- Tank
- Heavy Tank

Airport (Flight)
- Airship
- Early Fighter

Military Airbase (Aviation)
- Fighter
- IL2

Looks fine. I will start on this soon. I'm making the Sports Tech right now, but as soon as the framework for those is laid, I'll finish these up.
I am stopping here for now. It would be nice to have say a Tank Factory for the tanks or a Naval Yard for everything from the submarine on.
I'm thinking the DryDock would work for Subs. Don't we have a bunch of factories already? I don't remember all of them (I hardly ever get to the modern era), but there should be one that semi-applies.

Also should we do stuff for the Spies (and upgrades)?

Like what? I'm not sure spies need anything, but if you have a good idea, I'm all ears.
I put the freight under factory but do you think the trade caravan needs a building? Like a stable or bazaar or something?

I would agree with Bazaar.
Also i know some siege units already require buildings. But do later ones like the artillery an ani-aircraft guns? Also what should we do about missile units?

Maybe we could make some sort of missle complex or something for missiles. I don't know if the later units need it either.

It's rather easy to add the prereq's for the units. If you feel brave, open the CIv4UnitInfos.xml from the RoM folder in your text editor of choice, and look for the tag <PrereqBuildings>.

If it is <PrereqBuildings>NONE</PrereqBuildings>, it means the unit needs no buildings, otherwise, it will say a building there.
 
Honestly, I think it's too much. We have plenty of Resources as it is, and the screen is already cluttered with them.

Well your the one who said ...

Why can't pets be a resource (A manufactured resource, albeit)?

I was just showing yu why i though a "Pet Shop" should just give genertic commerise and not a specific "Pet Resource".

Do you mean workboat?

Oops! Yeah the Workboat.

Looks fine. I will start on this soon. I'm making the Sports Tech right now, but as soon as the framework for those is laid, I'll finish these up.

Well this is all the way up to the end of the Industrial Era units. It will be a pain to sort though the Modern and Trans-Human Era units. Mainly because there are not many new types of buildings that would fit.

I'm thinking the DryDock would work for Subs. Don't we have a bunch of factories already? I don't remember all of them (I hardly ever get to the modern era), but there should be one that semi-applies.

Well i ment more that the fact that we will have a whole bunch of units requiring the Drydock. I am not sure if the drydock ever gets replaced so both industrial - trans-huan ship would be made there. Which seems weird.

As for the factories most are not useful or are already indirectly making stuff for them. But for now i guess the generic Factory will work. But like the Dry Dock it will be used for a long time for a lot of units. And I was trying to spread them out as time goes on.

Like what? I'm not sure spies need anything, but if you have a good idea, I'm all ears.

I was not really sure for the early spy. But for later spy units you could use the Intelligence Agency. I suppose the Meeting Hall Might work for the Early spy but I am not sure if its early enough.

I would agree with Bazaar.

Ok but the only hang up is the bazaar needs resources like ivory or pearls to be made. So this would make the Trade Caravan not makeable until you got one of those resources.

Maybe we could make some sort of missle complex or something for missiles. I don't know if the later units need it either.

I was thinking maybe using the Bunker or something for it.

It's rather easy to add the prereq's for the units. If you feel brave, open the CIv4UnitInfos.xml from the RoM folder in your text editor of choice, and look for the tag <PrereqBuildings>.

If it is <PrereqBuildings>NONE</PrereqBuildings>, it means the unit needs no buildings, otherwise, it will say a building there.

It was more of me being lazy and not checking them yet.
 
Well your the one who said ...

I was just showing yu why i though a "Pet Shop" should just give genertic commerise and not a specific "Pet Resource".

Yeah, yeah yeah. I was planning on just a generic "pet" resource. Forget I said anything then.
Well this is all the way up to the end of the Industrial Era units. It will be a pain to sort though the Modern and Trans-Human Era units. Mainly because there are not many new types of buildings that would fit.

Espiecially with how much the modern and future era's still might change. Also, in the later game, units need ammo and resources to be built, so that compensates fairly well.

Well i ment more that the fact that we will have a whole bunch of units requiring the Drydock. I am not sure if the drydock ever gets replaced so both industrial - trans-huan ship would be made there. Which seems weird.

I agree.
As for the factories most are not useful or are already indirectly making stuff for them. But for now i guess the generic Factory will work. But like the Dry Dock it will be used for a long time for a lot of units. And I was trying to spread them out as time goes on.

Okay. Factory it is.
I was not really sure for the early spy. But for later spy units you could use the Intelligence Agency. I suppose the Meeting Hall Might work for the Early spy but I am not sure if its early enough.

007 definitely needs the Intelligence Agency.
Ok but the only hang up is the bazaar needs resources like ivory or pearls to be made. So this would make the Trade Caravan not makeable until you got one of those resources.

Easy fix. The Bazaar should no longer need a resource to be built. Of course, it still will get bonus commerce if you have those two resources though.

I was thinking maybe using the Bunker or something for it.

Maybe. I'm not sure.
It was more of me being lazy and not checking them yet.

Lazy is how my life pretty much is, except for modding. But sometimes, even modding. You guys think I'm accomplishing so much, but I feel like I'm always wasting time...
 
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